March 30th, 2009

Choosing an Animation Program

Before you register for an animation program (or school) there is much to consider. But no matter what type of program you get into, there is one very important thing to remember…

photo courtesy of Aron Balogh

photo courtesy of Aron Balogh

What you put into the program is what you’ll get out of it.

As I’ve mentioned before, learning animation takes a lot of commitment and dedication. If your serious about becoming an animator you will have to really apply yourself, and you’ll likely go through some (or a lot of) frustration before you reap the rewards.

Old School – Brief History
Before computer software – when there was only classical animation, finding a school that taught animation was a bit more difficult than it is now. Some film schools had animation programs that taught classical (or hand drawn animation), and animation was done on a light table.

There’s a few beaten up old light tables hanging around the studio where I work now. They’re fondly regarded as vintage pieces of animation history.

As computer software was developed, mostly during the 1990′s things really started to change. More and more aspects of animation production were going digital and schools could hardly keep up with the rapidly changing industry.

Animation studios have now gone completely digital with 3D Animation – and Classical Animation has now been replaced with Digital 2D Animation. It’s all done in computer software.

Today, animation schools teach 3D animation and Digital 2D. Many schools will teach classical animation and digital animation all combined in one course to give students a full knowledge and background in the art.

Because computer software can be learned by the masses, animation schools and programs are popping up all over the world, they seem to be in every college in every city, town, village…(I think there’s one in my attic!) :)

And because software can be taught to almost anyone, drawing ability is not necessary in order to become an animator but it’s important to remember that quality animation still requires mastering of the necessary skills – animation principles. It really helps to have a classical animation background because you get a really solid understanding of the animation principles when you have to draw every frame.

Choosing A Quality Animation Program
Choose your animation program carefully. If your going to take an animation program you should know who your teachers are going to be. This is particularly important with animation….

Before you register and pay for your animation program ask for some information about the instructors. A quality animation program should employ instructors who have relevant industry experience in the classes that they teach.

I know this sounds obvious but there are some schools out there that employ recent graduates to teach classes – and if your paying good money for an education you should have industry experts who can give you real world advise. (which is what I’ll continue to do in this blog :)

Another thing to consider when choosing an animation program is the length. There are many different types of programs that run at different lengths.

Since there’s so much to learn and practice, especially with character animation I suggest a full 3-4 year diploma/degree program so you get the full background and lots of time to develop your animation skills. By “full background” I mean skills like classical animation and life drawing (learning human anatomy), even film and acting classes geared toward animation. The school I attended also had lighting and photography workshops.

However, there are 7-8 month programs that may work better for you. Many of these programs have a great curriculum and employ high quality industry professionals as instructors. Most of these shorter format programs tend to get straight to the point and skip the background knowledge.

Which ever route you take, be sure to choose the program that’s right for you and make sure the instructors have at least some industry experience.

March 26th, 2009

Animation Terms – Vintage Animation

This is the fifth post in a five part series of Animation Terms. This is a list of terms that are associated with Classical Animation, a medium that is used much less these days with the onset off Digital 2D and 3D Animation. These terms are still good to know as some still pertain to animation today. There is much to be said about Classical Animation as it will always be the foundation for what we do today…

Acetate – Clear plastic sheet, generally the same size as Animation paper. Drawings were transferred to cells when they were to be combined with a BG in one pass.

Acme – The peg registration system that has become the most popular standard, once a regional based rival to Oxberry.

Animation Disc – A circular shaped drawing surface that can be back lit. This disc is fitted with peg bars (top and bottom) that are used by an animator to create sequential drawings that are accurately registered to each other.

Animated Zoom – Also known as Animated Camera Move. Involves redrawing an object in order to created the illusion that the camera is moving; may involve a change in perspective.

Bar Chart – Also called a Cue Sheet. A horizontally oriented dope sheet used for frame accurate control over production, usually in connection with sound mix or the shooting of motion graphics. (See also Dope Sheet, Exposure Sheet).

Call-outs – The alphanumeric code associated with a series of drawings, which makes each one unique for doping purposes.

Cel – (see acetate)

Checking – That stage in which all artwork is viewed and compared to the other artwork as well as the dope sheet for accuracy. The task performed by a Checker.

Coverage – To have enough source footage that in editing, the problem does not arise whereby additional footage is needed and jump-cuts are accidentally made.

Dope Sheets – Also known as Exposure Sheets or Dope Sheets. Frame accurate graphic representation of the frames in which artwork, images, sound elements, camera moves, etc. are to occur.

Double Exposure – Also known as DX. A percentage mix, usually adding up to 100% exposure in which two or more images appear simultaneously.

Exposure Sheet
– (see Dope Sheet)

Flow Chart – Sometimes called Production Chart. A graphic representation of the critical path necessary to meet a production deadline.

Foot Candle – A unit of measure of the intensity of light.

Held Cell – Also known as a Hold. An element that is held still over a series of frames.

Ink and Paint – The task performed by an Inker and Cel-painter.

Multiplane – A camera stand in which th ecil levels are not locked down so that different levels are free to move independently.

Overlay – A level composited over the cel levels of an animation set up.

Peg Bar – The flat piece of metal or plexiglas which slides across the bottom and top of the Animation Disk and holds the pegs. These pegs secure the animation paper together so that they don’t shift around.

Pencil Test – Sometimes called a Line Test. A lo-res version of the animation (line drawings) which is shot with a camera and rendered out for checking the timing of the animation. This process is strictly for the purpose of animators checking their work.

Registration – The lining up an pegging of drawings or artwork so they are lined up accurately.

Roughs – Also seen as Ruffs. Animation in which the broad action is conveyed but the details are left out. Blue line drawings that are loose. (see also Pencil Test).

Splicer – A device for cutting and joining (either by tape or glue) film, in order to edit it into a continuous length for viewing.

Track Breakdown – Also known as Sound Breakdown. The transposing to frame accurate dopesheets the points at which a piece of dialogue’s individual phonemes begin and end.

Underlay – A rendered BG style element that is leveled under one or more animation levels. (eg. so that a character can pass over, or in front of it).

March 24th, 2009

Animation Related Film Terms

This is the forth post in a five part series of Animation Terms. In this part I’ve listed some film terms. Some of them are technical definitions others define a film style, but all of these terms are helpful to know as an animator.

Action Axis – The theoretical line that runs between the film plane and the position of the characters within the frame. It defines the spatial relations of all the elements of the scene as being to the right or left. The action axis is comparable to the apron of the stage in a theatrical production. It’s considered wrong to cross the Action Axes from shot to shot as it can create confusion in the audience as to where elements in the film are located.

Aperture – The f/stop of a camera lens (expressed numerically as f2, f5.6, f22 etc.) which determines exposure and depth of field.

Barn Doors – Metal flaps, hinged to the front of a spotlight and designed to limit the spill from a light. May be rotated to create a ‘Slash’ of light.

Blue Screen – The photographing of a subject in front of a flatly lit BG (back ground) of a solid color. This color may then be ‘Keyed’ on (ie. converted to a transparent ‘Keysource’) leaving only the subject to be composited over a new BG.

Burn-in – An effect which is considerably lighter in intensity than any part of the frame in which it appears and does not need a matte in order to read clearly.

Cinematography – The making of lighting and camera choices when recording photographic images for cinema. It is closely related to the art of still photography. Many additional issues arise when both the camera and elements of the scene may be in motion, though this also greatly increases the possibilities at the same time.The Director of Photography is responsible for this area of live action films.

Cinema Verite – Also known as Kino Pravda. Is a Documentary style of film making designed to depict realism.

Color Temperature – The quality of light expressed in terms of degrees Kelvin. The lower the color temperature, the ‘warmer’ or more red the light. The higher the temperature, the ‘cooler’ or more blue.

Contrast – The whiteness of the whites and the blackness of the blacks in an image.

Creeper – Also known as title crawl. That section of the film, usually at the tail when the credits scroll from the bottom of the frame to the top.

Cutaway Shot – A shot in which the camera view is reframed to give the audience information that was previously outside of the camera’s view. Often used to reveal something.

Depth of Field – The nearest and farthest point from the camera that the objects in frame appear to be in focus; a function of the f/stop of a lens.

Documentary – A film or TV program presenting the facts about a person or event and typically including the following features: periods of voice-over narration delivered in the style of a news reporter, and crisp editing.

Dolly – Moving the whole camera closer or farther from the subject as posed to Zooming in (which creates a similar effect by adjusting the optics of the lens).

Dolly-Zoom – A disconcerting visual effect made famous by Hitchcock. Achieved by Dollying in one direction and Zooming in the opposite direction at the same time.

DOP – The Director of Photography (also see Cinematography).

Exposure – The brightness or darkness of an image (as in ‘Overexposure’ or Underexposure’) in relation to the amount of light necessary to effectively record an image.

Expressionism – Film tradition from Germany that bridged the silent and sound eras, epitomized by oblique camera angles, high contrast lighting and psychologically disturbing subject matter.

Fill light – A light designed to bring the amount of shadow up to a minimum level of exposure so that some detail will appear in the area.

Film Gate – The Projection Mask that determines the final Aspect Ratio of a projected image.

Film Noir – American film tradition from the 1940′s dealing with dark subject matter, urban locations and blunt, gritty dialogue.

Filters – Originally referring to optical gels and translucent elements used in cinematography, now synonymous with plug-ins that an be used to create effects in digital post-production.

Flop Shot – The mirror image of artwork or animation where the coordinates of the X axis are reversed.

Focal Length – The distance from the front of a lens to the point whee the image is focused (expressed in terms of wide-angle and telephoto lenses). A telephoto lens brings distant objects closer (like a telescope), a wide-angle lens make an object appear to be farther away from the camera.

Garbage Mattes – Black and white artwork or digitally generated Alpha Channel files that remove unwanted picture information from portions of the frame; often in Live-action – cables, C-stands, wires, etc.; in Animation, usually the result of a frameline, edge of artwork or because of an element being reduced in scale when composited.

Genre – A group of films involving a similarity of style, subject, story and techniques.

Grain – Commonly referred to as Film Grain. the molecular make up of photosensitive emulsion that records the film image; revered for its aesthetic quality.

High Key – A lighting technique in which all parts of the frame are well lit, like a Musical Production or Stage play.

High Contrast Lighting – Where sparse areas of stark illumination are employed to create a dramatic effect. Hard edge shadows are the result. Often employing lighting props like Cookies, Gobos and Blinds.

Intercut – The editing of all the shots in a sequence so that shots from two separate narrative storylines are alternately used.

Juxtaposition – The intercutting of two contrasting subject to point out the symbolic irony.

Key Light – That light which serves as the principle light source in a scene.

Key Source – Also known as Key Signal. An 8 bit file of data that is saved as a component of a 32 bit digital file that defines the areas of transparency in an image.

Low Key Lighting – Lighting in which a flat overall minimum level of illumination is achieved in order to fill in any areas of shadow and soften what shadows are present.

Montage – A sequence created by an Editor in which the story is expressed by means of a series of layered symbolic images rather than a narrative storyline.

Multiple Exposure – A camera stand in which the cel levels are not locked down so that different levels are free to move independently.

New Realism – An Italian film tradition that depicts ordinary people in a documentary style of film making, using natural light and low budget location shooting.

New Wave – French film movement of the 1960′s that popularized Cinema Verite.

Reverse Angle Shot – Reversing the camera angle to the opposite angle in relation to the ‘Action Axis’, usually turning to look at a second character after having shot the first.

Room Tone – Also known as Ambience, Presence. The natural sound of an environment, with subtle hums, wind, distant rumble, etc… used as a ‘Bed Track’ between dialogue, sound FX and music, and usually unique to a specific location.

Clapperboard – Also known as a Slate. A devise designed with a hinged arm that swings 90 degrees to make a loud audible ‘crack’ which can later be synced to the corresponding film frame when ‘Double System’ recording is used. The scene and take information is written on the Clapperboard.

Subjective Camera – A camera angle corresponding to the Point of View (POV) of a character, often moving and hand held.

Sub Plot – A series of events that add to our interest and understanding of the characters in a story, but are not directly related to the main events of a story.

Subtext – The ‘real’ meaning of metaphors that appear in a film. The underlying emotions, biases, feelings and intentions of characters when their dialogue and actions are ambiguous.

Sync Block – A series of sprocketed wheels designed to keep several reels of film in the same relative position. Generally used for syncing sound to picture.

Tracking Shot – One where the camera moves similar to a Dolly Shot but where a constant distance from the subject is maintained, following the action.

Transition – A visual technique that hides or lessens the jarring effect of a cut, (eg. wipes and dissolves).

Undercranking – A camera that is run deliberately more slowly than normal so when projected at speed, characters appear to be moving more quickly than normal.

March 24th, 2009

Animation Terms – 3D/Maya

This is the third post in a five part series. The following is a list of terms associated with 3D Animation, and the software most commonly used for 3D Animation – Maya. Most of these terms are commonly used in a 3D Animation environment…

Axis – In 3D software we work in Virtual Space. To keep track of where we are in this space we use three Dimensions (thus “3D”). The three dimensions are X, Y and Z. It can be explained this way – X axis being east/west, Y axis being up/down, and Z axis being north/south. Every object created in 3D software has xyz translations(to move any way), xyz rotations(to rotate any way), and xyz scale values(to scale to any size).

Bump Map – An image file whose Black and White values are used for the shadow information in rendering the surface of a Computer Generated object, making the object look bumpy.

Channel Box – Part of Maya’s interface (usually in the right sidebar). This section of the interface shows you which object is currently selected and all of that objects channels. eg. translate x,y,z/rotate x,y,z/scale x,y,z and a visibility channel. Other attributes are also displayed.

Channels – Every 3D object has Translate, Rotate and Scale channels which are keyable attributes. This is how 3D objects are animated – by keying the objects channels.

Clipping Plane – In 3D software, Near and Far Clipping Planes are user defined distances (orthographic planes) from the camera between which all geometry is displayed, beyond which no geometry is displayed.

Constraints – A function in most 3D software packages that limits an objects movement or behavior in some way. There are several types of constraints – Maya’s constraints are Point, Aim, Orient, Scale, and Parent constraints.

Displacement Map – An image file whose Black and White values is used to affect the actual geometry of a Computer Generated object before rendering it’s surface.

Forward Kinematics – Usually referred to as FK. A method of animating a hierarchy or chain of bones by rotating each joint separately to achieve the desired position in 3D space. FK is often used for characters arms, although some animators prefer IK arms (see also Inverse Kinematics).

Frame Buffer – A portion of a computers memory dedicated to the storage of an image so it can be recalled, manipulated or pasted into anther file.

3D Geometry – The surfacing or skinning used in 3D software from which all objects are created. Can come in the form of nurbs surfaces (Nurbs), polygonal surfaces (Polygons), or subdivision surfaces (Sub-D’s). Which surfacing method to use (when modeling objects) is usually a preference of the user – the different surfaces have their own properties and capabilities.

Gimbal Lock – Occurs when X, Y, and Z axis of rotation is lost to the user. It manifests itself in two of the rotational axies appearing to have the same effect on a CG model’s rotation.

Hierarchy – A Hierarchy is composed of a series of nodes that are combined for some purposeful relationship. Hierarchies are structured in a top-down manner, with one node at the top (the parent node or root node) and other nodes (child nodes or leaf nodes) attached and interconnected beneath the top node.

The Hypergraph – A window in Maya that shows how the nodes and their connections are organized in your scene. You view object hierarchies and dependencies in the Hypergraph.

The Hypershade – A window within Maya that serves as a central working area for Maya rendering. This is where you put color and textures to objects. More advances function include building shading networks by creating, editing, and connecting rendering nodes, such as textures, materials, lights, rendering utilities, and special effects.

Inverse Kinematics – Usually referred to as IK. A method of animating a hierarchy, or chain of bones with an IK handle by simply translating the last bone at the end of the chain; each joint in the chain is automatically rotated by an IK Solver. Usually used for characters legs.(see also Forward Kinematics).

Lens – The optics of a camera. In 3D software a virtual camera is created and used to shoot animation. This virtual camera duplicates the properties of a real world camera – properties such as f-stop, focal length, film gate, aperture, etc…

Matte – A separate black and white image that controls the transparency values of every part of the frame of a composited or rendered image. Mattes are used for leveling objects from BG to FG and for creating the illusion of transparency of an object. (see Alpha Channel).

3D Modeling – The process of molding 3D geometry into the desired object or character.

Node – A sort of placeholder in 3D software that represents the attributes of a CG object and into which numerical data may be stored, processed then ‘piped’ into another node. For example, on a 3D character, the control for each body part has it’s own node.

NURBs Curve – ‘Non-Uniform Rational B-Splines’ are spline curves used in modeling. The curve’s shape is defined by CV’s (Control Vertices) that lie off the path of the curve. CV’s are joined by ‘Hulls’. The curve passes through ‘Edit Points. (see also Spline Curves).

Orthographic View – A camera view in which parallel lines do not appear to converge. Objects appear perfectly flat. This refers to the side, front, and top view panels in 3D software.

Outliner – A window within Maya that allows you to view hierarchies and make selections.

Panels – The viewing areas in which you work. Orthographic views and a perspective view panel.

Playblast – A function within Maya that lets you preview animation quickly by performing a screen grab of the view at each frame then “blasting” the resulting images to a movie player for viewing. Animators use this constantly to check the progress of their animation.

Polygon – A type of surfacing used in 3D software. An individual polygon can take the shape of a triangle or quadrangle. In polygonal modeling one can edit the faces of the Polygon, the edges between the polygons and the vertices (the points where the edges converge).

Primitives – The basic geometrical shapes from which objects and characters are built. For example, in Maya the Polygon Primitives are Sphere, Cube, Cylinder, Cone, Plane, and Torus.

Rendering – Computer Generated images made from calculating all of the model’s lighting, texturing, and animation information.

Texture Map – An image file that is used for the color information in rendering the surface of a CG object.

Time Slider – At the bottom of the Maya interface is a time slider. This is where most animators set key poses and adjust the timing of their animation. On the time slider there are numbers which represent frames (like frames of a film).

Toolbox – Mayas tool box is usually located on the left side of the interface and contains tools to Move, Rotate and Scale 3D objects once they have been created.

Spline Curves – Commonly referred to as Animation Curves. In Maya’s Graph Editor, these curves are a graphic representation of an object’s motion. These curves have control points that can be controlled by handles. Maya’s Graph Editor is normally used to refine animation.

March 19th, 2009

Animation Terms – 2D/Flash

This is the second post in a five part series of animation terms. Here you’ll find terms associated with digital 2D animation and the most widely used digital 2D animation software – Adobe Flash…

Design Breaking – The stage in Flash production right after the original designs are approved by the Director. Final character designs (and props if needed) are cleaned up in Flash, colored, and broken apart in pieces that the animator will use when animating a scene.

Clean-up – The stage in which drawings are traced back in order to enhance the quality of the line work. The Flash line tool is often used to clean up scanned drawings before the character is set up or ‘rigged’ for animation.

Comp – Short for ‘Composite Drawing’. The Comp is a symbol that has many subsequent symbols inside of it. For example, the head comp of a character is a symbol but has additional symbols inside it – one for each eye and one for the mouth.

Ease – There is a function in Flash called ‘ease’ located in the properties panel. It’s used for slow-in’s and slow-out’s. To see it you have to have the area between two keys selected on the timeline, and ‘Tweening’ has to be on.

Guide Layers - You can set any layer to ‘Guide’ and that layer will not be rendered in the final Flash movie.

Masks – Masks are basically mattes. They create a hole through which Animation can be viewed. In Animation they can be used to create match-lines to place a character behind a BG element like a table or door frame, or to create a reflection of a character in a mirror or puddle.

Onion Skinning – A function in Flash that allows the user to see a desired number of frames at once. Used to check the spacing and arcs of your poses.

Properties Panel – Part of Flash’s interface. The properties panel is located at the bottom of the screen. When an element is selected, a variety of properties will be displayed in this panel and can be adjusted as desired.

Scene Library – Each scene has a library window that holds the graphic elements (symbols) created for the animation of the scene.

Scene Set-up – Sometimes known as Scene Assembly. This is a stage in Flash production where all the elements of the scene, ie-characters, props, effects, BG, and any pre-animated cycles are all imported into the library and set up for animation.

Skewing – Part of the transformation tools in Flash. Skewing artwork in Flash is commonly used in place of an inbetween or to get a character (or part of a character) from one position to another. Animators are advised never to leave any parts of the character skewed. It should only be used as a transitional effect to get from point A to point B.

Stage – Part of the Flash’s interface. The stage is located at the center of the screen, it’s the main workspace. This is where all elements are placed and animated.

Swaping – The switching of a symbol (body part) in mid-motion. Most often used for switching out hands but is used for just about every body part. This is done in the properties panel.

Symbols – Vector art created in Flash is turned into a symbol before being animated. Symbols provide the ability for animation to occure inside itself, they provide various functionality necessary to character animation. (eg. allows eye and mouth symbols to be animated inside a head symbol).

Timeline – Flashes timeline is usually located at the top of the interface. This timeline is comprised of layers that stack the artwork contained in it’s frames one on top of each other. All elements in a scene can be keyed and animated in the timeline.

Tools Panel – Part of Flash’s interface, usually located on the left side of the screen. Contains the main drawing functions available for drawing, painting and animation.

Tweening – Flash has two ways of tweening: Motion Tweening and Shape Tweening. Usually when animating characters we’re using Motion Tweening. This function will automatically add inbetweens between your key poses, but only in a linear fashion (point A to point B), so breakdown drawings are sometimes needed to define any arching motion.

Vector graphics – Flash uses Vector graphics as opposed to bitmap graphics. bitmap graphics save images as colored dots but vector graphics save images as curved lines and fills. The advantage to vector graphics is that it eliminates pixilation.

March 17th, 2009

Animation Terms – Common Studio Terms

This is the first in a five part series of animation terms that are important to know…

In this list of terms I include the most common animation terms that you’re likely to hear and use in an animation studio. Some animation glossaries list many different kinds of terms – some relating to specific software functions and processes. This can result in an overload of too many different terms at once!

So here’s a practical list of useful and relevant terms that you can familiarize yourself with so that when you speak to industry folks you’ll be talk’n their language. And you can refer back to this page when ever you need too!

Action as Dialogue – When a character does something, instead of replying to a question, statement or action of another character; it serves as the equivalent to an actual response.

ADR – Additional Dialogue Recording; lines of dialogue that are revised and re-recorded during Post-production.

Alpha Channel – The part of a digital image that is transparent.

Animation – Frame by frame film making.

Animating on 1′s/2′s/3′s etc. – How long each drawing (or frame) is held during playback. Most commonly, animation is played back on 2′s for a smooth look.

Appeal – The overall quality or charm of any animation.

Aspect Ratio – The ratio of height to width of the frame expressed as a ratio (eg. 4:3, or 16:9) For a standard (square) TV picture – for every 4 units wide the picture is 3 units high. And for a newer HD TV (rectangle) picture – for every 16 units wide the picture is 9 units high.

Background – Usually referred to as a “BG”. The static elements in a scene that appear to lie at the most distant plane. The BG is generally rendered on a single level as a painting.

Balance – The design aesthetic that is considered when visual elements are added , deleted, positioned and scaled in the various stages of the animation process.

Birds Eye View – An extremely high camera position and downshot.

Blocking – Rough animation without any refining. An attempt to show rough timing and posing.

Breakdown Pose – There are Key Poses and Inbetweens, but a breakdown pose is like a special key pose that helps to define a certain motion between pose A and pose B. Usually to help define an arcing motion.

Camera Angle – The height and angle in which the camera is pointing. In an animation studio we use different terms to describe commonly used camera angles such as Upshot, Downshot, Birds eye view, Worms Eye View, Medium Shot, Head Shot, Wide Shot, Establishing Shot, Two shot, Close up, Extreme Close Up.

Camera Move – Any change in the fielding of a scene, or any time the camera actually moves (as opposed to panning a background). A camera move can be a Zoom, Truck In, Truck Out, Rotation, Tilt, etc…

Camera View – The artwork that appears within the camera’s field of view; That which will be rendered.

Cheat – Repositioning of elements in a scene in order to enhance the visual impact or appeal of its composition. Anytime something isn’t working in a scene and we have to break the rules or do something unconventional we usually call it a “cheat” – “let’s cheat this” or “lets do a cheat”.

Close-Up – A shot in which the camera is framing the object of interest only, generally the head and shoulders on the case of a character.

Color Model – The first digitized drawing of a character to be painted. It serves as a prototype for all of the subsequent drawings of the same character. Often the BG is referred to in order to pick colors that will have appeal in the final composited version.

Compositing – Done in software. The combining of two or more separate elements into one. For example – compositing the character, background, and foreground elements together. Alpha channels and layers are used.

Composition – Balancing the positive and negative spaces in a scene, as well as the angles and shapes of elements to direct the viewer’s eye to the focal point of the action. Also, to create a pleasing or appealing arrangement of the elements in a scene.

Compression – Method of reducing the file size of a digital image. Software will calculate those areas where the RGB values of the image are similar (eg. large areas of flat color in the BG such as a sky) that can be grouped together rather than rendered as separate pixels.

Continuity – In character animation, refers to matching a character pose between cuts (from one shot to the next). For example, if a character throws his arms up at the end of shot 32 and we cut to shot 33 – the characters arms should still be up at the start of shot 33. So we’re keeping a close eye on continuity between shots.

Constant – Part of any movement where an object’s speed is constant from frame to frame.

Cross Cutting – The process of intercutting shots from separate, parallel action sequences in a story.

Cross-Dissolve – Sometimes, referred to as a Dissolve or X-Dissolve. A transitional device in which an outgoing scene fades out while the next scene fades up over the same number of frames.

Cut – A change of scenes without any kind of transition. eg. “cut to the next scene”.

Cutoff – Usually referring to TV Cutoff. The area of the recorded image which is guaranteed to be within the viewing area of a standard video monitor.

Cycle – A series of drawings or key poses that are designed to hook-up and be repeated as many times as required.

Dallies – Sometimes known as Rushes. The screening of all takes and footage produced the previous day. Usually for reviewing by a Lead Animator, Animation Supervisor or Director.

Dialogue – The voice recording written and created in advance of the characters Lip-sync being animated.

Dubbing – The transferring of a video-image, sound or both, from one format to another, usually to make copies from a ‘Dubbing Master’ vidiotape.

Editing – The arrangement of scenes into a final episode or film production complete with all sound elements, transitions, effects, and titles.

Effects – Also known as EFX, FX, or Special Effects. Any animation which is not a character or prop such as smoke, fire, water, explosions, light fx etc…

Establishing Shot – A wide shot to establish the location of where the action is about to take place.

Exaggeration – Overdoing or pushing the characters actions to exploit it’s comedic appeal.

Extreme Close-up – Very tight camera framing in which only part of an object or character is in view.

Extreme Keys – Also referred to as “Extremes”. Those keyframes that are considered vital in order to express the action, usually when a change of direction occurs.

Fade In/Fade Out – An adjustment in exposure over a series of frames in order to brighten the image from black (fade in) or darken the image (fade out).

Field – In animation, it’s the area within the view of the camera.

Field Guide – Frame lines indicating the desired framing of a scene. It’s basically a box that you keep your animation inside of. These days you usually have a field guide that indicates a 4:3 aspect ratio for older TV displays and a 16:9 ratio for wider HD displays.

Flash Back/Flash Forward – A deliberate jump in the time period of a film designed to give the audience additional information about what occurred at that point in time.

Flash-cut – Sometimes called a Flutter-cut. A series of quick cuts, usually between two different scenes that create a feeling of frenzy and tension.

Flow Chart – Also known as a Production Chart. A graphic representation of the critical timeline necessary to meet a production deadline.

Footage – Final complete animation that can be delivered to the next production stage.

Foreground – The elements in the frame which appear closest to camera.

Frame – A single rendered or recorded image.

Frames Per Second – Refered to as F.P.S. – The rate at which images must be displayed in order to achieve real time playback. (usually 24 FPS for film and 30 FPS for video).

Frame, Framing – Composition of a scene may take the form of Tight Framing or Loose Framing.

Gag – A humorous action. A gag is like a visual joke – there is a set-up and a pay-off.

Gesture – A characters pose or a subtle motion that invokes a narrative or a gets across an idea. For example, a character with her hands on her hips uses her head to gesture toward the door.

Gesture Drawing – Life drawing designed to effectively capture a model’s action with a minimum amount of line work, detail and rendering.

Head – The beginning of a film, sequence or scene.

High Angle Shot – Also known as a Down Shot. Achieved by placing the camera high above the elements of a scene, looking down on the action.

Hold – A number of frames where the action is static and a character remains in the same position (also see Moving Hold).

Illusory Time – Also known as Conditional Time. A depiction of events that is subjective and designed to convey a character’s perception of the passage of time (eg. Dream Sequence). It does not adhere to real Present Time Continuity.

Inbetween – Those poses that occur between the the main Animation Key Poses. In classical animation, these are the animated drawings created by an Inbetweener. This position hardly exists in production any more as most animation software will assist animators in this task.

Jump Cut – A jump in the spacial and temporal continuity of a scene;usually a mistake, the result of a lack of ‘coverage’ or not enough background space. It can be used deliberately for its jarring effect. (eg. Jean-Luc Godard’s Breathless).

Key Poses – The strong poses of a character that expresses the broad action of a scene. Used for character acting.

Layout – The stage in production between Design and Animation. The Layout Artist creates a Field Guide, Levels for all scene elements, brings in the Props, FX, and BG as well as the start poses for the characters in the scene. The purpose of this stage is to set up the scene for animation.

Limited Animation – Pose-To-Pose animation with the least amount of inbetweens used. Actions are usually quick and hold for longer periods of time during dialogue.

Locked Off Shot – Sometimes referred to as a Static Shot. A shot in which the camera does not move.

Lieca Reel – Sometimes referred to as an Animatic. Basically a moving storyboard with sound. The Lieca is part of pre-production – Storyboard panels are scanned and cut together to length and with dialogue. This is done in an editing suite by an editor and accompanied by the director. This process is meant to lock down the pacing of the show or animation piece. A movie file is created and distributed to the production teams to watch, get a feel for the what the director is looking for and use as reference.

Lip Sync – The animation of a characters mouth to match the recorded dialogue provided. Some productions have a lip sync artist who specializes in this. In other productions the animator is responsible for the lip sync.

Low Angle Shot – A camera angle in which its placement is lower to the ground than normal eye level.

Match Dissolve – A Cross Dissolve in which the composition and subject matter match visually.

Match Cut – A cut in which the composition and subject matter match visually.

Medium Shot – Camera framing in which characters are framed approximately from the waist up.

Mix – Also known as Sound Mix. The session in which all of the sound tracks are adjusted and then combined in order to blend with the visuals.

Model Sheets – A design package in which a character’s construction is shown, rotations are drawn, sample poses are indicated and mouth charts are provided for the Layout Artists and Animators.

Motion Capture – Sometimes referred to as Mocap. The digital recording of spatial and kinetic information by means of sensors worn by an actor or athlete who performs an action to be represented in 3D Animation. Used almost exclusively in gaming. There is another more advanced method called performance capture which also records facial movements used for film and video. It was first developed and used for the film The Polar Express starring Tom Hanks.

Mouth Chart – Drawn Model Sheets indicating mouth positions used for a characters speech. Part of a characters Design Package for use in Lip-sync Animation.

Moving Hold – A series of frames where a character is relatively motionless. Usually there is a very subtle movement to keep the character “alive”, including blinks and changes in eye direction.

Outtakes – Footage not used in the final assembly of a sequence.

Over-Shoulder-Shot – A two shot in which the back of one of the characters heads occupies the foreground.

Pacing – The rhythm of a sequence, scene or entire film. The speed a which actions occur.

Pan – A camera move in which the camera moves along its horizontal axis; pans to the right or left.

Pass – A run-through of an entire sequence or section of animation while attention is given to one specific detail of the animation. (eg. doing a pass for facial animation, or a pass for secondary animation).

Persistence of Vision – The property in human vision that allows us to perceive rapidly displayed sequential images as smooth motion, the threshold of which occurs at about 18 FPS.(frames per second).

Point of View – Also referred to as P.O.V. – A camera angle that approximates what one of the character in a scene would be seeing.

Pose-To-Pose-Animation – The method of animating in which extreme poses of the character are created in the desired order, then the inbetweens are done to create smooth motion. May also refer to Limited Animation in which few inbetweens are employed. (also see Straight Ahead Animation).

Post Production – Refers to everything following the animation stage including Editing, Sound Editing, Sound Mixing, Effects, and Titles.

Post-Sync – Dialogue that is added to a scene after it has been animated.

Production Management System – Every production studio has one of these. A web based system or piece of software that helps track the progress of a studios productions. Shows the progress of any given scene, stats for the percentage completed in each stage of production, and other tracking information so that it can be measured against the predetermined schedule. Everyone in the studio uses it see where stages of the production are at and to help stay on track with deadlines.

Read – To appear clearly, as in “character’s action reads well”.

Reaction Shot – A shot of a character reacting to something off screen, Usually something that is being said (dialogue).

Retake – A scene that has been checked by a Lead Animator, Animation Supervisor or Director and is sent back to the animator for fixes or changes.

Character Rotation – Model Sheets, part of a Characters Design Package indicating Front, Side, Back, 3/4, and 3/4 back views. (and sometimes 3/8 views as well).

Rotoscope – The tracing of film from live action footage, sometimes the whole of the live action image and sometimes only points to match registration in the animation.

Rough-cut – A first edit, the assembly of footage that serves as a first attempt to finalize shot selection and trims of scenes.

Scenario – The first draft of a story outlining the plot, usually in one page.

Scene – A section of animation from one cut to the next cut (known in live action as a shot).

Sequence – A series of Scenes, usually occurring at one time and location dealing with the development of a single, main plot point.

Split Screen – Multiple images that appear on screen at the same time.

Staging – The positioning of all elements in a scene so the action will be clearly represented. Usually done by Layout but also paid attention to and often refined by Animators.

Standard Ass Grab – Also known as SAG. When a character pulls an object or prop out from behind his/her/it’s back.

Stock Shots/Stock Footage – Parts of an animation that can be re-used as many times as needed. Often used in Series Animation when the same action occurs in every episode, at a specific part in the story.

Storyboard – A series of hand drawn panels that convey the composition, camera angle, and poses of the characters in all the sequences or scenes of an animated production. Animators use it as sort of a blueprint to plan the characters timing and posing in their scenes.

Straight Ahead Animation – The Animation method employed when the priority is the way in which something animates rather than hitting specific key positions (or dialogue accents), used often in fx such as smoke and water splashes.

Strobing – A visually distracting “chattering” effect that occurs when large, highly contrasting images move quickly through frame.

Sync – Short for Synchronization, meaning that it is running in unison with or at the same speed. This is vital for sound elements that have to run at the same speed when the film is projected in order to be synced up to the visuals.

Stop Motion Animation – Frame by frame film making using small scale practical sets, props and real lighting.

Tail – The end of a scene, sequence or film.

Take – Footage that’s generated for any scene. Any attempt to create final elements for a scene.

Taper – Also known as Taper or Ease. To slow or ease out of a motion.\

Technical Director – Usually called a (TD). In a production studio the TD usually troubleshoots hardware and software issues that may arise with the equipment.

Thumbnails – Small drawings or rendered images used to express an idea for planning.

Tilt Shot – Also known as Dutch Tilt. A shot in which the camera has been rotated along the Z axis. (tilted)

Time Code – The numeric display that corresponds to the running time in video, usually two digits each for the hour/minute/second/frame. (eg. 00:22:02:29)

Tracking Shot – A shot where the camera moves, similar to a Dolly Shot but where a constant distance from the subject is maintained, following the action.

Truck-in/Truck-out – Also referred to as Push-in/Push-out. An adjustment in the cameras framing that allows the view to tighten up or widen.

Twinning – A mistake sometimes made by Animators where the actions, body language and motions of a character are perfectly symmetrical.

Two Shot – A shot in which two characters appear together.

Upstage/Downstage – If you imagine a stage (like a stage in a stage play), Downstage refers to the area at the back of the stage (toward the back wall) and Upstage refers to the front of the stage (toward the audience).

Voice Over – Narration track that the audience hears but is not heard by the characters in the scene.

Wipe – A transitional devise where an incoming scene replaces an outgoing scene over a series of frames, rather than a sudden cut or a dissolve.

Zip Pan – Also known as a Swish Pan. A fast pan in which the visuals are deliberately blurred for effect.

March 13th, 2009

Animation Principles

This may very well be the most important post I ever write on animation. I say this because the Principals of Animation are the fundamental building blocks of character animation. They are the principles that breath life into character performance and make it appealing and believable.

If you are studying to become an animator (or are going to), please do yourself a favor, sear these principals into your mind, or better yet, print them out and post them next to your work station. Keep them handy and refer to them as you are animating and make sure you employ these principles where they are needed.

If your serious about getting a job as an animator, try and master these animation principles and make sure that all of your demo reel animation clearly demonstrates that you have a strong understanding of them. You’ll be glad you did when it comes time to look for a job because these principles are necessary for great character performance – it is what studios are looking for…


Anticipation:
Also known as an Antic. This is a special pose that occurs before the main action. For example, the character moves back before they move forward. Anticipation should be used in most of a characters actions; the larger the movement the larger the antic. A smaller movement or subtle action calls for a more subtle antic.

Arcs:
The default Path of Action for any motion. The breakdown poses define the shape of a motion’s curve. For example, a characters body movements will be in a swinging/arcing motion rather than a linear, point A to point B movement – a ‘Breakdown Pose’ between A and B will give you a curved or arched Path of Action.

Ease In, Ease Out:
Also called Slow In, Slow Out. This is a technique used to ‘cushion’ the animation when going into a pose or coming out of a pose. It’s achieved by adding more inbetweens that favor the pose that you want to cushion. Often used to avoid any hard or sudden stops, or instead of an Overshoot.

Exaggeration:
In animation we often exaggerate the actions so that they ‘read’ well. Clowns, mimes and stage actors do this. It means that the acting of a character is made as obvious as possible for the audience by pushing poses farther than you would see in real life; to achieve this we exaggerate the timing and poses to a certain degree; enough to give the performance charm and appeal.

Follow Through:
When the main action of a character stops or slows down, any kind of dangling part or extremity of a character lags behind or continues to swing after the main action and eventually settles.

Overlapping Action:
Overlapping action first starts with a ‘follow through’ or lagging motion then poses begin to overlap themselves. The usual examples are a tail wagging.

Overshoot:
Overshooting a pose means to go past the pose and come back to it. For example, if a character was to through their arms up in the air… You would first create an anticipation pose – then create pose with arms up – but stretch the body and arms so that the hands go higher than the original pose – then snap back to the main pose of the arms being raised. So the order of the poses would be as follows. Antic – Overshoot – then snap back to Main Pose(with arms up).

Posing:
In character animation we set one pose after the other to get the desired actions. A fair amount of thought goes into how we pose our characters so that what we are trying to relay, registers with the audience.

Secondary Action:
The follow through, overlapping action, bobbing, swinging, etc. Motion that will occur on a dangling part, or extremity of a character. It’s secondary to the main actions.

Silhouetted Posing:
A rule used when setting key poses of a character. It’s making sure that the pose has some negative spacing and that they ‘read’ well. When setting poses, animators will consider if the pose would look appealing as a silhouette. For example, you would make sure that arms and other extremities are not crowded in front of the main torso.

Stretch and Squash:
The deforming of an object or character, usually when it comes in contact with the ground. The degree of stretch and squash used on an object communicates it’s physical make up and degree of flexibility. This technique is heavily used in a more ‘cartoony’ or exaggerated style of animation, but it should be considered in all animation. How much stretch and squash used depends on the style to the animation.

Timing:
This is the number of frames needed for an action to occur, or the number of frames between poses. We can control how fast and slow things happen with timing in our animation. Good timing in animation feels right, looks energized, lively and has appeal.

Weight and Balance:
Sometimes the character your animating may have to lift or carry a heavy object, or stretch to reach something. Even in more common actions we have to keep this principle in mind. To ‘sell’ the visual, or make it look believable we need to have an understanding of weight and balance.

March 5th, 2009

Animation Software to Learn

For character animation the most widely used software in the industry is Flash (for digital 2d

photo courtesy of Jenny Rollo

photo courtesy of Jenny Rollo

animaton) and Maya (for 3d animation). Flash is used primarily for series animation (TV series) and TV commercials. But Maya is used in every part of the animation industry – TV series, feature film, commercial, vfx….The good majority of animation you see in commercials, on TV and in movies are created in one of these software packages.

Classical animation is rarely used in studios any more, almost not at all. All 2d and 3d character animation, layout, background paintings, environments, effects…etc. Pretty much everything in the animation world is done in software.

There are other packages out there such as Toonboom/Harmony for digital 2d, and 3dMax and Houdini for 3d. All these packages have their pros and cons but if your goal is to get a job as an animator your best bet is to learn Flash or Maya – or both!…..

I started out in the industry as a 3d Maya animator and later upgraded my skills and learned Flash… and just recently learned Harmony. With both my Fash and Harmony upgrades I was lucky enough to be trained by a studio and believe me, I’m very gratefull for the training! Don’t rely on a studio to train because it is rare.

I’ve conducted or have sat in on interviews where the young animator in the room was expecting to be trained. Some people that we interviewed were shocked when they were told that we could only hire experienced Flash animators or Maya animators.

A studio will usually only train people if they can’t find experienced animators who already know the software (demonstrated on their reel) and the scheduled animation start date for the project is fast approaching. So they may be under some pressure to get staff in place quickly. There might be other circumstances that might afford them to take time with a trainee but you would have to demonstrate that you have a solid understanding of animation fundamentals with what’s on your demo reel. Some studios don’t hire anyone who doesn’t pass their animation test, where you would have to animate in the required software (again, usually Flash or Maya).

So you could set out to find work as a 2d Flash animator or a 3d Maya animator. But if your in school and your learning Maya you should really take the time to try and pick up Flash and get some good Flash animation on that demo (along with your 3d stuff) before you graduate while you still have the time! :)

Flash
I’m convinced, I’d go this far and say I know that the biggest reason why Flash is the most popular 2d animation software is the price of the product license (around $700). The second most popular 2d animation software is Toonboom/Harmony (around $3000 give or take a couple hundred) but in my opinion is a superior, more flexible program.

So it’s pretty obvious why Flash has prevailed so far as the popular choice – it’s cheap! And studios can be up and running with a Flash production with less overhead costs, but it’s still good animation software. Toonboom/Harmony is much more difficult to learn than Flash. I started with Flash first and found that it’s a good place to start if your learning digital 2d animation.

Flash was originally designed as a web tool to create “flashy” web animation, splash pages and intros, add banners, motion graphics, etc…Somewhere along the line someone decided to use it in series animation + the great price = the most widely used digital 2d animation software! But with any other software package you have to get the hang of it, but once you do it’s a lot of fun to animate in.

Adobe recently bought Flash and released version CS4 Professional. This new release has a lot of new animation tools that earlier versions never had. (like hierarchies or parenting and motion editing tools). You would likely end up using Flash CS4 in a studio if you started training with it now because studios that use Flash will soon make the transition to this new and more versatile incarnation.

Maya
This is my favorite 3d software to animate in. I’ve used 3dMax and Houdini and find Maya is the best, but I grew up in the industry with Maya – so I may be a little biased :)

In recent years Maya has emerged as the worlds most popular professional 3d animation, modelling, and rendering software. It’s popularity is generally based on the fact that it’s user/artist friendly and gives animators the greatest amount of flexibility. The animation tools are fairly easy to learn (with some instruction).

Most 3d animation schools teach Maya as opposed to other software packages and it has a really solid user base in the animation industry – and not just with series animation, it’s also most widely used in animated feature films and visual effects for live action.

In 2003 Alias/Wavefront (the company that created Maya) won an Oscar for scientific and technical achievement for the development of Maya software, the professional 3d animation and effects package.