Tony White article from http://www.tonywhite.net/process.htm
The
Traditional Process of Animation:
The process of animation has changed dramatically
over the past ten years or so. Computers, technology and the internet
have transformed the world of animated movie making, almost beyond recognition.
Now, virtually anyone with a computer, animation software and an attached
VCR or CD burner can produce and distribute animated movies independently.
But does this personal liberation mean they will actually be "good" animated movies? Animation,
at it's very best, is still an exacting process in skill, time and money, although
anything which eases the birth process involved has to be embraced with open
arms. It must be remembered however that it is not just tools, tricks and ease
of opportunity alone that makes for the betterment of animation. It goes without
saying that there's no substitute for a good idea... and a well written and recorded
script can often override any deficient production values, like an illustrated
radio play. However, when it comes down to it, what actually ends up on the screen...
i.e. living, breathing characters that are alive with personality... is the one
fundamental thing that will separate a great animated movie from a mediocre one.
If characters move convincingly... with weight, with attitude, with personality
and yes, with "souls"... then the greater battle is won and
a fine tradition of animation is upheld and extended. Everything that
falls short of this objective however is merely moving drawings.
Whether a project under consideration
is for a web site movie, a 30-second commercial, a TV program or a full-length
movie... whether it be 2D or 3D, Claymation or Cut-out... the fundamental
principles of animated movement will always prevail. For what is true in
one aspect of movement is true in all. Naturally, it goes without saying
that Web and digitally based animated projects do have far more technical
limitations imposed upon them than those of TV or specifically the cinema.
However, the essential underlying principles of movement contained within
them are the same, whatever their form or length. If there is no "weight" to a character, then that character will fail
to convince us that it is as much a living, breathing being as one that does.
If a character's dialogue delivery if poor, or out of synch, then a feeling of
cheapness and insincerity will prevail. If there is no sense of overlapping action
within the movement, then the character will appear wooden and "cut out".
Often it doesn't take much extra work to address these deficiencies...
but it does require effort, commitment and indeed experience on the part
of the animator to implement them economically.
Putting aside for one moment all the wonderful
time and cost saving opportunities that the computer age has brought us, it will
not be at all detrimental for us to step back for one moment and examine again
the production processes that traditional 2D world has evolved in the past to
get an animated movie onto the screen. These processes underpin for us just what
is still required by the filmmaker in pursuit of a successfully created animated
movie. Undoubtedly many of these procedures can be modified and updated to reflect
the requirements of contemporary 2D production tools and techniques (and some
have already been included below)... in addition to being separately adjusted
to serve the differing requirements of the 3D world. As has been stated before,
animation is a work intensive operation that requires a disciplined team to keep
it's inherent and inevitable time and budget threatening costs under control.
The earlier animated filmmakers, through a protracted but tried and tested methods,
evolved a successful production system that has served the filmmaking community
well for numerous decades. We will deal with this production system in far greater
detail later. However, for now, the following brief overview will outline for
us the fundament processes involved in producing a successful 2D animated film....
Script. The
first, and arguably the most important, stage of any film production
is the creation of the script. Indeed, whether it is live action or
animation or whatever film genre is under consideration, a "quality" script is
fundamental to any project's success or failure. An animated film script differs
significantly from a live-action script however. The latter's "dialogue" emphasis
is on the whole of more importance than it's descriptive visual action (although
in these days of the special effects, virtual reality, adventure story format,
this rule is rapidly changing... with live action movies becoming more "cartoon-like" in
it's reality bending nature!). Dialogue is less important in animation
as it is so much harder to create a convincing, sensitive and expressive
performance through an animated character than it is with a real
live actor... although the 3D world is actually beginning to come
to grips with this problem. Therefore, complicated dialogue and subtle
performance would best be avoided if possible, unless the filmmaker
is confident that they can overcome the difficulties. Action, plot
and visual performance is of course paramount to animation however,
as are innovative and imaginative visual ideas. There will always
be exceptions to this, of course. The worst possible animated script
however... 2D or 3D... is one that is totally devoid of story content
and wholly reliant special effects and filmic tricks.
Storyboard: From
the formative script stage, the director will supervise the creation
of a "storyboard". A storyboard is a series of drawn images
that graphically describe the action indicated in the script. Often, in producing
a storyboard, deficiencies in the structure and format of the script in question
will be recognized and corrected before the time and cost demanding aspects of
full production are initiated. The storyboard allows a "think tank" (i.e.
the writer, director, producer, and indeed the whole animation
team if the project demands it) to view and absorb the action
content for possible further comments and improvements. This
is at least true on large-scale productions. For short films
and commercials however, it is usually the director who draws
up their own storyboard.
Soundtrack: After
the script and storyboard are approved the "soundtrack" can
be produced. The soundtrack is everything audio which underpins the essential
animated action of the story. (Note: This is not the overall music "score",
which is usually recorded after the film is animated, shot and edited.) Since
animation relies fundamentally on a perfect synchronization of the moving picture
to the soundtrack, especially "lip sync", an animator needs to have
the final soundtrack BEFORE beginning the animation. Indeed, without a final
track, the director cannot plan and time out the required scene lengths throughout
the movie, or the animator work out his in-scene action timings or "lip
sync" from shot to shot. Where the soundtrack is "music" not "dialogue",
it is essential to record a basic "guide track" of that music first
(if the fully orchestrated piece is not available up front) to indicate the essential "beat" and
choreographed "melodies" that are to be animated to. A "click
track", which has a predetermined yet regular "click" or "beat'
rhythm inlaid into it, ensures that the pace and length of
the demo music does not change when the final music is recorded,
which would be disastrous if the precisely timed animation
is completed prior to the final music record.
Track
Breakdown: When the soundtrack
has been recorded the sound editor cuts it in accordance
with the requirements of the script. This ultimately
produces a tightly edited, final track, which cannot
be changed once it is established. A "track
breakdown" is then produced. Basically, a track breakdown is simply the
analyzing the overall timing of a completed track on a frame-by-frame basis,
so that scene cuts can be timed out and animation movements co-coordinated with
specific words and sound. Such specific points in the soundtrack are identified
and located using "feet and frames" reference points. This is especially
valuable when analyzing the dialogue sections of the track "phonetically" (i.e.
identified by sound rather than by spelling) so the animator can synchronize
the drawn mouth positions of a character with the phonetic sounds of the words
being spoken or sounds being made. When fully completed, the entire track breakdown
for film-based projects is traditionally transferred to a "bar sheet"...
a preprinted sheet, designed to allow every frame of soundtrack and film to be
identified and analyzed visually. However, with digital production software,
such as the universally used and admired "Magpie Pro", the sound breakdown
can ultimately be printed out onto standard, letter-format sheets, doing away
with the much larger and cumbersome bar sheets traditionally used. One distinct
disadvantage of digitally-based track breakdown software however (so far that
is...things change so quickly with new technology and it could all be very different
in a matter of months!) is the fact that it can only handle "spoken" dialogue
tracks and cannot handle instrumentally-based, non-lyric
musical material as the traditional film-based approach
can.
Designs: While
the soundtrack is being broken down (or even long
before in some cases) one or more animation designers
are assigned to produce the "designs"... complete visual interpretations
of all the principal characters featured in the script. (This can be one, or
a hundred characters, dependent on the size and scale of the production.) Often
at the very beginning of the production's promotion a few key designs would need
to have been created, to show potential investors and/or clients just what the
final characters will look like. However, once the project gets into full production,
these few preliminary character sketches have to be turned into a library of
designs, displaying the principal character from every possible angle... as well
as creating new characters that have not been designed previously. These design
sheets are known as "character model".
The more complete and multi-angled the characters
are drawn, the easier it will be for the chosen
team of animators to maintain a degree of consistency
with regards the characters' look. Parallel with
the model sheets being created, the background
stylist(s) will create various artwork concept
designs of each of the key locations found in
each principal sequence of the film, for the
team of follow-up background artists to work
from.
Animatic (Leica Reel): Using
the soundtrack, bar sheets and storyboard
(and maybe even the "animation layouts", if completed?) an "animatic" of
the whole film is created. An animatic is a filmed version of the storyboard
edited to the final soundtrack. As a visual dress rehearsal of the final film,
the animatic is an ultimate check for the director to ensure that the script,
soundtrack, action planning and overall timing of the project is all working
as anticipated, prior to the expensive production team of animators, assistants,
background artists, etc. are released onto the project in full. Investment in
creating an animatic is very wise, as it will avoid huge budget losses further
down the road if things do not work out once the animation is completed. (Without
an animatic, badly conceived action or timings will not be fully realized until
the work is in essence finished... resulting in much of the material having to
be redone.) The animatic stage is also the director's final creative "indulgence" stage...
where changes and experiments can be made
at relatively no cost to the production
whatsoever... and modern technology has
made this a more and more feasible procedure,
more than ever before.
Animation Layouts: For
the animator and background artist
to know the exact size, position, design
and attitude of the characters to be animated,
both "character" and "background" layouts have
to be produced by a "layout artist". A layout artist has to essentially
be a very skilled and versatile artist... in that they also have to accurately
sketch out each character and backgrounds in the precise style, size and approach
dictated by the initial designs and storyboard. The layout artist also has to "animation
aware" enough to understand
character action and expression as
they additionally have to create
sufficient character layout drawings
to express to the animator the essential
emotion, storyline and character
performance intended by the director
in each scene. The background artist
will also receive a set of identical
drawings from the layout artist,
so the required scene-by-scene backgrounds
can be created to the correct size
and in accordance with the animated
action.
Pencil Tests. When
the animatic is approved and all the
animation layouts completed, a team of
animators are finally let loose on the
production who begin to produce a "pencil
test" (also known as a "line test" in Europe) for each scene.
Pencil tests are the black line pencil drawings of the animation, shot to the
precise timings of the scene, as directed by the track breakdown and animatic.
If the initial pencil test shows that the action is not quite working in accordance
with the director's wishes, changes can be made and the pencil test re-shot.
Ultimately though, the pencil tests will be approved and edited into the animatic
master by the editor. (i.e. each pencil test will systematically replace the
animatic drawings on a scene-by-scene basis... something like filling in the
pieces of a jigsaw puzzle one by one). Gradually, as each scene's pencil test
is completed and cut in, the film's action begins to emerge, to which final continuity
and timing "tweaks" can
be made to each scene's action,
if necessary.
Clean-up. On
major, large scale productions it is
advisable to have a team of "clean-up
artists" on staff. The clean-up artist takes all the approved pencil animation
drawings and then "cleans them up"... i.e. gives them a tidier and
more consistent visual style, reflecting the original designer's approach. (Note:
No two animators draw exactly alike so the clean-up artist is provided to make
the overall work from animator to animator consistent from the design and drawing
point of view.) This naturally takes pressure off the animators so they can concentrate
solely on the character's action and performance, rather than a minutia of design
details. Of course, animators do have to adhere to basic design proportions of
the characters as they go along, but they don't have to fuss over every little "nit
pick" that the clean-up
artists can pick up more
easily. Once the clean-up
has been completed, the
scene is re-shot and checked
for any errors that may
have crept in. If all is
OK, the filmed clean-up
scene then replaces the
pencil test version in
the master edit and is
shown to the director for
final approval.
Ink & Paint. Traditionally
speaking, when the director
finally approves the cleaned-up animation,
each animation drawing is transferred
to a thin sheet of acetate (a "cel") and is then painted in the colors dictated by the
original design. Using new technology however, the drawing is first digitally
scanned and then colored electronically within the computer. In the very early
days of 2D animation, transferring each of the drawings to cels involved huge
teams of steady-handed "tracers",
who painstakingly traced
each of the animation
drawing onto the cels,
usually using a brush
or pen. In more recent
times however, it became
possible to easily Photostat
a drawing onto the cel...
or even, on rare occasions,
have the animator draw
the animation drawings
directly on to cel, cleaned
up, with wax based pencils!
Today digital software
applications, both bitmap
and vector, enable this
process to occur far
quicker and more time
efficiently. Nevertheless,
whatever way a production
is inked and painted,
a significant team of
individuals are required
to work on this frame
by frame process... although
computers do make it
far quicker it must be
said.
Backgrounds. While
the animation is being
drawn, inked and colored, another team
of separate artists produces the necessary "backgrounds". A background is essentially everything
behind (or sometimes in front of the animation) that does not move. For continuity
reasons, each background artist must be skilled and versatile enough to achieve
a consistency of color and style, which must remain identical to the original
background designer's artistic technique for the film. Backgrounds can be anything
from simple plain colors, to intricate and masterly paintings that would proudly
adorn any contemporary art gallery. Backgrounds can either be created traditionally...
with brushes, paint and paper... or else created "digitally" via
a computer program.
Additionally, 3D animation
productions require
that backgrounds are
created in three dimensions
too... when lighting
and camera angles may
be implemented, very
much as they are in
live action films.
Checking. As
colored frames and backgrounds are finalized,
they are reviewed by a "checker" who
makes sure that all the artwork is drawn, inked or scanned and colored correctly...
as well as ensuring that the written instructions for the cameraman/compositor
are as accurate and complete as possible. It is essential therefore that the
checker be a "detail minded" person
and one who focused
and efficient in
their work. Incomplete
or incorrect material
that slips through
to the final stages
of any production
can result in a significant
loss of time and
money for the production
and therefore anything
that ensures this
not happening is
considered a wise
investment.
Final Shoot/Composite. Once the checker is satisfied that
all the artwork is correct, the artwork and camera instructions (traditionally
called "dope sheets" or "camera sheets") is passed on to
the "rostrum cameraman" (traditional,
film approach)
or the compositor
or the visual
editor (digital
approach) who
brings together
all the visual
elements... principally
animation, backgrounds
and special effects...
combining them
into completed
scenes.
Dailies/Rushes. (Traditional
film-based
approach only!)
After the final
rostrum shoot
is completed,
the exposed
film is sent
to the film
laboratories
for overnight
processing.
It returns
the following
morning, ready
for projection
as "dailies". The dailies are the projected scenes, viewed by the director
for final approval. If any errors are found however, here is the time when that
problem must be identified and rectified, invariably resulting in the scene being
re-shot and viewed again. If, on the other hand, the director is satisfied, the
approved rushes are forwarded to the film editor to be cut into the final "answer
print" (picture
and soundtrack
combined).
Final edit. Whether
created
traditionally
or with
digital
technology,
the approved
scenes
are cut
together
with the
soundtrack
for final
viewing.
(Traditionally
called
a "double head".) Unlike live
action filmmaking, the final edit on an animated film is not particularly "creative"...
being
that
the
director
made
all
the
essential
timing
and
filmmaking
decisions
at
the
animatic
stage.
The
final
edit
in
animation
is
therefore
more
of
a
mechanical
process,
of
dropping
completed
scenes
into
the
original
pencil
test/animatic...
replacing
black
and
white,
pencils
drawn
scenes
with
their
finished,
colored
counterparts.
Dubbing. When
the
whole
film
exists
in
a final "double head" form
(i.e. the final animation and soundtrack completed and synchronized together)
and the director is satisfied with everything, the sound editor at last proceeds
to select the sound effects (SFX) required to be heard with the visual action
in the film. If these effects cannot be found in existing sound FX libraries,
the editor will actually have to record them "live" themselves. Then,
once all the sound effects are acquired, one way or another, they are assembled
in perfect synchronization with the original soundtrack, and "dubbed".
Dubbing is the process whereby the dialogue track, music, and all sound effects
are each skillfully mixed into one complete soundtrack. (Although, with internationally
targeted TV and theatrical films, the dialogue is usually kept separate from
the dubbed "music & effects" track... so that a different foreign
language version of the dialogue can be recorded and dubbed to the "M&E" track
in the country of screening.)
Answer Print. Traditionally
speaking, from the double head,
an editor orders an "answer print" from the film laboratories.
An answer print involves the combining of the sound and picture into one. As
well as an extensive session of "color grading" (checking, scene by
scene, that the colors of the picture are accurately and consistently reproduced)
the sound is placed onto the film by way of an "optical track".
The optical track
entails the transfer
of all the dubbed
audio elements of
the magnetic soundtrack
into a varying-intensity
visual format. The
final film will
ultimately display
a thin, width-changing,
transparent strip
along one side of
the film which, when
light is passed through
it in the cinematic
projector, converts
the visual variations
into sound variation
by the projector's
sound system ...
reproducing the soundtrack
as dubbed originally.
Digitally the visual
color correction
is pre-assigned on
the computer and
is then rendered,
together with the
digital soundtrack,
onto the final film
by way of a specialized,
high-powered optical
printer.