OK, so poses are real important, timing is really important, in fact it seems there are 143,311 things that are really important in animation. One of my favourite out of the huge principle pile however is the concept of arcs. More specifically, I mean that practically all movement on your characters should describe a clean and natural arc through 3D space ( or mostly 2D really - unless like me, you work in games ).
To be honest I`ve known about arcs for a while, but only recently have I started to use them. Oh man how important they are. To discuss WHY they're important aesthetically would take all day, so I`m gonna stick to one aspect of their use for now - and thats mainly just keeping a handle on how smooth and dynamic your actions are.
Using a visual arc tool in Maya can really REALLY help you with your motions... during animation, but also afterwards for finding exactly where all those tiny pops and glitches are. The curve can help you see how smooth and 'organic' your motion is, and the spacing between the objects that represent each frame can visually show your spacing which is super useful.

note: don't confuse this with a "path" animation where an object is constrained to that path. The sphere is animated freely, and the curve updates as changes are made to describe the motion through space.
Some very basic examples of using arcs
To be honest I`ve known about arcs for a while, but only recently have I started to use them. Oh man how important they are. To discuss WHY they're important aesthetically would take all day, so I`m gonna stick to one aspect of their use for now - and thats mainly just keeping a handle on how smooth and dynamic your actions are.
Using a visual arc tool in Maya can really REALLY help you with your motions... during animation, but also afterwards for finding exactly where all those tiny pops and glitches are. The curve can help you see how smooth and 'organic' your motion is, and the spacing between the objects that represent each frame can visually show your spacing which is super useful.

note: don't confuse this with a "path" animation where an object is constrained to that path. The sphere is animated freely, and the curve updates as changes are made to describe the motion through space.
Some very basic examples of using arcs
- on everything ( arcs don't necessarily have to be smooth curves ! )
- on walk cycles - see the path of action on the feet , and the ease-in and outs of the foot plants.
- use a trail on the tip of a character's nose to make sure the head movements are natural and spaced well.
- on a jump - see the gravity through the spacing, and path of action visually with the trail.
- keep track of a complex arm movement, by using a trail on the wrist, and another on the elbow.
If you've ever used Maya's motion trail tool before, you probably know its a little suspect. I used 3DStudio Max when I was at Ubisoft, and one thing I did like about the package was it's really fantastic motion trails. So I wrote one for Maya that essentially mimics it exactly - and its also a little more straight forward and visual to use than Maya's own ones.

Trails will update dynamically as you change animation on your object. You can have any number of trails per scene, and even on varying frame ranges of the same object.
You can get it here: cMotionTrail

Trails will update dynamically as you change animation on your object. You can have any number of trails per scene, and even on varying frame ranges of the same object.
You can get it here: cMotionTrail




