Difference between revisions of "Prepare to Board! by Nancy Beiman"
| Line 235: | Line 235: | ||
Since animation can do anything, rules of the world are important - they establish the rules that allow dramatic tension and relief both to exist. | Since animation can do anything, rules of the world are important - they establish the rules that allow dramatic tension and relief both to exist. | ||
| − | ==Appealing or Appalling? Beginning Character Design== | + | ==Appealing or Appalling? Beginning [[Character Design]]== |
| + | |||
| + | Not "likeability" but "interest" - do I want to see what happens to this character, can I suspend disbelief? | ||
| + | |||
| + | Interesting to look at, but not distracting or difficult to animate. | ||
| + | |||
| + | The character needs to be able to do the actions it needs to do in the script. | ||
| + | |||
| + | Specifically, what you need to SHOW. A character with no fingers can play the piano, obscured - but not have fingers on the keys! | ||
| + | |||
===Reading the Design: Silhouette Value=== | ===Reading the Design: Silhouette Value=== | ||
| + | |||
| + | A character should have identifiable silhouette. | ||
| + | |||
| + | Work on construction before details! *this comes up in [[The Silver Way by Stephen Silver|The Silver Way]] too! | ||
===Construction Sights=== | ===Construction Sights=== | ||
| + | Create a silhouette for each character at the start - even just size and general shape of the overall character. | ||
| + | |||
| + | Design characters from the inside out: | ||
| + | # overall shape | ||
| + | # break into different proportions for head/torso/legs | ||
| + | # subshapes of parts, construction, ears, hair | ||
| + | # details like textures, costumes, clothing, patterns | ||
| + | |||
| + | Shapes communicate - how grounded they feel, how soft or hard they are, how sharp or blunt, how balanced or off-kilter | ||
| + | |||
| + | Stages of age have specific effects on proportion - cartilagenous growth, bone development then decay, fat loss and gain and loss and gain | ||
| + | |||
| + | Use props to make generic characters more interesting, particularly background characters! | ||
===Foundation Shapes and Their Meaning=== | ===Foundation Shapes and Their Meaning=== | ||
| + | |||
| + | Foundation shapes of circles, squares, and triangles. | ||
| + | |||
| + | (book also lists cylinder, but that's not a shape) | ||
| + | |||
| + | Faces work on similar patterns, and varying the proportions creates different characters | ||
| + | |||
| + | Caricature is helpful as well. | ||
| + | |||
| + | Good design features: | ||
| + | * repetition | ||
| + | * variation | ||
| + | * exaggeration | ||
| + | |||
===The Shape of Things=== | ===The Shape of Things=== | ||
| + | Symbolic meaning of shapes: | ||
| + | |||
| + | ;Circle/oval: reassuring, trusting, nonaggressive, babby | ||
| + | ;Triangle: proactive, aggressive, dynamic, unstable | ||
| + | ;Square: sturdy, unmoving, stable, strong | ||
| + | |||
| + | These roles create stereotypes - easy roles for viewers to read - but be careful of only using stereotypes and falling into cliche. | ||
| + | |||
| + | MOre variety by playing forms against one another. | ||
| + | |||
===Going Organic=== | ===Going Organic=== | ||
| + | Organic designs have shapes that flow into each other, not just stuck together like a snowman. | ||
| + | |||
| + | Repeating identical foundation shapes can create a cookie-cutter/gingerbread man effect - avoid unless intentional! | ||
| + | |||
| + | Draw parts through other shapes to make the character cohesive | ||
| + | |||
| + | vary up the proportions for more uniqueness | ||
| + | |||
| + | Study anatomy so you know what creates the form of what you're designing. | ||
| + | |||
===Creating Characters from Inanimate Objects=== | ===Creating Characters from Inanimate Objects=== | ||
| + | Similar to designing organic characters, the foundation form is more visible in the final design as it's supposed to be recognizeable. | ||
| + | |||
| + | Don't just throw on a face, figure out how to use the form of the objects to suggest useful body parts to the animation. | ||
| + | |||
| + | You can also use objects, both organic and inorganic, to inspire character desgigns. | ||
===Across the Universe=== | ===Across the Universe=== | ||
| + | Using the same elements - or the same ''inspirations'' can unify a design across a production, same "universe". | ||
| + | |||
| + | This can of course be broken when the story calls for it - characters literally from different universes. | ||
| + | |||
==Size Matters: The Importance of Scale== | ==Size Matters: The Importance of Scale== | ||
===Practicing your Scales=== | ===Practicing your Scales=== | ||
Revision as of 18:02, 23 January 2021
This book is about visual storytelling and design. Three parts, Content, Technique, Presentation Visual scriptwriting (board-driven films?) The "Why" must precede the technique Easier for toons to break physics than story. Sound and visuals hang off the story. Character and Story can develop from each other [See also, Robert McKee's Story, where a character is a story, just not necessarily the one you're telling] Animators do the magic of bringing worlds and characters to life.
Contents
- 1 Part One: Story Content
- 1.1 First, Catch Your Rabbit
- 1.2 Types of storyboards
- 1.3 Putting Yourself Into Your Work
- 1.4 Situation and Character-driven Stories
- 1.5 What If? Contrasting the Possible and the Fanciful
- 1.6 Appealing or Appalling? Beginning Character Design
- 1.7 Size Matters: The Importance of Scale
- 1.8 Beauties and Beasts: Creating Character Contrasts in Design
- 1.9 Location Location Location: Art Direction and Storytelling
- 2 Part Two: Technique
- 2.1 Starting Story Sketch: Compose Yourself
- 2.2 Roughing it: Basic Staging
- 2.3 Boarding time: Getting With the Story Beat
- 2.4 The Big Picture: Creating Story Sequences
- 2.5 Patterns in Time: Pacing Action on Rough Boards
- 2.6 Present Tense: Creaging a Performance on Storyboard
- 2.7 Diamond in the Rough Model Sheet: Refining Character Designs
- 2.8 Color My World: Art Direction and Storytelling
- 3 Part Three: Presentation
- 3.1 Show and Tell: Pitching Your Storyboards
- 3.2 Talking Pictures: Assembling a Story Reel or Animatic with a Scratch Track
- 3.3 Building a Better Mouse: Creating Cleanup Model Sheets
- 3.4 Maquette Simple: Modeling Characters in Three Dimensions
- 3.5 Am I Blue? Creating Character through Color
- 3.6 Screen and Screen Agan: Preparing for Production
Part One: Story Content
First, Catch Your Rabbit
A story needs character and conflict, developed simultaneously.
Established early, and grab the reader.
Animation pre-production is "development" - the act of improving by expanding, enlarging, refining- growing the story.
ingredient 3: imagination - animation about what could possibly happen
feature animation starts withoutline/treatment, then developped visually.
story is the clothesline the gags & characters hang on
Linear and Nonlinear Storytelling
Linear: A, to B, to C. Or C, explained by B, explained by A.
Nonlinear: creating effect or mood rather than telling story
Limits are a foundation, not a box
It's easier to construct within limits, within guidelines.
Character created in isolation from story is just a design, not a personality.
Brainstorming stories from lists
Brainstorming lists of story elements:
- characters
- anything, human, animal, anthro, feral, fantasy, alien, aquatic, avian
- locations
- can vary greatly in scale, in space, under a microscope, in the laundry, in a pineapple under the sea?
- situations and occupations
- occupations to vary up the situations that can be defined under "work"
- conflicts
- weaknesses, desires, perils, opportunities
mix and match from the lists!
Draw thumbnails of the combinations; the characters and situations
A story should be told by the most interesting characters!
what if - how can we make it even more interesting by mixing it up
Researching Action to break from cliche
Take a sketchbook and draw everywhere, and gesture people in action
stronger poses, and better actor, to draw from the truth that's stranger than fiction
also draw pets
Quick Sketch and Thumbnails
rough thumbnail drawings are the starting point for characters and storyboards
Go beyond, PLUS ULTRA!
Adapt and exaggerate reality, not just copy
Believable, not realistic.
Visual hyperbole, caricature, stylize
Humans are hardest to exaggerate
Researching Settings and Costumes
You can find stuff on the internet - go look for art/culture of different times
Production can make use of all sorts of art comprehension and life experience
Learn a little about a lot of things
Study film too!
Types of storyboards
Live action boards rough guide for film's staging, for later filming. Live action is edited in post.
Animation boards create the acting and scenes along with the cinematography. Animation is edited in preproduction. Animation storyboard is the film.
Everything is indicated on animation boards because the film is edited from the boards before it is animated.
Animation editor creates and updates the animatic with the director, to set the pacing/length of each shot and check in finished footage as it's completed.
Comic Boards and Animation Boards
comics have something called storyboards, but it's more like a sketch of the layout, with all kinds of different frame shapes.
tv/film boards are designed for a specific final size, the frame does not change size
Animation board artist must be an actor - they craft the character's performance. Characters not yet designed may also use storyboard as reference.
Television Boards and Feature Boards
one-off films will be developing simultaneously, and involve a lot of experimentation and rework.
TV series will have character designs and scripts (usually) done before storyboarding starts. Are usually very fast, close to on model, illustrates the script.
All action/editing planned before animation begins.
- Features can take years
- TV animation is done on a tight budget, boarded in just a couple weeks.
- Commercial deadlines set in stone based on target airdate
- short films are typically done in months, as a student project
Storyboard planning makes the production run on time.
Putting Yourself Into Your Work
Your experiences, adventures, fantasies are good fuel for a character or story.
Use your life experience as material - people, pets, objects, etc.
Biographical elements make characters/situations more believable.
Give character or story a base that audience identifies with emotionally.
Emotional content and audience investment in the characters are necessary to hold an audience for the length of a 22min episode or a 90 minute film.
The Use of Symbolic Animals and Objects
furries are cool
animal characters may have human traits, human characters may have animal aesthetics.
Can represent countries with local animals (or not, to make a statement about crossculturalism or immigration!)
A story map - map of locations involved in the story, doesn't need to be detailed. Could just be a box of labeled circles!
Animation - to give life. YOu can animate inanimate objects.
Props have meanings too (e.g. bat vs club) - as well as their design.
The Newsman's Guide: Who, What, When, Where and Why
Think about the scene/story/character, what information is missing
Answer who/what/when/where/why/how
Use these details for your design.
Thinking about friends and pets and other people you can put aspects of them into the character designs.
THis is really just how to anthropomorphize, isn't it?
Do gesture drawings of people doing ordinary things.
Study life, study styles outside your comfort zone (don't rely on learning someone's style well), put a bit of yourself into the work.
Consider character relationships from the start.
Situation and Character-driven Stories
Two types of character films:
- situation-driven - story develops from a unique situation - sympathetic characters find themselves in unusual situations
- character-driven - story develops from a character's unique personality - no other character would react this way
Basic 3-Act story format:
- Get your hero up a tree
- Throw rocks at them
- Get them out of the tree
Appealing characters make messages entertaining.
Stories interesting: mains use virtues and skills to overcome obstacles and reach a goal
Antagonist:
- self
- nature
- villain
- conflict
- situation
Conflict does not mean fighting/violence
Character stories have character arcs (most origin stories)
vs action stories where the situation goes through an arc around a force-of-nature character
Conflict evolves out of competing goals - make sure goals are clear!
avoid cliche/excessively stock characters
Stop if you've heard this one
Skip gimmicks, unless you can introduce a new variant on them.
Some stories work well with a known ending but an unknown path there! (murder mysteries, fairy tales, etc)
Defining Conflict
Many stories based on simple conflicts, internal or external obstacle
victims of circumstance
character weakness
appealing believable characters make plots seem fresh and new
Log Lines
essence of a story/conflict in a single line sentence.
Try a few different ways of summarizing a story, identify the more interesting ones - use your own interest as barometer.
Stealing the Show
Story should be told by the most interesting story.
Subplots that distract will break the story up into a jumble - make sure they support the main story!
heroes need goals, obstacles, and character flaws
Skip pop culture recognition as a shortcut to a laugh - it fades quickly, and dates the film.
Pop culture can be used if done so in such a way where it's inherently funny without getting the reference.
Parodies and Pastiches
Parody: mockery of preexisting material, requires knowledge of the source material to write and to enjoy.
Pastiche: remix of an existing genre, as sort of an homage. More likely to work.
What If? Contrasting the Possible and the Fanciful
Animation is fantasy - outside the limits of time, space, physics etc.
Best when avoiding duplicating reality
Weakest part is usually story - myth that "just a cartoon" means story is not important.
Animation actually needs more story/structure to hold it together, since the world itself works according to different rules - which need to be set and conveyed.
Reversals common in animation - highlight what is different vs reality, or inverted.
Things that don't make sense in our world are fine, so long as the rules they play by are consistent within the work.
Keep asking "What if?" to explore possibilities.
Beginning at the Ending: The Tex Avery "Twist"
- Golden Rule of Animation Pre-production
- ALWAYS know where, and how, your picture is going to end, before you start production.
Tex Avery's rules for analyzing a cartoon situation:
- Is it a good situation?
- What can you do to develop it/how are you going to finish it?
- Can you "switch" out cliche to do it in a new way?
Escalating gags don't change the scene/story, so you need a twist at the end to make it feel completed. This is not in the book.
Establishing Rules
Since animation can do anything, rules of the world are important - they establish the rules that allow dramatic tension and relief both to exist.
Appealing or Appalling? Beginning Character Design
Not "likeability" but "interest" - do I want to see what happens to this character, can I suspend disbelief?
Interesting to look at, but not distracting or difficult to animate.
The character needs to be able to do the actions it needs to do in the script.
Specifically, what you need to SHOW. A character with no fingers can play the piano, obscured - but not have fingers on the keys!
Reading the Design: Silhouette Value
A character should have identifiable silhouette.
Work on construction before details! *this comes up in The Silver Way too!
Construction Sights
Create a silhouette for each character at the start - even just size and general shape of the overall character.
Design characters from the inside out:
- overall shape
- break into different proportions for head/torso/legs
- subshapes of parts, construction, ears, hair
- details like textures, costumes, clothing, patterns
Shapes communicate - how grounded they feel, how soft or hard they are, how sharp or blunt, how balanced or off-kilter
Stages of age have specific effects on proportion - cartilagenous growth, bone development then decay, fat loss and gain and loss and gain
Use props to make generic characters more interesting, particularly background characters!
Foundation Shapes and Their Meaning
Foundation shapes of circles, squares, and triangles.
(book also lists cylinder, but that's not a shape)
Faces work on similar patterns, and varying the proportions creates different characters
Caricature is helpful as well.
Good design features:
- repetition
- variation
- exaggeration
The Shape of Things
Symbolic meaning of shapes:
- Circle/oval
- reassuring, trusting, nonaggressive, babby
- Triangle
- proactive, aggressive, dynamic, unstable
- Square
- sturdy, unmoving, stable, strong
These roles create stereotypes - easy roles for viewers to read - but be careful of only using stereotypes and falling into cliche.
MOre variety by playing forms against one another.
Going Organic
Organic designs have shapes that flow into each other, not just stuck together like a snowman.
Repeating identical foundation shapes can create a cookie-cutter/gingerbread man effect - avoid unless intentional!
Draw parts through other shapes to make the character cohesive
vary up the proportions for more uniqueness
Study anatomy so you know what creates the form of what you're designing.
Creating Characters from Inanimate Objects
Similar to designing organic characters, the foundation form is more visible in the final design as it's supposed to be recognizeable.
Don't just throw on a face, figure out how to use the form of the objects to suggest useful body parts to the animation.
You can also use objects, both organic and inorganic, to inspire character desgigns.
Across the Universe
Using the same elements - or the same inspirations can unify a design across a production, same "universe".
This can of course be broken when the story calls for it - characters literally from different universes.