
One of the biggest things I've noticed, is that most first term students tend to jump head first into their animation assignments but pay little or no attention to the POSE assignments. Don't make this mistake! These poses are a huge part of the learning process, and almost any animator will tell you that a pose can make or break any animation.
As Ham Luske said:"Your animation is only as good as your poses. You can have good timing, good overlapping action, and good follow through- but if your poses are not strong and to the point (telling the story) you do not have good animation."I know these pose assignments don't have the "wow" factor of putting things into motion, but I guarantee that if you make these poses as appealing and unique as possible, you will turn heads and get noticed by your fellow students and other mentors. Below are some things to really think about when making your poses.
1.
THE LINE OF ACTION

This seems to be the biggest one, next to the hand poses. I can't stress enough how important a good, simple and CLEAR line of action is to any pose. To sum it up, the line of action is a quick way to see if your pose has the proper dramatic "flow" to it.
Your best bet when creating a good line of action, is to start with that line and work around it. If you've already created your pose, try drawing a line through it to see if it's working in the most simple and clear way possible. If you aren't getting that simple line, you should probably re-think your pose. Maybe you need to rework the staging or the arc of the spine. Whatever it is, do the best you can to make that line work!

2.
THE HANDS!
The hand poses are a HUGE part in the appeal of your character. I've seen so many pose assignments turned in that were pretty good but had terrible hand poses. These bad hand poses instantly destroy the credibility of the overall pose and make it very inorganic.
Hands are crucial in communicating attitude. Just think about all the attitude that can be conveyed with your hands. That said, don't get too carried away with this. It's important to remember that they're just an extension of the body and they must all flow together.
Also, just because a character doesn't have fingers (like Stu) doesn't mean you can't make great hand poses. Think about the overall shape, not just the individual parts.
Here are some excellent examples of natural hand poses drawn by the great Angus McLane:

3.
AVOID THE CHARACTER WITH NO CHARACTERLet's face it. Stu is one of the most generic characters out there. Faceless, fingerless, monochromatic....Hell, the poor guy doesn't even have clothes! I think it's safe to say that there have been a few other characters out there that have been easier to work with. But there's a very calculated reason to why he's been created that way.
One of the biggest, is that it provides you as the artist with a practically blank canvas to add your own character onto. It also forces you to create the character without anyone else's pre-conceived ideas already built into it.
This is REALLY challenging! Giving Stu a definitive character is probably one of the hardest things to accomplish this term, but I guarantee it is something that if you learn to do well, you will be able to apply to any character you touch in the future. This is the area that makes animation truly interesting.
I took a class with Ed Hooks, you know, the "Acting for Animators" guy, and we did this really interesting exercise that really struck a chord with me. He had us do a pantomime exercise where we picked a profession, (doctor, lawyer, television evangelist) but didn't tell anybody what we chose. We then did a little scene where we were waiting at a bus stop as these characters, not saying a word, but keeping in mind what our professions were. When we were done, the audience then had to guess what we were. I tells ya, it's kind of unbelievable how most people got what the other person was just by STANDING there.
So you see? It just goes to show you how little you need to rely on props and costumes to get the point across. Sure, they're great to have, and really add the little details that make them interesting, but they're in no way necessary to sell your point. This is why I know you can give character to Stu.
I challenge you guys to really think about this one when you're doing a Stu scene. Think about who he is. Is he really a "he" or is Stu short for Stulletta (ok I admit that's a terrible name, but all I can think of right now :P)
Where is she coming from? Where is she going? What mood is she in?
These are just a few questions that good animators and actors use to make their characters shine and come alive, and there's no reason you shouldn't be asking them for these assignments as well.
When Walt said
"The mind is the pilot." he nailed the idea behind what makes a character really stand out. Give that character a real thought process, a real mind, and the rest will fall into place.