Acting and Performance Choices with Ed Hooks
These are my notes from an Ed Hooks “Acting for Animators” class taught in San Francisco in 1999.
Ed’s teaching connects acting craft to animation craft in a way that immediately improves your scene work: intention, moment-to-moment thinking, and performance choices that feel grounded instead of “played for results.”
These notes are not a substitute for Ed’s course. They’re a personal study reference I’m sharing because the ideas are useful and easy to revisit. If you have a chance to take one of his seminars, do it.
About Ed Hooks
Ed Hooks is a professional actor and acting teacher, and the author of Acting for Animators and Acting in Animation: A Look at 12 Films. He has taught at animation schools and studios worldwide.
Learn more: Ed Hooks’ website
Introduction
Core idea: Emotion and movement come from thought.
Walt Disney said it best: the mind is the pilot.
Actors vs. animators (the helpful tension):
Actors work from internals (intention → action → result)
Animators build externals (movement, facial change, rhythm), but those externals land best when they are driven by an internal action
Rule of acting:
Play an action until something happens that makes you play a different action.
Expectancy:
Stay in the present moment. Don’t “announce” what’s coming next.
Scenes are negotiations:
A scene is stronger when something is being pushed, blocked, avoided, demanded, denied, or protected.
Empathy
Empathy is the engine of performance. We connect to emotion, not information.
Practical notes:
A villain works best as a normal person with a fatal flaw
Let the audience see a “window” into the character’s humanity
Small, honest “tells” often beat big reactions
Stifled emotion can hit harder than full display
Keep dignity in embarrassing moments; it’s funnier and more relatable
Improv, Power Centers, and Status
Improv principle: Support your scene partner. It improves the work and lowers pressure.
Power centers: Shifting the body’s “engine” changes the whole character.
Hips: swagger / runway
Chin: regal / official
Chest: heroic / combative
Forehead: intellectual
Belly: heavy / grounded
Knees: street strut
Status reads in body language:
High status: stillness, direct gaze, ease
Low status: looking down, face-touching, tension
Laban Movement Analysis
Laban offers a fast way to design character movement with clarity.
Four factors:
Space (direct / indirect)
Time (fast / slow)
Weight (heavy / light)
Flow (bound / free)
Eight effort actions (examples):
Press, Wring, Glide, Float, Thrust, Slash, Dab, Flick
Use these as a starting point for character exploration, then refine into something specific.
Character Analysis
Think “iceberg.” You don’t show everything at once, but you build depth underneath the scene.
Consider:
background, culture, profession, health
habits, fears, ambition, flaws
trauma, joys, taste, addiction
what they protect, what they avoid, what they need
Acting Notes for Animators
A few reminders worth repeating:
Strong scenes come from need, not just want
Eye contact is selective; intense eye contact is usually intimacy, conflict, or threat
Use the moment before your shot to anchor the performance
Make yelling a late option; control is often quieter
Don’t animate “results” first—build intention, then let emotion show up as the result
Subtlety plays. The audience reads more than we think.
Questions / Ed Hooks
Email: edhooks@best.com
Website: edhooks.com
Ready to Go Beyond Presentation?
Shot hygiene makes your work look professional.
Acting makes it unforgettable.
If you want to learn how to:
Build performances from nothing
Think in beats, not poses
Design shots like a director
Make strong choices without copying reference
Then it’s time to study performance and acting for animation at a deeper level.