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The birth of a short animation PDF Print E-mail
Written by Sajjad Amjad   
Monday, 13 March 2006
Sajjad Amjad, who is currently in a Masters program for Animation & Interactive media, shares his thoughts about how to approach the difficult task of producing an animated short

For the beginner, this article aims to describe the work flow involved in the production of a small home grown personal animation (2-5 minutes long, may be smaller). It means that you don't have a massive render farm at your disposal, you're either a student of animation, a hobbyist or a professional trying to add something new to your ageing portfolio in your free time. Production methods vary according to the time and resources available. I'm going to assume you're an individual working on a home PC. Its important to note that the work flow is considerably different for a project which involves more than an individual. In the case of a production team roles need to be strictly defined and production is done in parallel (which is usually not possible in an individual project, unless you're an alien with two brains and 7 limbs). So now that we're primed to stun the world... switch off the PC and grab a paper and pencil. Yes, the traditional tools! If you maintain a paperless existence, power up the word processor (although a paper and pencil is still highly recommended).

And then there was...

The idea. Everything evolves from an idea. You may have the technical skills to pull-off something worthy of a high budget Hollywood block buster (we have quite a pool of talent right here at CGX), but the best effects and techniques fall flat on their face if the story doesn't engage the audience, remember The Hulk? Yes of course you liked The Hulk, you were amazed by the CGI, your friends told you his face had enough bones to sink the titanic, they used dynamic textures which reacted to water particles etc., ever care to look at it's box office performance? Final Fantasy was hyped as the best ever CG production at the time and yes it was, to me and you, we saw the technical aspects and were spellbound, but it bombed at the box office. On the other hand look at The Blair Witch Project, a low budget production which raked in millions.

What most CG artists don't realize is that it's not their technical prowess that the audience will be observing but the characters in the story and how they evolve and interact with each other and their surroundings. Keep in mind that I'm talking about the average Joe. Obviously, if you intend to screen something at SIGGRAPH then it better be technically breathtaking. At the end though, you want to tell a story, and not how you can pull off different effects (although that has it's own advantages). So the first thing you need to decide is who your intended audience is.

Is the piece you're making intended for studios who might hire you? or is it something for your personal portfolio, a little project on the side? Studios look for particular things. In these situations you would want to tailor your demo reel for very specific positions. If you're strength is lighting, just show that. Don't ruin everything by plugging in sluggish animations which a 5 year-old could tear asunder. Collaborate with other people, use their strengths to promote your own. At the end of the day you and your collaborators both come out strong, it also shows that you can work in teams, which is a requirement in any production pipeline. Since I'm going to be discussing the process of producing an animation, I will discuss the production of a short animated story.

Remember that a less than spectacular production may be forgiven if the story captivates the audience e.g. The Blair Witch Project. But a bad story has no memorability e.g. The Hulk. What you want is for people to be able to remember your work. Unless you have the resources to make something as visually immersive as the destruction sequence in The Day After Tomorrow or the initial battle sequence in Star Wars: Revenge of the Sith, you want to stick with a good story. Since we're producing a small animation say 2-5 minutes, keep the story simple. You don't want something which Tom Clancy would be proud of, you don't want to spend a year researching the causes and effects within your story. There are heaps of resources which will give you a crash course in writing an engaging story (Google will set you free) I realize that you're a CG artist, you're itching to fire up your 3D application and let it rip. A little time spent on pre-production now will save you lots of time later. So how do you write an engaging script?

Read a lot. Draw upon your own experiences, everyone has gone through something which was interesting, something worth telling. It may not be ideal to turn it into an animation but anything is a start. Work out as many ideas as you can. They might be disconnected but that's all right. The intention is to let the creative juices flow. Once again, read book which specifically target the art of story telling, its one thing that man has been doing since we descended from the trees (I (currently) subscribe to the Darwinian school of thought). From personal experience I can say that all ideas can be improved drastically, this is specially true as a varied audience reads it and provides feedback. When you're writing a story, put all your energy into it. Think very hard about each story. Write it out, show it around, think how it may be improved and then tear it up. Its hard but your next idea will be a lot more interesting. I would suggest spending as much time on the script as possible. For a personal project of mine, for which I had lots of time (lucky me), I spent a few weeks going through various ideas, I actually wrote out ideas for 12 completely different stories. Of those, I put 5  into proper script form. Then I chose 3 which appealed to me the most. Finally I picked the one I thought I was technically competent to do. Don't let outrageous ideas steer you away from a story, always put it down on paper. You might not be skilled to do something yet or you may not have enough time on your hands, but it may be possible a year or two down the line. An engaging story will be engaging today and tomorrow. Whatever you end up writing, yourself and a high percentage of the people you show it to (make sure they fit in the target audience) should like it. Always ask for feedback and take all kinds of criticism positively. Yes, its your story to tell, but it would be fun if a whole lot of other people enjoyed it too. If you feel that writing is not your forte, then write your story as you see it in your head, put it down in point form. Write it down in any way where it would make sense to another person.

As you are writing remember that unlike writing for print where the reader is at liberty to visualize what has been written, an animation gives you complete control over what the viewer sees. Whereas something may look good on paper, it might not translate as well into moving pictures. Visualizing what you want the viewers to see as you write will help ensure that the story is visually engaging. Now that you have a story, you need to finalize it and lock it. Locking is essential at all points during the production process to stay on track. You may have the most amazing idea 2 weeks into production of how the story could be improved, but making changes during production will just lengthen the time you spend on the production. Time, as we all know is a luxury few of us have. Finalizing the script also includes thinking of the camera shots that you would use. This process is pretty short if you have been visualizing your story during the writing stage. Its best to have a fair idea of cinematography; different kinds of shots and lighting elicit different kinds of emotions in people. For example, a shot where your subjects face is lit from below traditionally evokes a sense of foreboding and horror, the reason of course being that as humans we just aren't used to someones face being lit like that, sunlight falls from above (as does room lighting). Deciding the shots is critical when making a 3D animation specially because it will save you lots of time later. Imagine if your story includes a part where a character is walking through a deserted marketplace. Depending on the angle of your shots, you might be able to get away by just making the façade of the shops. If on the other hand you want to take a distant high shot angled down, you would have to make the roofs as well. Always keep in mind that animation is an illusion, if it looks good to the eye, it's good enough. If the market place has a fountain which is never close to the camera or which is never the focus of the action then it's pointless to make it into a 200k polygon model. Things after a certain distance can be very simple indeed. Unless you're making an animation about the life of a termite, it's best to use textures to put cracks in furniture, add detail only if that detail will be focused upon. A lot of artists get involved with the nitty-gritties and waste time on details which will never be visible to the audience or which may be easily dealt with by using a texture. Imagine if a shot calls for targeting a walking character from the waist up. In the production stage this means that you don't need to animate the legs movement, just bobbing the body and swinging the arms will do the trick. Once again, time spent on pre-production saves more time during production. Once you have the shots in your mind, put them to paper, write down as much detail as you want. Details like what the camera is framing, what's in the foreground, background, how does the focus shift etc. go a long way in helping out later. A trained mind when reading the script should be able to visualize what the camera is looking at. Making all the creative decisions at this juncture will immensely alleviate the stress in the production stage. If most of the creative and production related details are sorted out now, you can then focus a lot more on the quality of the final production.

When the story has been put in a script form and the shots have been added. Lock the script. As before, this means that no matter what happens, the script will not be changed. You may alter the shots a bit to improve the effect, but the story has now been etched in stone.

The next step is to make a storyboard. For the uninitiated: A storyboard resembles a comic book, each frame of a storyboard defines a key shot as art accompanied by short descriptive text. A storyboard will help you to visualize your final animation. It will illustrate to you how the shots flow. If after making the storyboard you realize that something is not working, go back to the script and change it. BUT ITS LOCKED! Change it anyway. We are not always able to visualize things as we write. So sometimes, although what we write may look perfect, the actual visualization might not make the cut. Since the final media will be screen, not print, we have to make changes to the script. After the requisite changes have been made, go back to the storyboard and finish it up. The storyboard should include all frames which have key shots (zoom, pan, dolly, roll, yada yada). You will most probably end up with 15-30 frames per minute, this for a regular animation, not a furiously paced martial arts story. The storyboard will also enable you to look clearly at the camera angles you've chosen. If the angles change too drastically, it's best to change them. The viewers eyes should be focused on the action, and a change in shot shouldn't require the viewer to look towards another area of the screen. Imagine you're shooting a car chase. In one shot the car leaves the frame from the right edge. In the next shot, ensure that the car emerges from the right edge. If  the next shot captures the car entering from the left edge, the viewer has to reorient his spatial continuity. Ideally the action should flow from one point on the screen to another. Keep in mind that where as this story is crystal clear in your head, the general audience will be assimilating only what they see on screen. Unless your purpose is to deliberately push the audience into confusion its advisable to use the camera so that it permits the viewer to be standing in the middle of your environment facing the action.

At this time I would like to confess that I can't draw. Sacrilege in the world of moving pictures! but it's true, I can't draw to save my life. There might be a few of you who share my quandary. So what do we do. The idea of a storyboard is to indicate how the action flows and what the camera is looking at. What does this mean? Simple – stick figures will do just fine. If you feel that stick figures won't do justice to your story, pay someone to do make them for you. I do feel that if you're a creative person you will have absolutely no problem in looking at a stick figure and visualizing it as a hero with rippling muscles. Having said all this, it would bode well for you to learn how to draw. Take life drawing classes, if not that just start sketching things in your spare time -  as with all other things, practice makes perfect. Also, since the majority of the people in this industry come from an art background you don't want to be the odd one out. Check out some 'making of' clips for work done by CG animation studios. All use hand drawings at some stage, computers only kick in when the production starts. If you are good at drawing, storyboarding will be lots of fun and it will give you time to put in concept art for your models. The storyboard artists for Star Wars episodes 1, 2 and 3 were virtually the concept artists for the architecture on various planets. The storyboards were of such high quality that modellers used only those storyboards as modelling references!

The next stage introduces sound to the process. Previously we looked at storyboards to see whether the shots worked. Now we will add sound to our storyboards and more or less lock the timing of the animation. This is called making the animatic. An animatic is basically a storyboard with sounds attached, the running time of an animatic should approximately be the same as your final piece. Before I dig into this further, allow me to digress.

Unless you're making a completely silent animation (even without background music), drill it into your head that your audience will primarily be using TWO of their senses. Visual as well as aural. This means that sound is as important as the video. Most individual productions fail to actualize the enormous importance that sound tracks carry. Sound can add emotion where video will miserably fail. To fully understand the importance of sound, watch a movie with the volume turned off and the subtitles switched on, you probably won't be able to fully immerse yourself in the story. Then watch it normally. Notice the difference? If you don't have 3 hrs. to waste. Watch a cartoon, something like Tom & Jerry makes good use of sound. Watch that with and without sound. Notice how action can be greatly enhanced by the inclusion of aural feedback. A splat will have more effect when accompanied with a splat sound. A spring will seem springier when used with a 'boing' sound. Its quite safe to declare that sound is as important as the video. A good soundtrack can turn a good production into a spectacular production. Since we want to maximize the effect on our audience we must spend a lot of time on the soundtrack. There is a problem though, like 3D animation, sound production isn't everyones cup of tea. Quite true, it is therefore imperative to bring someone into the production at this stage, someone who can help you with sound. You might be able to record the foley(effects) sounds yourself, but music composition will require external assistance. It helps to have friends who are musicians. There is of course no problem if you're a musician yourself!If you know exactly what kind of music you want to plug-in and don't have the resources to bring in someone else, look for sounds on the Internet, there are huge royalty free sounds available, music as well as foley.

Back to the animatic. Take your storyboard and put it into a video editing program. Time the frames so that you can see how the pace of the action varies. This is the part where you decide how long you want the zoom to be, how fast should the pan be, how long do you want to hold a shot etc. As you play the animatic imagine the action as it would happen. If you're going to do character based animation, get a friend to time you while you do all the actions. Record these sessions to video, they may prove helpful when you're actually animating the character during production. If you're doing an animation which will involve action being synchronized to music, you'll need to have your animation timing completely figured out. If you can lock the timing at this point, any sound designer will be able to work from the animatic and come up with a sound track, this will significantly decrease your production time. If you've read any literature regarding animation, they all stress on the idea as well as the timing. In a real world production involving human actors, a director can have only so much control over an actor, each actor will bring his own angle into the character. The animation arena is quite different in that case, you control when your character blinks, twitches, pauses etc. Timing action can make all the difference in conveying the feel of the shot. The Road Runner cartoons employ masterful timing, we the audience can feel Wiley E. Coyotes pain when before he falls down the cliff, he pauses and with a helpless expression looks at the camera. It's a good idea to look at cartoons made by legends like Chuck Jones.

Around this time you'll definitely want all the foley sounds. Recording sounds is quite an enjoyable process. Sometimes sounds you want can be found in places where least expected. Newspapers are known to be very popular in that area, they can be slapped, tapped, shredded, crunched, twisted etc. to produce a variety of sounds. Since animation is not reality we can take many liberties with what we throw out to the audience. You don't need to wait on a highway to record a car crash, just go to the nearest dump (garage maybe), collect a pile of metallic and glass objects and start throwing things at it. Sooner or later you'll have something quite usable. I can not repeat this enough: Sound is as important as video, give it lots of time. You now have a timed sequence of your storyboard, to finish the animatic just plug in all the sounds that you've recorded. For the sake of completeness, include a soundtrack similar to the one you would want your sound designer to make. You now have something which includes all the shots, every action has been timed, foley sounds have been put in and emotion has been added via the soundtrack. With a little imagination, by looking at the animatic, you will have a fair idea of what your final animation will look like. Run through it and change the timing to your satisfaction. The animatic will serve as the blueprint for your final production. It's time for a pat on the back because all the hard work is behind you.

Pre-production enables you to focus completely on finishing the animation. At this stage you know exactly what you need to model, and what parts you need to model (remember the marketplace example). You know what animations to do and how those animations are to be timed. Production itself is actually the donkey work. It does involve problem solving of another sort but most of the creative decisions have been made, the fun is over, it's now time to fire up the PC and spend endless hours tweaking vertices, textures, key frames etc.

The trick to sticking to a schedule is making time lines. Production time lines need to be adhered to very strictly. The reason for this is simple, depending on what your strength is, you will naturally spend more time with that aspect of the production. Over-engineering can starve parts of the production process of your attention. If you're a good modeller you might spend just that little extra time to get that little dent in the car just right, of course the fact that the dent will be visible to the audience for a grand 0.35 seconds in a blurred state escapes your senses. Allotting time slots to the various processes will ensure that the correct amount is dedicated for a timely production. Ideally speaking you should spend more time on your weaker spots. If your lighting skills are great, do that quickly and ensure that the texturing is as good as the lighting. Sometimes bad modelling can be compensated by good texturing, bad texturing can be covered by good lighting, bad lighting can be fixed in post-production (easily if you use render passes). If you seem to be fixing things one after the other you're probably in the wrong line of work. There are very few people who excel at all aspects of CG production, knowing your own shortcomings will only help you to dedicate more time to them. Happy animation.

Thats all for now. Some efficiency increasing observations follow.

There are some things which many CG artists don't take into account. Part of your production includes the rendering time. Usually at this time you can do nothing meaningful. Take this into account when you're drawing up your time lines. Do lots of test renders to figure out an approximate time that you'll need to dedicate to this process. Things like HDRI, high anti-aliasing, motion blurring, greatly increase render times. Learn to use render passes, to my knowledge, all the latest versions of popular 3D applications have render passes integrated into the render engine. Do different passes for reflections, specularity, ambiance, diffusion, this will allow you to rapidly change colours in post-production. Motion blurring in most cases can usually be done in post-production using a non-linear editor, try to stay away from motion blurring in 3D. Baking static shadows into the scene will also drastically reduce the render time, of course if you have a moving light source it's just your bad luck. If you have a scene which involves smoke emission from a distant chimney, don't bother using particles, put the smoke in during post-production. Take all the shortcuts that you can, as long as those shortcuts don't disturb the quality of your production. If you add detail to an object through modelling, make sure that the lighting catches it, any detail not seen by the audience is time wasted.

There are some excellent books regarding all that I have mentioned above, below is a brief list of books that I keep handy (most of my script writing references focus on humor):

•    “Film Directing: Shot by Shot : Visualizing from Concept to Screen” by Steven Katz
•    “Inspired 3D Short Film Production” by Jeremy Cantor, Pepe Valencia
•    “Digital Lighting and Rendering (2nd Edition)” by Jeremy Birn
•    “The Animator's Survival Kit: A Manual of Methods, Principles, and Formulas for Classical, Computer, Games, Stop Motion, and Internet Animators” by Richard Williams
•    “The Comic Toolbox: How to Be Funny Even If You're Not”  by John Vorhaus
•    “Comedy Writing Secrets” by Melvin Helitzer
•    “How to Write for Animation” by Jeffrey Scott

 

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