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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

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





Saturday, June 21, 2014

No. 68, The Animator's Thought Process

What I try to do here in this blog, in part, is to set down some of the thinking and decisions that an animator makes which are not usually recorded at all.

These consist of the more fleeting and detailed things that pass through an animator's mind as she or he works.  Ask an animator a year after a scene is animated about that animation and what he was thinking when he did it, and it is likely that he will not be able to say.  It might be possible to say, "Oh, that walk cycle--well, it has a nice rhythm, don't you think?" But the steps of planning, of paths considered and discarded, of things tried that did not work because they were too subtle or too over-the-top for the problem at hand--these things are most likely forgotten unless noted down or  unless committed to long-term memory by a discussion or some other event that forces the thinking to be articulated or recorded.

Thoughts of an animator.


But my belief is that these thoughts can be useful,  just as seeing the crumpled false starts from the waste basket or dustbin of a writer or illustrator can be useful, because they show to the aspiring animator that the path to a satisfying result is often not straight and smooth; that it is okay not to get it right the first time, and that a hard working and self-critical method of procedure can lead to success just as surely as the inspired stroke of genius of some Michelangelo of animation who seems to always get it right the first tiime.  If there really is such a thing.  Milt Kahl may have been a genius animator, but it is known that he would shut himself in his office alone for days or weeks at a time as he worked out his scenes.  It is fair to assume that he was testing and discardiing, homing in on his solutions more or less as the rest of us do.

And so the message of my step-by-step blog posts is: if something you animate is not working right, it can probably be fixed, and here are some of the many ways that can be used  1)to figure out what is wrong, and 2) to fix it so that it is working right.  Moreover, having established these critical habits in yourself, you may find that you do get to the right solution more directly and quickly in the future.

Let's hope so.  As for myself, I feel that I am still learning more every day and improving as an animator.

How about you?




Wednesday, June 11, 2014

No. 67, More About Animating 4-legged Animals


Four-footed Movement


It is worth pausing here to talk a little about animating animal legs.  You might suppose that if you've seen one four-legged critter moving, you've seen them all, but this is far from true. Once I assigned the animation of a little cartoon goat to one of my animators on a children's game.  She did a perfectly acceptable job on it and I approved it, but a week later I happened to see a goat walking and was struck by how the goat appeared to be walking tip-toe, like a woman wearing 5-inch heels and having to bend her knees slightly.  That's how they walk! It would have been a charming touch to have included in the scene.

In my last post I mentioned a book, Dog Lomotion and Gait Analysis, by Curtis Brown (Hoflin Publishing) that is a favorite reference for this kind of thing.

Dog Locomtion and Gait Analysis, by Curtis Brown

If you are interested, I find that this book is still available.  I also see that there are now some others on the same subject, but I cannot speak about them.

Even within a single species, not all animals move alike.  That is especially true of dogs, which have been bred to take so many different forms and proportions. Tall dogs, for example, tend to use the pace (moving both right legs forward together, then both left legs) instead of the trot (a front leg moves forward with the opposite rear leg).  Terriers will never move like greyhounds, even walking and standing.  The book goes into all this and more in great detail--in fact, probably in more detail than one would ever need.  But if I were animating a Lady and the Tramp or a 101 Dalmations today, I would certainly want this book at my desk.

A typical double-page spread from the book.
 I discovered Dog Lomotion by chance, and I have had my copy for many years.  In fact I wrote a review of it for Animation World Network back in 2000. Here is the link if you would like to read that review.

Of course now there is a wealth of movement reference of animals on the internet, most of it free as in YouTube, and I recommend that you take advantage of it whenever your assignments call for some realism in animal movement.

Elegant Anatomy


Let me draw your attention to one particular detail of four-legged anatomy that I think is common to all digitigrade mammals: the pastern.  Digitigrade means walking on the toes, as distinct from plantigrade, which means walking on the flat of the foot. (Bears and humans are plantigrade animals.) Most notably,  horses and dogs and cats have the pastern, as do all their close relatives.  It is a flexible joint in both front and rear feet that allows great energy to be suddenly released in running, and visually it is an animator's delight.


In the drawing above, from left to right, you can see the changes in the pastern joint of the front leg of a dog.  First it is compressed as it bears the full weight of the animal and propels him forward; when it is released and carried ahead it makes a sudden and beautiful flip, dragging the foot behind it; then as the whole leg is brought forward the foot drops down from the pastern, ready to make contact with the ground; and finally, pressure on the foot reverses the angle of the pastern once again.

Of course this all happens very quickly as the animal moves, but to include this action in the animation of dogs or other animals always adds a snappy elegance to their movement, and it is a prime example in nature of what the great animator Art Babbitt called "successive breaking of joints." You can exaggerate it; you can have fun with it; but you should never leave it out.

Here are 4 consecutive drawings from my fox's trot that show the pastern working.




Next:  Thought Process and the Animator






Wednesday, June 4, 2014

No. 66, Creating a Four-legged Walk Cycle

FOXTROT


A short while back ( Acme Punched posts No. 60 thru 62) I showed you my approach to creating a walk cycle for my character Albert.  Now here is a walk cycle, or rather a trot, for the little fox character.

First, a bit of re-design was in order.  I made the original model sheet without much attention to the real anatomy of a fox.  This is a cartoon and you can do that, but he does walk on all four feet so I have now decided it would be good to have him move something like a real fox, and for that, he has to be constructed a bit more like a real fox.



In the original model sheet, above, he is rather swaybacked and holds his tail erect.

The revised design makes his spine arc upward a little, as in real canines, and shows him holding his tail almost straight out behind him when moving.



 The Animation

Once again I wanted to try something I had read about but had never actually done: to animate the head, body and tail before doing the leg animation.  This is effective in animating dance and other controlled movement such as sword fighting.  Disney animators have used the technique in animating such semi-realistic creatures like deer (Bambi), though others actually did the reverse, animating the legs before the body. (I would cite a reference for that, but can't recall exactly where I read it.)

Anyway I thought it might work on my cycle of a fox trotting.



This was the first test.  It was made using just three drawings, with the middle drawing favoring the highest one in its spacing (see Fig. 1). I thought the rhythm was fine, but since the fox will sometimes be quite small on the screen, I decided it was too subtle.



Now for a broader movement, in which I simply let his body drop down farther.



At the time (we will come back to this) I thought it was fine, and went with it. Here is the spacing.



Then I was ready to add in the legs.  This is a basic canine trot.  I referenced a favorite but little-known book of mine: Dog Locomotion and Gait Analysis, by Curtis M. Brown.  Brown is not an animator but a dog breeder and dog show judge, but the sequential drawings of the gaits of various breeds are a gold mine for anyone interested in how dogs move.

Here is the test.


Hmm.  I sort of liked it when I saw it, but...something was not right.  Can you see what is wrong without reading further?

If you said that the head was moving too much, you would be right.  I had lowered the head along with the torso.  It is the same as it was in the second version without the legs (see Figure 2 again also), but somehow it was not apparent to me until I saw it all put together.

Solution?  Leave the torso as it is but just space the head much closer to the other heads.






Now it is working right.  Many animals avoid movement that bounces their heads up and down very much, because either they need steady vision for pursuit of prey or to detect danger.

One more thing I thought to do was to see if I could vary the speed--make him move faster--without removing any drawings.  (He may have to trot quickly to keep up with Albert's brisk walk.)  The slow speed is 8 drawings on 2's, or sixteen exposures, thus: 1, 1, 3, 3, 5, 5, 7, 7, 9, 9, 11, 11, 13, 13, 15, 15.  The numbers in bold are the lowest position.  The obvious thing to try here is to see if it will simply work on 1's: 1, 3, 5, 7, 9, 11, 13, 15.  But it looked too fast and also jerky, so I am not even showing it to you.  Although it does not always work to have some drawings of a walk cycle on 1's while others are on 2's, because of the danger of "slipping" against the steady movement of the background, I decided to try this: 1, 3, 3, 5, 5, 7, 9, 11,11, 13, 13 ,15.  In other words, I dropped the second exposure on drawings 1, 7, 9, and 15--just four frames fewer, but look at the result:





It seems to work!


Next: More about working with 4-legged characters!

Thursday, May 22, 2014

No. 65, My Process of Character Design, Part Two

Centerline Style into Modern Graphic Style


As discussed last time [No. 64, My Process of Character Design, Part One], after some preliminary sketching of characters I decided to go with a much more graphic style than my usual, somewhat Disney-like style.  I had already done one round of rough designs of characters that might be seen at an airport boarding gate, waiting in various ways for their flights, so I set about to modify them all into the more graphic style.

One issue to be considered is that of how this style may affect the animation.  Are there things I can do in centerline style that I can't do in using the more flattened, graphic style I have now adopted?

The answer is, yes; certainly.  For example, the kind of slow rotation of shapes one might do in centerline would not be convincing in the graphic style because the latter is not based in solid geometry.  Is this a particular problem?  Probably not, because while the graphic style might have limitations in that way, it also opens up opportunities of its own.  The graphic style is not expected to be convincing in the same way that centerline is, and it therefore can be manipulated and animated in surprising ways that can be valid and delightful in their own right.  

The Grand Vizier Zig Zag with King Nod.


For a good example of this contrast, look at any of the scenes from The Thief and the Cobbler where the highly graphic Zig Zag engages with the king or his daughter, who are both more traditional centerline designs. Richard Williams contrived to make them work well together.  

The Thief tangled up with Tack the Cobbler.


The cobbler, Tack, and the Thief were both clever hybrids of the two kinds of design.  (It should be remembered that Williams was a brilliant and accomplished designer before he ever took up animation.)

Now let's take a look at my own characters and how they have gone modern.

Woman solving sudoku.
These are all airline passengers waiting for their flights.  Most are incidental characters, so there won't be a lot of movement.  Above, I am showing you three versions  of this evolution.  Some of the others also had more than two versions before I got them the way I wanted them, but I will illustrate only two on most.

Man waiting unhappily.
Here is a symmetrical pose that remained the same; only the style and his expression have changed.  Sometimes twinning--having the right half mirror the left half in its pose--is okay!

Man using laptop computer.
Here I had another "twinned" character going and decided to change that.

Man sleeping in his seat.
This sleeping guy was a lot of fun to stylize, yet the pose remains essentially the same.

Young woman on her mobile phone.
Fun with curves and straight lines.  My approach has always been to do two or more drafts of  a character design.  It is exciting to see where this can take me.  When working toward a cartoon modern style, look for curves that can be combined and details that can be eliminated without losing the body language and information of the pose.

Older couple waiting patiently together.
Note how these two senior people have changed only in a few simple ways.

Boy playing video game.
Here's one that changed a lot between centerline style and modern style.  And changed for the better, I think.


And now, what about my two main characters?  Don't they have to be changed too?  You bet they do.  Here is how that looks:
The two main characters for the film.

Coming soon:   Storyboards for this project!

Thursday, May 15, 2014

No. 64, My Process of Character Design, Part One

First, a note about the imminent discontinuance of a software application that has been an important part of my pipeline:

No More Toki Line Test


Got an email this morning, as did all other of their users, that Digital Salade is discontinuing sales and support of Toki Line Test by the end of this month (May, 2014.)

This is the pencil test program, costing just $100, that I have been using and recommending since I first signed on in October, 2011. I regret that they are discontinuing the program as their support was always first rate and very personal.  Of course the application will continue to function indefinitely, perhaps for years, and I expect to continue using it for the forseeable future.  But I can no longer recommend that anyone else take it on.

My Character Design Process


Character design is fun!  Anyway, I think so.  I have always enjoyed it since as a boy I used to try to design cartoon characters, superheroes, and others. My limited drawing skills were a frustration to me at the time, but I persisted until I could do it.

My natural tendency in character design leans toward classic Disney, which means I design from the same standpoint as a Maya designer: I am thinking in the round, as if my 2D drawings are just single viewpoints of a character I have visualized in three dimensions. From my designs a sculptor would have no trouble building a macquette or 3D model.  I have just learned that there is a term for this approach: centerline design.  I found this term in Amid Amidi's wonderful book Cartoon Modern (Chronicle Books, 2006.)  This book is devoted to alternative character and background design in animation, popularized in the United States in the 1950's and 1960's.

A double-page spread from from Cartoon Modern, by Amid Amidi, showing designs for Tex Avery's Symphony in Slang (MGM, 1951.)


The studios producing American theatrical cartoons were resistant at first because most of their artists and animators were uncomfortable doing anything besides the tried and true style exemplified by Tom and Jerry, Donald Duck, Bugs Bunny and Woody Woodpecker, and because the producers and distributors were afraid of such radical change.  Yet their were some designers among them, mostly younger men and a few women, who were eager to experiment and try new things.  Even at Disney there was a modern design mole hidden at the very top, among the famous Nine Old Men: Ward Kimball, who went from animating the stereotypically centerline character Jiminy Cricket in Pinocchio (1940) to the semi-modern Cheshire Cat in Alice in Wonderland (1951) to directing the ultra-graphic and revolutionary theatrical short Toot, Whistle, Plunk and Boom (1953).

While this modern design was at first used with great charm and thoughtfulness, in animation that remained lively and entertaining, its utility in the eyes of producers as a cost-cutting technique eventually devolved into the boring, tiresome and often ugly product called limited animation that dominated television cartoons from the mid-1960's onward.   But don't get me started about that!  (We hold these Filmation truths to be self evident.)

On the left, Centerline Albert. On the right is one way that a Modern Design Albert might look.


Centerline, on the other hand,  is perhaps not a self-evident term.  It seems to refer to a design principle found in organic forms in nature: bilateral symmetry, meaning that many living things, including humans, have a right half and a left half that approximately mirror one another.  It is the starting assumption for this kind of character design.

Modern design turns all this on its head; modern design approaches character design mostly as a silhouette, and it takes from abstract modern gallery art the concepts of simplifying form, of using the clearest angle of a form as its primary shape (the eye as viewed from the front; the nose and ear as viewed from the side of the head), and of largely ignoring or distorting principles of perspective and foreshortening, and rotation of solids.  Note the difference in the two approaches to my Albert character, above.

And while I remain fond of centerline design, and will continue to use it, I am also attracted to this modern design.  For my new project The Two Washingtons I feel it is an agreeable design avenue, so I am stepping a bit outside my comfort zone to push my characters in that direction.  Here's just one example where I took a character concept in an entirely new direction:

First and second draft of character design.



Next: How All the Characters Were Changed





Monday, May 5, 2014

No. 63, New Project: The Two Washingtons

I have decided to start a new animated project, to be worked on in parallel with my present project, The Crossing, but on a faster track. There are a couple of reasons for this. One is that The Crossing is turning out to be so elaborate in its present vision that it will be years before it can be finished.  This has been my fault for succumbing to what is called feature creep--allowing the inclusion of ever more ambitious ideas until the scope of the project becomes much bigger than the original concept, perhaps outrageously so.  I still get great satisfaction from working on The Crossing, but the distant date of completion sometimes frustrates me. This new film is to be short and manageable, and it will satisfy my desire to finish something once in a while.  I hope to turn out a series of these briefer, simpler little videos.

The other reason is for the benefit of this blog, Acme Punched!.  At times, my work on The Crossing does not provide me with usable material for blog posts, and I recognize the importance of doing regular posts in a blog's success.  So now I will be able to draw on my work on both projects to provide me with relevant topics on a regular basis.

The New Project

Working title: The Two Washingtons


The substance of this production is a brief and humorous encounter between two strangers who are both waiting for flights at an airport departure gate.

In the interest of the KISS principle (Keep It Simple, Stupid!) I have determined that it will be in black-and-white and that it will be under 2 minutes long.

Here are the two main characters:



Before these two meet, there will be a wide establishing shot followed by a sequence in which one of these men, looking for a vacant seat, walks past an assortment of seated travelers, each of whom is passing the time in some way as he or she waits for a flight.

This is a rough of the establishing shot:



Next: Design of Incidental Characters