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For People Crazy About 2D Animation!

Acme Punched! is for people crazy about 2D animation. It may be enjoyed by beginners and others, but it is aimed at animators who know already something about the process of animation and the basics of character animation. In large part, it will attempt to provide a deep look into the problem solving that goes on in my head as I work out a scene, often in step-by-step posts that I will sometimes enter in "real time", without knowing in advance what the outcome will be. Mistakes and false starts will not only be included but emphasized, so that the creative process of animation will be portrayed realistically. And, while my own bias is for 2D drawn animation, many of the effects and principles discussed here can apply to CGI 3D animation as well. I hope the blog will prove useful and instructive for all.

-Jim Bradrick
Showing posts with label Story Board. Show all posts
Showing posts with label Story Board. Show all posts

Tuesday, December 1, 2015

No. 82, Adventures in Character Design, Part 1: Looking for My Character

What to Do when an Idea Isn't Working

Recently I came to a place in the planning of my new personal film where I felt blocked.  The concept was of two characters having a confrontation in an airport, and as I tried to commit the whole thing to storyboard, my progress and enthusiasm ground to a halt.

The original main characters.

I expressed this to a close friend who is also an animator, and he just shrugged and said, "Well, maybe there is something wrong with the whole idea. Rethink it."

Immediately I felt re-energized. And I also felt relief, because I was keeping with my new resolve not to animate anything without first storyboarding to the end. So I had not wasted a lot of work.

I began sorting through the ruins of my concept like a man standing amid the tornado-riven rubble of his home, looking for what might be salvaged.  There were some good character designs, and there was the airport location. There was a gag about an oversized suitcase that couldn't possibly make it past airport security and size regulations as a carry-on.

Part of the ruin was what had been my main character, a goofy guy who was funny-looking but hard to understand or empathize with, even for me. He was the one with the suitcase, and now I saw that he had to go, and he had to leave the suitcase behind.

Keep the suitcase, lose the guy. These are my first sketches of the character, from a traveling notebook.
 But what could I replace him with?  Was it necessary to start over with that, too?  Or was there possibly something already there?

Next: A New Start

Sunday, August 3, 2014

No. 71, Me vs Toon Boom StoryBoard Pro, Part Three



The Moving Storyboard


Now we get to the point where StoryBoard Pro is not just a storyboard platform but also a tool for creating an animatic. Like the storyboard itself, the animatic is a planning tool for discovering the best way to tell a story and for discovering problems before all the expense of creating animation and full production art.  Where a live-action film maker might shoot footage at a ratio of ten feet for every foot used in the final edit, the goal of the animation studio with its highly expensive and labor intensive production cost, was a ratio of one to one.  The storyboard and especially the animatic could make that happen.

Originally called a Leica reel, the animatic is a filmed (or videoed) storyboard, with the duration of each panel timed to play as nearly as possible to the calculated length of the same action in the final animation.  Thus an accurate animatic lasting ten minutes and twenty-two seconds onscreen will represent the final production lasting the same amount of time.

One thing that SBP can do is help the animator to accurately time transitions and certain types of movement upon the screen.  Here is my first example from the developing storyboard for my new film The Two Washingtons.



This is the establishing shot for the whole film.  Looking through the grid of a window, we see a huge jet taking off.  An appropriate sound effect will be added.  Then we dissolve to the interior of the airline terminal building, immediately pulling away from the window and widening out to reveal the large gate area crowded with people waiting for their flight to be called.  The background sound will change to the ambience of an airport building, with murmurring voices, footfalls, and the occasional PA announcement.

To accomplish this little sequence I used three of SBP's effects: 1) an animated layer (the airplane), 2) the cross-dissolve from the airplane shot to the interior shot, and 3) a long camera truck-out from the window to a wide shot of the whole room.

Let's think about it piece-by-piece.  The airplane shot might have taken from two to four frames of a conventional storyboard.  Limited to that, I think I would have done it like this:

How this shot might look in a conventional storyboard.


But SBP allows me to do it with just two drawings, the airplane and the window grid, and the result is about as good as I could hope to make it in the final film!

The Animated Layer


The animated layer is about as simple to do as can be.  You select your panel, then the layer you want to animate.  (Of course you will have to have planned this as you constructed your storyboard, so that anything moving will be on its own layer.  If you think something in a scene might move, or of course if the background is to be used in more than one panel, then you should be thinking and working in separate layers.) Next, you use the First Frame Transform tool and manipulate the image to its beginning position.  All the basic transform functions are available, so you can not only reposition but scale, skew, rotate, and so on.  In the case of the airliner, I slid it down out of the camera frame at lower left and also scaled it proportionally down.

The green rectangle is the camera field.


Then I clicked Last Frame Transform and pushed the airplane image off the screen at upper right.  Done!  The plane appears to be taking off outside the window, growing larger as it rises.



This is not actually the last frame position, because that happens near the end of the cross dissolve and is therefore nearly transparent, but it is near the end.


Camera Move

The second panel is done not as a layer move but as a camera move.  With the chosen panel selected, click on the Camera symbol in the toolbar, then open Tool Properties.

Tool Properties panel for Camera
As I am still learning this program, I do not yet fully understand the sections of this panel called Selected Keyframes and Static Attributes.  Here we will be concerned only with the top section, Camera Transform.

From left to right, the first three symbols are: 1) Set Keyframe at Beginning of Panel, 2) Set Keyframe at Current Frame of Panel, and 3) Set Keyframe at Last Frame of Panel. In my shot of the airport interior, I have used just 1 and 3, because the camera is to move throughout the shot. It is important to set both these keyframes, first and last, before moving your camera.  When you do this, the camera fields start out the same for both frames, so they are superimposed.  But at the bottom of the field, there is a green square for the first frame and a red square for the last.  Click and drag on each of these squares to adjust your opening and ending positions.  Here is what mine looked like after making those moves.

The panel in Camera View, clearly showing the move from start (green) to finish (red).


Note: a change in rotation is also possible here, as for example I could have rotated the green window so that the horizontal window bars started out parallel with the match shot in the previous panel.  I decided this was unnecessary however.

I am not quite finished here.  Rather than have the camera move at a constant rate, I decided to add ease in and ease out on both ends, but at different rates.  To do that, go to the Ease In, Ease Out lines in the Camera Transform box and just enter values for the durations of those eases.  In this case I chose 10 frames for the ease in (less than half a second at 24fps) and a full two seconds for the ease out.  These are easy to keep adjusting until they feel right.


The Transition

The last thing I have to do in this little two-panel scene is to add a smooth transition between panels. Find the New Transition icon in the toolbar and click on that.  I want to do a simple cross dissolve, which is the default option. There are also some wipe options.  Select the transition you want by double-clicking on the transition symbol on the timeline, or use the panel view.  The duration of the transition can be changed by pulling the edges of the transition symbol to left or right in the timeline.

Again, I applaud the ease of use of these functions.  I figured all this out and set it up in far less time than it took to write about it.


Next time I will show you another example of camera work in SBP, and I will also talk about some drawing options that are not available in Animate or Animate Pro.

Monday, July 14, 2014

No. 70, Me vs Toon Boom StoryBoard Pro, Part Two

The Hybrid Approach

 I still like drawing on paper.  Are you surprised?

Last time I featured mostly images that were drawn directly into StoryBoard Pro with a stylus and my Wacom tablet.  As I continued my exploration of SBP, I found that some complex setups were, for me, better done by working on paper, then importing the image into the program.  Could I have done them paperless?  Yes, but I think it would have taken me a longer time, and storyboarding is often required to be done quickly and efficiently.

Each user should make her or his own decision about this.  Yeah, I am an older guy with a long history of composing my work on paper, so that is my inclination.  If you grew up with computers, it will likely be easier for you to go all digital, and your results may be just as good that way.  I have plenty of respect for the all-digital artist.

However, Toon Boom has not neglected us paper-bound animators.  They have always accommodated import and scanning of hand-drawn and bitmap images of all kinds, including color images.

Smart Use of Your Smart Phone

My own procedure with animation drawings has been to scan them in with a Mustek scanner, with the Acme punched (there's that term again!) paper registered to a taped-down acme peg bar attached to the frame of the scanner, outside the scanning field.  For storyboard images, I could do something similar, but I have realized there is an even easier way.

A smartphone plus drawings equals easy import of rough pencil drawings.


Laying the drawings out flat on my desk, I just stand up and shoot photos of them individually with my iPhone.  Then I connect the iPhone to my laptop, open iPhoto, import the images, and copy them from iPhoto into a folder.  They come in as jpegs, and from there I can import them directly into SBP.

The raw smartphone image.


However, I do sometimes add one more step, which is to first bring them into Photoshop, crop them to get just the part of the image I want, and manipulate the brightness and contrast.  It is faster than using the scanner, and you can do it in a coffee shop or anywhere, with only your laptop or tablet plus your smart phone.

The same image brightened and cropped in Photoshop.


I would not use this method for any precision image such as a background layout because there can be slight distortions in perspective and proportions, but in the rough and sketchy world of storyboards, the results are perfectly acceptable.  You can still use that image as a rough layer, re-drawing the appropriate parts of the image onto separate layers using the SBP drawing tools.  This is what I refer to as the hybrid approach--combining imported rough pencil sketches, with final drawings made using SBP's drawing tools on layers above.

Try it!

The imported image partially inked with SBP drawing tools.


Exporting the Storyboard to PDF


I had a question from a reader this week about exporting from SBP to PDF; specifically, how to do it so that the Dialog  and other written notes would export and appear with the panels in the PDF.  Exporting to a printable format is of course often a desirable way to share a storyboard, making it possible for individuals to make notes and suggestions on paper that may then be considered as revisions.

I did some experimenting and found that this will work only if you choose certain options under PDF Export Parameters in the Export to PDF window.

The Export to PDF window, with 3 Panels Vertical selected.


My findings are that the first four options--3 Panels Horizontal, 3 Panels Vertical, Full Page (one panel) and Overview 2x4 Panels--all will include any notes or dialog in the PDF.  The others--Overview 4x3, Overview 8x10 and the Japanese formats--apparently will not.  These formats include so many panels per page that there is no room for the notes.

Caution:   In the formats that will include notes, if your notes run especially long, they will still be included, but at the expense of bumping one or more panels onto the next page.


Next:  Storyboards That Move!






Wednesday, July 2, 2014

No. 69, Me vs Toon Boom StoryBoard Pro, Part One

Whenever I take on a new software application, there is of course a period of intense struggle, the learning wall that I must climb before the program can be any fun to work with.  This is inevitable, and I have come to expect it.

In the case of Toon Boom's StoryBoard Pro, the wall was a short one, and I was boosted over by my previous experience with Toon Boom's other applications: first Studio, beginning back in 2006, then Animate and, finally, Animate Pro 2.  This was helpful because of the great similarities in the UI and terminology among the various ToonBoom applications, so that even as I opened the storyboarding program for the first time, much of what I saw in front of me was familiar--the same tools, icons, and organizational structure that I already knew.

Furthermore, Toon Boom's unparalleled tutorial resources which they provide free for all their applications, plus other tutorials both amateur and professional on You Tube, help to answer the many questions that arise when attempting to master StoryBoard Pro or any of their other products. Why all other software companies do not make similar efforts to freely educate the public in the use of their applications, preferring to rely on pay tutorial services, I do not understand.  The more people there are who know how to confidently use your product, the more likely it is that it will be bought and used.  Toon Boom has certainly got the right idea here.

The big attraction for me to StoryBoard Pro was its capability to generate animatics complete with camera maneuvers and soundtracks.

The big challenge for me, I knew, was to learn to comfortably draw directly into the panels with my stylus and Wacom tablet. 

Working With a Script

 Using as my test project the concept I call The Two Washingtons, the same one for which I have recently recounted my character design process [Acme Punched! posts no's 64 and 65], I started by writing a script complete with dialog and camera directions, during the course of which one of the two main characters changed completely in concept and had to be re-designed (see below.)

A change in character often necessitates a change in design.


The script notations included a sequential number for every scene (or camera shot, as it is called in live action.)  My script had 24 scenes, so when I opened StoryBoard Pro for my new project, I laid out 24 scenes and copy-pasted the directions for each scene from the script into the Action Notes box in the Panel View.  (I should note that as I write this, some of the staging for what is now scene 24 is unclear in my mind, and so I expect that when I get to that point in my storyboard, it will end up being divided into several more scenes. But the flexibility of StoryBoard Pro facilitates changes, just as in a paper storyboard, easily allowing additions, rearrangement and deletions, so this does not worry me.)

A section of page 1 of my script.

The script for Scene 1 pasted into the Action Notes window in StoryBoard Pro.


Using a written script may not be the best approach for everyone.  Some may prefer to work from the outset with visual representations of the scenes, but I have some experience in writing fiction and live-action scripts and so it appeals to me as the right way to begin.

Thumbnails

Along the way I was making thumbnails on paper which I kept before me as I worked. These were just quick sketches, only a few inches or centimeters high,  of poses and situations that I was visualizing as I worked through the script, and which I jotted down quickly without regard for character accuracy or precise drawing.  This can be a valuable way to work, and I recommend it.

Early thumbnail sketches.


Bitmap or Vector?

 The StoryBoard  Pro application allows drawing in either bitmap or vector modes, though not both on the same layer.  The default layer choice is vector (I did not find a way to change this), and after some experimentation I found this to be preferable because of the smoothing property, a feature found in many vector drawing apps.  This property may be set at any percentage from 0 to 100 and will help remove shaky or hesitant tremors in any drawn vector line. I like it set at around 20 most of the time, but this will be different for each artist.  Setting the smoothing very high, however, can cause the algorithm to redraw your line without any of its original character, so this should usually be avoided.

Testing three settings of the Smoothness property in vector inking.
Here I inked one rough drawing three times, using no smoothing, 50% smoothing and 100% smoothing, as indicated.  If you look closely, you can see that the 0% setting gave me the most faithful rendering of the rough, yet it contains some nervous lines at the top of the cap.  At the other end of the scale, the 100% setting straightened some curves completely (under the eye and at the mouth) and made very small detail almost impossible to render.  Drawing a round pupil in the eye was not possible, and getting it as good as I did required 4 or 5 repeated strokes.  Even the 50% version was taking too much control of the line to suit me.

Another advantage of vector inking, or course, is that the lines remain crisp at any scale.

Keeping It Rough

 With the idea of ending up with not just a storyboard but an animatic, I found that a good way to work was to go through the entire board in very rough form, using separate layers for whatever elements in the scene will be shown to move or change. 

In the course of roughing out the storyboard, new ideas for movement, transitions or other changes will naturally present themselves. If you are working rough, it will be less painful to create the necessary layers or panels to accommodate these new things than if you were working in a more finished way.

Rough storyboard panel.  The black rectangle is the camera field, which will be adjusted later.
I have roughed in more than half of this storyboard as of this writing.
 


Next: Part 2, The Hybrid Approach





Thursday, January 10, 2013

No. 25, Problem Four: Forty Seconds In Two Weeks (Part 2)



The Storyboard


Here is the whole storyboard, panel by panel:
T
This storyboard was accepted enthusiastically by the client, with only two changes requested:  they wanted to start with an exterior shot of the brewpub--really, more of a large brewery--and to have a greeting card placed on the fireplace mantle.

My partner, Don, did a color comp of the exterior:
By now it was December 11, so we asked for a few days extension and they agreed to delivery on the 19th.  But now I had the green light to go ahead; I had to take all the elements from the storyboard and put them into a form that would work in Animate Pro.


Let's now evaluate what was required to get this little production out the door:

A--Background Art
One highly detailed view of the bar and taproom.  This was conceived in one-point perspective so that the back wall would work both with the wide taproom shot and also with the medium to close shot of the fireplace.

Another detailed background had been added: the opening exterior shot.

A closeup shot of the fireplace mantle, fairly simple.

B-Complex Props and Objects
This includes several shots of the client's tanks and other projects, with accurate logos.  Some logos would be hand-drawn, some taken from photos.  The beauty shot of the fermenter that is revealed when the bag falls open was a photo manipulated into line art in Photoshop, then further rendered and colored in Animate Pro.  This was the most critical and complicated element to do.

C-Simple Props and Objects
This category is comprised of all the mugs, plates, pretzels, the legs and arm of Santa, the wreath and the Christmas tree.

D-Animation
Aside from the snow falling, which was done with an automated process in Adobe After Effects, there were only three elements to animate: the beer foam sliding down the glass, Santa's arm reaching in, and the bag falling to the floor.  Only the bag would require multiple drawings.

E-Camera Moves
To be done in Animate Pro.

F-Post Production
 Includes FX such as dissolves and fades, SFX like sleigh bells and munching,  and music.  The end title card also ended up as a post production item .  Don was in charge of all this, but he couldn't start until I did my part.


Next: Getting the Art Into Toon Boom