Our task for today – as far as I understood it – was a small precursor to the first project. We’re to make a quick heavy-lift animation, while documenting everything we do and how we do it. A rather refreshing start, in my opinion. I wanted to see if I could use my old rig I used last year – 
But, alas, I couldn’t get my hands on the last version, and it had severe problems with skinning and missing digits as well. (Not to mention, his pants are missing)

Nevertheless, I tried posing it quickly.

It worked, and I’m somewhat used to this rig, but I didn’t want to risk it breaking down on me completely, so I got that other max rig thinger and set up my UI like I prefer animating with it.

That is, I like having access to the full curve editor, at least when fixing the animation, and have a flat shaded small view-port to keep an eye on the silhouettes (Wish I could make it black or something, so I couldn’t see the eyes). I haven’t begun animating yet, but as I’m going along and posing, I’m trying to find an attitude, or a personality. I think up traits and small gestures and secondary motions that could be performed to enhance it, such as per haps edging his fingers towards a more comfortable holding position, or just trying to nudge the ball to one side to get a better grip on the other, or things about the way he goes about bending down, et cetera. Perhaps I could even give him a feminine attitude. (Naw.)
And to be honest, I haven’t really bothered looking into planning the whole ordeal very thoroughly – especially not for this task – where the goals will be obvious with only a few key poses. I’d make him act it more out if the task was bigger and all that; make him study the ball a bit, perhaps, relax his shoulders before going down, and sway and stutter and try to keep his balance while not crashing into anything. In other words, I’m not using many external tools such as sheets and drawings to figure this one out: I believe the three view-port panels I have at the moment to be enough. No reason to over-complicate it.
Since this rig is using custom attributes, and those are a pain to convert tangents on en masse, some of us guys here in Stavanger, figured that for us who enjoy using step mode, simply staying in normal tangent mode for now and cramp it together so that there’s one key pose per frame, would be close enough. (Seriously, is there no good way to convert the tangents on custom attributes and the likes en masse, like you can with controllers?)
As said, time is compacted down into only the necessary keys, and to keep things simple and “final”, I always select everything and press “k” on my keyboard to put keys in everything so I don’t have to worry about that when I start timing (hoping that the custom attributes won’t cause much trouble).

I’ll often feel tempted to add in one extra key somewhere to remind myself of subtle movements I want, but I’m starting to learn that this doesn’t help at all, and only makes things harder. Better jot it down somewhere else! I’m hoping that working this way – focusing on key poses and possibly some break downs – will let my animations be more focused on beats and rhythm and readability, rather than make them mechanical and stiff and horrible to read; but I honestly don’t know until I’ve tried some more. (It’s not like I could read that out of a dope sheet or something like that [yet, if ever].)
Anyways, I’m currently not very innovative with the use of tools and such, but I figured sticking an object on the spheroid for when I moved and rotating it would help me figure out the placement of the hand in accordance.

I hesitate to use link constraints on the hands for two reasons: One, since I’m not used to this rig, I’m afraid it would break down. Now, that’s easy to figure out with a little bit of experimentation (Hold & Fetch, anyone?), but then there’s: Two; I want the interaction between the ball and the hands to be organic and non-constrained. I’m sure someone good would be able to do this without making it look like the ball suddenly got ultra-light or something like that, but I think I’ll keep it simple here.
One thing that I noticed while using this rig, is that how I animate a character is very biased by how it looks: Even if this character looks very plain, it looks – to me – as if it already has some color to it. Or predefined personality, if you’d like. I don’t know if this is a good or a bad thing, or if this is one of only a few that does this, as I’ve already seen this used a bit elsewhere on the net.
Anyways, curves are being made.

And then some breakdowns. I use “k” to put keys on everything there, as well. I like having the keys “finalized”, so I don’t have to worry about unwanted blending. Only thing is, I should be pretty sure about the surrounding poses before I lock the breakdowns/inbetweens, so I don’t have to fiddle too much with the curves.
This is when I realize that I probably should have timed it before adding more stuff. And so I remove all the keys I just added that I haven’t changed again, and start spacing them out roughly. Very roughly, as it’s getting late, and I’m slow, and the deadline is soon. Silly me.
While I animate and notice how I forgot about inbetweening the fingers and such, it occurs on me that perhaps I should animate in passes? But that clashes slightly, perhaps, with my preferred method of animating, much like Chris Kirshbaum did in his Character Animation: Mechanics and Emotion over at ‘The Gnomon Workshops’.
Anyways, here is the story so far:

Meet Guy: He sees a spherical object. He’s incapable of expressing his wants with his face, because this project strictly prohibits the use of facial animation. Nevertheless, his urges are as strong as any one’s – with or without a face – and he really, really want to pick it up and hold it close to his chest.

So he decides to pick it up!

Hang on …

Just got to get a good grip, first …

There we go!

Hnggh!

Nnnnh~

Watch your steps, Guy!

Good catch, Guy!

The ball is yours now, Guy! Oh, joy!
Well, anyways I think that’s all I have time for today. I’ll bring it with me home, but we’ll see if I’ll get anything more done. It’s just playing with the curves from now on, anyways. I suppose I need practice with that, too. Anyways, got a train to catch, see you all la