What the quote above translates into is that as we learn a new skill, we learn its system and rules and techniques and we get lost in the details and complications and forget the fundamental principles that lie beneath that skill. We forget that whatever is the most efficient solution to a problem is the right solution, and that we shouldn't be afraid to try different ways to find the best key to the puzzle. This applies well to CG and animation, being surrounded by an environment that fuses rapidly evolving technology with age old principles of art. New and old come into union as well as conflict and it is up to the artists to find the best ways to make use of the best of both worlds, neither clinging on to the ways of the past nor rejecting its validity. Because in the end a punch is just a punch. A kick is just a kick. A keyframe is just a keyframe. A pixel is just a pixel.
A short tutorial I wrote on the application of the principles of the body kinetic chain to game animation.Script: Copy Control Attributes
A simple script to copy attributes from one control curve to another. Useful for animation blending.
Link: AutoTangent script
A script that converts animation curves to clamped while killing the overshoots. Comes with UI and curve softness settings.
Link: Shaky Camera script
UI with excellent controls for creating shaky cam movements.