The following steps can help improvise your animation.
1. REMOVE JERKS
1.1 Path of object:

After animation is done check the path your object is moving. (When I mean object I also mean differnt parts of the body). Onion skinning is not available in Maya, you may use a water based marker on your monitor to register each frame (beware some companies won’t appreciate writing on monitors with a marker) . Rectify any unsmooth path. Even though going through frame by frame and observing can show you the problem, using a marker helps you identify clearly where problem occurs.
1.2 Irregular spacing

Irregular spacing can create a jerk. Check frame by frame and space it regularly.
2. SPACING
2.1 Ease-out/ Cushion

Similarly spacing of an object requires you to onion skin (with marker may be) and check. It is usual to see some frames close to each and some far. Space it more regular. Having a 3 frame ease (cushion) at the end of each pose usually works. Dont forget overlap. Read Hit effect.
2.2 HIT EFFECT

When you want to get a hit feel. You need to space it in such a way that frames before the hit are even spaced and not cushioning before it hits. Ensure you squash the hitting object a little at the frame of hit.
3. BLINK

A 6 frame blink usually works fine. Overlapping animation for each eye also makes your animation looks beautiful. Have you eyebrow come down a little when the eyes are closed for added effect. Never have a frame without iris during the blink, ensure it is partially visible.
Blinks add life to character.
You may add blinks:
1. when a character changes the place he looks
2. when he/she is idle for a long time.
3. When head squashes
4. HANDS
When it comes to hands many animators take it for granted. Dont forget to delay the wrist and fingers during movement.
5. POSES
Animation is done to convey a story, attitude of you character is a key to achieve effective story telling.
Poses play an important role or rather most part of the role in getting the attitude of the character across to the audience.
If a character is angry for example you need to pose properly the eyes, eyebrows, shape of the mouth, shoulders, hands, elbows and overall line of action of the body. Many budding animators take hands for granted. The book "Acting for animators" says that hands are the most expressive part of the body.
6. MOVING HOLDS
No animation can be complete without a moving hold. Moving hold should never be significant, you are only trying to making it look unstable.
7. CHECKLIST
Most of the time animators know what is wrong with his animation when a mistake is pointed out to him. Animators should have a checklist in paper or even in their minds ask themselves whether they have animated the hands properly, are the blinks working fine, is it cushioning fine in the poses, is it space correctly etc..
All experienced animators do that.
8. CONCENTRATION
Unlike many jobs, animation requires continuous concentration. Regular breaks during works drastically slows down animators.
Good one. A basic and must and should knowledge about animation. Given in a pain English and nice Images
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