From storyboard to final render: making a short film.

With your award winning script written, brilliantly interpreted visually in your storyboard, sound track recorded, visual style guides signed off you should now be looking down the barrel of serious production. Good animation comes from sound planning. Excellent animation comes from rigorous planning. Below is schematic description of how we approach the production process at Cactus Ink Animation Studios.

At this stage assuming that the brief, proposal, design have been approved by your client we can move into the production phase. This consists of the creation of a storyreel and/or animatic, the animation process then any further lighting/effects work prior to rendering.

The Storyreel.

With your approved storyboard in hand (this is a page of the storyboard for part 2 of Play Without Words), you can now extract the storyboard panels to create a storyreel. When you save the individual frames make sure your filenames have the following naming convention:

[STORYBOARDNAME].nnn.ext

First the root name of the file
ext = jpg/tif /tga/iff
nnn = number 000 to 999

eg:
TaleOfTwoCities.000.jpg
TaleOfTwoCities.001.jpg
TaleOfTwoCities.002.jpg
. . .
. . .
TaleOfTwoCities.033.jpg
TaleOfTwoCities.034.jpg

 

Save/transfer these images into the sourceimages folder of your Maya project. In Maya, go to an orthographic view, create an imageplane and import the first image of your storyboard. In the imageplane option, click on the use frame extension. This enables us to set key frames to advance through the story frames. If your storyboard starts with a nnn of 000 then make sure to set the frame extension to 0 in the image plane attribute window. Click close then we can get into the creative phase of storyreeling.

There is no real academic approach here. Your story reel should essentially aim to flesh out the timing of the key information giving moments of the film. Move to the moment where you believe there should be a change in the storyboard panel, either dependent on your soundtrack or your pre-calculated timing.

Make sure that your keys are set to have stepped tangents. That way your frame will change exactly where you want it to. Select your image plane (select your camera and it should be listed in the INPUTS) Move to the frame where you want the next frame to change then set a key for the frameExtension variable.

Don't be too particular at first with your placement, just get them all on the timeline in the right order. When they are all down and you are happy you can start to move them around on the timeline (Shift LMB drag on the timeline to select keys then drag the selection).

For the second half of Play Without Words the graph editor for frameExtension looked like this


Note: depending on the size of the images from your storyboard and the speed of your processor, you may find that normal playback does not give a true reflection of timing, so to be sure, create a playblast (Window>Playblast) and tinker with the frame placement based on the playblast timing.

The Animatic.

The Storyreel will have to be scrutinized by your director/producer/investors and when it is signed off we can move into the animatic. The animatic builds on the storyreel, using the same key poses and adds camera movements. A well planned animation production should have the characters and props modelled/ textured and rigged in parallel with the storyboard/storyreel development such that they are ready and waiting to be used in the animatic. The first phase of the animatic is to interpret one for one your storyreel using your 3D characters, props and sets.

It is very important to get both your character poses and timing perfect at this stage. Your poses have to be readable and your timing has to be spot-on. All good animation hinges on pose and timing. If you get it wrong here, no subsequent technique can fix poor poses and timing.

For signoff from directors/producers etc you will probably have to apply spline or linear keys to give the executives a proper feel of character/prop movement.

 

The Animation Process

There are many many excellent resources available on the web that describe the processes of animation. In the spectrum of animation technique there are two poles; organized and free keyframing

Free keyframing has no structure nor boundaries imposed and has the potential to be either inspirational or just plain messy, painful and (worst of all) time consuming.

Organized keyframing revolves around establishing the key moments in space and time and then filling in the inbetween motions to create the illusion of movement. The problem with organized keyframing is that it may appear to contrived and robotic.

I encourage a hybrid of the two. Use the structure of organized keyframing to set the bounds for small bouts of free keyframing.

Organized keyframing consists of several phases

1) Setting key frames
2) Setting extreme frames
3) Setting breakdown frames

After breakdowns are set, you can switch to free keyframing and inject some life into your animations.

Keys

Essentially the animatic will have already mapped out all your key information giving moments so phase 1 will already be complete. Start your work using the first version of your animatic (not the linear tangent version).

NOTE: You should still be making keyframes using stepped tangents.

 

Extremes

The extreme keyframes are used to pinpoint the delimiting positions during movements. The following are examples of extreme keys

Contact Extremes: when hands touch objects, feet touch the ground/objects or body parts touch body parts.

Limit Extremes: when motion trajectories reach their highest/lowest, point, eg, the top of a jump, the weight bearing down pose of a walk etc.

The actual timing of extremes and subsequent breakdowns is not as critical as for your keys. In fact the more unstructured they are the more fluid your final animation will appear.


Breakdowns, anticipation, holds, and follow through.

Keys form the structure, extremes delimit the motion, but the true character of your movement is born in the breakdowns, anticipation and follow throughs. Computers are very good at interpolating between two points and if you rely on tangential interpolation you will end up with that old "CG look".

Motion arcs help to overcome the look of CG interpolation as well as for correct posing decisions.

Timing of breakdowns is really where you start to convey the weight, strength and quirkiness of your character.

Breakdowns are used to express anticipation, moving holds and follow throughs all of which are energy expressing movements. They all describe how much energy is needed to get the motion going, how much energy is needed to stop it, balance it, support it, etc...

 

Straight Through keyframing

That is essentially the end of organized keyframing. What is left is the injection of character into the spaces left in the organized structure. At this stage you can relax a bit and use your creativity to try and create different motion paths that serve to breathe believeable life into your character. Use your observational skills of playblasts to see where your animation needs keyframe sculpting. Try to keep in mind that whilst less keyframes is desirable for manageablitiy, do not be scared to get down and dirty by animating key by key if required to get a certain feel to a motion.