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"Pixels and Lead"
by Doron Meir -
Part 2 of 2

"Acting and Animation"
by Doron Meir -
Part 1 of 2
The Basic Principles of Character Animation
by Michael B. Comet

Doron Meir -
Character Animator
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      Animation Article

Pixels and Lead - Part 1
Doron Meir, a classic animator retrained for CG, examines the relations and differences between the two types of animation, and offers some insights, tips, methods and conclusions.
The first part of this article discusses the methods of working in classic 2D animation. The second part compares that to CG.


By Doron A. Meir
06.03.03

Forward
The last few years have seen a rapid growth in 3D animation. Stronger computers, more sophisticated software, greater accessibility and the possibility of hyper-realism helped the computer animation technique to take classic animation's place as the most popular and profitable medium of animation.
Character animation is an art of motion and acting, the principles of which are independent of technique. In addition, knowledge plays very little role in animation - what makes a good animator is talent, and mainly experience. The conversion of seasoned classic character animators to CG (Computer Generated) animation was, therefore, only natural.

Since the principles of motion and acting don't change, I expected the work methods to be similar. I was wrong: the different technique requires a different way of work. I adapted. Slowly, I got used to a new way of working, a new way of thinking. I began to practice 3D animation.
Meanwhile, I continued to draw and teach classic animation, and became interested in the way these two mediums relate to each other. What is the difference? Why does the computer force me to think and work differently? And most of all: how can I combine the advantages of classic animation with those of CG animation?
This article presents my conclusions.


A few notes
Since some of the animation terminology is rather vague, and to prevent possible misunderstanding, here are my definitions to a few problematic terms:

Animation, animator - there are quite a few forms of graphic arts that can be called animation. This article only refers to "manual" character animation (not including rotoscoping and motion capture).
Classic animation - hand drawn animation.
CG animation or 3D animation - animation that was created using 3D software.
Cartoon - a style of animation in which the animator may "bend" the laws of physics.

The article is written from the point of view of a classic animator who turned to CG animation. Classic animation is my native language, so to speak, and it is therefore only natural that the problems analyzed here are those of CG animation and not classical animation. I suppose a CG animator trying to understand classic animation would have analyzed it the other way around. In any case, there is no intention to claim that one medium of animation is superior to the other.

Last note: the article, being a technical one, is relatively hard to read and includes quite a few terms that might be unfamiliar to inexperienced animators. If there is anything you do not understand, feel free to Email me at doron@doronmeir.com.


The classic animation work method
For those who are not classic animators (99.99999% of the world's population), I have to describe first the general work method in classic animation.
The animator receives:

Storyboard
Sound analysis (the sound at each frame), mainly in case the scene contains music or dialog.
Layout: the layout is essentially the storyboard enlarged and much more specific, usually including the background and the characters in the important poses of the scene.
Model Sheet: the characters as they look from several angles. For main characters, the model sheet usually also includes various poses and expressions.

Equipped with all this information, the animator can start working.


Phase 1: Thumbnails (optional). A small "research" done by small, very spontaneous drawings, searching for a few poses that "tell the story" and suggestions for interesting poses that can be used in the scene. Often the timing is also generally planned at this early stage.


Thumbnails for the sample scene. The dialog: "You can act like a man!!!"


Phase 2: Extremes - a small number of poses that tell the story. The poses must be clear, but not clean.
Extremes. The third drawing was the first to be made, and the whole scene is "drawn" from it.


Added anticipations and recoil (last drawing). Here is the test.


Phase 3: Breakdowns -less important, intermediate poses that add character to the motion, define arcs and enhance the timing.



Added breakdowns and moving holds. Some of the drawings are half drawn - the inbetweener will put in the rest. The final test is here.


Phase 4: Optional. Going through the whole animation in a straight ahead fashion, with the initial poses serving as waypoints, but usually not actually used in the final animation.


Phase 5: Pencil Test - the drawings are scanned or shot by camera and edited in the right timing. The animator checks that the animation actually works the way he meant it to. The classic animation test is "fragmented", since there are no inbetweens yet, and may have partially drawn frames - sometimes just a mouth or a hand.

Phase 6: Improving the animation - adding special keys (such as the 8th drawing in the sample), improving problematic drawings, fiddling with the timing, making a new test and so on, until the director approves the result.


Phase 7: Adding overlapping action on hair, clothing and so on, in a straight ahead fashion.


Phase 8: IB (inbetween) charts - these are instructions for the assistants, the ones who draw the inbetweens. Essentially theses instructions have to do with slow in/out and exceptional parts (for example: straight inbetweens between frame 1 and 10, except the foot is to be drawn has at its final position already on frame 3).

Here we have four drawings between 21 and 31, with slight deceleration at the end. On frame 21 the eyes are closed and on 31 they are open, but the animator does not want such a slow opening of the eyes, which is why he notes the inbetweener to open the eyes already at frame 23.
15 and 21 are keys; 19 will be drawn inbetween them, and 17 will be drawn between 15 and 19 - we have acceleration (usually in classic animation the work is "on 2's" - every drawing is on screen for 2 frames, to save work).


On special (and quite rare) occasions, the animator can choose to animate purely straight ahead - just start with the first drawing, finish with the last, make a test and check what happened.


Next week:
Part2 - The difference between this process and the method of animation in CG: Tips, tricks, conclusions and some examples.


The author is a 2D/3D animator, animation teacher and a generally odd man.
For questions, comments, compliments or hate-mail, contact: doron_mei@bezeqint.net


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