animation run cycle notes for my upcoming 2D animation video course package
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@serioussamuel
animation run cycle notes for my upcoming 2D animation video course package
Alternate specialism techniques
For my personal growth in animation, I am trying to specialise in 2D techniques, which traditionally involve simply drawing characters and layouts on paper. However, using these skills in other ways and techniques can help to create a more original and perhaps a more suitable way to tell a story. For instance, the MUTO animation by Blu is created by spray-painting every drawing onto buildings and taking photos of each frame, almost like a life-size stop-motion. The locations and look of the buildings also set the perfect mood for the vastly abstract imagery of the painted drawings.
The all-manner of strange creatures and beings come to life on the walls of the city. The animator hasn't worried too much about the camera being still during the film or if the odd car or person gets in shot too, which helps to create a sense of the beings co-existing with us.
The RSA’s Animate series of educational videos is also a concept which interested me in a different way- I have always been more of a visual learner, learning by seeing what is going on, and then trying it myself. This video is of a lecture given on changing education paradigms, a subject which if I’d attended the lecture would have probably not understood much of due to having no visual representation to help explain it. However, what this video does is have someone draw what the speaker is explaining as he is saying it using small illustrations, which not only helps to explain but also makes an educational topic entertaining.
This screenshot may look confusing, but the hand draws the relevant pictures as the speaker explains his points, creating an entertaining video as well as a method to increase understanding of the subject.
Going back to a more entertainment-focused work, the short film Paperman (John Kahrs, 2012) is a story about a man and a woman who meet on a train station after the wind blown by a passing train throws a piece of paper the man is holding at the woman’s face, which when rescued by the man reveals to have imprinted her lipstick in the shape of a kiss conveniently onto the signature line. She gets on the train, and the man goes to work, but sees her at a meeting in an opposite building, so starts throwing paper aeroplanes to her to get her attention, but to no avail. Eventually he is left with only the imprinted paper, which he also throws and misses, but this paper aeroplane is magic and, bringing the other paper aeroplanes to life, finds the man and woman and brings them back together at the train station. Not only is it a very well-told story using no words (which we come to expect from a studio such as Disney) but the visual style is a mix of computer-generated 3D animation and 2D traditional drawings. Bringing in both animation styles creates a unique look to film that also helps to fit the theme around paper. The entire film, except for the woman’s lipstick, only uses grey tones too, which helps emanate the pencil and paper essence and theme.
The unique look of this film comes from the evident outlines and pencil tones of the characters and scenery, a detail not found in other 3D computer-generated animations.
References used in this post:
Screenshot from MUTO, 2008 (short film), 'Blu', Buenos Aires and Baden, watched on Youtube at http://www.youtube.com/watch?v=uuGaqLT-gO4 (online), accessed October 4th 2013.
Screenshot from RSAnimate: Changing Education Paradigms, 2010 (short film), The RSA, Unknown location, watched on Youtube at http://www.youtube.com/watch?v=zDZFcDGpL4U (online), accessed October 4th 2013.
Screenshot from Paperman, 2012 (short film), John Kahrs, USA, watched on DailyMotion at http://www.dailymotion.com/video/xzt3vb_paperman_shortfilms(online), accessed October 4th 2013.
Possible animation jobs that I may be interested in
An entry-level job that I would be interested in is the Runner position. A Runner is a position in a studio that involves carrying out mainly menial tasks, such as changing lightbulbs, making sure equipment is working, and supplying the animators with fuel to keep on working. In some studios they may also run administrative duties, such as banking cheques, labelling tapes, keeping the showreel/reference library in check, etc. The main essence of the job though is to do the little jobs to keep the studio going, running errands and picking up packages. Developing specialist skills for being a Runner is hard to pinpoint, because of the general nature of the work. The Runner Role is the most basic entry-level role of any studio, and requires no degree to start. However, being bright, helpful, presentable, and basic literacy, numerical, and communication skills are a must, so keeping on top of these aspects is a very useful thing to remember.
An example of a more advanced role in a studio would be an Animation Director. The Animation Director is responsible for leading the team of animators, and may have a large say as to who those animators are. They also have to interpret the brief received from the Director and translate it onto the animators in an understandable way. The main role of the Animation Director is to make sure that the quality of the animation is kept at a high standard and that the animators are following the model sheets and the brief closely, whilst also making sure that their part of the production is delivered on time and on budget. They are often the main link between the studio and later production phases. This role requires a good eye, a good amount of animation experience, effective communication skills and the ability to handle people and project management, hence why this is more of an advanced role in the studio environment, meaning they have come from being an animator themselves previously, and probably a few other roles in the studio such as the Runner and In-Betweener roles. The Third-Year production will help a lot to develop skills for this role, due to having to lead a team of animators, which will increase confidence in being a leader and organizing the workforce. Making sure that the animators are staying on schedule and on model will be a great skill to learn too, to make sure that the production stays consistent in style as well as being able to effectively communicate constructive praise and criticism.
There is also the possibility in the third year to collaborate with one or more of my fellow students. This would be useful because if one of us is stronger in a certain area, for instance editing the shots into one reel, then that person could take on that role more primarily so that the other could take on a different role that they are stronger at, for example sound or layouts. Not only that, but those who are strongest in a certain area can pass their skills onto the other team members to add to their knowledge of skills. Personally, I feel that I am strong in animating characters and, to some degree, drawing layouts, however I am not confident at creating Sound clips, so I would work with someone who is better with organizing sound to make sure that area is covered to the best quality possible, whilst at the same time trying to learn some tips from them as to how they go about making the sound clips and music, so that if need be I could create them myself for other projects if need be. Other areas I struggle with are Lighting and Colours, so another person could focus on choosing the right look and feel of the scenes and characters through those aspects so that I can concentrate more on animating the characters, and again hopefully learn some of their techniques for choosing lighting and colour through them. I would also be happy to share my animating techniques to them as well.
This is the almost finished version of the Perspective Running shot for the Boost film. The moving background still needs to be added to fully complete it, however for some reason that has still not been done. Apart from that, I think this shot looks good because the characters run relatively smoothly and the colours give even these miscellaneous characters some identity. The speed lines also work particularly well when finelined because they are more prominent and therefore help to amplify the sense of speed even more.
This is the Rock Jumping scene from the Boost production, all finished with colour and background. I am satisfied with the outcome of the shot because even after colouring there is a nice sense of weight to the character, and the parts that fall off of his metal legs are a lot more visible now and therefore help to clarify later in the film why the character may not have made the jump. However, the layout for some reason does not fit the character as well as it did, and the first frame is now out-of-line with the scenery. There is also some slight shake on the character when he is leaping from the rock on the right hand side of the screen now as well.
Eighth Drawing Visual Communication session (22/04/2013)
For our final VisCom session, we were asked to bring in some interesting personal objects to draw, and we would be drawing them for the entire session in whatever medium we pleased.
This is the composition of the objects that I brought in. The objects include a mannequin, my glasses case, my old Nintendo DS, a pair of 3D glasses, a ream of arcade tickets, and a jelly bean dispenser shaped as a fruit machine. I chose these objects because I thought they would be interesting to draw and each has meaning or a memory to me: the Mannequin represents my practice of drawing characters in my own time, the glasses case represents my need of glasses to see properly, the Nintendo DS was my first DS console and reminds me of the joy of receiving it as a gift, the 3D glasses represents my liking of going to the cinema, and the ream of tickets and the fruit machine dispenser indicate my love of older video games.
This is the final output of the piece of work. I decided to use the charcoal and chalk technique on black paper again because I thought it would make a more interesting and experimental piece, and I had intended to use this technique again after the second drawing session so I thought that this was a suitable time to do so. I had a lot of trouble starting this piece because the composition is tall due to the mannequin, and I am more comfortable drawing in landscape. After I eventually worked out the positioning on the page though, I really enjoyed creating the piece, starting with the charcoal for the darkest areas and some outlining and then using the chalk to create the highlights and the lighter colours, such as the red of the DS and the yellow of the tickets and dispenser. Despite the obvious lines, I really like how the chalk has turned out, making really strong highlights where needed and subtly convincing ones in other places such as the plastic of the glasses frame. I enjoyed creating the piece because I was using mediums that I haven't used much before, and yet I felt as if I was able to apply them effectively to the page and get a good result from them in the end. Overall this piece has turned out nicely because of that and I feel that this is a suitable last piece to finish off what has been a very insightful and genuinely stimulating set of Visual Communication classes.
Boost - Final Summary
Shots I worked on
Shot: 01 Waking Up
Involvement in this shot: Keyframing, Inbetweening, Cleaning Up, Base Colours for character, Rendering, Drawing and Colouring Layout.
Positive points: Colours work nicely, animation is convincing and quite smooth and doesn't shake too much.
Negative points: Layout was not drawn on a separate layer so was treated as an animation frame when it was not supposed to be, therefore making the layout shake quite a lot.
Shot: 02 Rock Jump
Involvement in this shot: Keyframing, Inbetweening, Cleaning Up, Base Colours for character.
Positive points: Good sense of weight in the movement of the character, convincing running and jumping actions.
Negative points: Body shape changes somewhat noticeably through the shot, especially towards the end, showing a lack of understanding of the character references given to me.
Shot: 03 Cave Run
Involvement in this shot: Keyframing, Inbetweening, Cleaning Up, Base Colours for character, Rendering, Drawing and Colouring Layout.
Positive points: Animation is smooth, colours work together well enough, moving background was tricky to animate but has come out well.
Negative points: Character seems to run slowly at first, and then noticeably speeds up towards the end, character seems to be fast-walking rather than running due to slow start speed and lack of vertical body movement.
Shot: 04 Side Run
Involvement in this shot: Keyframing, Inbetweening, Cleaning Up, Base Colours for character, Rendering, Colouring Layout.
Positive points: Facial expressions show character's thoughts convincingly, vertical body movement shows that he is running.
Negative points: Layout has no lines to show the character's running speed, vertical body movement could be increased to amplify the sense of running.
Shot: 05 Cave Exit
Involvement in this shot: Keyframing, Inbetweening, Cleaning Up, Base Colours for character, Rendering, Drawing and Colouring Layout.
Positive Points: A nice and simple shot that helps link the shots before and after it together, almost no shake in the animation and any shake is not visible due to the scene constantly moving.
Negative points: Outside white colour does not match outside scenery of following shot.
Shot: 06 Cliff Run
Involvement in this shot: Keyframing, Inbetweening, Cleaning Up, Base Colours for character, Drawing some of the Layout.
Positive points: Simplicity of the animation works effectively, shows the viewer the scale of the character against his upcoming leap.
Negative points: Animation is a little bit too long, so drags a tiny bit.
Shot: 07 On The Floor
Involvement in this shot: Keyframing, Inbetweening, Cleaning Up, Base Colours for character, Rendering, Colouring Layout.
Positive points: Weight of the character is evident when he pushes himself up, angle was hard to draw but works well.
Negative points: Direction of head/face seems out-of-place later in the shot, head moves away from body too much, a lot of editing was needed on some frames which took valuable time.
Shot: 08 Getting Up
Involvement in this shot: Keyframing, Inbetweening, Cleaning Up, Base Colours for character, Rendering, Colouring Layout.
Positive points: Good sense of weight in the character as he rolls, anticipation used before he leans forward is effective in showing his reaction time.
Negative points: A lot of editing was needed on some frames which took valuable time, quite a lot of shake in some areas of the animation, layout should have some more details to it.
Shot: 09 The Shock
Involvement in this shot: Keyframing, Inbetweening, Cleaning Up, Base Colours for character, Rendering, Colouring Layout.
Positive points: Facial expressions are very effective in showing the character's emotion even without the audience knowing what he's shocked at yet, subtle body movement assists with showing the emotions.
Negative points: Shot could be a bit longer so that the event of realisation doesn't go past so quickly, letting the audience take in his emotions better.
Shot: 10 Perspective Running
Involvement in this shot: Keyframing, Inbetweening, Base Colours for character, Speed Lines.
Positive points: Characters look like they are running forwards despite moving backwards in the shot, speed lines and first-person view create a good sense of speed.
Negative points: Characters could have some vertical movement to create a better sense of running in the first-person character.
Shot: 11 Evolution
[Image to be added]
Involvement in this shot: Base Colours for the characters.
Positive points: Colours differentiate the characters well, animation is a nice parody of the Evolution of Humans piece.
Negative points: Some of the animation could be smoother, I had to add some lines to the drawings whilst colouring because some areas had not been fully finished.
Summarisation
During the production of Boost, I worked both closely with the director and away from his advice in my own time. I wanted to make sure that I knew what I was doing with the shots that I had been given to animate and that the director was satisfied with them once they were finished at each stage, however I did not want to rely on the director shadowing my every move so I had to take the initiative to come into the studio and work in my own time, even if he was not there.
The main challenges that I faced on the production were working to a faster pace than I was used to and working in the same style as the director's vision. To overcome the new faster pace of working was more of a mind challenge, having to tell myself that finishing the film was the most important aspect, not making the film look absolutely perfect (although it did have to look good). This helped me to loosen up how I drew the frames, although this newfound drawing speed did affect my other challenge to keep to the references given to me by the director. I often found that I drew the character a little bit differently to the model sheet, meaning that when it came to putting the shots I had created into the edited film it was a bit too noticeable as to which shots I had contributed to compared to the shots of other team members.
This has taught me the importance of practicing drawing the character before animating them, especially if the character is not of your own creation.This is a point I will take into account next year when second years have to work on my film, making sure that they have practiced drawing my characters before getting to animate them.
In terms of collaboration on shots, most of the time this consisted of me drawing out the animation and another team member producing the background. To make this work most effectively, I had to produce a basic layout involving the objects that the character has to interact with in the scene, for instance in the Rock Jump shot I drew the rocks that the character hops across, but the person who coloured the layout also added the cliffs in the background - these were not necessary for me to draw because the character does not interact with them. I think this collaboration worked effectively because it allowed me to animate accurately whilst giving the layout artist a little less to do and without him having to worry about his drawing not matching up to my animation.
Overall, I think the final film has turned out pretty good. The preproduction planning was sufficient and the idea was very well thought-out, which led to a solid animation process and an ease of understanding of what needed to be done. However, on multiple occasions early on in the production of animated shots I noticed that team members got distracted easily, probably due to the mindset that they had plenty of time to do everything, but in the end this meant that the clean-up and colouring processes had to be rushed somewhat, leading to a slight drop in quality that could have been avoided. To avoid this next year, I will try and make sure that my team members realise the importance of working hard and at good pace from the offset, cracking down on those who get distracted in the studio.
I also found that because our entire team regularly came into the studio to work instead of doing the work at home, it was much easier to follow what each other had done and to discuss the next course of action, which is probably a big factor in why the film has come together as well as it has despite the rush towards the end. This will be another factor that I must keep on top of next year, making sure that my co-workers are coming in to the studio regularly and preferably to do all of the animation, so that I can advise them in the right direction.
The animation technique used in the film was a rather simple one, of us just drawing the character, finelining the frames, and filling the blocks of colour on ToonBoom. Given the time restraints, this was the fastest method, however it was not overly creative and even seems a bit boring to look at. Hopefully for my film I will be able to play around with the art style and try and come up with a more interesting aesthetic, whilst making sure that it is a technique that can still be animated at good pace and one that isn't too difficult for the second years to adapt to.
The narrative for the film this year was a very solid one and easily understandable as well, and because the film is based on a real-world company there are a lot of relevant pointers in the film to their product and values. Because my current plan for my film is not based on a real-world company, my narrative will be harder to drive effectively and relevantly, so I will have to make sure that the narrative I do come up with is relatable to the audience and easily understandable to those who cannot relate so easily.
Altogether, the film has been almost fully completed due to good planning and a strong storyline, with clever references to the target audience, however the ease of being distracted and the misunderstanding of the amount of time it takes to complete each stage of the animating process have been the biggest factors as to why the film is not 100% fully completed. It is complete enough however to be released to a viewing audience, and hopefully it can be tweaked and improved to maximum standard for the degree show. Also, I am pleased with the film because I feel like my contribution is significant to it's completion and my parts do compliment the look, feel, and storyline, even if some of my drawing was not quite to the reference sheet as previously mentioned.
Remaining images will be added shortly.
This is the coloured version of the Shock shot, the third in the sequence of three 'Realisation' shots. I am very happy with how this shot has turned out, because the eyes are meant to be the main focus of this shot and the addition of colour has meant the viewer can now see the white of the eyes, meaning the decrease in the size of the pupils is now more evident and more effective in showing the character's reaction. There is also very little shake in this shot despite him not moving as much as in the previous shots.
This is the coloured version of the Getting Up shot, the second in the sequence of three 'Realisation' shots. This shot has turned out well overall because the sense of weight in the leg when the character swings it over is still evident in colour, however as with the previous shot, some editing in ToonBoom was needed on the stationary leg because it moved around too much due to a rushed clean-up process. The movement in the character still works nicely though, and the end of the shot where he leans forward still leads in to the shot afterwards convincingly and effectively.
This is the coloured version of the On The Floor shot, the first shot in the sequence of three 'Realisation' shots. Overall this shot has come out looking good, however it did take some unnecessary work to get the quality during the colouring stage. I had to use ToonBoom to redraw some parts of the leg because the shake between the first two frames (which are repeated) was very noticeable and made a big impact on the viewer's attention. However, the actual movement of the character has worked out well and despite some noticeable shake on the previously mentioned repeated frames, it seems more like an intended boiling effect rather than a rushed clean-up process.
This is the coloured version of the Cliff Run shot, the fourth in the sequence of four 'Cave' shots. Despite this shot's simplicity, I think it works very well, showing the scale of the character compared to the surroundings and the impending leap that is approaching. The character does not need so much detail in his looks for this shot because he is so small on the screen, and we have seen him multiple times in more detail already by this time in the film, and so his drawings are more focused on a convincing running motion.
This is the coloured version of the Cave Exit shot, the third shot in the sequence of four 'Cave' shots. I like this shot because it is simple and it connects well with the previous shot, although the white colour of the exit of the cave doesn't fit so well with the shot after it. Because this is a moving shot, shake is almost unnoticeable if there is any, and despite it's simplicity the shot is able to narrate what is happening with the other shots.
This is the coloured version of the Side Run shot, the second in the sequence of four 'Cave' shots. Overall this shot is good because the facial expressions are convincing and I was able to increase the distance that he bobs up and down as he runs, making the run a bit more convincing as well. To improve this shot, I would probably increase the distance of the bobbing up and down even more to make it look more like running and not just fast walking.
This is the coloured version of the Cave Run shot, the first in the sequence of four in the 'Cave' sequence. I think this shot has turned out OK, however in colour the beginning of the sequence looks as if he is running a lot slower than he did in the pencil test. However, because the shot is moving a lot, any shake in the lines is not visible, and the character movement has good weight to it.
This is the coloured version of the Waking Up shot for Boost. I am overall satisfied with the outcome of this shot because it doesn't shake as badly as I thought it might and the colours look good, however I did have to edit the hands quite a lot because I did not draw them in the Inbetweening stage, meaning that I gave myself more work when it came to clean up and colouring. The shake of the top of the bed is the most noticeable, but it does not distract too much from the actual story of the scene. From this, I have learnt that drawing scenery on a different layer is easier and more useful, especially if that piece of scenery is going to be sitting still for a while, so that shake is a lot less likely to happen when it comes to colouring the shot.
This is my Lip Synchronisation exercise again, however with a more 1950's animation style background. On it's own I think this layout is OK because it does reflect the simple colours and shapes of the old 1950's cartoons, and how they usually had the colours at a slight offset to the line drawing. However, compared to the first render with the detailed layout, I much prefer that one because the character fits in less comfortably in this one and the details of the other layout create a more tense atmosphere in the scene, which is the intention.
This is the inbetweened version of the Rock Jump shot, depicting the character skilfully leaping over some rocks in his training run.
I am also very pleased with this shot because it has a nice sense of weight to it, and it really feels as if the character is putting a lot of effort into leaping across the rocks. I also like how this shot is constantly moving because it means that I do not have to worry so much about how much difference there is on each drawing, however to improve this shot I would try and draw the characters body size more consistently, especially towards the end where he seems to rapidly gain some weight.