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.