Release. Pressure. Animate.
Release. Pressure. Animate.
Release. Pressure. Animate.
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PRESSURE. RELEASE. ANIMATE.<br />
How to hold a better creative flow, so improving productivity and intuitivity,<br />
by using a customized toolset for 3D character animation?<br />
Roy Nieterau<br />
Hogeschool voor de Kunsten Utrecht<br />
Faculteit KMT – 2010<br />
Begeleiders: Yvonne van Ulden, Bobby de Groot
Summary<br />
The development of technology has changed animation in 3D software quite significantly<br />
throughout the latest years. More techniques, more complex rigs and way more<br />
possibilities have been giving great control and power to the animator. But, often<br />
development towards intuitivity, efficiency and productivity seems to be overruled by the<br />
constant urge to developing more breathtakingly complex techniques. Flow, as described<br />
by Mihály Csikszentmihalyi as a state of awareness that optimizes any and all human<br />
activities, seems to be absent and totally not important for software developers<br />
nowadays. Though animators need to constantly struggle and work their way through<br />
this increased complexity and higher amount of difficult technicalities.<br />
With a field study on how animators in different fields of animation work, keep focus<br />
and are able to get and stay in a flow of animating this thesis will present key ingredients<br />
that animators need to work productively and creatively. Overall pipeline of professionals<br />
and starting students give insight in their perception and need for flow resulting in a clear<br />
and globally interchangeable list of needs important for all. It‟s a key starting point to the<br />
key ingredients for development towards flow-enhancing tools for animators.<br />
This thesis revolves around the center question: How to hold a better creative flow,<br />
so improving productivity and intuitivity, by using a customized toolset for 3D character<br />
animation? The result presents a rule set for creating tools to enhance flow and creativity<br />
in the act of animating in 3D software by increasing the focus and simplicity of the tasks<br />
at hand and decreasing any interference. For this the tools come down to working more<br />
in 2D space, focusing on a single act in the production and automating the unnecessary.<br />
Furthermore they are based on familiar instinctive designs with a high speed rate so all<br />
stages of animation from planning and character handling to management can be<br />
handled more efficiently and more intuitively. With these guidelines towards flow-<br />
enhancement this thesis provides a generous amount of concepts and designs that are<br />
interesting for near-future development towards an easier 3D work environment and will<br />
introduce a work towards a future for animators where flow will more likely be present.
“Art challenges technology. Technology inspires the art.”<br />
John Lasseter
Preface<br />
I have been intrigued and touched by the developments of moving images and art<br />
throughout my whole life. What started with a kid-like interest in animation and games<br />
ended up in a continuing drive to know and develop more within the field of 3D software,<br />
with the focus on animated films. The act of animating has been, ever since I tried<br />
touching it for the first time, an amazing experience as I‟ve made virtual characters come<br />
alive and become a personality. But never have I felt comfortable or been able to acquire<br />
a constant focus on the process alone. I‟ve always faced difficult technicalities in software<br />
and the production management. This has, ever since I felt able to make a difference,<br />
been my greatest motivation for learning and thinking about new techniques and<br />
technologies.<br />
I‟ve also been constantly motivated and inspired by everyone I‟ve come in touch with<br />
through school and the research of this thesis. I would like to thank Yvonne van Ulden for<br />
her constant belief in my research and her effort with helping me progress. The people<br />
who have been willing to cooperate and aid me with the process of my research in the<br />
fields of traditional animation are also greatly appreciated: Niels Beekes, Hilde Buiter,<br />
Davor Bujakovic, Junaid Chundrigar, Sandro Cluezo, Anna Elisabeth Eijsbouts, Tiffany<br />
Ford, Adrian Garcia, Victor Maldonado, Witte van der Tempel, Alfredo Torres, Kasper<br />
Werther and Thomas Hietbrink. I would also like to thank Jasper Brekelmans and Hans<br />
Walther who were kind enough to discuss their motion capture workflow and pipeline<br />
with me. Many thanks go out to those that shared their insights and knowledge on the<br />
computer animation workflow with me: Mark Bazelmans, Denis Bouyer, Nanda van Dijk,<br />
Nick Groeneveld, Gijs van Kooten, Dimitar Dimitrov Kralev, Job van den Linden van den<br />
Heuvel, Yann de Preval, Guido Puijk, Jeroen Ritsema, Edwin Schaap, Vincent E Sousa,<br />
Percy Tienhooven and Tashina van Zwam. Also thanks to Jan van der Tempel for sharing<br />
his thesis on flow in computer music with me. In special I would like to thank Bobby de<br />
Groot, Dimitar Dimitrov Kralev, Arjan van Meerten, Sven Neve and Jean-Paul Tossings<br />
for their openness, kindness and talks about their pipeline, technology and their thoughts<br />
on the future. And I‟m very grateful for the love and support from my family who helped<br />
motivate me to work as hard as I‟ve ultimately done.<br />
With the aid of this research I‟ve been able to focus more on where the problems in<br />
the workflow and pipeline of animation occur and how to deal with it personally, but even<br />
more improve it by enhancing or developing tools for the 3D animation environment. I‟ve<br />
been able to get a lot of new insights and ideas for the 3D animation future and even<br />
have found ways that I feel much more comfortable in the 3D animation software. I<br />
really hope that anyone going through my paper can get at least some of such an<br />
improvement or be inspired towards even further development of the ideas presented in<br />
this thesis.
Table of Contents<br />
Table of Contents .................................................................................................. 5<br />
Introduction .......................................................................................................... 1<br />
1. Creativity and Flow ............................................................................................ 4<br />
1.1 What is Creativity and what is flow? ................................................................ 4<br />
1.2 How can a flow be maintained or broken? ........................................................ 7<br />
1.3 What makes for intuitive creativity? ................................................................ 9<br />
1.4 Creativity and flow within workflow and production. .........................................11<br />
2. The difference in Animation fields ...................................................................... 14<br />
2.1 Animating like a puppeteer. (Stop motion/clay/puppet) ....................................15<br />
2.2 Flowing lines as animation. (Drawn animations, 2D) .........................................22<br />
2.3 The 2D digital style. (After effects, flash, TVpaint) ..........................................38<br />
2.4 Capturing a life performance. (Motion capture, rotoscoping) .............................44<br />
2.5 Concluding the productivity workflow. ............................................................52<br />
2.6 Concluding the style difference. .....................................................................56<br />
3. The 3D Animation Workflow .............................................................................. 60<br />
3.1 The development of 3D software ....................................................................60<br />
3.2 The solid creative workflow of professionals ....................................................62<br />
3.2.1 Animators at Pixar ..................................................................................64<br />
3.2.2 Animating on Legend of the Guardians: The Owls of Ga'Hoole (2010) ...........69<br />
3.2.3 Animation in smaller sized productions ......................................................72<br />
3.2.4 Animating with the use of new techniques. ................................................76<br />
3.3 The open creative workflow of starters, students, hobbyists. .............................78<br />
3.4 My personal pick on a 3D workflow. ...............................................................81<br />
4. Developing a toolset......................................................................................... 88<br />
4.1 What makes for an intuitive tool? ...................................................................88<br />
4.2 Guidelines for developing flow-enhancing (animation) tools. ..............................91<br />
4.3 The needs for improvement...........................................................................95<br />
4.3.1 Improvements on preplanning. .................................................................97<br />
4.3.2 Improvements for character handling. .......................................................99<br />
4.3.3 Improvement for notations and logging. .................................................. 104<br />
4.4 The tool concepts. ...................................................................................... 105
4.4.1 Concepts for preplanning ....................................................................... 107<br />
4.4.2 Concepts for character posing ................................................................ 112<br />
4.4.3 Concepts for notations and logging ......................................................... 123<br />
5. Stress testing the toolset ................................................................................. 132<br />
5.1 The Mac „n‟ Cheese (2011) production .......................................................... 132<br />
5.2 Using the tool together with other animators ................................................. 135<br />
5.3 Productivity test......................................................................................... 137<br />
5.4 Does it influence my/our style? .................................................................... 143<br />
Conclusion ......................................................................................................... 145<br />
Reference Sources .............................................................................................. 149<br />
Attachments ...................................................................................................... 153
Introduction<br />
Not a very long time ago I had a discussion with one of my best friends, to be more<br />
precise my girlfriend, who is also into animation. I remember the discussion clearly<br />
because it has been a life altering discussion and ever since, getting dressed and<br />
undressed has been a pleasure. Sometimes even without her around there has been<br />
some improvement in the act of dressing and undressing. It all started when I was<br />
getting undressed after a long day of work and I heard her laugh from across the room.<br />
I, of no wrong doing aware, asked her: “Why are you laughing?” She answered: “It‟s the<br />
way you take your shirt off. It‟s a boys thing. Girls do it differently.” She told me she had<br />
noticed this through the years out of her interest in body movement and motion. At first<br />
the discussion was pretty pointless, as there was just „that‟ difference. But after a while<br />
and after trying out the different techniques I‟ve found out that the man‟s technique of<br />
taking off a T-Shirt is actually a lot slower than how a girl does it.<br />
The girls‟ style is a gentle approach, where the arms follow a nice curvature and give<br />
flow to the body where she can proudly, and if she wishes be sexy, shake her hips while<br />
she undresses. Think of a woman walking towards you while she is undressing on some<br />
striptease music and you‟ll understand the basic motion. Men on the other hand have a<br />
different approach; it‟s not at all based on smooth lines and fluent motion but is pretty<br />
straight forward. It might be just me, but my instinct tells me that if you want to move<br />
something you just pull it, and it doesn‟t really matter where you grab the object you<br />
want to move as long as there‟s just a result of your action. Here, the removal of the<br />
shirt. Ever since I‟ve been switching gender on the matter of this subject I‟ve been able<br />
to make a choice on how I want the resulting motion of the act to be. Sometimes it<br />
doesn‟t matter at all how you undress, but it might be, sometime, the most important<br />
thing of all. Say you‟re getting undressed in front of the girl you love, you wouldn‟t want<br />
to screw that up, would you? Or, you might be an animator. And the motion, the<br />
curvature, the result and speed of any approach that differ might have a function in your<br />
work and its results.<br />
Introduction<br />
1
Within projects at the Utrecht School of the Arts I‟ve learned that not only speed of<br />
the production is influenced by workflow. But I‟ve learned that a correct workflow, even<br />
more finding and holding a creative flow while working also increases intuitivity,<br />
creativity and best of all makes for a better work environment. I‟ve learned pretty soon<br />
that almost all of the final result depends on the way you approached it. Art is an<br />
evolvement as much as it is an involvement. But both the involvements as well as the<br />
evolvements have been a result of the workflow through all my previous projects.<br />
Though I‟ve found pros and cons in different approaches I‟ve dealt with through these<br />
years at this school, I‟ve always felt there was a type of barrier between my flow and the<br />
software. It being technical boundaries, visual boundaries or speed boundaries. The<br />
result of this research, the toolset, is meant as a solution for this. By changing these<br />
boundaries, changing this workflow, I‟m trying to change and eventually be able to<br />
choose on how I want to put on my clothes as an animator.<br />
For this research I‟ve felt the need to get a good grip on what creativity is, how to<br />
produce a creative flow, how creative flow is maintained and try connecting it with the<br />
creative processes. Especially because this is what I‟ve felt that has been corrupted by<br />
current limitations. Therefore I‟ll first delve into that part of the matter. Then I‟ll do<br />
research to other animation fields to get a good grip on possible approaches and the<br />
different styles of workflow it has produced through the years. The result will be a<br />
handbook on possible workflows and approaches that have been developed through a<br />
way longer period than the field of computer animation even exists. Then I‟ll check and<br />
see how this differs to the way 3D Computer Animation has evolved and how it is<br />
currently being used. The result will give light on matters that could certainly be handled<br />
better, giving less stress on the mind, a more intuitive approach to the act of animating<br />
and relieving some of the pressure on animators in the field of 3D Computer Animation in<br />
general.<br />
While doing the research I‟m the technical director and lead animator (as well as<br />
supervisor) on an animated short “Mac „n‟ Cheese”, created together with Tom Hankins,<br />
Gijs van Kooten and Guido Puijk. Development will constantly be discussed within the<br />
team and will eventually evolve into a partly testable product of which I‟ll finally conclude<br />
the results of my research and discuss the improvement of creative flow and the results.<br />
The part of the toolset that remains untested (in practice) while working on this short is a<br />
resulting workflow from what we used with Mac „n‟ Cheese leading us to things we still<br />
missed. The designed concepts will be discussed with small studios, students and some<br />
freelance animators while going through the chapters, as animo test for the designs as<br />
well as for providing thorough tips on the designs and concepts.<br />
Introduction<br />
2
This is all evolving around the main question:<br />
How to hold a better creative flow, so improving productivity and intuitivity,<br />
by using a customized toolset for 3D character animation?<br />
This paper is possibly of much interest to recently starting animators that are in search of<br />
a creative flow in their way of working, but can also provide improvement in the<br />
structure of business professionals trying to look for a fresh or new insight into the<br />
workflow of animation. The results will be especially useful for students and small studios<br />
where animators don‟t only copy line tests and create animations as if working in a<br />
factory (working by blueprint.) Because the resulting toolset relieves stress on handling<br />
the animation shots in production as well as the act of animating it is not only interesting<br />
for animators that do nothing but animating, but even more those that deal with<br />
production, shot management, data wrangling besides animating a shot. Mostly among<br />
them are students, small studios or animation supervisors in medium sized studios.<br />
The resulting conclusion of this paper will not be, by any means, the only correct way<br />
on how to create good quality animation. Even more so, it will be a way that has worked<br />
in the process of this research and has thus resulted into being a working workflow. And<br />
despite the resulting tool development in this paper being based on the field of 3D<br />
Computer Animation the research itself may also be of interest to other animators or<br />
even other artists that are seeking more insight, or another sight, on a workflow<br />
providing creative flow.<br />
Introduction<br />
3
1. Creativity and Flow<br />
1.1 What is Creativity and what is flow?<br />
Let‟s start simple and grab the dictionary for a definition of the word creativity.<br />
Creativity is the state or quality of being creative. (Dictionary, 2011)<br />
Where creative is being explained as: “resulting from originality of thought, expression,<br />
etc.; imaginative: creative writing.” (ib.) Meaning that once I lay down my pencil on a<br />
piece of paper, draw a line as I‟m imagining it will mean that I‟m in the process of being<br />
creative. Hence, than that is my creativity. For me, drawing just a line as I imagine it<br />
doesn‟t make my current artwork my new masterpiece. I feel that to be able to do so. To<br />
create. To build a foundation for the art that‟s in my head, maybe even for art to come in<br />
my head I need a certain state of mind, I need a flow. Without actually trying to mock<br />
the English dictionary let us again grab one of the actual references from the dictionary,<br />
but now on the word flow. Flow, to proceed continuously and smoothly: Melody flowed<br />
from the violin. Or, to circulate: blood flowing through one‟s veins. (ib.) This would be<br />
two descriptions that would fit what you need to have to draw lines. Combine these two<br />
to be able to produce art. (Not necessarily your masterpiece.) So let us just flow a little<br />
bit more information about this all.<br />
… creative capacity may to some degree be present in all of us. (e.g. Amabile,<br />
1996; Csikszentmihalyi, 1996; Eysenck, 1993; Guilford, 1950; Sternberg &<br />
Lubart, 1995). (Weisberg, 2006)<br />
It‟s debatable if everyone has the capability to be fully creative (and to be innovative<br />
within this creativity) and is able to create a masterpiece, whether it be animation, a<br />
painting or an innovative new technology they invent.<br />
There is also a minority view in psychology (e.g. Perkins, 1981; Newell, Shaw, &<br />
Simon, 1962; Weisberg, 1980, 1986, 2003), to which I [Weisberg] subscribe that<br />
proposes that the thought processes underlying the production of innovations are<br />
the same thought processes that underlie our ordinary activities. (Weisberg,<br />
2006)<br />
But both of the above come down to the same principle. People, in general, are able to<br />
come into the state of being creative and produce original products from or containing<br />
their imagination of thought, expression and so forth. As mystical as art has been<br />
through all the years with even artworks with this explicitly as expression like René<br />
Margritte‟s Ceci n‟est pas une pipe feels closely related to creativity based on their<br />
mystical and subjective interpretations of the matter.<br />
1. Creativity and Flow<br />
4
There are two difficulties in discussing research on creativity. Some people, even<br />
people with very deep knowledge of psychological phenomena, come to the<br />
subject of creativity with the belief that the topic is so mystical and/or subjective<br />
that it could never be captured by psychological methods (Sternberg & Lubert,<br />
1996)<br />
It‟s just noticeable how seemingly almost everyone that feels creative with the word<br />
creative, amongst this everyone are writers like Mihály Csikszentmihalyi, Ken Robinson<br />
and Graham Wallas, is willing to write a book about the topic, as there are many opinions<br />
about the matter. Some even contradicting the dictionary, for which I can't really blame<br />
these authors, as the dictionary seems to be lacking for its description of the word<br />
creativity and some of the related. For the matter of this research it's not important<br />
whether everyone is able to be creative, but what is important is to notice and know that<br />
anyone could be creative and what is needed for this to efficiently be true. Coming down<br />
to what has been referred to as flow.<br />
Flow is the state you‟re mentally in when you‟re fully immersed in an activity and<br />
you‟re getting closer to the goal with a fully energized focus, full involvement and<br />
success in the process of the activity. Flow should not be mistaken with the expression to<br />
go with the flow, which means to act conform to common behavior patterns with an<br />
attitude of calm acceptance. Flow is complete focused motivation, where emotions aren‟t<br />
just contained and channeled, but remain positive, energized and aligned with the task at<br />
hand during the undergoing of the state. Flow can be recognized by a feeling of rapture<br />
during the performance of a task but has also been described by Mihály as a deep focus<br />
on nothing but the activity itself, where not even oneself or one‟s emotions are in focus.<br />
Meaning there is no distraction from how you feel or what you think, and all focus is<br />
purely in the act of the production. Even more, being in flow changes your perception of<br />
time, it seems to pass much quicker. I‟ve always learned that enjoying something in a<br />
day makes it feels like it passes relatively quick, time seems to go faster. The changed<br />
perception of time can be linked to the intrinsically rewarding process. So flow. Or what<br />
is also called, being in the Zone. For programmers referred to as Hack Mode. Stock<br />
market operators have used the term in the pipe not that rarely for just being in the flow.<br />
Flow is positive and is noticeable by others as an increased work environment (happier<br />
co-worker), improved productivity (speed goes up) and a better ending (better results).<br />
In short, being in a flow results in the following:<br />
1. High level of concentration<br />
2. Merging of action and awareness<br />
3. The loss of self-consiousness<br />
4. The transformation of time<br />
1. Creativity and Flow<br />
5
5. The process is intrinsically rewarding<br />
Personally I‟ve experienced such a flow in personal brainstorm sessions, but I have<br />
also experienced similar flow-like feelings while sketching out different styles for a<br />
concept. There has also been one animation project, which was created at a high speed<br />
in a limited amount of time, where almost the entire animation was done in one flow.<br />
This was a 2D animation made in Flash. For me, flow can be induced by others in a<br />
project in which you work together. How this happens will be discussed in the next<br />
paragraph. Being in a flow gets good results, great productivity and it feels great. A flow<br />
getting broken is therefore a waste, it is important that when flow can be reached and<br />
gets reached that it should be maintained and used to your advantage for the longest<br />
possible amount of time.<br />
The word flow with the meaning as described above has – so I feel - a bit of a<br />
philosophical touch to it, which for me dissociates it from something that improves the<br />
production in the way that it does, namely positive. For me, what works to let this<br />
„philosophical‟ meaning of the word flow go is to adjust it into calling it: “workflow.” This<br />
makes it more personal and makes it correspond to the idea that you want to create<br />
something. So. Workflow. It‟s to keep in mind that the word workflow – which will be<br />
described later in this chapter - in itself already relates to part of the production instead<br />
of the state the user is in while producing. Even more, for many others the word flow by<br />
itself might just be what they want as reference to the definition as mentioned and thus<br />
will be used in the remainder of this paper.<br />
1. Creativity and Flow<br />
6
1.2 How can a flow be maintained or broken?<br />
According to Mihály a Flow will only be achieved when you‟re in a field where your skill<br />
level (at that moment) is in balance with the challenge of the goals. If you would perform<br />
within a high skill level, but the job would be easily doable you would be in control or<br />
even in relaxation. If you‟re trying to achieve something extremely difficult (high<br />
challenge) but don‟t have the skills you‟ll get to a point of anxiety. If the challenge for<br />
you is less you‟ll pass the flow channel and get to boredom. (Csíkszentmihályi, 1997)<br />
Left: the relation of challenge relative to skill clarifying the resulting states. (Csikszentmihalyi, 2008)<br />
Right: the relation between challenge and skill clarifying the flow channel. (ib.)<br />
The right image shows that performing a „low‟ challenge with „low‟ skills still results<br />
within the flow channel, but it should be noted that the challenge then is still high for the<br />
user. He‟s still being challenged on his skills enough to get in the flow. The images can<br />
seem contradictory, but it is really more about balance than the challenge level or skill<br />
level on its own. Mihály also states that flow can‟t be initiated (as in forced) by the user<br />
and is unpredictable. Though, he mentions that there are a couple of conditions that<br />
remain necessary for getting to the state of a flow.<br />
1. Have a clear goal.<br />
2. A balance of challenge and skill. (images above)<br />
3. Task must have immediate and clear feedback.<br />
4. Sense of control.<br />
He says that if there‟s no goal, there‟s no way to check if you‟re going in the right<br />
direction and know that you‟re creating the right thing. There just doesn‟t seem to be<br />
„flow‟ in not going anywhere, you‟re just being merely lucky. With point two he means<br />
that you must have confidence in being able to do the task. The immediate and clear<br />
feedback gives the ability to adjust the performance to maintain the state of the flow.<br />
1. Creativity and Flow<br />
7
The third condition might seem simple, but is the main point that focuses on losing the<br />
flow. For animators, when you‟re feeling the character should do this, move this way,<br />
then go up, move around and start dancing it‟s already like you‟re in a short state of flow<br />
where you know what you will be doing, know what to adjust and what your next short-<br />
term goal is. And at that moment, you‟re thinking (with a smile) I‟ll do this. You<br />
straighten the chair, open your eyes, stare at the screen. Click-click-click, position here,<br />
move that. Ah, getting closer for this pose. This takes time. Then, ok. Some frames later,<br />
here. Yes, that‟s what I want! Ok. Play, and check. You watch. Stare. Think. Take time to<br />
feedback the work. Once you notice something is off, not working right, you‟ll step back,<br />
rethink and retry the initial step. For now, this sounds like not that big of a deal. But if<br />
you‟re going to have to reposition to a total different pose, sketching out a whole other<br />
way of your flow it takes too much time to stay in the flow. You lose the immediate<br />
feedback of a visual image of what you‟re trying to create. Even more you lose a sense of<br />
direct control. That‟s probably why most 3D animator return back to pencil and paper to<br />
sketch ideas out and check if things will work.<br />
As stated in the previous subchapter I shall provide some explanation on how a flow<br />
can be induced - or better said maintained - in a team. Like mentioned, for a flow to exist<br />
there should be immediate and clear feedback. This is hardly obtainable on your own in a<br />
group project where opinion on the matter from other group members is of high value. At<br />
moments like these immediate and clear feedback is only available when working closely<br />
with the team members and the feedback is provided at a constant rate and is clear to<br />
the one actively working on the matter so his flow will not be broken.<br />
The cycles of rest, production, consumption, and interaction are as much a part of<br />
how we experience life as our senses - vision, hearing, and so forth - are. Because<br />
the nervous system is so constructed that it can only process a small amount of<br />
information at any given moment, most of what we can experience must be<br />
experienced serially, one thing after the other. […] Thus the limitations on<br />
attention, which determines the amount of psychic energy we have for<br />
experiencing the world, provide an inflexible script for us to live by.<br />
(Csikszentmihalyi, 1997, pp. 5-6)<br />
Like Csikszentmihalyi states there is a maximum amount of information we can<br />
productively filter and use to our advantage. If this is generally perceived as true, than I<br />
would consider 3D animation in its current state to be beyond our abilities. This totally<br />
depends on how small this amount of information precisely is. As, at any given moment,<br />
the 3D animation software processes a lot of information (of which much isn‟t really<br />
meant to be given to the user and is to be done in the background, but it still is a lot of<br />
information to process) which could make the user lose sight on his actual work. The<br />
animator will have to switch between looking at the end result – the actual piece of art,<br />
the characters pose, the line of motion, and so forth – and the actual process of creating<br />
1. Creativity and Flow<br />
8
this piece of art – posing the character, moving the camera, selecting controllers. This<br />
complex process makes even real-time results appear to the animator as a non-<br />
immediate feedback, resulting in a break of flow.<br />
Sketching, the try-out. Trials. The audition for your idea of the character<br />
(representative for each shot on its own) should be more easily manageable within the<br />
3D software. It's not necessarily about literal sketching tools within the software, but<br />
even quicker ways to pose the character, faster selection and an overall more fluent way<br />
to things. It‟s like 3D animation software is not the extension of my arm like a pencil is,<br />
and for animators (or even anyone in the 3D business) the software package should be<br />
just like an overpowered pencil and paper. Once the user has the feeling that he‟s being<br />
held or blocked by a limitation or the software crashes there‟s a great chance that his<br />
state will suffer and he‟ll lose flow as this most likely produces a break in his positive<br />
productivity state. Therefore the user should be allowed all control only where he needs<br />
such control to be the direct director of the act instead of having to look for a<br />
workaround or think on how it could be done. Being blocked from working the way you<br />
want to influences your emotional state shifting more focus to oneself or one‟s emotions,<br />
thus breaking flow.<br />
1.3 What makes for intuitive creativity?<br />
Intuitive creativity is creativity where the act of being creative feels natural and normal<br />
as if it is your preferred and standard comfortable workflow. Being intuitively creative<br />
brings the results of a flow like high productivity and speed, good results and a nice work<br />
environment. But even more, it‟s a standard that should be maintainable throughout<br />
almost the entire length of the project, where moments off the project and any rest at all<br />
is still contributing to the end product of the creative process. Graham Wallas presented<br />
the four-stage model of a creative process. Wherein lie the stages of preparation,<br />
incubation, illumination and verification. Within preparation is the definition of the<br />
problem or need and prepares us with criteria for verifying the solutions acceptability.<br />
Incubation is the moment we step back and away from the problem for our minds to step<br />
it through. Then illumination is where ideas arise from our minds to form a basis solution<br />
to the problem. This idea can be pieces of the whole or the whole itself. Unlike the other<br />
stages, the stage of illumination is often very short where big amounts of insights can be<br />
gained in small amounts of time. Then, verification is the stage where we check the<br />
results of the illumination against the criteria we gained at the preparation. As explained<br />
now it may seem a logical chronological process but this is not necessarily true. In the<br />
creative process we may many times step back into previous stages or skip one or<br />
multiple stages for a while.<br />
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One of the first models on the creative process is this model by Wallas. Since then,<br />
there‟ve been numerous others that wrote about the creative process, like Barron,<br />
Rossman, Osborn, Koberg and Bagnall. Some show similarities or like Osborns model it<br />
even seems to be an expansion on Wallas‟ model. Others have a different basis, though<br />
most of them have the same standards. Nevertheless, the model by Wallas is a well-<br />
known model and for me seems to pinpoint the basics of a creative process. The four<br />
explained stages are all able to be within a flow and are all really needed for a flow to be<br />
able to exist at all. As mentioned a flow needs a goal, which is the result of the<br />
preparation stage where we define what we need. The incubation can be recognized by<br />
taking a long time, which does seem unrelated to a flow. But, as explained, it is the stage<br />
where we sit back and rethink actually what we‟re trying to do and what we want to<br />
achieve. An animator can have such a moment within a flow. Say, he takes a piece of<br />
paper and moves away from the 3D software to just re-sketch ideas on paper (and<br />
rethink the pose he‟s trying to create.). Though this looks a lot like the verification stage,<br />
where we check if it is what we need, but it isn‟t. The animator will not know if it will<br />
actually really work until he has produced it within the animation itself. The verification<br />
therefore comes each time the animator is producing his new thoughts in the 3D<br />
software and checks if it works out. The illumination is within this whole flow and now<br />
seems to be everywhere in the process, where the animator constantly thinks about his<br />
next steps while being unaware of the act of thinking about it. In a flow the animator<br />
should be fully focused on the act of working out a shot, instead of having to think about<br />
techniques and spend too much time on the process of evaluation so that it breaks his<br />
flow.<br />
For intuitive creativity therefore we need to take on a challenge, something new and<br />
something that is constantly asking the most of us. So we can get in a flow getting the<br />
feeling of rapture instead of feelings closer to relaxation. We must constantly be aware of<br />
what we want to produce and must be able to act full focus on that production instead of<br />
being aware of our mental state, ourselves or any technical limits that influence the way<br />
we would like to work. Through this, we must be able to „kill our darlings‟ and step back<br />
into the process of preparation to recheck our criteria if they are still correct and change<br />
them where needed. Intuitive creativity is a constantly changing act, and we must always<br />
at least be aware of the changes this act should bring upon us when needed in the work<br />
environment. Within new programs, with new toolsets, with a new producer, with a<br />
director with different ideas or within just a completely new project it is always important<br />
to evaluate correctly, than act and evolve accordingly. The workflow of this intuitive<br />
creativity is not a constant. The only basis there always is are the tools that provide the<br />
ability to create what is needed for the preparation‟s resulting criteria and your personal<br />
workflow with these tools.<br />
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You know that feeling when you watch a movie, stand up from the couch with a clear<br />
picture in your mind of something to eat you‟ll grab from the kitchen. You open the<br />
refrigerator and you find yourself standing there not remembering what you were going<br />
to get to eat. The mind seems to fail us at times. At first sight it doesn‟t look related, but<br />
it shows that despites the brain‟s impressive abilities it has a maximum capacity of<br />
information it can process. This can happen with anything you focus on. The Magical<br />
Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing<br />
Information is a highly cited paper in psychology published in 1956 that argues that the<br />
average human can hold about 7 ± 2 pieces of information at the same time. (Miller,<br />
1956) But since then researchers found that the actual maximum is somewhere around 3<br />
or 4 pieces of information that can be processed simultaneously in the working memory.<br />
(Farrington, 2011) And I had already shortly mentioned – previous paragraph – that<br />
Cszikzentmihalyi also mentioned the influence of the amount of data we can hold. So, the<br />
amount of data that can be processed effectively by the human mind is really small.<br />
Beyond this point our focus starts to be lacking and thus it is important that intuitive<br />
creativity keeps away from mind stress as much as possible, coming down to simplicity.<br />
Conclusive I would like to say, or just repeat what I‟ve stated earlier. I feel, to be<br />
creative there is need for a certain workflow where you won‟t be delayed or your<br />
workflow gets altered, adjusted or hindered by the way the software works. And yes, a<br />
workflow is personal and is something you‟ve learned to work with. (Like the software<br />
package) But there should be no reason what-so-ever to not work in your own way<br />
within the software‟s structure. It‟s your workflow, your way of creation, therefore<br />
customizing and personalizing is needed to feel comfortable. Hence, If there‟s a better<br />
way in this path, if you at least feel that there‟s a better way, then you should use the<br />
tools in that way you feel most comfortable and productively.<br />
We cannot expect anyone to help us live; we must discover how to do it by<br />
ourselves. (Csíkszentmihályi, 1997, p. 2)<br />
1.4 Creativity and flow within workflow and production.<br />
Through the chapters I will be using the words workflow and pipeline to dictate certain<br />
parts of the production. A small explanation and introduction will give you some insight<br />
on how these words work together and can make an introduction towards developing and<br />
improving workflow and the pipeline for creativity and flow.<br />
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This picture shows the difference between pipeline and workflow. Also „Animator Interest‟ is depicted to show<br />
the field of interest (for development) of an animator (that only does animation.) This image can also be found<br />
in the attachments in a bigger size. This is a simplified example of a 3D production; therefore some stages may<br />
be missing.<br />
The pipeline is the overall line of production and the order and connections of the<br />
contained building blocks. For example a production pipeline could contain modeling,<br />
rigging, animation, rendering and compositing. For pipeline development there are a<br />
couple of points that are of high interest:<br />
- Flexibility,<br />
- Simplicity,<br />
- Accessibility,<br />
- and Scalability.<br />
The scheme depicts a straight line and although the mentioned blocks basic structure is<br />
often in that order it almost always happens that steps back and forth will be made<br />
throughout production. Therefore parts of the pipeline should be easily interchangeable<br />
and thus be flexible. Even more it should exceed at its simplicity by being organized,<br />
clean and non-redundant. So, the whole pipeline should be easily manageable and<br />
accessible. And, any pipeline that will be developed should be flexible enough to scale up<br />
and down based on the needs of its production. For this all to work smoothly it is<br />
important that the pipes between the building blocks – hence the word pipeline – are<br />
organized and streamlined.<br />
This picture shows an example of the workflow of animation for 3D animators. A workflow is one of the building<br />
blocks for in a pipeline. This image can also be found in the attachments in a bigger size.<br />
A workflow is one of the building blocks in a pipeline and depicts how such a building<br />
block is done from start to finish. For example an animator might use references as<br />
inspiration and building blocks, and then work out ideas working towards and with<br />
sketches and testing the developed ideas. Then he‟ll start working on the character in 3D<br />
by selecting, posing and managing this and will end-up with a stage of clean-up and<br />
tweaking. A workflow can be very personal as one - for example - might even work<br />
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without any reference or sketching. As long as the workflow provides consistent quality<br />
and speed throughout its progression it is reaching its primary goal, which is high quality<br />
delivery in time. But a good workflow constantly consists of a clear goal and constant<br />
progression in as well the product as the user‟s skillset. A workflow needs efficiency in<br />
speed, organization and simplicity. And it should provide a constant vision on the current<br />
task, what step is next and how he‟s (easiest) able to complete these tasks. Besides, the<br />
way the animator works should constantly motivate and bring inspiration and clarity to<br />
himself and (possibly) others. Even more, as discussed for flow, the choices of the<br />
animator should provide a good challenge to skill ratio so he can reach flow (as described<br />
by Csikszentmihalyi.)<br />
An animator in big productions will solely focus on animating. But in most school<br />
project, at small studios and also with the production of Mac „n‟ Cheese the animator isn‟t<br />
just the animator. I, for example, was the lead animator, animation supervisor and<br />
technical director. For this I did supervision, animation, rigging, troubleshooting,<br />
techniques testing as well as pipeline building. But besides just these general descriptions<br />
I‟ve been dealing with concept art, story development, cinematography, data wrangling,<br />
editing and promotion as well.<br />
An example picture of the Mac „n‟ Cheese pipeline (compressed to the biggest parts only) showing the division<br />
of my personal time and tasks throughout its pipeline. This image can also be found in the attachments in a<br />
bigger size.<br />
As you can see things add up and often this can make the user needing to deal with<br />
multiple tasks at the same time. To be creative, feel free and intuitive at the same time a<br />
structured and consistent workflow is required. As we‟ll see in the coming chapters<br />
there‟s room for improvement for almost all 3D animators. And even more in line of this<br />
research, there seems to be very much room for improvement in student productions<br />
(and small studios) and their pipeline, workflow and flow.<br />
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2. The difference in Animation fields<br />
There‟s quite some difference between 3D Computer Animation and the more traditional<br />
styles like 2D and Stop-Motion. It‟s digital, relatively new and seems to be quite<br />
technical. Though at least one thing they seem to have in common is the need of a<br />
workflow. This chapter will discuss these workflows of the different animation forms and<br />
will be discussed in comparison with the 3D computer animation workflow. This is to find<br />
structure and default procedures in an animator‟s workflow that have been defined in<br />
these fields through a (often) significant longer period than those in 3D Computer<br />
Animation. We‟ll be able to compare the differences, but even more learn about the room<br />
for improvement. Furthermore we‟ll acquire a mindset on animation that‟s often hard for<br />
3D animators to wrap their head around instantly, providing these insights are of great<br />
importance for any development. Thus, besides just delivering a small background of<br />
animation and its workflow in these field there‟s a lot more relevant information and data<br />
we can extract from this.<br />
There is a lot of difference in the habits between different studios even only within the<br />
field of Computer Animation. Even among students there is a different way of<br />
approaching the same thing, which makes generalization of „the workflow‟ hard or almost<br />
impossible. The same thing happens to be with the other forms of animation, as even<br />
some studios say they don‟t have a workflow, but a variety ways of starting a project<br />
depending on the needs of the project. A workflow for them is better defined with the<br />
word blueprint. By checking the development, the variety in workflows and the<br />
techniques used for animators to achieve their results in the variety of forms we can gain<br />
a better understanding of animation in general and find clues, tips and guidance towards<br />
ideas on how to animate that have been developed through a longer time period than the<br />
development of 3D Computer Animation.<br />
Also insight in structure of production, shot layout, shot staging, character<br />
personalities and character development can be gained and we‟ll see in this chapter how<br />
individuals divide this up, but even more how animators fit into the bigger studios‟<br />
structure. The differences in productions as described in this chapter lead up to an<br />
extraction of the base of production environment gaining insight and info on productive<br />
workflows and pipelines. From this I‟ll constantly try to compare this with 3D computer<br />
animation. At the end of each paragraph I‟ll shortly conclude my findings which will form<br />
the basis for the concepts designed and presented later in this thesis.<br />
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2.1 Animating like a puppeteer. (Stop motion/clay/puppet)<br />
A happy puppeteer<br />
The above picture represents a puppeteer as we probably imagine when we think about<br />
one. But this chapter is less about this guy and more about puppet, stop motion and clay<br />
animators, the production surrounding them and the resulting animations. The<br />
movement of a character by adjusting its body parts is rather similar to 3D animation,<br />
where you‟re actually moving around a virtual puppet. Therefore it‟s a good starting point<br />
for this research.<br />
The animation style is a result of real world objects being altered slightly frame after<br />
frame inducing the effect of consecutive motion. One of the main benefits which stop<br />
motion is acclaimed for is the artisan feeling it has. It feels like craftsmanship. It feels<br />
touched and moved, which gives it more of a mesmerizing feel. Like the fingerprints that<br />
appear in clay animation; they really add to the feel and visuals of stop motion<br />
animation. Most of the time these animations lack motion blur and present a clear sharp<br />
picture, because it is - most of the time - based on non-moving objects being<br />
photographed. Although this lack of smoothness sounds like a downside it is actually one<br />
of the points stop motion is most acclaimed for by fans. Beside these, in many cases,<br />
there is a choppy result in the overall motion, because after taking the picture there isn‟t<br />
really a way to go back and adjust it besides reanimating. A fluent motion is only possible<br />
with good planning of the animation in advance and requires an in-depth workflow or<br />
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eally experienced animators that have acquired a feeling for it. Though this „imperfect‟<br />
quality of the media and the others described before are a favored upside for most of the<br />
fans of Stop Motion just like the lack of motion blur. It‟s what makes it Stop Motion,<br />
figuratively speaking. Furthermore, low-budget animations often lack camera movements<br />
and have a „staged‟ feel to the animation as moving the camera should be done on a<br />
special track that‟s complex to build and/or expensive to buy. The camera movement<br />
should be planned out beforehand and as we‟ll discuss later the whole animating is often<br />
done on a basis of in-depth preproduction and strict planning.<br />
Kasper Werther, student at the Utrecht School of Arts, mentioned the WYSIWYG 1<br />
(What You See Is What You Get) quality of stop motion which for him was one of the<br />
main upsides to stop motion animating. Pedri Animation‟s producer Thomas Hietbrink<br />
also confirmed that this was one of the primary benefits of this field of animation. What<br />
they mean with this quality is that the stage, lighting and characters – when set up -<br />
directly closely resemble the „rendered‟ result of the shot. As opposed to 3D animation<br />
where the final look, lighting and rendering of a shot is done after the animation or<br />
opposed to traditional 2D animation where after the initial animating there‟ll be clean-up,<br />
coloring and often in-depth compositing. This quality of stop motion gives the animator<br />
constant vision on an almost final composition, having influence on the poses and<br />
characters, thus the way he animates. He can directly see the result combination of<br />
colors of the character and background and how this is affected by lighting. He will be<br />
able to notice color clashing (between background and character) in this stage and can<br />
choose to change the animation totally or play down his animation in high contrast areas<br />
and vice versa so that the character feels right overall on stage. Arguably depending on<br />
person he might or might not be influenced by these things, though I‟ve noticed in 3D<br />
Animations that once rendered a character that was blending in the background in color<br />
and luminance a slow movement feels even slower, as there‟s less change the human<br />
eye will register because of the low-contrast in the area. And vice versa was for high<br />
contrast areas.<br />
Another effect affecting stop motion animating is the „life‟ that the character starts to<br />
have when being touched by the animator physically. The bond between the puppet and<br />
the animator gives the puppet a life of his own. According to stop motion animator Anna<br />
Elisabeth Eijsbouts they start to live from the moment you start working with them. The<br />
end result is just as magical for the audience as the process of creation is for the<br />
animator. As Hans Hofmann, a German-born American abstract expressionist painter,<br />
once said: “A work of art is a world in itself reflecting senses and emotions of the artist‟s<br />
world.” (Hoffman, Weeks, Hayes, 1967, p. 59) The effect of the animator‟s focus and<br />
1 WYSIWYG is short for What You See Is What You Get, a term used in computing to describe a system in<br />
which content displayed onscreen during editing appears in a form exactly corresponding to its appearance<br />
when displayed as a finished product.<br />
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ond with the character often creates the personality of the character almost<br />
automatically because of this. The character involves the animator and vice versa. It‟s<br />
often said that animators are actors with stage fright and I‟d like to think about<br />
animating as acting. This „acting‟ for animators is important as the animator should<br />
constantly be aware of what the character will be doing, how he is feeling and how that<br />
makes him move. Being in touch with a physical character that creates this bond and<br />
brings over these emotions can help the animator stay „in character‟, thus keeping the<br />
right driving force throughout the shot. Although this was answered by stop motion<br />
animators I interviewed I‟m still on the edge of whether believing this makes that much<br />
of a difference, if influencing the state of the animator at all. Harry Harlow, a prominent<br />
American psychologist in the 1950‟s questioned the then commonly held theoretical<br />
position that affection is an innate drive developed through the repeated association of<br />
the mother with reduction of the primary biological drives, particularly hunger and thirst.<br />
Harry instead focused his research on bodily contact and attachment formation. (cf.<br />
Mullaney, 2009, design-emotion.com) He discovered that this – bodily contact - was an<br />
overwhelmingly important variable in forming a bond, hereby highlighting the importance<br />
of touch and sense for forming emotional attachments. (Harlow, H.F., 1962) We<br />
instinctively know that a metal chair should feel colder than a wooden chair. Even such a<br />
physical touch can introduce emotion – or even memories – based on just the<br />
temperature, texture and mass creating a possible bond between animator and puppet.<br />
The mentioned effect can, on basis of the argued cause, hardly be introduced in the<br />
virtual world of 3D computer animation. Though, the coming of new tangible interfaces<br />
where virtual objects (and thus possibly characters) are controllable and perceivable by<br />
respectively touch and resisting forces - like a mass you would touch in the physical<br />
world - could make this possible. Though this development is interesting, and of course<br />
makes room for an elaborate philosophical debate on future changes, it‟s not the<br />
development I‟ll be creating with the toolset. But keeping in the back of our minds what<br />
will „ever‟ be possible, thus thinking out of the box of what we now perceive as the<br />
possible, enables us to think beyond this limited extent. Outside todays ordinary box can<br />
be room for extraordinary concepts which could introduce new interfaces for interaction<br />
and alter the way we look at 3D animation completely. I will try to touch most new<br />
technologies and inventions that I deem relevant and which I know off to provide the<br />
most up-to-date information for current workflow and future possibilities. The concepts<br />
developed could then be based or discussed on basis of any discussed technology<br />
becoming available or possible in the near future. Some could (in simpler extent) already<br />
have an implementation nowadays or in the near future with the help of a bigger<br />
programming team (instead of a simple animation student without any well-educated<br />
programming background). Thus, concepts that are impossible to be developed by me -<br />
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with my current programming knowledge and/or available time - are still inclusive for the<br />
conclusion as the research is a work towards this near future.<br />
Though, as mentioned shortly, stop motion animation is always animated in a straight<br />
forward method applying changes to the character chronologically on a frame-by-frame<br />
basis. This method is maybe, so I feel, an even more important reason why the animator<br />
feels the bond with the character while animating. The WYSIWYG effect of a stop motion<br />
character on set is amplifying this bond even more, as the animator starts to „feel‟ the<br />
poses in an almost similar state as to how the audience – who watches the animation in<br />
the end – will be affected by the character as it‟s already looking like a living character<br />
with his own mind and story on screen. This constant awareness while chronologically<br />
posing the movement of the character is crucial for believability, personality and high<br />
quality animation.<br />
Movement can easily be achieved by drawing the same thing in two different<br />
positions and inserting a number of other drawings between the two. The result<br />
on the screen will be movement, but it will not be animation. In nature, things do<br />
not just move. Newton's first law of motion stated that things do not move unless<br />
a force acts upon them. So in animation the movement itself is of secondary<br />
importance; the vital factor is how the action expresses the underlying causes of<br />
the movement. With inanimate objects these causes may be natural forces,<br />
mainly gravity. With living characters the same external forces can cause<br />
movement, plus the contractions of muscles but, more importantly, there are the<br />
underlying will, mood, instincts and so on of the character who is moving.<br />
(Halas, Whitaker, 2002)<br />
For believable 2 animation any motion on screen should obey to rules that either we know<br />
from real-life or the rules that have been explained and made believable to the audience<br />
by watching the (rest of the) film. But – especially if he chooses not to obey the rules -<br />
the animator should always be aware of the fact that a large mass can‟t suddenly come<br />
to a hold. If he chooses to do so anyway he should be aware of the fact that he‟s<br />
breaking the rule. If he does it as stylization throughout a whole film, for perceiving a<br />
certain effect or any other reason he should still know what he‟s bringing over to the<br />
audience in effect. In animation the animator should constantly be aware of the<br />
character‟s mood and how he will „pull the next move‟ in correspondence with his<br />
thoughts, emotional state and personality at that moment. Even more he should keep in<br />
mind the style of the film, continuity of the scene and progression of the story as well. In<br />
effect there‟s a lot for the animator to focus on. If the animator starts to animate without<br />
any planning whatsoever he‟ll have to constantly be aware of all these and any<br />
technicalities or problems that might come up. Focusing on so many things at the same<br />
time can distract from the focus on the actual movement and living of the character.<br />
At Pedri-Animation they have their own strict pipeline and workflow for getting<br />
2 Believable refers to the realism as developed at Disney like the principles of animation. An in-depth discussion<br />
on this development at Disney and meaning of realism can be found in the following paragraph.<br />
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everything done smoothly at the moment of animating. While asking Thomas Hietbrink,<br />
producer at Pedri-Animation, about their stop motion workflow I was astonished by how<br />
fast he said the actual animation part was. He said their animators created about 10<br />
seconds (final animation) a day, which compared to the field of 3D Computer Animators<br />
where Pixar animators do about 4 seconds a week is quite a big difference. (Howell,<br />
2009, www.thestar.com) About 30 seconds of animation per week difference to be exact<br />
(based on 5 workdays.) And don‟t forget that often these are full-time animators that<br />
only do animation in the production. At Pedri-Animation the actual process of animating<br />
is done based off of a line test 3 and a strict storyboard where almost everything has been<br />
set as fixed points. Being in the production and recording phase literally means just<br />
„building‟ what has been set as a goal. He also told me that it almost never happens that<br />
there is reshoot. Meaning, for stop motion, that there‟s almost never a fault in the<br />
animation so big that the whole shot has to be redone. This is only possible because of<br />
the strict preproduction. The animators constantly have a clear goal of what to create<br />
and because everything is preplanned they don‟t deal with other things on their mind<br />
besides just creating that. Flow is then achievable once the animator feels the pressure<br />
of creating animation as awesome as possible to his skills, giving challenge to the act.<br />
Hence, reaching the upper right flow as depicted in the chart created by<br />
Csíkszentmihályi.<br />
Left: Commercial for Moneyou by Pedri Animation. Right: Loekie by Pedri Animation.<br />
The created puppets at Pedri Animations contain different kinds of rigs and joints<br />
based on what the character needs to do, based on the script. This limitation to only the<br />
necessity actually makes animating easier. Derived from good reference (the line test or<br />
storyboard) the animator copies the motion to the extent of what is possible with the rig.<br />
If the character was a penguin, then a happy pinguin is the character with a happy face<br />
plugged in. The speed of the animator is high, because the whole time the animator<br />
knows exactly what the next pose will be, thus knows what pose to create. This kind of<br />
preplanning can increase the speed a lot, but is not necessarily the core of the tools I‟m<br />
trying to produce. What I‟ll be creating is not only a toolset to increase speed in posing,<br />
3 A line test, as referred to here, is a short example of the movement in a shot done as a<br />
series of 2D drawings, like a 2D animation.<br />
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ut also for a smoother, efficient pipeline (less memory overhead) and new ways to<br />
touch, adjust or deform the character are of high interest for involving the user with a<br />
better creative flow as will be discussed in later chapters.<br />
The strict workflow as provided for the animators at Pedri-Animation gives a clear<br />
goal that can be checked instantly almost every frame providing some requirements for<br />
getting into a flow. Though working from a line test as strict reference (almost rotoscopy)<br />
isn‟t asking too much from the animator, making him work in relaxation. Besides,<br />
copying something isn‟t really that intuitive or creative, is it? That would be true if the<br />
animator was doing a one on one copy of the line test, but he‟s not. Hietbrink stated that<br />
though the line test showed the dynamics, line of action and the overall (estimated)<br />
timing of each individual action it was only the actual stop motion animator that could<br />
put in the character, personality, emotion and final touches to the animation. Even more,<br />
the animator has to do this in quite a short time, still asking much of his skills. Flow is<br />
achievable here because of this time-pressure and needed injection of the characters<br />
personality and emotions. An animator focuses only on the characters movement – and<br />
is „magically‟ forced to do so by the physical touch of the character – with a clear goal<br />
which helps this focus. Camera movement is done by another person and sometimes<br />
there‟s an assistant animator to help on extra things of a character or other parts in the<br />
scene. This makes the animator focus only on the character and not the world around it.<br />
This increases the possibility on full focus and makes it easier to „forget‟ the world around<br />
him to forget oneself or one‟s emotions, bringing flow 4 .<br />
It‟s this kind of focus on one single thing that is often missing in 3D Computer<br />
Animation. Most of the time handling the camera is also part of the animator‟s job (on<br />
complex shots where the camera follows the animation.) Often in smaller studios the<br />
animator works off of a storyboard (no line test) and the line test gets replaced by a<br />
blocking done by the animator himself, this could be a line test or 3D blocking of the<br />
shot. Though, at Pixar there‟s a department for shot layout and another for animation,<br />
also dividing this up more. Again giving more focus. It‟s important that the toolset<br />
provides, emphasizes and helps this focused and „one-goal‟-oriented workflow. Since the<br />
resulting toolset of this research is for a student project (small team), which is less like<br />
Pixar or Pedri-Animations‟ production size. It‟s therefore interesting to note that though<br />
the team is small every bit that could introduce more focus (by workflow customization<br />
and a provided toolset) and fewer distractions should be an aim for this research.<br />
A downside with stop motion is the inability to step back and readjust a frame,<br />
whatever you do often is permanent unless you do a reshoot. When the animator knocks<br />
over a lamp or hits the camera it‟ll probably be hard to reposition these exactly the<br />
4 Forgetting oneself or one‟s emotions has been described as one of the results of being in a flow according to<br />
Mihály Csikszentmihalyi.<br />
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same, hence a „tick‟ of the lighting or composition onscreen resulting in the need of a full<br />
reshoot of the shot. Though, this downside could be a benefit for reaching flow. The<br />
required carefulness and planning raises the difficulty and gives excitement. The<br />
animator needs focus on the animation and needs to stay alert on what he is doing. He‟ll<br />
learn by mistakes (which often end up dramatically needing to reshoot) to work alert and<br />
focused and knows that whatever he‟s aiming for will always be of a high challenge. If we<br />
step back to the discussion about flow it was stated that for being able to achieve a flow<br />
these was one of the exact requirements.<br />
Stop Motion Animations in general show us the facts as provided before about the<br />
lack of motion blur and the (most of the time) choppy movements. Furthermore it has a<br />
mesmerizing magical feel to it, as real-life (and often non-living) objects appear to move<br />
in a surrealistic way. Also Stop Motion has the ultimate benefits of a physical touchable<br />
object that can be moved. After positioning you directly see the result, the pose, how the<br />
lighting affects the character and you can directly see the final result on screen which<br />
resembles the final composition (if you won‟t be adding a significant amount of post-<br />
effects.) Though the animator needs to stay alert and work with focus on the animation,<br />
which as stated is also a benefit (and requirement for reaching flow) once the animator<br />
has learned to work like that. The main requirements for the found stop motion workflow<br />
were good planning (line test or strict storyboard) so the poses and way you‟re going<br />
with each frame is as clear as can be. This clear goal can help the animator stay in focus<br />
and with progress towards the final goal continuously, like flow. Finding the right<br />
motion, timing or movement often has been done before the actual stop motion animator<br />
starts posing the character.<br />
Since I‟m trying to create tools that also affect this part before the actual animating,<br />
like „sketching‟ and „trying‟ in 3D instead of constantly reverting back to paper or other<br />
software or tools for adjusting timing or amplifying poses, there‟s not that much we can<br />
get from stop motion in that area. Though, the way the animator was relieved from<br />
stress by strict planning and full focus is one of the most important assets in an<br />
animator‟s workflow. Also, there seems much to say for tools that change how the<br />
animator can see the characters. The WYSIWYG effect can hardly be introduced to 3D,<br />
but this can guide us into other ways where the animator could easily check the<br />
silhouette of the character or flat shaded to see color clashing (without lighting) and so<br />
on. But more importantly I‟ve felt their attitude, their mind of work and this has given<br />
me more insight on what I actually do want or should need in production.<br />
Some things to keep in the back of our heads based on the provided arguments of<br />
this paragraph are these:<br />
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- Direct results (WYSIWYG) affect the act of animating by influencing the<br />
animator‟s choices. It‟ll be easier for the animator to bond and relate with the<br />
character as well as seeing how it will end up in the movie. The close resemblance<br />
of the puppet to the final result in the movie will help the animator to see what<br />
the audience will end up seeing. But on the other side it is important to remember<br />
that stop motion is always done in a straight forward fashion and already<br />
animated frames can‟t easily be adjusted. The influence of that effect on the<br />
overall animation and its style is arguable but – so I feel – not deniable. Since it<br />
introduces at least AN alteration to workflow trying out „different ways of „seeing‟<br />
– even more feeling perhaps - the character.<br />
- The direct control and physical touch help bonding with the character and allows<br />
the character to „live its animation‟ for the animator. It helps the animator keep<br />
focus on the character‟s personality and emotions throughout a shot as the<br />
character starts living a life of its own. Closest in a virtual environment would be<br />
the briefly mentioned tangible interfaces. The next closest and most important<br />
within this is the direct control and instant feedback. Not feeling limited by<br />
technicalities but instead feeling like the direct and limitless controller of the<br />
character‟s act helps making the character live out its actions almost<br />
automatically for the animator influencing the quality of animation positively as<br />
well as the state of mind of the animator.<br />
- The animator always needs to have full focus on the character and his means of<br />
movement. The animator should always keep in account attitude, personality,<br />
emotion, mood and action of the shot. As this solely already requires lots of the<br />
animator, his focus and his mind it is important to note that every bit that could<br />
introduce more focus (by workflow customization and a provided toolset) and<br />
fewer distractions should be an aim for this research.<br />
- According to our findings in this paragraph one thing that can provide great<br />
assistance is a clean preproduction, the reference and tests should be thorough<br />
and extensively so the animator has a clear goal and knows what to focus on and<br />
solely focuses on only what is exactly then of utmost importance. Intensive<br />
testing and trying before the intensive portion of actual animating provides a<br />
higher quality and speed in production.<br />
2.2 Flowing lines as animation. (Drawn animations, 2D)<br />
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This paragraph is about what in general is being referred to as traditional animation or<br />
classical animation. Simply said, it‟s the pen and paper kind. Traditional animation has<br />
quite some different techniques according to Wikipedia, but this chapter is not focused on<br />
these different techniques. It‟s more about what the workflow is for traditional animation<br />
in general.<br />
An obvious pick for workflow references of traditional animation workflow is that of<br />
Disney. They are extremely popular and their popularity has survived the decay of time<br />
through the years. Besides, Disney and its productions is (for most) the founder of the<br />
principles of animation and is therefore a good subject for an inspection of their<br />
workflow, but even more their development. Through the years team spirit, collaboration<br />
and discussions have been an important part of the development at Disney. Since the<br />
beginning Walts persistence on creating better animation has been great motivation for<br />
all of them and kept every individual on the edge of his seat and focused on finding out<br />
new types of wheels, checking which worked and which didn‟t. These experiments and<br />
developments were one of the main reasons why they were having discussions to begin<br />
with.<br />
Occasionally one individual disagreed with another over interpretation and even<br />
recollections, but, then, arguments were always daily occurrences where we were<br />
making the pictures. That was an important part of the team effort. (Thomas,<br />
Johnston, 1995, p. 9)<br />
Even more, in The Illusion of Life it‟s said that these discussions were one of the main<br />
reasons they were getting their hands firm on perceivable realism in animation and made<br />
them so accomplishable with the principles of animation development. Milt Kahl, one of<br />
Disney‟s Nine Old Men (Canemaker, John, 2001), mentioned that the Disney animation<br />
(in the older days) differed from others because of its believability. At Disney things had<br />
weight, the characters had muscles and they were giving it all the illusion of reality. (cf.<br />
Williams, Richard, 2001, p. 5) This is exactly what they‟ve developed and learned to<br />
exaggerate with their development of the principles of animation, realism. „Even<br />
"cartoony" work needs to be grounded in reality (both in physical motion and in a<br />
believable acting performance) for an audience to identify with it. I think that's really<br />
important to keep in mind.‟ (Kelly in Freeman, 2011a, shaunfreeman.com) But<br />
rotoscoping real-life motion in animation always feels off and floating. (Williams, Richard,<br />
2001) So copying real-life one on one wasn‟t really the way to go. Although the principles<br />
of animation were based on realism the animation really started to „live‟ when it got<br />
exaggerated. Dave Hand was once doing a test of Mickey riding along in his taxicab,<br />
whistling, with everything on the car rattling and bouncing. Dave was sure that the<br />
animation he created was a laugh and showed it to Walt Disney. Walt disliked it. Six<br />
times Dave corrected it, redrawing until he was nearly through the paper and still Walt<br />
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did not like it. Dave got fed up. “The only thing I knew to do was to do something he<br />
wouldn‟t take – to make it so extreme that he would say, „I didn‟t mean that much! „” He<br />
showed it to Walt and Walt said, “There, Dave, that‟s just what I wanted!” (cf. Thomas,<br />
Johnston, 1995) Walt wanted animation based on realism, but this was only made<br />
perceivable in animation when exaggerated. (cf. Thomas, Johnston, 1995, p.66) Thus,<br />
important for an animation workflow is not to copy the exact lifelike motions but<br />
exaggerate real-life‟s principles and essences. Walt believed in going to the heart of<br />
anything and developing the essence of what was found. If a character was sad, make<br />
him sadder. This kind of development often starts from one strong key pose that<br />
progresses this storytelling. As we‟ll see when we discuss the methods for animating this<br />
is one of the greatest benefits of pose to pose animation. Though, for a general workflow<br />
this means that even the small (quick „n‟ dirty) thumbnail sketches of a character should<br />
be able to bring over the emotions and action of the character clearly. For this to be<br />
possible the animator needs to find the essence and build on top of that instead of<br />
instantly thinking of a pose that portrays the emotion as a whole. With the use of<br />
reference, checking frame-by-frame and actually researching what makes the character<br />
look sad gives the animator the ability to portray a pose that is a caricature of this<br />
emotion. (Thomas, Johnston, 1995) Reference of real-life is thus often of big<br />
importance. There‟ll be more on the use of reference later when discussing other<br />
animation fields.<br />
Squash and stretch, one of the principles of animation.<br />
The constant discussions at Disney lead to constant progression and got animators<br />
making signs to remember what they‟ve learned. Keeping track of new rules and things<br />
they should check in their animations. Writing this down resulted in less „memory stress‟<br />
trying to remember it all while working and being in the flow. Helping with staying in the<br />
flow for when they had to check their animations against a certain goal. Some of the<br />
signs that were found throughout the studio in those days said things like:<br />
“Does the shot „read‟ or not?”<br />
“Don‟t confuse them. Keep it simple.”<br />
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“Too much action spoils the acting.”<br />
“Mushy action makes a mushy statement”<br />
“Say something. Be brave.”<br />
“Why would anyone want to look at that?”<br />
“Really now, would anyone other than your mother like it?”<br />
(Thomas, Johnston, 1995, p. 23 & 37)<br />
Note that these signs weren‟t rules for everyone to obey, but were written by animators<br />
themselves to relieve their memory from the need to keep this in their heads for every<br />
second through the day. The workspace of an animator is the drawing board and the<br />
layout of his drawing tools surrounding that and often these notes were on top of their<br />
desk, above a door or in the hallway. Most of the time stuck in places where they looked<br />
at occasionally. Not distracting them from their work constantly, because of the absence<br />
of it in their direct work space. This helped them to see it only once they take time off<br />
from what they are focusing on.<br />
During the creation of Mac „n‟ Cheese we had two pieces of paper on our main wall. One saying: “Does it tell<br />
what we want to tell?”, and the other: “Can it be sicker?” This was to constantly remind us to check if the shot<br />
was progressing the story and if it (especially the physical intense shots) was as intense as possible. This really<br />
seemed to help development.<br />
This separate location of the notations might seem irrelevant or unimportant, but it isn‟t.<br />
As mentioned while discussing creative flow there is a limited amount of information a<br />
human mind can handle simultaneously. Keeping this notations separated from the<br />
constant mind helps relieving the mind and making room for what it should be full focus<br />
on when in the act of animating, the actual animating. This also shows that it‟s important<br />
to not try to digitize everything and try putting all information constantly on screen for<br />
digital artists, because this is an intrusion of their direct workspace and can collide with<br />
their memory span and emotional state. Thus, their flow. Milt Kahl, had already<br />
mentioned this minds limitation a long time ago when he agitatedly answered someone<br />
who asked him how he planned out the counteraction on a character: “That‟s the wrong<br />
way to look at it! Don‟t think of it like that! I just concentrate on giving the performance<br />
– that‟s what‟s important! The play‟s the thing. You‟ll get all tangled up if you think of it<br />
in a technical way.” (Williams, 2001, p. 9) And Richard Williams first word in Lesson one<br />
in Animator‟s Survival Kit is “UNPLUG!” He tells you to take of your head phones, turn off<br />
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the radio, switch off the cd, turn off the tape and close the door. (ib., p. 41) He mentions<br />
how he learned it from the genius Milt Kahl and quotes him with a drawing where he<br />
himself asks Milt Kahl if he listens to music while animating. In this picture Milts answer<br />
is: “Of all the s-s-s-stupid god-god-god-damned questions I-I-I-I‟ve ever heard! I-I-I-I-<br />
Never heard such a-a-a-f-f-f-f-stupid question!” Which Richard William explains with a<br />
continuation of this quote: “Iy-iy-iy-iy-I‟m not SMART enough to think of more than one<br />
thing at a time!”, explaining exactly what it comes down to. Creative and good animation<br />
requires focus of the creative mind. “Animation is concentration.” (ib., p. 41-45)<br />
Besides pure focus and intense teamwork traditional animation was done with<br />
drawing tools you can probably come up with, like pencil and eraser, but it‟s worth<br />
mentioning those you might not know. At the same time it‟s interesting to see its<br />
influence and extracted abstract of what it comes down to<br />
for the animator. And this is also a good starting point to<br />
what an animator‟s desk looks like and what he has lying<br />
around.<br />
The traditional animator doesn‟t only animate, but also<br />
logs the images with corresponding image numbers on a so<br />
called X-sheet. The layout is created to contain information<br />
about each frame in the movie where each row in the table<br />
resembles a frame of the animation. The first column<br />
depicts the action of that frame; the next column named<br />
sound (or dial) is for writing down the dialogue or the<br />
breakdown of the music into beats. Then there‟s the frame number, a couple of columns<br />
numbered five through one and one for the background resembling the layers/levels of<br />
the shot (think of characters for example.) Herein the animator writes down what<br />
numbered drawing should be there. A six-frame character run cycle could go 1 through 6<br />
over and over again. Though through time, complexity sneaked in with most animators.<br />
Numbers got prefixes and suffixes like 1-C for “cat” or even worse “Y2B-2½” for “„Yak<br />
Running‟” [sic]. (Williams, 2001, p. 74) (Yes, I got confused too!) As animation is<br />
collaboration – it is teamwork - it is important to work in a structured and clear way.<br />
Writing down that the layer is for the cat is unnecessary; because the camera guy can<br />
see that the layer IS the cat. Ken Harris never missed the importance of simplicity. He<br />
used only numbers and the occasional letter here and there, which actually meant the<br />
same thing every time. Richard William writes about Ken Harris: “Nobody could figure<br />
out how this sick old man could produce so much work – and of such high quality. He<br />
just kept everything as simple as could be.” (Williams, 2001, p. 77) And Richard praises<br />
Kens workflow saying that it is about 50% of why Ken was able to produce such high<br />
quality animations in such short time periods. Controlling such data management by<br />
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working clean and keeping your head fresh really helps - according to Richard it helps a<br />
lot. The kind of logging and keeping track of images is different in 3D animation, as<br />
there‟s no real need to track every frame since it‟s in a single file. But it can be very<br />
useful for the animator to keep track of the overall action and its continuity in the<br />
sequence it will end up in. An animator should take full responsibility for the logging of<br />
the 3D scene, which in 3D animation accounts for keeping track of the progress of a shot<br />
and doing so accordingly. Again, in big studios they can provide production assistants<br />
that will log and keep track of progress in production, but within smaller projects and<br />
studios this is most likely not the case. Probably multiple people - among them can be<br />
animators - must log and keep track of status and progress of shots and the full<br />
productions in such cases. A tool or system that would ensure consistency in method and<br />
would provide clean organization and tracking of the production is one thing that could<br />
keep the mind of the animators – those that are required to do a some of this managing<br />
as well – much more focused on the act of animating. In short, any adjustment that<br />
would provide significant positive change in organization, planning and the mindset of the<br />
animator would thus proof to be a worthy asset.<br />
Above: excerpt from The Illusion<br />
of Life. Photo by Dave Spencer.<br />
As drawn characters should align frame-by-frame holes<br />
were made in paper. The paper was then placed on a<br />
special made peg bar fitting in the holes perfectly. This was<br />
often placed upon an animation disc, so the paper could be<br />
easily rotated. As seen on the image to the left. The image<br />
also shows that the holes in the paper could go on either<br />
top or bottom. At first everyone used them on top. It made<br />
sense because on the bottom it would make you have the<br />
peg bar buttons pinching into your arm whilst animating.<br />
Though, later they learned that with the peg bars on the<br />
bottom the animator could roll through about six images<br />
back and forth. With the peg bar on top - with flipping - the<br />
testing could only be played one way, instead of back and<br />
forth. The rolling technique made it possible for animators to see the movement in a<br />
more consistent timing for testing the motion. They learned to live with the buttons on<br />
the bottom for the use of this benefit. Animators that learned working with the peg bar<br />
on the top often had a hard time switching or didn‟t feel the need to switch, and vice<br />
versa. “Why the heck would they want those buttons (of the peg bar) sticking into your<br />
arms while drawing?”, is what many are critiquing about the bottom peg bar and, “How<br />
could you check the motion if you can‟t see the images rolling back and forth?”, is the<br />
other side‟s response. They also didn‟t feel the need to switch because they had already<br />
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learned how to flip (or roll). Already knowing how to flip made switching seem useless as<br />
you still needed to learn to roll and again the same was for the other way around, being<br />
able to roll didn‟t mean you‟re already able to flip. Thus trying it out once or twice<br />
wouldn‟t really show you the benefit or affection that would commit you to changing your<br />
work style. Switching therefore felt unnecessary for them. This is an interesting insight<br />
for tool development. Animators are open to new tools, but will not switch if the benefit<br />
isn‟t initially believable. The fact that the animators couldn‟t roll made trying the rolling<br />
technique pretty pointless as it didn‟t provide them with the benefits instantly. They<br />
didn‟t notice the difference, because any benefits would only be noticeable once<br />
mastered the technique. The animator thus only switches tools or techniques if it proofs<br />
to be useful even without thorough knowledge or practice. Or if it provides a new<br />
technique not currently possible and hence will proof useful almost instantly if the<br />
animator was looking for that specific task or thinks it might be useful.<br />
Often in the animation productions character sheets were created, providing sight on<br />
what were strong general expressions for a character (expressing their personality best<br />
and providing a „line‟ in the animation of that character.) This wasn‟t only for portraying<br />
the character‟s personality as a test, but remained as a reference for the characters<br />
general poses and often contained a front and side view of the character to see the<br />
overall posture and form of a character. Often it would also provide the height compared<br />
to other characters and notations for the drawers to keep in mind. This model sheet,<br />
again, was to the side of the animator to look at it once he felt the need to. It should be<br />
close but not distracting, like the notations described earlier. The model sheet was also<br />
very useful while animating, to check if you‟re still on character or are drifting too far<br />
away from its original form and/or size.<br />
Left: Character Sheet for Jerry (Tom & Jerry). Property of MGM Cartoon Department.<br />
Right: Character Sheet for Goofy. Property of Disney.<br />
You might think that such a character sheet would „dumb you down‟ and decrease your<br />
creativity as you‟re trying to mimic/copying the drawings, but this isn‟t exactly true. A<br />
character sheet can often make you remember the stronger poses or even inspire you to<br />
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think in the ways of those strong poses. Having these distinct images and notations with<br />
the character remembers you of his personality and can help you in planning out a shot,<br />
and can help the inbetweener (explained later) with a guideline for the character. Again<br />
we see a movement towards relieving memory stress and the creation of strict guidelines<br />
and goals for the character. In 3D animation a model sheet is often delivered to the<br />
modeling department only for model reference and will be modeled accordingly, this<br />
model sheet often only provides details about a generic front and side view of the<br />
character. A library of poses that the animator can constantly refer to as inspirational<br />
work and the reminder of the character‟s personality (seeing him live) is thus often<br />
missing. Though, facial animation is often done one basis of so called blend shapes 5 ,<br />
which are a limited set of facial positions the face can blend towards. As these shapes are<br />
pre-existent there‟s actually a base for the animator to work off for facial poses – which<br />
could be compared to the character sheet. But with the need for more subtle movement<br />
and control the poses nowadays are often broken down into partial expressions, for<br />
example a smile could be extracted towards the adjustments for the mouth, the cheek<br />
and the brows. This has given the animator more control and the overall animation the<br />
possibility for more finesse, but has made a consequent resemblance in personality and<br />
expression throughout the movie – especially with different animators – harder to keep<br />
alike. Now, more than ever, the use of a character sheet or character reference is<br />
becoming more and more important as 3D animation is coming to the point where<br />
deformations are not as much limited as before but become liberated and free to the<br />
animator. This sets a better environment for animation, but an even harder environment<br />
to keep track of and the downside to lose sight on the character on basis of different<br />
sliders and possibilities is becoming more eminent. Thus, a character sheet and/or pose<br />
library can provide a measurable and significant change and I‟ll discuss this more when<br />
discussing the 3D workflow as well as possible concepts for tool development.<br />
So, quite elaborately I‟ve now discussed the work environment setup and tools of the<br />
animator in general. Let‟s discuss some more about what ways there are to animate or<br />
plan out the animation. According to the Animator‟s Survival Kit there are three broadly<br />
accepted (mainstream) approaches:<br />
- Straight forward,<br />
- Pose-to-pose,<br />
5 Blend shape deformers let you deform a surface into the shapes of other surfaces and are often used for<br />
facial deformations. The blendshapes are most often applied in an additive manner where multiple shapes could<br />
be on simultaneously adding one deformation on top of the other. For example, adding two of the same blend<br />
shapes and applying them both would exaggerate the difference in position to twice the amount, doubling the<br />
effect additively.<br />
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- Mixed (a blend between Pose-to-pose and Straight forward.)<br />
(Williams. 2001, p. 77) (Thomas, Johnston, 1995, p. 57-58)<br />
As each of them has its own advantages and disadvantages I‟ll walk through them first<br />
quickly mentioning for each what it is and how it works, then I‟ll come down to writing<br />
about its (dis-)advantages and after that there will be a summary of how it all comes<br />
down in practice, how they deal with it and what it does with the animators workflow.<br />
Let‟s start with straight forward animation. With straight forward animation you<br />
simply start drawing and see what happens, you would work frame-by-frame in a<br />
chronological order and let the movement and momentum lead the action.<br />
Advantages Disadvantages<br />
A natural flow of fluid, spontaneous action Things start to wander.<br />
It has the vitality of improvisation Time stretches and the shot gets longer<br />
It‟s very „creative‟ – we go with the flow -<br />
taking all of the action as it comes along.<br />
Often the unconscious mind starts to kick<br />
in: like authors saying their character tells<br />
them what‟s going to happen.<br />
and longer.<br />
Characters grow and shrink.<br />
We can tend to miss the point of the shot<br />
and not arrive at the right place at the<br />
right time.<br />
It can produce suprises-„magic‟. The director hates us because he/she can‟t<br />
see what‟s happening<br />
It‟s fun. It‟s lots of work to clean up the mess<br />
afterwards – and it‟s hard to assist.<br />
It‟s expensive – the producer hates us.<br />
It can be hard on the nerves – mad artist<br />
and nervous breakdown time as we<br />
creatively leap in and thrash around in the<br />
void – especially with looming deadlines.<br />
The list on straight forward from Animator‟s Survival Kit. (Thomas, Johnston, 1995)<br />
In the list above the first advantage is right away one of the greatest benefits of straight<br />
forward animation. The animator animates frame-by-frame and just moves the previous<br />
one towards what he thinks is needed in the next keeping in mind the overall velocity of<br />
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the motion and action of the character. It builds on top of the last pose and literally<br />
creates fluid and spontaneous action you wouldn‟t have come up with otherwise. No in-<br />
depth preplanning, but just a simple “The character will move from A to B happily” can<br />
be enough and the animator literally has to go with the flow of the motion. Seeing how<br />
the character feels and comes to life is really inspirational for the poses that still have be<br />
drawn and for the moves he‟ll be making, he comes alive. The unconscious mind kicks in<br />
as the character‟s motion tells the animator where it‟ll be going next. This constant<br />
exploration and bonding with the visuals of the character can be comparable with the<br />
bonding as seen with stop motion. Even more, as I was already on the edge of really<br />
believing that it was because of the physical touch, this is somehow convincing me that<br />
the straight forward approach is what makes the bond instead (or at least helps<br />
significantly.) The animator starts to think as if he‟s the character, “What would I be<br />
doing next?”, and, “Where shall I go?” It comes alive as the animator acts it out<br />
chronologically with the pencil. It‟s also a lot simpler on the creative mind than pose-to-<br />
pose. The animator sits down and just thinks: “I‟m here, standing like this,” while I‟m<br />
extremely pissed for example, “and want to get over there.” The animator becomes the<br />
actor by constantly thinking what he‟ll „act out‟ next from where he is now. This<br />
awareness of where the character is now and where he‟s coming from (physically and<br />
mentally) is really important. This is what drives the action.<br />
On the opposite side we have the pose-to-pose method which is more of a planned<br />
out way of approaching things. The animator starts to decide the most important<br />
drawings – the storytelling drawings, the keys – and puts them in. Then he creates the<br />
next most important poses that have to be in the scene, the extremes and any other<br />
important poses. Then he starts working out the transition between the poses, the<br />
breakdown and passing positions. After that it could often easily be send to an assistant<br />
animator with clear charts to cushion and ease in and out the motion with any additional<br />
indications only when required, because the main line and most important poses are<br />
already well laid out.<br />
Advantages Disadvantages<br />
We get clarity. But – and it‟s a big but: we miss the flow.<br />
The point of the scene is nice and clear. The action can be a bit choppy, a bit<br />
unnatural.<br />
It‟s structured, calculated, logical. And if we correct that by adding a lot of<br />
overlapping action to it – it can go easily<br />
the otherway and be rubbery and squishy<br />
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We can get nice drawings and clearly<br />
readable positions.<br />
It‟s in order – the right things happen at<br />
the right time and in the right place in the<br />
overall time allotted.<br />
The director loves us.<br />
It‟s easy to assist.<br />
It‟s a quick way to work and frees us up to<br />
do more scenes.<br />
The producers loves us.<br />
We keep sane, our hair isn‟t standing on<br />
end.<br />
We earn more money as we are seen to be<br />
responsible people and clearly not mad<br />
artists. Producers have to deliver on time and<br />
on budget, so brilliance is not rewarded as<br />
much as reliability. I speak from experience<br />
working both sides of the fence. They don‟t pay<br />
us for „magic‟. They pay us for delivery.<br />
– equally unnatural<br />
It can be too literal – a bit cold-blooded.<br />
No surprises<br />
Where‟s the magic?<br />
The list on pose-to-pose from Animator‟s Survival Kit. (Thomas, Johnston, 1995)<br />
With pose to pose everyone in the teams knows pretty soon what the end resulting poses<br />
will be like and the animator himself has a better focus on timing and positioning. This<br />
makes the director happy and the team happy as they‟ll be able to see what you‟ll finally<br />
produce pretty early on. It can also relieve some stress of the animators mind as he<br />
knows what the character will be doing at those key moments. Creating the key elements<br />
and storytelling poses first will make the animator try to tell everything in that one frame<br />
clearly. If he‟s able to do so he has often made a good pose which he can work from,<br />
likely an exaggerated essence. Because these key elements are extremely important for<br />
the story, one might put some more time into them and really focus on what they tell;<br />
taking the form of the character, believability of the pose and attitude into account. Then<br />
in pose to pose the animator starts adding in the next most important poses, and the<br />
next important poses, again and again until he‟s done all frames in-between. Although<br />
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this can be a reliable way for „inventing‟ the movement from one place to another; it is<br />
often less creative. Choosing where the character is in-between two key poses can seem<br />
easy at first sight. You would guess it‟s somewhere in the middle. But considering the<br />
mind of the character – he might be rushing up to somewhere increasing in speed, or be<br />
happy and dance all over the place between the poses – finding out where‟s he going<br />
from the previous pose while considering attitude and acting forces this can become<br />
extremely difficult to be done creatively. Because the animator leaves empty places for<br />
drawings between the important poses that would only act as inbetweens 6 an assistant<br />
animator could easily take over the drawings in-between, and this is often done so with<br />
the help of a curve or small chart as guide alongside the drawings. This freed up time for<br />
the lead animator making it possible for him to do more work. In this it‟s noticeable that<br />
the key poses and extremes are considered the ones that „make it live and magical‟ and<br />
the inbetweens are for filling the gaps and playing it through. They are generally just less<br />
important. 3D animation software allows for automatic inbetweens. Add to that the ability<br />
of playing through the quickly posed character easily. This combination often develops<br />
the habit to adjust the inbetweens at the early stages, thereby missing the importance of<br />
first tweaking the storytelling key poses. The importance of finding essence, thinking out<br />
the key poses and developing these to carry the story is often missed – especially with<br />
recently starting animators. I‟ve seen this happening quite often, with others, but also<br />
myself. I noticed that if something wasn‟t coming over right straight away that giving the<br />
inbetweens more smoothness and power it would empower the key poses that were<br />
lacking initial quality. Though, over a long time – including time still even in the<br />
beginning of this research – I‟ve never felt the need to focus more on the key poses<br />
solely. A change in workflow – of which working in „stepped‟ (see chapter 3) keying mode<br />
seems a good start – should, if possible, try and help releasing this habit.<br />
In-between the two previous explained methods – straight forward and pose to pose -<br />
is a combination of the two. We‟ll see in the related table below that it‟s designed to have<br />
the benefits from both of the approaches and – according to Richard Williams – have no<br />
disadvantages at all.<br />
Advantages Disadvantages<br />
Working in this way combines the<br />
structured planning of working from pose-<br />
to-pose with the natural free flow of the<br />
None that I know off…<br />
6 Inbetweens are the drawings between the extremes for going from one extreme to the other. One might write<br />
in-between but the word is often written as inbetweens by animators. In this paper inbetween will refer to<br />
these drawings between two extremes whereas in-between will refer to being in the middle and not necessarily<br />
refer to the drawings at all.<br />
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straight ahead approach.<br />
It‟s a balance between planning and<br />
spontaneity.<br />
It‟s a balance between cold bloodedness<br />
and passion.<br />
The list on straight forward and pose-to-pose combination from Animator‟s Survival Kit. (Thomas,<br />
Johnston, 1995)<br />
Combining these is really the best of both worlds and is widely used in bigger<br />
productions. The animator generally starts by planning out the action of key elements in<br />
small thumbnail sketches, finding good convincing poses for the character. If these small<br />
sketches can portray the emotions, he works them out as bigger drawings and makes<br />
them the storytelling drawings, the keys, for use in the animation. Then he adds in all<br />
those others that really have to be there, called the extremes. Up to now it resembles<br />
the pose to pose fashion. Then the animator uses these as guides for things, poses and<br />
places he wants to aim for as he starts doing straight forward animation. But he‟ll do one<br />
thing at a time, taking the most important things first and skipping parts that need follow<br />
through like a tail or hat, but even arms or the head might be skipped. There‟ll be<br />
several runs on the different parts of the character and he may have to change and<br />
revise parts of the drawn keys and extremes as he goes along (making them even<br />
better.) But first he focuses only on the important parts. When that‟s done there‟s a<br />
„primary‟ animation that can be tested and run to check timing, storytelling and so forth.<br />
So he‟s checking whether the general concept is there. Now he‟s done a full straight<br />
ahead run on the primary thing and he should do so for every part ending with the hair,<br />
tail or other flapping bits at the end. After the first pass showing the general key<br />
elements of the shot he can already show the director, supervisor and/or team members<br />
exactly what he‟s aiming for and what he‟ll be creating. He‟ll then work intuitively –<br />
straight forward - to create what he‟s planned out while aiming for those strong key<br />
poses on the right place and right time. Since he knows beforehand what the character<br />
will constantly do next there‟s more information already laid out for him. So when he‟s<br />
straight forward animating his mind is relieved from remembering what he was aiming<br />
for or what timing he should aim for. Adding the planning (thumbnail sketches and the<br />
keys from pose to pose) at the start for general testing of the ideas he has in mind is<br />
extremely useful. This is an extremely useful blueprint for animation, comparable to the<br />
line test stop motion animators use as their blueprint for animating. Blending the<br />
methods like this really makes for the best of both sides and can also easily be – and is<br />
sometimes already – adopted by 3D animators.<br />
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It‟s hard to have a clear distinction between the traditional (analogue) animation<br />
workflow and the digital (paperless) animation workflow as many bigger studios have<br />
switched towards a digital paperless pipeline for most (but not all) parts of the<br />
production. So, because of that I‟ll now be introducing some of the digital productions<br />
and comments on the workflow as an outro for this paragraph and a small intro for the<br />
next. About every traditional animator has switched to the digital environment for one or<br />
more stages in production. Sandro Cluezo, a traditional animation veteran (26 years),<br />
scans his drawings to get them into digital software for pencil tests, inking and painting<br />
(coloring.) His overall workflow stays the same: rough drawing/thumbnails, testing,<br />
cleaning, recording (scanning), ink and paint, etc. If it were fully traditional, ink and paint<br />
would‟ve been done before the recording. Cluezo mentions that he‟s rather traditional,<br />
but as we‟ll see in the next chapter it‟s quite the same as being used nowadays on digital<br />
2D animation as well. But planning and organization stays key in production; with first<br />
the storyboard and character sheets then the layouts and animation start kicking in,<br />
where after the coloring process comes in. When the animator starts animating much is<br />
already set as distinct goal within the storyboard and tests. Often timing is already rather<br />
precise and definitive. This helps the animator with keeping focus as I‟ve already<br />
discussed before.<br />
Through the years Disney also switched to the digital animation world with the<br />
creation of their system called CAPS (Computer Animation Production System, developed<br />
in the late-80s), because of the related benefits the digital workflow has. They started<br />
digitizing their drawings and inking them on the computer as this was easier and cheaper<br />
compared to the traditional way. Later Disney even stopped making 2D animations in<br />
favor of the 3D animation department and sold lots of their 2D equipment already.<br />
Though, with Princess and the Frog (2009) the animators were having trouble with the<br />
digital workflow (with Wacom Cintiqs and Toon Boom Animation‟s Toon Boom Harmony<br />
software) and chose to do it with paper and pencil drawings, like they did in the good ol‟<br />
days. The way the „digital‟ pen of a Wacom cintiq slides is made to mimic the feeling of<br />
drawing on paper, though for some – especially the old and experienced – it just doesn‟t<br />
cut it compared to some good ol‟ pencil and paper they‟ve grown comfortable with. We<br />
can easily see the rustiness of an old comfortably working man who doesn‟t want to<br />
switch „trades‟ and rather goes analogue instead of digital coming in here. Again, he‟s<br />
willing to try, but if the new approach starts taking too much time to feel comfortable<br />
with it‟s hard for anyone to adjust or try believing it will be beneficial at all. Especially<br />
when achieving a certain effects is easier with a more traditional approach there‟s a clear<br />
reason to choose for one over the other.<br />
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From the following citation we can get more about this reboot of Disney‟s 2D<br />
apartment for their animated feature Princess and the Frog.<br />
Once they received the green light, the directors began looking for animators who<br />
could draw 2D performances. “Because hand-drawn animation was gone, it was<br />
almost like building the studio again,” Clements says. “Some of the 2D artists had<br />
become 3D stars, but many had left. Yet, just about everybody who did draw<br />
wanted to come back. We put together an all-star team of animators.”<br />
In addition to current and former Disney animators, the production crew, which<br />
topped 300 at its peak, included recent graduates from the California Institute of<br />
the Arts. “They had studied hand-drawn animation without knowing if they‟d have<br />
a place to apply their learning, and they blossomed into real talent,” Musker says.<br />
Clements adds, “With this type of animation, you have to work with a mentor to<br />
learn how to do it and get proficient. It‟s a craft and an art that requires a lot of<br />
dedication. But, there‟s an intuitive connection about drawing, from the brain to<br />
the hand to paper, that people miss with computer animation. With just the flip of<br />
a pencil, you can change an expression. That casual interaction is much tougher<br />
with 3D.” (Robertson, Barbara. 2011, http://www.cgw.com/)<br />
In this elaborate paragraph I mentioned many different parts of the workflow.<br />
Summarizing, it all comes down to the following key points for workflow:<br />
- Make it easy. Try focusing on one thing at a time and make everything seem clear<br />
at first eyesight. Amplify those key numbers that are more important (key poses<br />
and extremes for example.)<br />
- Don‟t be ambiguous. Don‟t try doing different things at the same time while you<br />
are in need of focus.<br />
- Planning is very important. You can‟t just wing it.<br />
- Clear guidelines. Having a character sheet and/or working in the pose-to-pose (or<br />
mixed) method gives the ability to constantly continue working with guidelines<br />
and creating guidelines for what to do next. The same accounts for acquiring<br />
reference footage, it can be very beneficial, but should not interfere constantly<br />
with the act of animating, but should rather be a step before the actual animating,<br />
thus the planning. It also helps with the review process with the director or<br />
animation supervisor, as they can see where you‟ll be going. The supervision<br />
combined with a clearer guideline on a regular basis sets a good start for checking<br />
constant progress and knowing whether you‟re coming closer to the goal, again<br />
such direct feedback and a clear goal are very important to work intuitively,<br />
creatively and most importantly in a creative flow.<br />
- No distractions. Focus on what is important – the play‟s the thing – instead of<br />
being distracted by thinking about it in a technical way or a song that‟s playing in<br />
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the background. Any distraction at all for that matter should be diminished or<br />
hidden away from the animator‟s senses. Again, remember that animation is<br />
concentration.<br />
- Notations and reminders should be present, but not omnipresent. They should<br />
only be noticed by and reminded to the animator once he‟s taking the full focus<br />
off of the act of animating. This comes forth from no distractions, but builds on<br />
top of it that sometimes more information can help, once there is a special-built<br />
release hatch for it somewhere, obviously releasing it to the animator once he‟s<br />
not in full focus or creative flow.<br />
- Finding essence. It‟s a must for any animator to come to the essence of what he‟s<br />
trying to do and tell to the audience. The „if he‟s sad, make him sadder‟-principle<br />
is a good example for the need of essence. We can only exaggerate what we want<br />
to tell once we really now the essence of what we want to tell. For this it‟s<br />
important to have a division between the thinking, preplanning and the actual act<br />
of animating.<br />
- Layering. For the animators it‟s extremely beneficial to animate the characters in<br />
layered parts. First a sort of bodily mass/skeleton is sketched out for the duration<br />
of the animation. Then (if not drawn already) the animators works on that doing<br />
the arms, legs and head taking into account the follow-through, overlap and<br />
overall forces. After that comes the pass for clothes, drapery parts, tails or long<br />
hair, each one after the other. Focusing on one part at a time.<br />
- Changing to another workflow that has its own obvious downsides can be hard for<br />
animators that are already accustomed and comfortable with their old workflow,<br />
especially if they can‟t see or feel the benefit of the new workflow themselves.<br />
Any toolset created must provide obvious benefits and closely resemble the<br />
already accustomed workflow making switching tools easier. (Keeping both ways<br />
of working as an option without any „reminding how the other works‟-hassle can<br />
be very useful.)<br />
- Experiment. Always try to innovate and think outside the box. Be critical on your<br />
own work, discuss and collaborate with things and progress with the new<br />
knowledge. (For example. If you try something, find something new in it. Make<br />
notes for what you‟ve learned for at least until you can remember it by heart or<br />
even instinct.)<br />
- Animating is teamwork. If you want to get somewhere, want to improve what<br />
you‟re working on and get the best out of the animation and yourself it all comes<br />
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down to good planning, discussions and similar goals. Thus teamwork is of high<br />
importance; everyone should be on the same line constantly.<br />
2.3 The 2D digital style. (After effects, flash, TVpaint)<br />
The digital workflow can look much like the more traditional 2D animation field but with<br />
the logically added undo option (CTRL+Z, anyone?) and the option of having an<br />
automated in-between here and there. But, in reality there‟s much more to it. The same<br />
accounts for the style, it can look a lot like traditional animation, but often can (easier)<br />
provide a more slick and clean feel to it or can even look totally different. It should be<br />
noted that there‟s a lot you can do with a computer and 2D animation combination.<br />
There‟s the more traditional approach, cut-out, scripted/programming, particles with<br />
sprites and so forth. I‟ll not explain every type and will not discuss every one of them by<br />
itself, but I‟ll show the basis of digital animation (only of the kind where the animator<br />
actually poses the character himself instead of (fully) scripted or simulated animations)<br />
and its workflow and results. Consider this to be a continuation of the previous described<br />
workflow with its own adaptation and changes as it has many similarities to begin with.<br />
The incredibly effective Wacom<br />
Cintiq 21UX interactive pen display<br />
is helping “paperless” animation<br />
become a reality.<br />
All Cintiq 21UZ images courtesy of<br />
Wacom.<br />
Toonboom mentions that there are several methods for<br />
creating digital animation, but two that remain widely<br />
used are:<br />
- Frame-by-frame paperless animation<br />
- and cut-out paperless animation.<br />
(Toonboom, 2011a, toonboom.com)<br />
Let‟s start and elaborate on the first one.<br />
The workflow of an animator that does frame-by-frame drawing without automatic in-<br />
betweening is very similar to the analogue traditional 2D workflow. Though, he will not<br />
have to „flip through pages‟ to check out his animation, but can quickly play back and<br />
forth his animation test (this also accounts for paperless cut-out versus paper cut-out).<br />
There‟s much cost and time efficiency in this, as there‟s no scanning time and paper<br />
costs involved for a good timing or motion test. (Toonboom, 2011b, toonboom.com)<br />
He‟ll also be able to choose between a pose-to-pose approach as well as straight forward<br />
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or the mixed approach as described with traditional animation. Though it‟s made simpler<br />
to just quickly sketch out motion on a layer, put that on 50% opacity and then draw the<br />
characters clean over it as you would only have to „add a layer‟. This added easiness in<br />
testing ideas can really help with defining the strongest poses for the action.<br />
Verne on Vacation (2009) – Cartoon NetworkTurner Entertainment Networks International Limited<br />
The tools digital animators use as replacements for pen and paper are also closely<br />
based on the traditional tools. These are often either a Wacom Intuos paired with a<br />
screen (and computer) or a Wacom Cintiq (attached to a computer.) With the Intuos the<br />
user looks at the screen, but draws with his hand on the Intuos as opposed to the Cintiq<br />
where the user looks at the Cintiq and draws on there too. Though, both have downsides.<br />
With an Intuos you‟ll have to learn and adapt to not looking at where you‟re actually<br />
drawing which, for me, gets better over time but never feels as natural as drawing on<br />
paper. On the other side the Cintiq creates a workflow without this hassle, though as<br />
your hand is over the character while drawing (just like with paper) the constant clear<br />
sight – that Wacom Intuos users learn to love – seems missing. But for the most natural<br />
feeling the Cintiq wins as we‟ve learned by instinct to look where we are drawing.<br />
The natural feel of the pen on the drawing surface of the Cintiq is quite amazing,<br />
and the ability to rotate the entire tablet much like an old school animation disc is<br />
also a huge asset. (Gilland, 2006)<br />
The tools for artists are being designed by standards of the traditional tools and the<br />
Cintiq comes quite far with mimicking drawing on paper. As artists have grown<br />
comfortable – almost instinctively – they are able to adapt to drawing on the Cintiq in<br />
most cases. Junaid Chundrigar, a dutch freelance animator, switched from using a Intuos<br />
to Cintiq about a year ago and says he‟s able to work a lot faster and that the only<br />
downside is that he can‟t just take it anywhere (bigger screen size than a laptop). A<br />
customized toolset in 3D software will not have such a problem. It is just a customization<br />
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inside software or the addition on software, and can be done with very small files that<br />
have to be installed or set-up. Often so small it can easily be taken along on a small<br />
webserver, attachment in an e-mail, USB stick or even your phone.<br />
Working digitally in general though didn‟t stop him and others (among them are Niels<br />
Beekes and Tiffany Ford) from using other things on the physical desk space. Junaid<br />
always keeps his character sheets close to check if he‟s still on model and Tiffany<br />
mentioned using post-its almost everywhere for reminders and small comments. Again<br />
we can see that the analogue workspace - the space that the animator will only „connect‟<br />
with once he stops focusing on-screen – is often used for checklists, remembering ideas,<br />
reference for character sheets and small thumbnail sketches of poses. The same<br />
accounts for cut-out animators, the task of planning and notations is just as much<br />
needed for them.<br />
In the digital environment there‟s no more need for the extensive bulk of pages of<br />
drawings and corresponding x-sheets as the sequence of drawings for a shot are bundled<br />
in one file. Some organization is thus already done by the software itself, but file<br />
management and a good pipeline are still very important. A checklist on what to do and<br />
to check when something is completed is still very useful as we‟ll see when discussing<br />
Niels Beekes‟ workflow. Especially if you need to focus on the motion and really live the<br />
character it is important to not be disturbed by anything else.<br />
You suffer quite literally cognitive overload. You‟re overloading your memory and<br />
when that happens you‟re never paying close attention to anything. You‟re never<br />
focusing on one thing for an extended period of time. (Carr, fora.tv)<br />
By creating a good strict planning, like a to-do list or checklist you can reduce the<br />
amount of things you need to remember. This leaves more room in the mind for creative<br />
thoughts and focus on the animating. Niels Beekes, owner of Aniforce – specialized in<br />
flash-style animations, deserves a honorable mention for funniest workflow for staying<br />
motivated to work hard and to achieve the best you can every time. He rewards himself<br />
points for each task he assigns himself and finishes satisfactory. He keeps track of the<br />
amount of points he has, how many he gets a week and his current high-score. Ever<br />
since he‟s introduced it to himself he‟s been trying weekly to reach a new high-score or<br />
to get just those extra points at the end of the week. But besides this geeky game-like<br />
rewarding system he uses to keep himself focused and having fun at the same time he<br />
has been dealing with working as efficiently as possible. He mentioned the data<br />
wrangling involved with a project and he hinted at using a Google Docs Excel sheet, an<br />
online hosted document for maintaining data. For him, going through a project closely<br />
resembles writing a book. Books have chapters, paragraphs, words and letters. You start<br />
by looking what you want to write in general (the subject) and choose the chapters that<br />
fit accordingly. Later on you expand this with subchapters and the paragraphs;<br />
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customizing and tweaking the whole book overall while you go along. Divide everything<br />
from preproduction, production and post-production down to their chunks as small as<br />
possible, the essence of the creation. The chunks make it easy to divide the time you<br />
have for the project and choose how much time you need for every part of the<br />
production. His setup is said to work great in team projects, as it‟s easier to specify what<br />
everyone is working on. Besides, for Niels it is rewarding to check parts as finished as he<br />
assigns himself points. What we learn from Niels, as he is owner of a single-man studio<br />
he often focuses on everything in the production, is the importance of creating<br />
manageable small tasks (as chunks) and the need for checking them off when finished.<br />
He stays fully focused on the task at hand, because he knows he is done with previous<br />
chunks and doesn‟t have to worry about the coming chunk because he knows he‟ll have<br />
enough time. This is because he listed and checked it all in the checklist and assigned the<br />
available time accordingly. Besides, the checklist is an extremely goal-oriented approach<br />
and the – kind of geeky though efficient – leveling system makes him raise the bar for<br />
himself every day. This constant challenge for reaching his clearly set goals with the best<br />
possible use of his skills makes it so that he always knows where he‟s going, what he‟ll<br />
have to do and how he‟s going to do it. This system seems to be built for flow. The<br />
criteria are met and the process is there.<br />
The cut-out style (which could also be done analogue and sometimes still is) is not<br />
based of a new drawing every frame. The benefit of this is that characters can carry very<br />
rich graphical treatments like texture, decoration, etching effects and shading. Often the<br />
mood and texture in a cut-out animation is what makes it so magical and is exactly what<br />
fans adore of it. (http://minyos.its.rmit.edu.au/aim/a_notes/01_cutouts_project.html,<br />
June, 2011) In 3D animation textures are created once for each model (before<br />
animating) making detailed textures become part of the character without any added<br />
complexity, time or cost overhead whilst animating.<br />
An example of the richness in texture within cut-out animation. This is done traditionally.<br />
Yuri Norstein – Hedgehog in the fog (1975)<br />
Even more, cut-out animation can even be created in 3D animation software and by<br />
artistic choices doesn‟t necessarily need the richness in texture, an example of this is<br />
South Park (1997, Comedy Central). They tried to mimic original paper crafted animation<br />
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and worked on doubles in stepped mode. Furthermore, because they use digital 3D<br />
animation software and the animation is done in a simple 2D fashion it is often easily<br />
transferrable from one episode to the other, increasing speed. (Stough, 2002)<br />
South Park is an animated tv series that is created in 3D animation software.<br />
South Park © Comedy Central.<br />
Animating the cut out way is based on changes of „cut-out‟ pieces of character on a<br />
frame by frame basis in (often) 2 axes, X and Y. The parts are repositioned, rotated to<br />
show movement and replaced with another cut-out piece for significant silhouette<br />
changes. The 2 axes design of movement makes it easier to keep track of arcs and<br />
motion on screen and makes it easier for the animator to work with this. It‟s not to say<br />
it‟s simple, but its simpler design positively affects the mind stress of the animator.<br />
There‟s less going on. Though, things are getting far more complex when trying to<br />
achieve a 3D effect in this 2D space, for example a character running towards the screen.<br />
Especially with the traditional (analogue) cut out making this was rather complex (there‟s<br />
no easy way to resize your piece of paper), although digital paperless cut-out animation<br />
also suffers from a little complexity with this. It comes down to perceiving such depth in<br />
animation through scale. As additional axes and variables are being introduced the<br />
technicalities involved can easily sky-rocket. By design 3D Computer Animation is far<br />
more complex than this and you can probably see where I‟m going with this. Complexity<br />
takes time, thus logically costs money, but also influences the involvement with the<br />
actual art. It involves the animator with technical stuff. You wouldn‟t want to draw with<br />
some high-tech pen built by aliens if you would have to deal with all kinds of forces<br />
acting on the pen or strange buttons you‟d need to press and things to keep in mind<br />
while using it, it would only distract you from what you‟re trying to do. Which is<br />
animating! Again I‟m already summarizing: Keep it simple!<br />
Cut out animation feels less stretchy, bendy and has less of a fluid flesh-like behavior<br />
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as the character parts don‟t actually deform frame by frame, but are rotated and<br />
repositioned per part instead. It is actually comparable with the style of stop motion.<br />
Analogue cut out animation could even be considered stop motion as inanimate paper<br />
comes to live by frame-by-frame repositioning in physical space appearing to move on its<br />
own. By mentioning this we can really see the significant difference working digitally can<br />
have on the workflow. The animator can easily change already animated motion, work<br />
pose-to-pose and have easy controls for copying motion. It‟s often because this increase<br />
in speed, decrease in material costs and direct feedback why many studios have switched<br />
to a digital environment through the years.<br />
In this paragraph many similarities with the already discussed workflows were found,<br />
but it gave more insight in some and also provided insight in other. To summarize here‟s<br />
a list of new important information gained:<br />
- 2D thinking is easier than 3D thinking. The extra axis makes for a hard time<br />
planning out stuff on screen or creating the poses. First focus on what character<br />
with what personality is doing what at what moment, then extract the concept of<br />
its motion to key poses in screen space (XY axes) first. Adding the extra axes or<br />
thought on depth later on might create extra overhead, but the beneficial increase<br />
intuitivity at first when working on the 2 axes system, 2D, is worth this extra time<br />
and involvement.<br />
- The time or difficulty involved with a style or choice affects the choice itself. We<br />
see more rich textures in cut out animation, because the complexity and overhead<br />
is much less. Though, even then style choices can overrule (like with South Park)<br />
those things that are simpler in this animation field as opposed to others. We see<br />
that we rather go for things that are simple and quick, so tests and sketches<br />
should come over easy to create besides just being good and strong poses. We<br />
avoid complexity by nature but should create simplicity instead. This allows us<br />
more freely to choose and create whatever resulting style we want.<br />
- Altough extensive data management is less necessary it seems to be just as<br />
important. It is less prominent and thus you might be less pushed towards staying<br />
organized and doing the management it may be even more important to be<br />
remembered to doing it correctly; it should be clean and simple throughout the<br />
whole production.<br />
- Feeling rewarded for tasks helps motivating, raises the bar, but also helps<br />
knowing/feeling that you‟re achieving the task and reaching your goals. A feeling<br />
of rapture can thus be amplified or the state of flow can be held in even better<br />
ways as the animator clearly knows he‟s reaching the goals he set and this<br />
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knowing of progress shows off as immediate feedback. Both important for the<br />
state of flow.<br />
- Important reminders are sometimes (not always) still placed and used in the<br />
physical space out of the animator‟s screen space and should still not be<br />
omnipresent. Informational data (like reminders) should not constantly interfere<br />
with the task at hand but only present itself on user-defined moments. The user<br />
should choose to switch instead of being forced to read or remind the data like<br />
I‟ve already discussed in earlier paragraphs.<br />
- Speed, cost, simplicity and clarity of feedback can be important reasons for<br />
switching to a new workflow or adjust the workflow to work better with the<br />
animator‟s and the pipeline‟s needs. A good example is the switch many studios<br />
have made from traditional to the digital environment, which often had a<br />
prominent positive effect on all of these.<br />
2.4 Capturing a life performance. (Motion capture, rotoscoping)<br />
Motion Capture is recording information of an object‟s position and orientation to a<br />
computer-usable form by measuring its position and orientation in physical space. (Dyer,<br />
Martin, Zulauf, 1995) The capturing of a human performance can be done in multiple<br />
ways, with optical, magnetic or other technology depending on the job. (Motek<br />
Entertainment. 2011) Capturing can also be done with inanimate objects like The Monkey<br />
designed by Digital Image Design which was a desktop input device created as a 24” tall<br />
biped armature. Though we will discuss The Monkey shortly it will not be one of the main<br />
focuses of this paragraph. Real-life motion capture, also called the devils‟ rotoscope by<br />
traditional animators, gives the finesse of human movement and the reality of real world<br />
physics. It is often used in computer games, digital doubles and kinesiology 7 because of<br />
this. Motion capture has also been used in a Dutch animated TV series called Café de<br />
Wereld and used in the series called Sprookjesboom created for the Efteling – a Dutch<br />
amusement park. They chose to use Motion Capture because of the speed and quality to<br />
price ratio. The quality of animation is relatively high (life-like) for a relatively low<br />
amount of time investment. Relative to most other types of animation it‟s rather cost-<br />
effective, especially if you already own the hardware needed for recording.<br />
7 Kinesiology, also known as human kinetics is the scientific study of human movement.<br />
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As with traditional animation and many other arts, mocap 8 [sic] is actually<br />
composed of a number of phases. Dancer Lisa Marie Naugle, an Assistant<br />
Professor at University of California, Irvine, identifies them as follows:<br />
o studio set-up (she typically uses 8 cameras, with up to 24 for multiple<br />
capture)<br />
o calibration of capture area (she uses a cube and wand to prepare cameras<br />
for capturing data)<br />
o capture of movement (which of course includes the actual performance)<br />
o clean-up of data<br />
o post-processing of data (it can appear as two-dimensional or threedimensional<br />
objects)<br />
(Furniss, 1999)<br />
Left: A shot from Sprookjesboom. Right: A shot from Café de Wereld.<br />
The same process is still being used today, but motion capture has improved a lot since it<br />
once started. There‟s often still some noise or missing data and the need for a clean-up<br />
round afterwards. At Motek Entertainment, Holland‟s biggest motion capture studio, they<br />
automated most of the cleanup process reducing even more noise easily making it<br />
possible to produce many clean animated data in short periods of time. Besides that,<br />
they make use of custom scripts to support real-time character control (WYSIWYG<br />
anyone?), facial puppeteering, lip-sync and camera switching scripts to increase the<br />
speed and efficiency of their pipeline.<br />
Hans Walther, director of Café de Wereld and Sprookjesboom, had Motek<br />
Entertainment develop a specialized comment system called ShotTracker for directing the<br />
pipeline. The system is built to streamline the supervision of the artists working on the<br />
production. ShotTracker works around a database containing all episodes, scenes and<br />
shots wherein items are added with a small description, current status data, additional<br />
comments and difficulty of the shot. The user can simply and quickly adjust any of the<br />
mentioned data and has the possibility to assign the task to a certain person or team<br />
specifically. The main purpose of the system is keeping track of the progress and data as<br />
8 Mocap is an abbreviation of Motion Capture.<br />
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well as keeping order in the overall pipeline. This is made simple by a color coded system<br />
(for each part of the partline and progress) and the possibility to filter and order the<br />
database to your own needs. There are other commercial systems providing such<br />
assistance out there (Shotgun for example), but they chose for a proprietary custom<br />
made one because the others were lacking simplicity. Simplicity increases the speed and<br />
intuitivity of the usage and seems to be of the essence. And this is exactly what they‟ve<br />
reached with this system. Though Shotgun is, of course, also developed to provide speed<br />
and intuitivity but the amount of features in the program made it especially hard to<br />
introduce it towards less technical people at Motek Entertainment. The creation of their<br />
own tool was designed to introduce the simplicity and primarily focus on the functions<br />
that were requested by these people and were needed in the production.<br />
A small screenshot of Motek Entertainments proprietary software ShotTracker for increasing speed and<br />
efficiency with controlling and supervising the production.<br />
The projects directed by Hans Walther are not all projects done by Motek Entertainment.<br />
Jasper Brekelmans, their technical guy, explains how different projects fit differently in<br />
their pipeline. He mentions projects coming in with a full previz 9 and storyboard, where<br />
others just have a basic script. Some projects need real-time previsualization and others<br />
need it sparingly. Some use only the Motionbuilder pipeline and others add in Maya with<br />
simulation and effects. The projects they do at Motek Entertainment can differ from<br />
taking on the full pipeline or delivering just a part of it for a bigger production. This<br />
needs them to be flexible. Jasper says it often consists of separate building blocks, for<br />
9 Previz is short for previsualization and both are jargon in the 3D animation business for „an attempt at<br />
visualizing the scene before the actual production begins.‟<br />
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example you could divide the pipeline into previz, mocap, Maya, effects, rendering,<br />
compositing and delivery. Some projects would require more blocks and others could<br />
even use only one or two; it all depends on the clients‟ needs. But all these tasks are<br />
clearly separated and tracked in the ShotTracker and even assigned to different<br />
individuals as well. There‟s much to say for a separate director and a production assistant<br />
that could take care of this type of progress checking, reports and data management. But<br />
even with a director the tool is a useful collaborative environment for team members to<br />
check the overall progress, what they need to do and how to do it. The overall<br />
management overhead is much less. With Mac „n‟ Cheese I often kept little excel sheets<br />
updated with notes for each team partner about what to fix next and it was necessary<br />
and helped, albeit on a low level. A smoother management tool as described would‟ve<br />
really changed the Mac „n‟ Cheese management for the better. This really is a must for<br />
production – especially for the size of productions like Mac „n‟ Cheese - and will therefore<br />
thoroughly be discussed when talking about concepts for improving the efficiency,<br />
intuitivity and the holding of a creative flow.<br />
Above: Excerpt from Mars needs Moms. A motion captured feature film released on March 11, 2011 by Walt<br />
Disney Pictures<br />
It‟s worth mentioning that the resulting motion with motion capture is really distinct from<br />
other animation fields, there‟s a lot of subtle movement and twitches in the movement<br />
which are hard to achieve within the others. Some subtle motions come from faulty<br />
capturing and cleaning up, but most is just because human beings make a lot of subtle<br />
movements. Though, when discussing the Disney development I argued, on basis of<br />
Richard Williams statement, that rotoscoped animation that was supposedly to look<br />
lifelike always felt off. The same is the case with straight Motion Capture.<br />
[…]the Disney guys found the rotoscope stuff to be lacking a lot of the vitality,<br />
energy, and "life" of their regular work. That's actually something that many<br />
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companies have also discovered about straight mocap. Same principle, different<br />
medium. (Kelly in Freeman, 2011a, shaunfreeman.com)<br />
Also, Masahiro Mori, a Japanese researcher, introduced the hypotheses for something<br />
that was called the uncanny valley effect. It states that the audience‟s empathy will<br />
increase as an anthropomorphic entity becomes more humanlike but will decrease<br />
significantly when the entity becomes close to human, effectively becoming creepy. This<br />
sharp decline in empathy was strong in pictures, but is magnified three-fold in<br />
movement, thus affecting animation even more.<br />
Adapted from Mashiro Mori and Karl MacDorman. The image depicts the empathy of the audience on basis of<br />
the human likeness of the entity in still and moving images. (Autodesk Whitepaper – The New Art of Virtual<br />
Moviemaking, 2009, autodesk.com, p. 9)<br />
“Neuroscientists have used fMRI scans to observe the human brain‟s response to various<br />
types of computer-animated characters confirming both the effect and its correlation to<br />
increasing anthropomorphism…” (Autodesk Whitepaper – The New Art of Virtual<br />
Moviemaking, 2009, autodesk.com, p. 9) Motion Capture nowadays offers more finesse<br />
where a „floaty‟ result often becomes less of a problem than with original 2D rotoscopy.<br />
Even more, as likeliness is possible to increase even more as technology advances; the<br />
creepy effect could be overcome. The current detail in motion already seems to fill<br />
(most) gaps of believability. But still it has its own distinct style and for now – also<br />
because of the rendering techniques – still isn‟t real. For me, this isn‟t really a problem as<br />
its just one wonderful new medium that delivers amazing aesthetics that has a<br />
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ecognizable style on its own, but for others it‟s still the devils‟ rotoscope and has its own<br />
distance from the audience in effect.<br />
With the coming of the Kinect for Xbox 360 we are being introduced to new ways of<br />
gaming, but also consumer priced technology capable of motion capture that is now<br />
already widely used inside consumer‟s houses (for gaming.) This shift from expensive<br />
hardware to a relatively low-cost electronical peripheral for a gaming console makes for<br />
interesting new opportunities. There are many communities that are already „hacking‟ the<br />
hardware for use on a PC to record motion data at home. Even more, Microsoft already<br />
released the SDK for Windows recognizing the Kinect‟s uses for PCs. The coming of<br />
cheaper hardware that can register human movements doesn‟t mean Motion Capture<br />
studios soon will become redundant. As quality of the resulting data from such cheaper<br />
hardware is often inaccurate and can‟t compare to data coming from professional motion<br />
capture equipment and one that has set up a pipeline for it through the years, like Motek<br />
Entertainment. Though, it could be used by animators as three dimensional references<br />
for animation instead of just recording themselves with a webcam. This data could be<br />
imported into the 3D software and can introduce new ways of analyzing and using<br />
references for animators. Using it as quick reference to build from can increase the<br />
animators speed for finding the essence, though he should still be aware not to only<br />
rotoscope on top of the reference, but exaggerate the essence of what should be<br />
progressing the story – as discussed with traditional animation rotoscoped animation will<br />
appear to be off. Or it could simply be used for an animatic as previz of the characters‟<br />
motion and can help with figuring out the timing in a scene. Among one of the technical<br />
advancements with the Kinect is Jasper Brekelmans‟ technique to introduce real-time<br />
streaming into software like Motion Builder and thus it can easily be used to capture this<br />
data to 3D software already. (Brekelmans, Jasper. 2011) Overall, the development is<br />
rather new but can help animators gain more insight into human motion, timing and<br />
introduce new workflows in an overall production with benefits in the area of previz and<br />
reference footage as we‟ll see next in the discussion of the mid-range priced Xsens<br />
system.<br />
As said, for the better results a rather high price ticket still is to be paid for hardware.<br />
Another downside of the optical system (which is most often used) is its mobility. The<br />
setup needs many pricy cameras (around 12 for good results) and good lighting<br />
conditions (no interference). A new innovation from Dutch grounds which solves most of<br />
this is the development by Xsens towards – what they call – a wireless inertial motion<br />
capture system. (http://xsens.com, June, 2011) Instead of optical sensors it works on<br />
MEMS inertial sensors, which are often used in the airbags of the cars nowadays. Since<br />
MEMS are in mass-production, thanks to the use in airbags, price has gone down and the<br />
system is becoming relatively affordable. (Bartelson, 2009) Xsens customers include ILM,<br />
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Sony, Blizzard, NASA and many more big parties. (http://xsens.com, June, 2011) The<br />
overall system is relatively clean, has no issues with occlusion (from cameras), extremely<br />
mobile, low cost and quickly to use. This has made it extremely useful for testing and<br />
visualizing concepts of a director or drawn storyboard.<br />
“Through the Virtual Moviemaking process we are able to optimize the entire film,<br />
to make it more creative, and to insure that more of the budget ends up on<br />
screen. That‟s where all the technology – all the hardware and software – comes<br />
into play: to make sure that the vision of the director is preserved throughout the<br />
entire process.” (Chris Edwards, CEO The Third Floor – Previs Studio)<br />
At The Third Floor, a studio specialized in providing previsualizations, their pipeline is<br />
becoming extremely fast and intuitive with the use of this system.<br />
“Using the latest 3D software, gaming and motion capture technology, they can<br />
explore, define, plan and communicate their creative ideas in new, more intuitive,<br />
visual ways helping them reduce risk, eliminate confusion and address production<br />
unknowns much earlier in the filmmaking process.” (Autodesk Whitepaper – The<br />
New Art of Virtual Moviemaking, 2009, autodesk.com, p. 1)<br />
Having such a quick way to test out a shot can provide an significant change in the stage<br />
of preplanning. Different acting choices can quickly be acted out by the animator and can<br />
even be observed instantly on top of the character. This results in a quick and simple,<br />
but very effective way of testing out ideas. As the technology is relatively cheap it‟s still<br />
too expensive for a student production like Mac „n‟ Cheese, though it would‟ve helped<br />
especially at the stage of storyboarding for previewing the story and testing out camera<br />
positions or actions for cinematographic purposes as well. But on the other side, I feel<br />
that the way Mac „n‟ Cheese was produced and progressed at that stage helped with the<br />
overall style of cinematography, chosen animation style and constantly educated us<br />
towards better cinematographic insight in its own way.<br />
In the past there‟s also been development towards using motion capture as a system<br />
to create animation instead of „recording motion as animation‟. As said, Digital Image<br />
Design tried to mimic the stop motion type of control allowing the touch of a physical<br />
object to control a character. They did this with the development of The Monkey, an<br />
inanimate physical „puppet‟ that could be used to control the virtual character in 3D<br />
software which would be a familiar interface for stop-motion animators. (Bradford Paley,<br />
W.; Esposito, Chris; Ong, JueyChong. 1995) Though, they never got quite that same<br />
touch as touching the actual real puppet just because this WYSIWYG feeling (of stop<br />
motion) was lacking in the virtual scene. Also there‟s the difference of working<br />
somewhere and seeing the actual results elsewhere (like the difference between Wacom<br />
Intuos and Wacom Cintiq described earlier.) I already described that these effects make<br />
for a less intuitive and efficient workflow as we‟re feeling less comfortable with it by<br />
instinct. Besides, quality, durability and maintenance issues were at that stage a big<br />
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issue. “While early production models have had quality, durability, and maintenance<br />
issues associated with them, these issues continue to be addressed in production<br />
models.” (Dyer, Martin, Zulauf, 1995) And it seems that the production issues never<br />
were really fixed and never got The Monkey to hit the big market as it‟s – as far as I<br />
know – not for sale anywhere anymore. Though priced at $10.000 US back in 1995 it<br />
was at that date the most affordable input device for motion capture although it is<br />
incapable of capturing actual human motion as opposed to the others that were.<br />
As motion capture is becoming cheaper and is gaining quality and speed in a high<br />
rate interfaces for any computer software might change in the near future allowing the<br />
full body to control software on a computer, this could also introduce a new way of using<br />
3D animation software. A couple of things that could easily pop up into the mind is the<br />
ability to puppeteer the character (like a real puppeteer does) or grabbing a part of the<br />
character and moving it as if you‟re moving around a life-size puppet. Though as such<br />
technology is still in rather early development it can take even more time before we start<br />
using this comfortably and let it adjust the way we work, if we let it at all.<br />
Overall Motion Capture seems to be a quick way to capture lifelike performances and<br />
actually comes to down to acting as there‟s not really an animator, but a man in a suit<br />
really acting out the movements.<br />
In synthetic animation, the animation end-user controls the path and attributes of<br />
scene elements explicitly (usually through keyframes or motion paths) or by<br />
numerical simulation techniques. Motion capture-based animation uses recorded<br />
motion to augment the synthetic animation process by providing baseline<br />
information for object paths, event timing, or attribute control.<br />
(Dyer, Martin, Zulauf, 1995)<br />
Though as mentioned there‟s a round of clean-up and fixes afterwards possibly to be<br />
done by an animator. Motion capture is not meant for those noise and faults in capturing,<br />
but really focused on capturing the full life-like performance. As technology will progress<br />
the cleanup round will be of much less importance and the overall finesse will become of<br />
higher quality, thus can possibly start differing from synthetic animation even more.<br />
Once again the elaborate discussion, now of the Motion Capture pipeline and its ins<br />
and outs, has given broad pipeline guidance and workflow information from many<br />
productions and summarized comes down to the following points:<br />
- The faster the preview of a close to final result can be achieved the more intuitive<br />
and involved the director feels. As the director‟s position as described in this<br />
chapter was mainly supervision we can state that supervising animation is easier,<br />
intuitive and more creative when speed in testing out and previewing is increased.<br />
As the animator is supervisor of a character an increased speed in involvement<br />
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and interaction with the character will introduce the effect of increased and more<br />
stable creativity and intuitivity.<br />
- The management and data wrangling overhead in small production is often<br />
assigned to members of the team that might be involved with many other tasks<br />
and could easily be the animator as well as many other things. Having a good,<br />
easy to use and fast system that provides assistance and even improves<br />
supervision on any or all progression of the movie production can release much<br />
stress from the animators mind creating more focus and save time. Even more,<br />
the system can easily provide easier and better supervision for all of the<br />
production‟s team members and their tasks at hand. For animators, this accounts<br />
for better supervision for the shots they work on and results in a much clearer<br />
goal and vision for the current shot they are working on.<br />
- Simplicity is key. Adding features that might be used once in the million times<br />
should be checked on effectiveness and question whether it‟s really useful once<br />
it‟s only used in those rare occasions. Adding-features-mania 10 is one of the top<br />
things that should be avoided and all features in the concepts should be created<br />
with simplicity in mind. Therefore, tools should always be introduced and designed<br />
in such a way that the user should know what to do and where to do it.<br />
- The coming of technology that introduced easier and more importantly cheaper<br />
creation of quick 3D data as reference or previsualization showed us that the<br />
speed and ease of testing increased the creativity and intuitivity of finding ideas.<br />
This showed the importance of quick tests and previews (for trying ideas) as it<br />
aided in finding more and better ideas in these productions. Depending on the<br />
style of the movie it is debatable whether 3D tests or 2D tests are more<br />
productively interesting. Nevertheless speed increase in general and testing<br />
closely within the production environment (software) are key points towards this<br />
speed and ease of testing.<br />
2.5 Concluding the productivity workflow.<br />
Through this chapter I‟ve extracted important aspects of an animation workflow from<br />
many different fields of animation. I‟ll now list and discuss the most important once that<br />
were found and discussed throughout.<br />
10 Adding-features-mania is the trend in software development that newly added features are hyped and<br />
introduced just so they have new features to present and sell the newer version of the product even though the<br />
functions are useless or rarely used. In effect the software gets cluttered with controls, inefficient in speed and<br />
extremely difficult to use.<br />
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There‟s a need for a strict goal as discussed when talking about flow. Animators<br />
achieve this with strict planning and good reference. In the process the first step is a<br />
storyboard or line test to work as clear guide for the animators. The next step is to be<br />
inspired and guided by this when sketching ideas and trying out ideas in a fast method.<br />
This is especially important for finding the essence of the character, which was<br />
mentioned to be very important as well. In short, there‟s a need for quick testing and<br />
sketching wherein the basis should be acquired of the emotion and storytelling, namely<br />
the essence. A simple and fast testing environment seems to be needed.<br />
Another important aspect is reminders and notations. We‟ve learned that animation is<br />
a world of daily improvements. We learn something almost every day. It‟s hard to<br />
constantly remember everything we‟ve learned recently and apply to our workflow the<br />
whole time. We‟ll get distracted by technicalities or „how should I do that‟ instead of<br />
focusing on flow and movement. Therefore distractions should be limited as much as<br />
possible and a seperated space for notations and such reminders is very important. A<br />
space where animators could share such notations (as if it would hang somewhere in the<br />
room for everyone to see, but especially focused towards a single animator) and focus<br />
accordingly could be provided digitally. Such digital notations would work especially well<br />
with projects where all team members can‟t work together at the same place, because of<br />
living in different countries for example. The internet makes it easy to share reminders<br />
and lists comfortably as well as a system for reviewing animation with the team could<br />
work extraordinary well too. Though, keep in mind that it should not pop up in front of<br />
the animator and constantly disturb him from his flow of animating. But more get<br />
presented to him at the occasions he would ask or look for it possibly, so when he<br />
chooses to do so.<br />
This kind of „team sharing‟ that I‟ve briefly touched here is really part of the greater<br />
phenomena that animation is teamwork. Brainstorm sessions, animation reviewing<br />
sessions, sharing inspirational ideas or comments are often part of production. And that<br />
is for a reason. Especially in smaller studios where there might be one or two animators<br />
it can be helpful to blur the division between them and the others (modelers for example)<br />
by creating a reviewing system for the whole team, or especially the director, to easily<br />
approve or disapprove any animation with the guidance of notes and comments. Even<br />
more, guidance towards animators with clear notes or approval from the team members<br />
makes it simpler to all be on the same line as you‟ll know what everyone wants. The<br />
goals become much clearer, the bar gets raised in quality (because of constant feedback)<br />
and by knowing where to go the feedback is more appropriate and immediate. Even<br />
more, being in line with each other leaves less room for being ambiguous. Regular and<br />
clear feedback that is written down can be easily referred to and discussed in that same<br />
regularity making sure that everyone knows what is meant with the statements. The<br />
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same accounts for planning the shot. If we start planning with simply key poses (instead<br />
of working straight forward) the director, supervisor and/or other team members will<br />
know what you‟ll be creating early on, before you‟ve invested too much time on it. This<br />
makes it easier „to kill your darlings‟ and improve the animation towards a higher level.<br />
Animation is collaboration.<br />
The focus we‟re able to creatively use seems very limited; therefore animators often<br />
work in a layered system. They focus only on the most important parts first and think<br />
about arms, hands and all the other parts after that. This process of separating the<br />
character in parts and focusing on one of them at a time gives us the ability to really<br />
track the arcs of that movement and apply to it the momentum and physics with<br />
perceivable realism. In 3D it‟s sometimes hard to focus on a part as cluttered controls<br />
can make you lose sight on just a part. Quickly hiding any irrelevant parts of the body<br />
could help focusing on just a single part of the character. Complexity makes it hard.<br />
Again this looks like something that would work especially well when working straight<br />
forward. We‟ve also seen how pose-to-pose and straight forward differ in the creation<br />
process, but also in final delivery.<br />
When discussing straight forward, pose to pose and the combination of these two we<br />
found that by combining the strongest points of both we could work in the best<br />
productive way possible. First we need the essence, the idea and concept for the shot.<br />
The animator does this with key poses and the most important extremes. The next step<br />
is to do a straight forward pass, frame-by-frame thinking what will come next in effect of<br />
motion, physics and character‟s choices. It seems to be a very intuitive and creative way<br />
to „live‟ the character. It feels most „direct‟ to the character and comes close to the<br />
feeling of bonding with the character as described with stop motion and its puppets. It‟s<br />
important to think about tools and concepts that could initiate working this way easier in<br />
3D software and can provide such consistency in the workflow. Animating in 3D software<br />
makes it easy to work with the automatic in-betweens where the next pose will<br />
automatically „be like the previous.‟ This makes it hard to just let go of the previous<br />
moment and think about what pose would be strongest on a certain point, because<br />
you‟re thinking about how to get there, if that‟s realistic and possible while keeping in<br />
mind physics, personality and emotion. If you do keep all those things in mind it can<br />
influence any creative thinking and also the ability of creating that pose that tells the<br />
story best and exaggerates the essence clearly. Again, it is really important to plan<br />
creatively first and start thinking about how to get there later. Thus, first limit yourself to<br />
what to tell and how you‟ll tell it and then start thinking about how you do this from the<br />
one time, place and pose to the other. Even more, coming to the point where you know<br />
what you‟re up to and what has to be done can end up in simplicity; sounds like a to-do<br />
list or check-list.<br />
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Simplicity is what animators seem to need or where they focus on at the beginning.<br />
Staying simple is among one of their initial goals. If you start with an unorganized hard-<br />
to-use system at the beginning it will be even worse at the end. Starting simple and<br />
organized is one of the main principles for having focus – for example the explained<br />
layering also brings simplicity. We‟ve seen this with the x-sheet. Logging or managing<br />
shots in not the easiest way possible easily ends up in extreme difficulty working with the<br />
data. Especially with computers removing the hassle it can become simpler and<br />
automated, but it‟s also easier to get forgotten. A system that saves to the right place,<br />
with right names and exports accordingly to the pipeline without any folder clicking (or<br />
even searching) and file renaming from the animator can speed up and simplify the file<br />
management system. Even more, it removes the possibility for human error. This could,<br />
for an extensive pipeline, introduce an extensive speed-up and increase in consistency.<br />
It‟ll release lot of the management overhead on big projects (with a bad pipeline) where<br />
the right file always seems to swim in a big pool of unclear files (often even with lots of<br />
different file formats) making the needed file hardly traceable or even untraceable. On<br />
the other end it should be noted that such a system would work on a defined basis of the<br />
pipeline. As many studios have their own pipeline it‟s hard to make a universal system,<br />
but there might be a process in this management that could easily work universally. We‟ll<br />
keep that for later. Again, simplicity is an important starting point.<br />
We‟ve also seen that with animators taking on things part by part and getting to the<br />
essence first really helps the quality of the animation and the efficiency of an animator in<br />
the end. The simpler it is, the easier to wrap your head around it. It sounds logical, but<br />
let me explain a little bit more. As said, 2 axes are simpler to manage than 3 axes and<br />
we can come to the conclusion that testing and getting to the essence is just easier in<br />
general if you work by sketching or tweaking in 2D fashion. Therefore sketching and<br />
more traditional approaches (which seem to exceed in its simplicity) should be applied to<br />
the 3D animation workflow where possible. We‟ll see in the next chapter that 3D<br />
animators often sketch ideas and create thumbnails still on paper because of this<br />
simplicity. Tools or techniques that improve simplicity are what seems to be needed by<br />
most animators. Therefore one of the main core rules is keep it simple, accounting for<br />
both the usage of the tool as well as the resulting techniques and workflow of the tools.<br />
The getting inspiration, finding ideas and sketching out for testing should all be based<br />
on reference. Often animators have a character sheet aside, which are often missing for<br />
3D animators but should be present to aid the creative flow. They lead to inspiration, but<br />
especially guide towards ideas and poses relevant to the character and his personality.<br />
Furthermore, when dealing with multiple animators, a character sheet can provide<br />
consistency between the ideas and even animations of different animators. Also any<br />
barrier between finding, sharing or creating any reference material (including sketches)<br />
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5
should if possible be removed, and preferably become smooth, joyful and comfortable to<br />
produce. Animators should first get lots of ideas, plan out and constantly improve<br />
towards better poses and action before starting the complex animation process. Having<br />
constant inspiration and motivation gives guidance to the act and thus creates a sense of<br />
control and a way to work towards a predefined goal.<br />
Animators do switch to new tools or workflow, but not every single adjustment that<br />
comes to their field is used. There seems to be a couple of rules to get people to switch<br />
or shift towards trying new tools and actually have animators to start using them in<br />
production. Of course, the usage of a new workflow, pipeline or tool should be beneficial;<br />
preferably it should even seem to be so at first eye-sight. And/or it should provide new<br />
possibilities and techniques that wouldn‟t have been possible without. If something new<br />
becomes possible with it that you need in production you‟ll have to use it anyway,<br />
because it can only be done this way. Nevertheless the animator should quickly feel<br />
comfortable (like Wacom Cintiq vs. Wacom Intuos.) Again, preferably it should be<br />
instinctively more comfortable, because as with paper versus the Wacom Intuos the old<br />
and rusty can have a hard time switching and will (if possible) choose to not switch at all.<br />
If it simplifies tedious daily tasks or helps being consequent the animators already start<br />
getting interested.<br />
As you can see there‟s already a lot of useful information in the discussed animation<br />
fields. The usefulness of ideas and the similarities and differences between these key<br />
points and those that will be found throughout the next chapter will be distilled into<br />
useful guidelines for our tool development later in this thesis.<br />
2.6 Concluding the style difference.<br />
Within stop-motion, 2D traditional animation, 2D digital animation and motion capture<br />
I‟ve mentioned and explained the pretty different styles of animation it results in. There<br />
are a couple of differences we can find in the style. The following list portrays the<br />
contrasts that have been found.<br />
Versus<br />
Choppy Motion Clean and Smooth Curves<br />
Intuitive „magic‟ Literal planning<br />
Rotoscopy/Performance capture Exaggerated essence<br />
Rich textures Simple shading<br />
Graphical Sketchy<br />
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Simple thinking Complex effects<br />
Full redraw Frame-by-frame part positioning<br />
Stop motion is acclaimed for its non-smooth motion and clearly falls in the choppy<br />
motion part. But, stop motion can be clean and smooth, like with Coraline (2009).<br />
Though, most often you‟ll find stop motion to have a somewhat choppy motion. This is<br />
because the animator can‟t smooth out or clean up the animation afterwards and<br />
everything is animated in one straight ahead run. The same accounts for traditional cut-<br />
out. For 2D animation, traditional as well as digital, creating clean and smooth curves is<br />
often easier as the animator can tweak parts of the animation whenever he wants. Even<br />
if the basic run is done in straight ahead, the clean-up and touch-up afterwards can<br />
smooth out the overall motion. This extra pass then cleans up any hiccups or unwanted<br />
choppiness in the animation, whereas stop motion doesn‟t allow for that. This is also very<br />
well possible within the 3D animation workflow, as the data can easily be adjusted<br />
anytime. There‟s also motion capture, which takes a real-life performance as input data<br />
and outputs that as data on a virtual character. Often this has a little bit of both sides; it<br />
offers great texture/finesse in the animation from human motion creating choppy motion<br />
combined with clean and smooth curves. This added detail can be a benefit, but a<br />
letdown as well like we‟ve seen with the uncanny valley effect. Often the flow of 3D<br />
Animators leads towards the smoother - starters often end up with fluid feeling animation<br />
- motion, because of the inbetweening of the computer. I‟ve also seen this happening<br />
with bad digital cut-out animation as well, but its watery motion is generally accepted as<br />
a bad thing. We, the audience, prefer exciting motion which we perceive in the<br />
combination of hard and fast curves opposing with smooth curves. Avoiding this is best<br />
done by not allowing the computer to control too much of your animation, thus needing<br />
you to plan out the animation before allowing the computer that control.<br />
With animating there‟s a style difference coming from pose-to-pose and straight<br />
ahead. Working straight ahead can make the animator go along with the action and<br />
movement as he draws and go to places and poses the animator might not at first had<br />
intended to go for, it‟s magic. Though, good planning is needed for good timing with<br />
voice acting and clear storytelling as straight ahead can stretch to a way longer time than<br />
you originally intended to. But still, straight ahead gives good follow-through and motion<br />
in mass as you constantly think how everything will react on touches and emotions while<br />
keeping its current velocity in mind, it really gives a feel for action. Whereas planning<br />
often leads to great poses and predictable timing, but can lack the „magic‟ for as well the<br />
animator as the audience. Often a combination of the two is used, giving the best of both<br />
sides.<br />
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The style differences between rich textures and simple shading mainly occur because<br />
of differences in difficulty of each in a medium. For example the difference in texture<br />
between most cut out and frame-by-frame animations. The difference in time, complexity<br />
and costs of adding details in texture is what seems to make the difference. It‟s possible<br />
to add extreme detail and texture in the characters shading but if every frame the<br />
texture has to be drawn again corresponding with the characters position is extremely<br />
complex and would require an extensive focus on detail after detail to be able to pull it<br />
off. Such an extremely tedious task would be utterly useless to try on longer – feature-<br />
length for example – films. Within 3D animation the detail are in actual textures that<br />
don‟t need to be redrawn each frame and thus can easily be applied. Thus it can provide<br />
rather detailed environments and characters with little effort from the actual animators.<br />
Frame-by-frame 2D animation can create depth in its animation, but the overall<br />
motion can still be drawn in a simple 2D method and the perception of depth is done by<br />
drawing such depth. The complex side with cut-out animation that creates such a depth<br />
is the extra added axes, instead of drawing believable depth with a 2D image the depth<br />
comes from added technical stuff that renders the perceivable depth. Often such added<br />
complexity is being avoided and therefore cut-out is more often animated in a 2D fashion<br />
to keep it simple. Animators will often go for the simplest solution, which is not<br />
necessarily their own choice. Often a director or producer will go for the cheaper option,<br />
thus easier option. In 3D animation you‟re bound to the complexity of all these axes<br />
almost all the time, unless you go for a 2D style wherein you could limit the depth and<br />
some rotation axes. An example of such a style where this is seen is South Park (1997,<br />
Comedy Central).<br />
Another difference in style is between animation that is fully redrawn frame-by-frame<br />
and those where parts of the character (cut out) are repositioned frame by frame. Often<br />
fully redrawn animation has no limit and total freedom and the possibility to go beyond<br />
extremes whereas the other has limited deformation and motion – though Claymation<br />
could provide rather cheap extreme deformations as well. Within 3D computer animation<br />
a character‟s motion is often limited by the rig, just as with stop motion armatures.<br />
Though the coming of more complex rigs give more artistic freedom and allow for<br />
squash, stretch and even rather extreme deformations. Also additional digital deformers<br />
can add additional deformation. Still real „free‟ deformation in 3D is significantly more<br />
complex than the traditional 2D drawings that don‟t suffer from added technicalities and<br />
data. You could consider 3D animation therefore more as a part positioning system<br />
instead of a full redraw style.<br />
The difficulty and complexity in techniques seem to result in stray of the animators‟<br />
focus and interferes with his flow. Complexity in an animator‟s task makes it hard for him<br />
to stay constantly intuitive, creative and motivated in the act of animating. Though,<br />
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creating a thorough plan that doesn‟t portray this complexity can create good reference<br />
for the final animation. Clear guidelines can relieve stress from the described complexity.<br />
With a good focus and flow on just the essentials, instead of complex and high amounts<br />
of information to process, the animator can actually work towards art and the creation of<br />
high quality animation. This is the case for the described animation fields, but 3D as well.<br />
Once the animator can focus on the motion, the life of the character and the essence of<br />
the storytelling he‟s able to animate an actual „living‟ character instead of a character<br />
that feels just „animated.‟ An „animated‟ character could portray motion or even depict an<br />
emotion too, but a living character makes the audience believe the character is thinking<br />
and acting accordingly. We can bond with a living character and a character that is<br />
perceived in such a way can create strong empathy with the audience and is perceived as<br />
good animation.<br />
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3. The 3D Animation Workflow<br />
There are many different ways to design and produce a sequence of threedimensional<br />
computer animation or a visual effects shot. There are as many<br />
production methods as there are different types of projects with different resource<br />
allocations and different creative goals. (Kerlow, 2004)<br />
This high amount of different ways to design and produce a sequence of animation<br />
seemed to be true in other animation fields that have had many more years to develop<br />
than the field of animation. Almost everyone‟s overall workflow differs. Besides<br />
differences in tools, there is the different work environment, desk layout and creative<br />
goals. Though, it is not truer for those fields than it is for 3D Animation. Besides the<br />
„build-up‟ of a team and its workflow there are many differences in software (3D software<br />
as well as operating system), hardware (Mouse, Wacom or other peripherals) and<br />
available plugins to the software already available to give extra functionality. To sum it<br />
up, there‟s just a lot of ways to do it. But, and this is quite big but after saying all this, if<br />
you look at it all in big lines you can see what‟s important for almost any animator. And<br />
they all do keep to their own different schemes, but the basic needs stay the same. For<br />
example, I‟ve already discussed that it‟s very important for an animator to have focus<br />
and simplicity, and many create this by working in a layered structure (animating part<br />
after part.) The following paragraphs in this chapter will again start discuss the workflow<br />
of animators - now for 3D animation, divided up in students and professionals - and<br />
discuss these based on my personal ideas in combination with my findings thus far. We‟ll<br />
create the foundation for a blueprint or set of rules that will guide the creation of ideas<br />
and toolsets delivering improvement in the workflow and flow. First I‟ll show some insight<br />
into how 3D software has developed through the years as an introduction as well as a<br />
backbone for knowing how it might progress in the near future.<br />
3.1 The development of 3D software<br />
Through the years the 3D animation workflow has changed a lot to get to its current<br />
form. At first Graphical User Interfaces (GUIs) were rare and the actual modeling was<br />
done by programming the position of each vertex. The only animation possible was just<br />
placing more programmed models after each other. This took a lot of time and was<br />
logically not even nearly as effective as it is now, where we can interactively see an un-<br />
rendered 11 preview of the character and see the results of alterations we make real-time.<br />
11 Technically speaking the preview is a render. Though, the rendered state I‟m referring to is one that at least<br />
closely resembles the final outcome rendered state from the 3D rendering software.<br />
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Because using the early computer systems to create animations and images was<br />
not easy, many of these early creators had to put more effort into the process of<br />
creating the works than into the form and content of the works themselves.<br />
(Kerlow, 2004)<br />
This difficulty of making 3D Animations made it hard for traditional animators - which by<br />
that time already started to be well educated in the principals of animation - to switch<br />
fields and start creating 3D animations. Therefore, the development of the principles of<br />
animation in this field started to get attention much later when the way of working in the<br />
software actually was becoming more intuitive and interactive. When John Lasseter<br />
became involved with 3D animation in those evolving days he wrote a paper wherein he<br />
said:<br />
Early Research in Computer Animation developed 2D animation techniques based<br />
on traditional animation. Techniques such as storyboarding, keyframe animation,<br />
inbetweening, scan/paint, and multiplane backgrounds attempted to apply the cel<br />
animation process to the computer. As 3D computer animation research matured,<br />
more resources were devoted to image rendering than to animation. Because 3D<br />
computer animation uses 3D models instead of 2D drawings, fewer techniques<br />
from traditional animation were applied. Early 3D animation systems were script<br />
based, followed by a few spline-interpolated keyframe systems. But these systems<br />
were developed by companies for internal use, and so very few traditionally<br />
trained animators found their way into 3D computer animation. The last two years<br />
have seen the appearance of reliable, user friendly, keyframe animation systems<br />
from such companies as Wavefront Technologies Inc., Alias Research Inc., Abel<br />
Image Research (RIP), Vertigo Systems Inc., Symbolics Inc., and others. These<br />
systems will enable people to produce more high quality computer animation.<br />
Unfortunately, these systems will also enable people to produce more bad<br />
computer animation. (Lasseter, 1987)<br />
The speed and intuitivity had increased with its development, but still people had a hard<br />
time to use the principles of animation – that were already well developed by Disney and<br />
others. John‟s paper focuses on these principles, but not necessarily on „how‟ to do this in<br />
3D animation instead he argues that it should be done. He does shortly introduce how<br />
they approached this within Luxo Jr. (1986) – among more - but he concludes that the<br />
animator should always at first hand have the goal to entertain. For that, he needs two<br />
things: a clear concept of what will entertain the audience; and the actual tools and skills<br />
to produce this. This is where Lasseter mentions that these principles are in fact part of<br />
the animator‟s tools that are here to help creating better animation. There can be gained<br />
much structure and quality from learning the principles of animation by heart. But this is<br />
not necessarily the kind of toolset I‟ll develop, though any developed tool should always<br />
help the animator to give him more elegantly the ability to produce what he needs<br />
unambiguously. As stated by Lasseter, computer animation software has been developing<br />
towards spline-interpolated keyframe systems and that‟s where we are now. This is<br />
currently the established way on how 3D software works while animating. For now this is<br />
a given fact, and I feel that this is not where freedom is missing. Spline-interpolated<br />
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keyframes may be hard to oversee on many keyframes, but it‟s generally accepted and<br />
as I and others have been taught this way it‟s just the way we work and how it works<br />
behind the scenes. Nevertheless, I will discuss the graph editor, timeline or any other<br />
part that involves these parts if I think it could - if it can it should - still be improved<br />
towards more intuitivity.<br />
There‟s a tendency in the latest years to give more control to the animator, almost<br />
giving him the possibility to tweak every vertex to his own will. Nevertheless the control<br />
interface is still based on the types of rigs that work extremely well with less complicated<br />
schemes for deforming and adjusting a character. In productions they are constantly<br />
looking for the best tech savvy riggers that can put in the most complex functions into a<br />
rig, constantly adding more and more controls on top of the character. The creating of a<br />
rig is becoming more and more complex as new controls, techniques and ideas keep<br />
being added to the rig, but also the animator has to face this increased amount of control<br />
and complexity in the management. More levels of control, more complexity, and the<br />
amount of controllers and attributes an animator has to deal with have been skyrocketing<br />
in the past 4-5 years. Even in bigger studios they often end up with complex rigs 12 , with<br />
the same elaborate control scheme and managing for the animators. (Animation Mentor<br />
on Youtube, 2011) The same starts to account for the student projects that are creating<br />
these higher-complexity rigs which are becoming standard in this field. Managing and<br />
controlling a character should get introduced to a more intuitive and easier to oversee<br />
way of controlling the character to make the animator focus more on the poses and<br />
motion instead of any technicalities.<br />
3.2 The solid creative workflow of professionals<br />
One of the ten career tips for computer animators and digital artists given in The Art of<br />
3D Computer Animation and Effects (Kerlow, 2004) is to be prepared for change. Kerlow<br />
mentions that the production environment of these digital artists is in constant flux,<br />
referring to the constant development and never-ending improvements in workflow. It<br />
seems that we, the professionals in this field, stay in constant movement and drift on top<br />
of the waves of new inventions and workflows to constantly improve almost anything that<br />
influences our field (software, hardware, references, knowledge and more) to stay<br />
competitive and work the best we can. Altering our workflow is what we do based on new<br />
developments and passed projects. We search for changes where we think it is needed in<br />
our workflow. Every project addresses you with things that go wrong and could go faster.<br />
"It‟s funny how 9/10ths of improving is understanding what‟s deficient about the current<br />
12 Dreamworks animator Mike Stern mentions that the rig of the dragons in How to train your dragon (2010)<br />
contained up to 4.000 controls.<br />
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work you‟re looking at, regardless of medium." (Girard, 2011,<br />
polygonspixelsandpaint.tumblr.com) And this is true for developing new tools as well. If<br />
you would solely take the time to write everything down that works against you or what<br />
you would‟ve done more efficiently if possible even then you would already see the<br />
importance of creating the animated short Mac „n‟ Cheese in conjunction with this<br />
research. Besides the testing of beta versions of ideas and concepts, we can actually see<br />
and feel how it influences us, and what is useful or not. Even more it‟ll help finding just<br />
those problems that should and could be easily be addressed with a customized toolset if<br />
one was to be created. A digital artist that survives in this field will not suffer from<br />
insularity, but will be open-minded and able to adapt.<br />
A while ago I went to a master class on animation given by industry professional<br />
animator Keith Lango (in Rotterdam, Netherlands) where he provided some insight in his<br />
general workflow and gave tips on what ways there are in animation, and how to<br />
improve. Keith Lango stated that when he started in the industry animating went quite<br />
differently. There were no real controls that you could move or pose, but you had a<br />
graph containing the spline-interpolated keyframes and all you could do was adjust this<br />
and see how this updated in the viewport. This helped him master „the flow of the spline<br />
curve‟. He meant that he had learned how the direction of the curve influenced overall<br />
speed, direction and movement of the animation before he had adjusted it. A lot has<br />
changed, but nowadays animators are still able to learn this, because the actual graph<br />
editor still exists, is still considered important in the animator‟s workflow and is thus still<br />
used throughout production. Starting animators often know how it works, but learning by<br />
heart, feeling comfortable and intuitive is a long way from there. Nevertheless the arcs<br />
and curves in the graph editor can really help the animator to clean up and finish his<br />
animation. We can see that getting accustomed to a certain workflow helps improve<br />
speed, intuitivity and efficiency. Nevertheless Keith mentioned that he did not have a<br />
hard time switching, because adjusting the controller by directly manipulating it instantly<br />
in the viewport on top of the character felt more intuitive. Furthermore, Keith showed a<br />
trick to quickly mirror a poses by using some small code-snippets within the dope sheet<br />
in Maya. Ever since, when I needed the quick trick I‟ve done the exact same thing, and<br />
I‟ve seen a classmate who went there as well adopting this same technique in recent<br />
projects. So, students are willing to adapt new techniques in their existing workflow as<br />
well, once they think it proves useful. At my internship at House of Secrets I noticed that<br />
they were also constantly keeping sight on new innovations and technology that could<br />
improve anything within their workflow. I‟ve seen them quickly trying out plugins or<br />
checking videos of techniques dumping some really quickly, holding some in the back of<br />
their minds and some even now being used in almost every project they do depending on<br />
what improvements and increased efficiency it brings. It‟s actually because of this search<br />
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of them that I got interested even more in the developing technologies and new ways to<br />
do things.<br />
The workflow, but even more the pipeline of 3D professionals can be seen in studios<br />
as big as Pixar, but can also be discussed on the basis of a single freelancer or a small<br />
studio that works professionally. Both can differ a lot, but the basis shows similarities and<br />
guides us to the basic needs of any animator in this field.<br />
3.2.1 Animators at Pixar<br />
At Pixar they have the following simplistic overview of their pipeline towards the outside<br />
world:<br />
- A story idea is pitched<br />
- The text treatment is written<br />
- Storyboards are drawn<br />
- Voice talent begins recording<br />
- Editorials begin making reels<br />
- The art department creates the look and feel<br />
- Models are sculpted and articulated<br />
- The sets are dressed<br />
- The shots are laid out<br />
- The shot is animated<br />
- Sets and characters are shaded<br />
- Lighting completes the look<br />
- The computer data is “rendered”<br />
- Final touches are added<br />
(2011, pixar.com)<br />
As you can see the storyboard and reels are created long before the shots are laid out<br />
and animated, which really is a good important thing. This relieves the animator from<br />
constantly needing to think about overall timing, continuity and action while animating,<br />
because most timing and key poses are already in this reel. The animator has a clear<br />
reference that sets a goal and inspires to do better. There‟s more room for focus.<br />
Knowing what you‟ll be making sets a clear goal, and even knowing how you‟ll approach<br />
it makes you in control. Good planning and organization is what makes this possible as<br />
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we‟ll see. According to a job description for an animator at Pixar the responsibilities for<br />
an animator are as follows:<br />
(ib.)<br />
- Receive with each assigned shot: storyboards, story reels, recorded dialogue, set<br />
layout, and direction. The Director shows each new sequence in layout and<br />
describes what is expected for every shot at a "blocking meeting"<br />
- Read soundtrack and plan shot<br />
- Block in movements in rough animation and show for the Director's approval in a<br />
daily review<br />
- Finish work for Director approval in a timely manner<br />
- Attend animation dailies<br />
In here we really see the animator‟s provided workflow, even though the reel already<br />
shows a lot of strict timing and action it isn‟t just inbetweening from there on. The<br />
animator gets the storyboard and story reel, showing him the idea of the overall<br />
continuity and storytelling that needs to be done at key moments. And the set has been<br />
layout before too. These combined makes the animator focus solely on the character and<br />
his motion with clear guidance. But even then, he still needs to use this as reference and<br />
plan out his own idea on top of it. This planning is a personal stage for the animator<br />
where he gets inspirations, sketches out ideas quickly and creates quick thumbnails for<br />
testing the poses quickly. This makes the character live and gets the animator to bring<br />
over what the audience will see in the end. It is extremely useful for the team, but also<br />
for the animator himself, to know where he‟s going and what he‟s going to do. Creating a<br />
clear and reachable goal is extremely important for creative flow. Knowing what you‟ll be<br />
making and knowing how you can get there creates a sense of control. This sense of<br />
control can only be achieved when directly posing out and checking the ideas the<br />
animator comes up with quickly; this is easiest and fastest to do within quick small<br />
sketches. Because the actual animating (in any field) requires too much time too quickly<br />
test out ideas such a simple and fast way for testing is of utmost importance beforehand.<br />
Once the animator as well as the team (like director) are satisfied with the idea, the<br />
animator will block in rough animation – often starting with key poses like pose to pose –<br />
and gets the progress approved by the director (and the team) in so called animation<br />
dailies. These are meetings where they show the days progress of all animators and<br />
discuss the made animations. This feedback from the team is what the animator should<br />
keep in mind, think over and check in his animation. But also watching the animation of<br />
other animators doing the same character or even another character will inspire and<br />
motivate.<br />
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Dailies are always humbling, It's almost like watching the work of these people<br />
makes me tell myself "would you look at that? Now go back to your desk and let's<br />
try a little harder, come on...". It really pushes you. (Baena in Rickard, 2003,<br />
3dtotal.com)<br />
Within every meeting they raise the bar (for higher quality animation) and the feedback<br />
sets a clear goal for the user for the following day, which could almost be written down<br />
like a checklist. Again, this type of regular feedback is of great help for any animator.<br />
Victor's original planning sketches for Wall-E. (2009, planit3d.com)<br />
Pixar animator Victor Navone likes to spend at least a day (schedule allowing) to think<br />
about the shot, the characters and how it fits into the film. He starts drawing ideas,<br />
looking at research, and/or acts it out to find ideas. (Navone, 2011, strutyourreel.com)<br />
We had model sheets to show us how to design the facial expressions and poses.<br />
We had video of the voice actors performing their lines (which was sometimes<br />
useful, often not). And of course we had the whole movie in storyboards and John<br />
Lasseter telling us what he wanted. (Navone in Fitz, 2006, planit3d.com)<br />
In this pipeline some references are already a given, but even then the animator himself<br />
would create thumbnail sketches - like the planning sketches above – to work out and<br />
test his ideas quickly. When he works pose to pose he tries to find a sequence of poses,<br />
the essence, that he thinks communicates the acting ideas as clearly as possible with the<br />
least amount of information, again finding the essence and focus on that.<br />
Then I go about putting those poses onto the 3D character and timing them out<br />
on the computer. I usually start with held splines or I double up my poses to<br />
minimize to minimize[sic – typo was in original] the amount of computer<br />
inbetweens. Then I start adding breakdowns as needed until I have keys at every<br />
4 or 5 five frames. Then I start smoothing my splines from the hips out, adding<br />
ease-ins and -outs, offesetting keys to get lead, follow and overlap, and adding<br />
more keys where necessary for texture and better arcs. I spend at least a whole<br />
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day polishing splines, arcs and spacing at the end. (Navone, 2009,<br />
strutyourreel.com)<br />
The 3D animation workflow should allow animators to easily sketch out and try ideas<br />
first. This preplanning, again, is extremely important. Victor then applies these ideas<br />
onto the 3D character, testing if it works and adding more important poses to minimize<br />
the computer inbetweens and get a better flow in the motion for a sense of control. After<br />
he has set the main poses and added breakdowns he works part by part to add easing,<br />
offsetting, follow-through and overlapping. Such a layered approach, doing part after<br />
part, we‟ve seen before with 2D animators as well and helps fully focusing on the motion.<br />
Then he starts adding adjustments where he deems necessary for extra texture and<br />
better arcs. Though this describes his general workflow it‟s not necessarily this strict.<br />
For abstract characters like Wall-E I tend to rely more on drawings. For acting<br />
shots I usually work pose-to-pose; for more physical shots I may work layered. It<br />
all depends on my mood and the requirements of the scene. (Navone in Fitz,<br />
2009, planit3d.com)<br />
For Navone there are a couple of methods and his method of choice depends on his mood<br />
and the scene itself. But we can see his general usage of quick drawings, the pose-to-<br />
pose method and the layered approach. Almost the same accounts for Carlos Baena who<br />
worked on Finding Nemo (2003), The Incredibles (2004) and other Pixar movies.<br />
Furthermore he‟s one of the founders of the popular top-notch animation school<br />
Animation Mentor. He also states the importance of getting ideas and setting a goal<br />
before „running into‟ the computer barrier. For his inspirational and motivational<br />
references he looks at and/or creates:<br />
- Previous animated shots with the character<br />
- Storyboards<br />
- Layout<br />
- Film Footage Reference<br />
- Personal Video Reference<br />
- Posing Reference<br />
- Thumbnails.<br />
(Baena, http://www.carlosbaena.com/resource/resource_tips_planning.html )<br />
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A series of thumbnail sketches for the sequence where Mr. Incredible jumps from one building into another<br />
grabbing someone in mid-air along the way, from The Incredibles (2004). Image from carlosbaena.com<br />
Carlos also mentioned that he sometimes relied on the skills of others, letting them make<br />
a thumbnail or sketch of a pose and use these as inspiration and guides as well. Any<br />
reference footage that might inspire or motivate choices is more than welcome, even<br />
preferred. Even feedback in the form of big brainstorm sessions or as small as tiny<br />
notations or hints can help the animator get motivated and inspired, but even more get<br />
fully focused on what he needs to change, needs to do and how he will do it. Animation is<br />
teamwork.<br />
It's such a collaboration process, that it really helps to get constant feedback from<br />
the other animators. I start out by studying the shot, the moment when it takes<br />
place in the film and storyboards if they are available. Then I'll listen to the<br />
dialogue if it's a dialogue shot, and try to rough some thumbnails and write down<br />
ideas for the shot. Then I'll do a blocking pass with these ideas, and I'll try to get<br />
feedback right away from other animators to see if things read right away and<br />
people follow where I'm going with the shot. Because of other animators, I'll<br />
realize that I'm not pushing a shot enough or that maybe I'm going a little crazier<br />
with it than I should. I also try to animate the least number of things at first. I<br />
find it hard to change things on a shot if there is a lot of work put in it, so it's<br />
much easier to keep things simple right away. If the director likes where you are<br />
going with the shot, then awesome, you go ahead and start putting details in it<br />
and polish things up. (Baena in Belgrave, 2003, cgsociety.org, p.2)<br />
Baena also mentions that because of other animators, their comments on his work and<br />
their work at the animation dailies he realizes that he‟s not pushing his ideas and the<br />
character – as in exaggerate - far enough. The dailies seem to be a good thing for<br />
pushing that, but are also very important for playing down the animation when needed<br />
and help reviewing it on basis of the whole film. If the shot‟s overall place in the film is<br />
forgotten the final animation can easily end up having to be reanimated or adjusted,<br />
which takes a lot of time. (Baena in Belgrave, 2003, cgsociety.org) Especially the review<br />
process of the director and/or animation supervisor is very important. The animation<br />
dailies are also a great way to deal with the inputs from them as well.<br />
In the end, the director is the one always thinking about the film as a whole,<br />
sometimes concerned about how the film cuts, other times concerned about<br />
staging and other times concerned about the acting. (Baena in Belgrave, 2003,<br />
cgsociety.org, p.2)<br />
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It‟s important to allow supervision from the director and the team at a regular interval so<br />
you‟ll always know what your next deadline is as well as be aware of any feedback<br />
rounds to come. With the production process of Mac „n‟ Cheese there was no real distinct<br />
director, but as I was supervising animator I often had to check it in the edit and guide<br />
the other animators with their animation. The overall supervision often went slow and<br />
came out to be a tedious task as we hadn‟t planned regular meeting or times for those<br />
and for me often ended up interfering with my task of animating in the middle of the day,<br />
often even a couple of times a day. If such a task could be more streamlined or better<br />
planned the task for lead animator and supervising animator can be done with greater<br />
result and in a shorter amount of time. Also if this is done at preset times I wouldn‟t have<br />
to interrupt the animator because he would be ready to receive the feedback at those set<br />
moments. I would like to end this with a quote from Victor Navone on what the<br />
animators focus on at Pixar.<br />
Animators at Pixar just animate. (Navone in Fitz, 2006, planit3d.com)<br />
3.2.2 Animating on Legend of the Guardians: The Owls of Ga'Hoole<br />
(2010)<br />
Brendan Body, lead animator on Legend of the Guardians: The Owls of Ga'Hoole (2010)<br />
discusses the crunch time 13 of animating on this movie in his blog. He states that even<br />
far into production parts of the story changed and influenced the way shots had to be<br />
animated. Shots were already starting to be animated, but changed later on – which<br />
often ended with needing to re-animate the shot totally.<br />
One major change to the film that affected the scene was the decision that the<br />
hero (Soren's) parents should not be killed during the film. Up until a few months<br />
before the end of the film's production the story had Soren return home to find his<br />
family's hollow burnt and abandoned. It was a sad but very beautiful and powerful<br />
scene. This was also where Soren was reunited with his snake nurse mate, Mrs.<br />
Plithiver (or Mrs P.) who would then accompany him on his mission to find the<br />
mythical Guardians of Ga'Hoole. Now that Soren's parents were not killed and he<br />
didn't return home, there was the dilemma of how to reunite Soren with Mrs P. As<br />
removing her would have impacted too much on the rest of the film. It was<br />
decided that she could be reintroduced in this sequence by Twylight bringing her<br />
into his home as food for him and his hollow-mate Digger. Who had just met<br />
Soren and offered him shelter. (Body, 2011, http://brendanbody.blogspot.com/)<br />
This resulted in shots being reassigned to senior and lead animators that could quickly<br />
pick up the job and could take responsibility for creating high quality animation in those<br />
last minutes nevertheless. Brendan got one of those reassigned shots and took the<br />
13 Crunch time is the interval of time just before a project is due and the production is reaching its deadline. In<br />
animation production people often work from early to late at night in the last few weeks of production to be<br />
able to get to the product‟s final state in time.<br />
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altered shot described above. His workflow for building the idea and concept for the<br />
altered shot was as follows:<br />
- Planning<br />
- Basic poses<br />
- First tweaks and in-betweens<br />
- Send to director for notes.<br />
- Tweaking and checking with director daily for comments<br />
- Delivering the final<br />
Brendan wanted to try some funny ideas he‟d come up with and sketch out the<br />
combination of this with the guidelines of the shot. He really wanted to play with the idea<br />
of Soren (the snake in the movie) grasping the owl in the shot, but it had to come over<br />
as a hug instead of an attack. But he also wanted Soren to accidentally squeeze the owl<br />
when she became angry. The essence of this is really important, and to get to this and<br />
check if this can come over to the audience he started creating thumbnail sketches.<br />
Some thumbnail sketches for the discussed scene from Legend of the Guardians: The Owls of Ga'Hoole (2010)<br />
by animator Brendan Body.<br />
They are supposed to be done very quickly and rough as a way of testing and<br />
remembering the ideas for a shot. They also serve as a guideline of what works and what<br />
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doesn‟t. For him they were mainly used as a means to visualise the physical movement<br />
of the snake throughout the shot. (cf. Body, 2011, http://brendanbody.blogspot.com/)<br />
After thinking through the ideas for poses and storytelling he used these as a guide for<br />
creating basic poses to check if the character could do a similar thing in 3D with<br />
believability. This basic poses served as a trial and error for getting to the best possible<br />
pose for Soren to hold and squeeze the owl in a believably friendly manner. Again, this is<br />
part of testing out the idea before starting in working out the actual movement in the<br />
animation. He‟s still focusing and working in a distinct pose to pose manner. After that he<br />
took a day to refine poses, add a couple of breakdowns and put in some of the facial<br />
animation to help sell what the final characters emotion would be. Then, for the first<br />
time, he submitted it for review towards the animation director. Who would review it,<br />
send up notes and would later be available for questions, clarifications and additional<br />
reviews around lunch time. The director states what he likes and dislikes, giving hints for<br />
things to add or remove in the shot. Then it‟s time for the animator to adjust his<br />
animation based on the director‟s comments. The review and tweaking stage goes back<br />
and forth between the animator and animation director while passing the stages of<br />
blocking, rough and towards final. A confirmation on blocking approved or rough<br />
approved acts as a checklist that the corresponding things work fine and animation can<br />
be tweaked into the later stage, adding more detail and finesse. This daily and quick<br />
review system really improves creative flow. Each day the animator is able to get a fresh<br />
look on the animation with the help of clear notes from the animation director. There‟s a<br />
constant clear goal for the animator to work towards. For flow there‟s also the need for<br />
immediate feedback, although it is not evident in this workflow it is actually present. The<br />
regular interval of feedback by the director makes for a to-do list on an almost daily<br />
basis, which is used as guidance towards the goal. When it‟s not reaching those goals the<br />
animator himself perceives direct feedback from checking the animation previews he<br />
creates (to check timing and motion) against the set goal, resulting in perceivable<br />
immediate feedback. Furthermore it‟s best to not constantly have new notes from an<br />
animation director as constant introduction to such information interferes with the act of<br />
animation (or any act at all) and could easily break ones focus, thus flow.<br />
While discussing the WYSIWYG effect of stop motion I‟d already briefly mentioned<br />
that 3D animation is affected by the opposite. The end rendered result can appear very<br />
different from the preview the animator works with. Within the production of Legend of<br />
the Guardians: The Owls of Ga'Hoole (2010) they had this same problem. In-between<br />
stages they did small renders with motion blur to see the effect that motion blur would<br />
have on the motion and clarity of the poses and emotion and thus create a preview with<br />
reduced difference from the final result to use for reviewing purposes. Sometimes<br />
animation had to be altered that would‟ve looked fine in the animator‟s preview, but<br />
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came over differently in the test-rendered version. (Body, 2011,<br />
http://brendanbody.blogspot.com/) Adding this check-up adds towards the clarity of the<br />
animator‟s goal and also helps looking at the animation in a different way, giving the<br />
animator the possibility to pinpoint other flaws in the animation as well. Such check-ups<br />
and supervision in-between can be of significant importance when the final rendered<br />
result differ an extensive amount from the preview version. We‟ve done such test renders<br />
in the production of Mac „n‟ Cheese as well and it guided the animators as well as my<br />
own supervision on them on certain points that looked fine in the previews but needed<br />
extra attention when seen in the rendered version. It was very helpful and made us able<br />
to see problems before the final rendering, thus taking a significant smaller time of<br />
production and help to direct us more to our final goal with this increased speed in<br />
feedback.<br />
Because the shot Brendan was working on got altered from the original version the<br />
animator had to also adjust the camera, which was normally not the case in this<br />
production. These were normally initially laid out by the studios lensing department. For<br />
this shot the camera would still have to be refined by this same department. (cf. Body,<br />
2011, http://brendanbody.blogspot.com/) Again we see that such things are released<br />
from the animator‟s mind. This creates more focus on only the animation of the<br />
character. Even more, having this clearly laid out beforehand doesn‟t only keep the<br />
animator from other tasks to do, but also give him a more controllable limited space to<br />
work in. The animator has a clearer goal and it‟s easier to oversee what motion he should<br />
aim for. Again, defining scene layout and creating plans accordingly before starting with<br />
animating are important for a constant focus and reduced mind stress of the animator,<br />
increasing flow.<br />
3.2.3 Animation in smaller sized productions<br />
At smaller studios the animator might be a story artist and editor as well. Also the<br />
amount of money that is allocated is often less and this creates less time space for the<br />
animator to work in. There might not be enough time and manpower for creating an<br />
elaborate storyboard or reel before animating begins. A simple overview from some<br />
smaller projects I‟ve worked on, discussed or have read about look like this:<br />
- An idea or story comes in from advertising agency; sometimes with a storyboard.<br />
- Time allocated for each part in production is being discussed.<br />
- Animator captures any references, works out ideas and tests. (if possible within<br />
the assigned time.)<br />
- Applies his ideas onto the 3D character as key poses.<br />
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- Discuss with supervisor.<br />
- Animating. Keeping in mind the continuity and storytelling, because those aren‟t<br />
strictly laid out as reference.<br />
- Put into edit to check for continuity and storytelling.<br />
As you can see the animator often is the one planning out most of the action, taking care<br />
of continuity, storytelling and timing while his task is to animate at the same time. The<br />
distinction between planning and starting to animate can be very blurred and it is hard to<br />
see or know when to actually start animating or even more importantly to know when to<br />
wait with animating. Over time many animators learn that planning is a key ingredient<br />
for good animation, but the workflow of 3D software doesn‟t initiate such a flow because<br />
it doesn‟t allow for quickly testing. The (experienced) animators therefore often refer<br />
back to pen and paper for thumbnail sketching and creating test poses because of its<br />
speed increase and separation (as in non-omnipresent.) Customizations that provide<br />
sketching in 3D software itself would be very welcome and can provide a more direct (in-<br />
scene) approach to sketching. The same accounts for creating small thumbnails for the<br />
frames, if this could be done in 3D software there could be a huge change in the planning<br />
stage of 3D animation. And will also introduce a better reference connection with the<br />
plans the animator creates.<br />
But there are no rules that govern the best way to develop the creative goals of a<br />
project. […] A word of caution: Changing the creative goals of a project once<br />
production has started almost always has a negative ripple effect that leads to<br />
delays, complication, additional expense and frustration. (Kerlow, 2004)<br />
The best way to work, for both professionals in the 3D industry as well as other fields is<br />
to limit everything to only that freedom that is needed. Creating a strict storyboard or a<br />
line test for complex shots can, as seen throughout this thesis, definitely safe time while<br />
animating. But it‟s not only that, giving a direction for the animator gives him a better<br />
clear goal (remember, this is a requirement for getting into a flow) and makes it easier<br />
for creative artists in a team to be coherent when they talk about the animation of a<br />
shot. Everyone knows what will happen and the essentials of storytelling that is to be in<br />
the shot shall at that time be the same in everyone‟s mind. This can be seen really strict<br />
(as with Pedri Animation) or relatively loose (House of Secrets.) This difference possibly<br />
comes from the difference in size of the studios. While Pedri Animation admitted to be at<br />
least „some kind of a factory‟ and working off of a line test for most of the animations the<br />
contrary happens at House of Secrets. The animation department is given freedom most<br />
of the time limited by just a simple „couple of pictures‟-storyboard (often from the<br />
advertising agency) and some quick words on the approach from the animation<br />
supervisor. But it is not to say they don‟t have a structured animation workflow as well.<br />
The overview at the beginning of this paragraph depicts House of Secrets‟ animation<br />
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workflow pretty well. The animator goes to work often with a couple of pictures that<br />
show the idea or a small storyboard. The animator plans out his idea or shows the<br />
supervisor the ideas for the poses and he‟ll get comments on it if necessary. Because<br />
they do commercials instead of features the length of the animation and its place in the<br />
full sequence is often easier to oversee. Though, the director still stays in control to<br />
manage the animator‟s goals and give him notes and comments for better focusing. This<br />
focus and concentration is really needed for the animator to be able to achieve flow and<br />
stay in that state as well.<br />
Percy Tienhooven, one of the founders of a small animation studio called FUBE, has a<br />
great passion for animation but has also been getting more and more interested in<br />
keeping up with friends on facebook and checking other social media. Even checking<br />
some blogs and game pages came into his daily workflow. Especially sites like facebook<br />
had him checking up the notes by friends constantly throughout the day. He noticed the<br />
interference - but even more the breaking - of his flow. Once he popped out of his work<br />
to check and read some other stuff (or even the idea of switching to do so) introduced<br />
self-consciousness, which for flow should not be present. When you keep switching<br />
between multiple tasks you are thought-juggling 14 . This external and internal<br />
interference is one of the biggest problems many more people are facing nowadays.<br />
Percy initiated to block all websites on his work computer that kept him and his mind<br />
from fully focusing on work. He mentioned that ever since introducing this adjustment<br />
he‟s been able to be more productive, feel more efficient and feel better in general. He<br />
also had trouble separating from work when he got home. He would go home, turn on his<br />
laptop and started doing a bit of this and a bit of that from the works‟ chores, but again<br />
while he was trying to entertain himself with facebook, games and/or a movie<br />
intermittently. He now stopped taking his laptop home and uses only his iPad at home.<br />
Since he‟s now unable to do any 3D animation from work at home he can fully focus on<br />
entertainment, totally separated from any thoughts of working. Taking time off can be<br />
very important, like we‟ve seen in Wallas‟ model of the creative process. Incubation is an<br />
actual part of the creative process.<br />
Even more he said that he learned that flow and noticeable interference is not only at<br />
oneself, but also on how you work with others. How a team works can easily interfere<br />
with a task at hand, or simply said interfere with one‟s flow. Quickly asking a question or<br />
discussing a minor detail while someone is focused on a task will change his focus from<br />
the task and thus interfere with his focus and flow. Again, this is a very clear thing to<br />
remember. Anything the animator should do or anything that would do something with<br />
14 Thought-juggling is when you switch tasks while multitasking. You throw the information of one task up in<br />
the air switch to the other task and later go back to the first task hoping you can catch what you threw up<br />
without losing or missing any of the critical pieces of information. This can only work when the information<br />
consists of low-complexity.<br />
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the animator (like reviews by the supervisor or the animator‟s notation) should not<br />
interfere with the task at hand, best is to have it at a decided time so everybody will<br />
work towards it and be ready when it starts. This is really an essential part of keeping<br />
flow and staying creative – and happy - while at it. Especially in smaller studios where<br />
someone is often involved with more than one task it is important that this person can<br />
easily focus on a task separated from the other, instead of having to switch both<br />
constantly and introduce thought-juggling.<br />
Mark Bazelmans, animator at animation studio Lemonade, says he uses small speed-<br />
up shortcuts and buttons while animating. His examples were a button that acted as a<br />
quick selection method for the whole character, a script that corrects overshoot on a<br />
curve and one that helps with adding inbetweens. These things that resolve some of the<br />
daily hinder from controlling the character and working with the keys can have an<br />
extensive positive impact on the animator‟s workflow. But before he starts working on<br />
the hard work he sketches and works out the ideas of the shot beforehand.<br />
[…]your blocking should clearly convey your ideas about the character and the<br />
poses, and that extra time spent at the beginning (even thumbnails) can greatly<br />
improve the outcome and save a lot of time. If your ideas differ from the<br />
animation supervisor or director it‟s better to find out in the sketch fase[sic] than<br />
when your[sic] knee deep in keyframes.<br />
(Bazelmans, 2011)<br />
Mark uses a small to-do list to write down and remember the comments made by the<br />
supervisor and/or director. It‟s like a little checklist to check off the made notations. Once<br />
he starts animating he‟ll often set keys only on a limited amount of frames, having keys<br />
for the full pose without key offsets for as long as possible, this helps keeping the<br />
timeline clear and simple to oversee. The amount of data 3D animators work with – from<br />
all controls and axes – can become hard to oversee, therefore it‟s best to have a<br />
structured and organized approach that keeps it as simple as possible for as long as<br />
possible. As said Mark also creates simple presets and shortcuts to easily change Maya‟s<br />
default behavior. Marks workflow shows that he as animator wants a quick ready-to-use<br />
suite to work with it that is as clean, organized and simple as possible and allows him to<br />
work in that same way. It‟s important when creating and designing tools to enhance flow<br />
that the default settings for things that require control optionally have default settings<br />
that are most likely set to the animator‟s most likely intended usage. Having it perform<br />
as intended by the animator out-of-the-box is what makes it instantly beneficial for<br />
animators. The same as how setting their own presets and defining their own layout<br />
setup helps with feeling comfortable with the interface and get up to speed on a daily<br />
basis in the long run. Complexity as well as not feeling instantly comfortable interferes<br />
with efficiency in the creative process. Animator Nanda van Dijk uses similar scripts<br />
designed to help with a certain task – like the inbetweening mentioned by Mark - and<br />
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says that the usage of such tools really make it a lot easier and make it possible to work<br />
more intuitively. Looking at tasks that show some complexity or take a lot of time to do<br />
seem very good starting points as it are improvements the animator is actually hoping<br />
for and has probably even already been searching for.<br />
3.2.4 Animating with the use of new techniques.<br />
Visual Effects studio Double Negative has been working on Paul (2010) and provided the<br />
main character with the similar name. Paul is a grey-alien, like how we „know‟ aliens, and<br />
had to set a lifelike and believable performance for this movie. (Failes, 2011,<br />
fxguide.com) For the creation process they used new techniques in their pipeline, like<br />
motion capture. Real life actor Seth Rogen provided the voice and basic movements for<br />
this animated alien character. But his captured data wasn‟t directly used on the<br />
character.<br />
Seth donned the Xsens MVN suit and performed the role on-set as a reference for<br />
the animation team, allowing them to reflect his nuances and mannerisms onto<br />
the titular character. (http://www.xsens.com/paul)<br />
The captured data was used as reference for the creation of the actual animation. The<br />
motion capture provided an on set reference for where Paul would be or what he would<br />
be doing and thus the director could instantly see a relatively thorough previz of the<br />
scene, like the workflow of The Third Floor described in paragraph 2.4. Since the director<br />
was able to instantly supervise the real-life actors combined with Paul‟s basic position,<br />
movements and timing simple adjustments could be made relatively fast and early on –<br />
when actual synthetic animators weren‟t even in the picture. Thus by the time the<br />
animators start working on it the director has already approved its main guiding<br />
animation reference. This thorough motion reference (3D motion capture data) and the<br />
actual shot as guidelines combined resemble the basics of the shot immediately. Such<br />
clear guidance (which already has been approved by the director before) makes that the<br />
team is always on the same line and knows what has to be done. Even more, the<br />
animators can get inspired by the detail, finesse and motion in the material already<br />
delivered as guidance. Any additional quick ideas or tests from the animators were also<br />
done with the Xsens system.<br />
Animators further relied on reference footage of themselves – some shot on<br />
flipcams – and motion capture data generated in-house. “That Xsens MVN suit is<br />
really flexible and affordable so we had one here in several sizes,” says Beer. “We<br />
would set up sessions where animators could jump in the suit and then capture<br />
their performances in 3D. You could block things in so quickly and see it on Paul,<br />
and get a choreography that the director could buy off on. Sometimes with video<br />
reference it‟s harder to imagine a person who looks completely different to Paul<br />
working in the scene.” (Beer in Failes, http://www.fxguide.com/, 2011)<br />
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By now I‟ve presented the importance of strict preplanning numerous times, but here<br />
speed is being addressed clearly as well. The increased speed in trying out different<br />
things and testing out ideas seemed very beneficial within creating the animation for<br />
Paul, even important. A more direct result, especially when testing and experimenting,<br />
really helps the performance of the animators and thus the performance of the animated<br />
character. Although the motion capture data was purely used as reference and guidelines<br />
it helped quickly trying out ideas, finding small nuances in motion as well as showing the<br />
director and the team what you‟ll be creating rather extensively early on. The animators<br />
were able to get to the actual character handling process in 3D relatively quick, while<br />
maintaining the creation of consistent planning beforehand, because of this speed<br />
increase. Other technicalities involved in this process are thus (for the animator) mostly<br />
in the character handling, posing and actual „usage‟ of the 3D character and data. For<br />
helping the actual character handling they used hand- and face-pose libraries to quickly<br />
let the animator choose/test poses in a clean and very interactive way. (Beer in Failes,<br />
http://www.fxguide.com/, 2011) A pose library with pictures for the poses might<br />
resemble some of a character sheet for the animator as it provides good (standard)<br />
poses within reach. Even more, a good pose library can help the animator focus on parts<br />
of the character as it could provide poses for only parts of the character as well (thus<br />
work layered.)<br />
Two pictures showing (developmental) pictures of a pose manager for Maya called PoseMan2. It provides<br />
thumbnails for the poses, and sections and groups for a layered approach. Note that this is not the system<br />
created by Double Negative.<br />
It provides possible consistency between animators but also a speed up in the workflow<br />
of any animator. These techniques used by Double Negative shows improvements in<br />
speed of setup, testing and choosing the right poses and getting direction on a shot. This<br />
seems to really help the animator in a positive way with working out his animations and<br />
the gaining of creative ideas.<br />
Another issue they came across while working on Paul was the missing WYSIWYG<br />
feature in 3D animation for the animators. Especially because the exaggerated lifelike<br />
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performance should come over correctly it was important that it would end up being<br />
readable as how the animator intended it to be.<br />
“As soon as we started to try lighting him up with sub-surface scattering and all<br />
the beautiful components that make him feel physically in the shot,” says Beer,<br />
“the details that we‟d put in to make him read as a character – the emotional<br />
landmarks – became suddenly invisible.” […] “So we went from these playblasts,<br />
which are grey-shaded representations with high contrasty lighting, to a lit version<br />
of the character that looked like Clutch Cargo – basically just a talking mouth. But<br />
DNeg has a lot of talented guys and we just kept dialing everything in to get<br />
movement back and the feature lines to read again. The animators and lighters<br />
had to push it harder than they normally would.” (Failes,<br />
http://www.fxguide.com/, 2011)<br />
The animators and lighters had to take steps back, tweak and fix those parts to make<br />
sure everything would come over correctly. The benefits of having a WYSIWYG<br />
environment for animators have now widely been discussed within stop motion, the<br />
production of Legend of the Guardians: The Owls of Ga'Hoole (2010), Paul (2010) and<br />
throughout been mentioned in Mac „n‟ Cheese (2011) references as well and will be<br />
discussed further later in this chapter. This indirect control made for a tedious back and<br />
forth process of fixing and tweaking. This takes time and even worse reduces the flow.<br />
The best setup would be, in such a case where instant feedback isn‟t possible, one<br />
wherein regular and even more a constant stream of such feedback would be made<br />
possible. Like that is done within the production of Legend of the Guardians: The Owls of<br />
Ga'Hoole (2010) where they introduced early render tests to check and see early on what<br />
the rendering would end up doing with the animation. Planning this with regular<br />
intervals, like animation dailies, makes for clear moments of feedback and progress and<br />
helps working focused to the final goals.<br />
3.3 The open creative workflow of starters, students, hobbyists.<br />
The overall pipeline and workflow for starting animators, students and hobbyists is<br />
often rather similar to those already discussed and there‟s no general difference in<br />
preproduction, production and postproduction either. Therefore discussing the basics<br />
again would be a reconfirmation of the already elaborately discussed points. This<br />
paragraph will thus focus more on its differences and additional ideas found in these<br />
animators‟ workflows. The biggest difference is how the animator is assigned to his tasks<br />
and what his tasks are. Animators at smaller studios, starting animators (like students)<br />
and hobbyists often don‟t have a strict predefined workflow and even more often aren‟t<br />
only focusing on the part of animation. For example, students are part of the whole<br />
production. Creating story ideas, storyboards, character designs, modeling, layout,<br />
animation, lighting, rendering, compositing and are often even involved with exporting<br />
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the final movie too. They might seem to be working on a project for a long time „creating<br />
animation‟, but in that time they deal with preproduction, production and postproduction.<br />
Instead of having a strict division between each stage in the pipeline the border between<br />
each stage of production is much more blurred and this makes it hard to separate tasks<br />
from one another. Even more, these animators have more tasks at hand: data wrangling<br />
is a daily task, as well as supervising the overall structure of daily progress. The same (in<br />
smaller amount) accounts for supervising animators in small studios who might handle<br />
the layout of a shot, the actual animation and supervising other animators, which might<br />
seem logically to his job description. Though, often, this same person deals with at least<br />
some of the data wrangling, like checking to be sure the latest playblasts are in the right<br />
place with the correct names containing the elements it needs and nothing else (as a<br />
frame counter is often useful, but the cluttered view of controls overlayed on the<br />
character is a no-go when previewing your animations.)<br />
Such interfering tasks can really disturb flow as have been thoroughly discussed, but<br />
taking time off can also be part of the creative process, like incubation. Edwin Schaap,<br />
student at the Utrecht School of Arts, keeps himself enthusiastic and creative by shortly<br />
doing something else when he‟s getting fed up with the task at hand. He‟ll switch to<br />
rendering for example, when he feels he‟s losing enthusiasm or fresh sight on the<br />
animation he‟s working on. This helps him to take a step away from the task of<br />
animating and allow for incubation. It‟s important that he chooses to switch instead of<br />
being forced to do so, as that interferes with his flow. There‟s a difference between this<br />
forced switch and the chosen one, where respectively the first introduces us with a bad<br />
workflow and the last can be a personal good habit. I say „can be‟ because being aware<br />
of wanting to switch increases self-awareness and reduces focus of the task at hand, and<br />
it might be at a moment when there‟s no need for another task to be completed or there<br />
might be none at all. Still, in the good version taking time off is part of the creative<br />
process (in Wallas‟ model.) But if the user is introduced with interference by other tasks<br />
and ideas he‟ll be facing lack of focus, thought-juggling as well as a break in flow, or will<br />
have no flow at all.<br />
Another interesting thing to notice with starting animators is the willingness to<br />
customize and adjust the interface and buttons to their own needs. Although Maya allows<br />
for customizing the interface in numerous ways it still seems lacking compared with the<br />
customization possibilities of other software. As for Gijs van Kooten and Tom Hankins<br />
who talk about Zbrush and its capabilities of creating a really customized interface in a<br />
relatively very simple way.<br />
In Zbrush it's really handy that you can easily (drag and drop) make your own<br />
menus and grab functions from different menus and put them together. Then you<br />
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can bind it to any hotkey and have it appear near your cursor at any time. (van<br />
Kooten, 2011)<br />
Allowing you to easily combine functions and create a single button or shortcut for<br />
elaborate tasks (as well as simple tasks.) In Autodesk Maya the user can create similar<br />
possibilities though it often requires you to do at least some programming in its native<br />
programming language MEL or in Python (especially when stacking/combining functions.)<br />
Many animators are unable to program and thus unable to create such shortcuts in a<br />
simple way. Creating such shortcuts (of multiple tasks) should be provided in the<br />
simplest way possible. Again we can see that animators are likely to go for a solution<br />
that provides them with an improvement in speed and simplicity. The setup of such<br />
customization also takes some (even if it is just a little) time in Zbrush as well, but<br />
nevertheless is being greatly used as its introduced speed increase greatly outweighs its<br />
setup time. Still there‟s a fall-off in efficiency, according to Fitt‟s Law 15 , when using on-<br />
screen buttons that have to be pressed based on visual feedback, even more when<br />
they‟re becoming relatively small or far from the animator‟s direct work space. Therefore<br />
it‟s interesting to provide interfaces for the user that can stay close in proximity of the<br />
animator without interfering with on screen space (for animating) or provide the<br />
possibility of customization (in keyboard shortcuts for example) to work around such<br />
efficiency decrease at all. As it is hard to introduce a big amount of shortcuts to<br />
memorize 16 the focus of the produced tools for this research lies at producing a visual<br />
interface allowing direct control, because it presents direct feedback and control without<br />
the need of learning and remembering functions by heart. Nevertheless, allowing the<br />
user to use the toolset‟s functions as a shortcut (when possible) can make a tool much<br />
more production worthy for all animators and should be kept in mind when developing<br />
such tools.<br />
Many of the students I‟ve spoken with stressed the importance of planning for<br />
animation. The storyboard should be clear (and close to final) before creating the rig, so<br />
the rig can contain the functionality it needs on basis of choices made from the<br />
storyboards. We‟ve seen a similar approach with stop motion where the puppet‟s rigs are<br />
created with only the needed freedom based on the needed motion limiting the rig‟s<br />
movement to only the necessary control for the animator. The storyboard and process<br />
before the actual animating should conceive a clear picture of what has to be created and<br />
what will possibly fit as animation in that sequence. These same student animators<br />
stressed the team effort of discussing the concepts, story, and ideas for animation and<br />
15 Fitts's law is a model of human movement in human–computer interaction and ergonomics that predicts that<br />
the time required to rapidly move to a target area is a function of the distance to the target and the size of the<br />
target.<br />
16 Gijs van Kooten also stated that when working in one program for an extended period of time and then<br />
switching back to the other made it hard for him to remember his set up shortcuts in that particular software.<br />
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progression of the shot before starting to animate. Again this is introducing the concept<br />
of teamwork within animation as a primal need. Thus important is that everyone<br />
constantly has the same goals for the final animation and knows what his current task is<br />
and should easily be able to check off and show when it‟s done or in need of review.<br />
Especially students or starters might not have the ability to cooperate with team<br />
members at one location all the time and will end up doing discussion and management<br />
over the internet. A tool to likely introduce a positive influence on this – for online but<br />
also for teams working in a single location together - would be a system providing easily<br />
accessible and widely shared data and information on the full project, like goals, progress<br />
and current tasks with the aid of small notations or possibility to comment/discuss the<br />
project clearly as well. An example for such a thing already discussed is the ShotTracker<br />
created by Motek Entertainment for usage in their production pipeline.<br />
3.4 My personal pick on a 3D workflow.<br />
My own personal experience with 3D animation started with an unbelievably slow start<br />
and I‟m actually still in the process of really starting to feel comfortable and intuitive as I<br />
am still searching for a better held flow, hence this research. I‟ve had trouble picking up<br />
the importance of planning, setting a goal and knowing where you‟re heading constantly<br />
when I started learning to animate. I often started animating with a simple idea of what<br />
a character was going to do and ended up with complete rubbish over and over again.<br />
Even when I‟ve been told and read about the importance of reference and planning I had<br />
a hard time actually using it and doing it myself. Back then I‟ve tried using the pose-to-<br />
pose method, but freedom in the software allowed me – and my enthusiasm forced me -<br />
to adjust poses in-between the important poses rather early on instead of creating strong<br />
key poses. I often ended up with a moving character that moved from one place to<br />
another in indescribably weird ways, which was fun at times but I‟ve never felt that I<br />
actually reached any goals I set beforehand. Just doing whatever suits you best at any<br />
moment is not the way to go in production.<br />
Before going into the negative things of 3D animation there‟s also a lot I consider as a<br />
useful functionality in the software. Simple things like being able to undo, redo, copy and<br />
paste with or without offsetting provide simple and fast functionality for testing and<br />
experimenting with the animation data. Also working in such software makes it possible<br />
to create perceivable depth and believable depth as it works on a basis of three<br />
dimensional data. This also allows for simulations to run in such 3D space and create<br />
believable simulated effects, like water, explosions, gas, but also parts of or the whole<br />
character could in theory be simulated. And often things like hair or fur are already being<br />
simulated in 3D animation productions, sometimes even allowing the animator basic<br />
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control over the motion and letting the dynamics create its final nuances and believable<br />
realism. Though, this 3D space also makes for far more complexity than working with 2<br />
axes, like 2D. Therefore working in this 3D space and its complexity of managing the<br />
data gives most animators – as we‟ve already seen too – a hard time for quickly testing<br />
ideas and focus on only the necessary because many technicalities and complexities are<br />
often interfering with tasks at hand.<br />
For a 3D animator animating all starts from the rig as it provides an interface for the<br />
animator to control the character. Jason Schleifers‟ Animator Friendly Rigging emphasizes<br />
that it‟s important to create rigs that don‟t bite. (Schleifer, 2010, jasonschleifer.com) The<br />
rigs should feel friendly, simple and comfortable. I totally agree that this is important,<br />
and this actually accounts for the whole software and everything in the pipeline as well.<br />
You should work in a way you feel comfortable and are not afraid of unexpected<br />
technicalities that might come up. It all should be easy to use, fast and simple to<br />
oversee. Many rigs - almost all - these days are pretty fast in usage. But their increase in<br />
complexity give animators the need for better tools to manage the rig and animation,<br />
otherwise this increased complexity will interfere with the animator‟s mind, focus,<br />
creativity and flow - possibly in that order. Though, the way a rig works and how it looks<br />
also influences my animation. Working with a proxy rig 17 sometimes gave me better<br />
results than looking at the full quality character constantly. Also looking at a silhouette of<br />
the character was interesting for me as guidance towards better lines of action and<br />
creating better readable poses which was especially useful on physical action shots.<br />
Sometimes playing backwards, inverting or doing anything at all that made it look<br />
different gave me a fresh view on the animation and helped me to allow incubation while<br />
continuing to work on the shot as you start focusing on different things and let the<br />
previous things sink in. And this experimenting with form and color is only a part of what<br />
really helps me to „look‟ at my animation. Besides that, I also really love having control<br />
over the timing or smoothness of curves in a simple manner. I often retime animations<br />
just for checking and testing ideas or smooth out parts to see the difference. “Would it<br />
work better if it was faster? Or slower?” As I feel that it‟s hard to know this if you<br />
wouldn‟t have checked it I find being able to do so very important. Another thing I<br />
happen to do often to check overall motion and work layered is zooming in on just a part<br />
of the shot and thus a part of the character. This going close into the shot forces you to<br />
look at just those specific parts and helps keeping focused on just that, just working<br />
layered. Tools that quickly provide me with a fresh different sight or even a more focused<br />
sight on the animation of the shot are – in my opinion - highly recommended for aiding<br />
creativity.<br />
17 A proxy rig is one that allows you to work with a lower-quality version of the character that should resemble<br />
the character in its most basic form, often used for more interactivity as the lower resolution version is often<br />
faster in usage than a high quality one.<br />
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In management I‟ve noticed while working on Mac „n‟ Cheese and other productions<br />
I‟ve worked on it is extremely important to be able to check off what is done. It‟s ok to<br />
step back in production if it is really needed to, like when the rig doesn‟t work how it is<br />
supposed to. But in whatever stage the animator is he or she should not be distracted by<br />
any other parts of production. With Mac „n‟ Cheese we chose to start the process of<br />
animation even when some parts of the movie weren‟t final in storyboards, because of<br />
the time constraints we had. As the same people were responsible for multiple parts of<br />
the production we‟ve all had to deal with switching between multiple tasks. At first we<br />
really had trouble progressing with the process, but once we all learned how to divide<br />
these stages of the production we could finally start seeing progress one step at a time.<br />
Two or more parts could be in process simultaneously, but you should never feel<br />
responsible for more than a single task at the same time. What I mean is that you<br />
shouldn‟t feel like you‟re busy doing both at once. Focus on one task completely, check it<br />
off and then switch. You can only do this if you work strictly with a checklist and can<br />
hand over to the team what you‟ll do first, how you‟ll do it and tell them how much time<br />
it takes. This can only be done by setting a clear goal and by also making clear what your<br />
end resulting product will look like early on in the process. The initial step for this is good<br />
planning, lying out of the overall idea and discussing this with the team. Then discussion<br />
and review makes sure that everybody gets on the same line and knows what will be<br />
created. The first layout of the idea should be held as simple as possible - like 2D<br />
sketches or a quick discussion of the shot - because starting to work with complex 3D<br />
stuff where the computer takes over can interfere with the animator‟s possibility of<br />
processing creative ideas.<br />
“Letting the computer do too much of the work too early on in an artist‟s<br />
development may severely stunt their[student animators] ability to process<br />
creative ideas thoroughly in their imaginations before committing them to paper”<br />
(Gilland, awn.com, 2006)<br />
Therefore it is really important to take away as much as possible of the influence of the<br />
computer that creates not directly intended results at the beginning stages, for example<br />
its inbetweening. Gilland is definitely not saying you should not be using a computer, me<br />
neither, but you should be aware of what it will do when you choose to let it do<br />
something. You should have direct control over everything and the usage of the<br />
computer should be a tool to create your ideas instead of a tool that creates your ideas.<br />
The difference might sound subtle, but the results will vary greatly.<br />
Through the years I‟ve found out that good thinking and careful planning of the ideas<br />
make for way better and even more creative animation and allows you to take over the<br />
control of the program instead of letting it develop (bad) ideas for you. Even more, the<br />
first thing you‟ll come up with for the shot, any idea that might seem good or fun that<br />
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came up first, will probably be the first idea the audience thinks of too. Generally this is a<br />
bad thing. You want to constantly surprise the audience with a unique and rewarding<br />
experience, showing them something they wouldn‟t have come up with while watching<br />
the shots before this one. Therefore it is extremely important to sketch out multiple<br />
ideas, sit on it for a while and discuss it with others. Again, quick sketching, getting ideas<br />
and collaboration concludes to be the top most important things in animating. It‟s not in<br />
how slick a movement is for (most of) the audience, but what you‟re telling them and<br />
how they feel involved with it. The animator should bring over a living character instead<br />
of (just) a moving character.<br />
How it moves is more important than what moves […] what the animator does on<br />
each frame of film is not as important as what he or she does in between […]<br />
(Mclaren in Wells, 1998, p.10)<br />
What helps in this process of working towards better ideas (and thus animation) is<br />
teamwork and good collaboration. A brainstorm session or even a simple discussion can<br />
give you many ideas you would‟ve solely never come up with and thus more likely the<br />
audience wouldn‟t have either.<br />
Thus, I start in 3D by creating key poses in a shot that I‟ve thought out beforehand.<br />
Though, after setting the initial key poses I prefer working straight ahead, often<br />
removing/replacing the older poses I had come up with, with something better. The<br />
planning and poses that I‟d thoroughly thought through and created beforehand are an<br />
essential guide for my straight forward runs, reminding what the character should be like<br />
at those important moments – which the director probably even approved too. Like we‟ve<br />
seen many times before key poses instantly serve as great guidelines and my method<br />
closely resembles the combination/blend of pose-to-pose and straight ahead (as<br />
described in paragraph 2.2) giving the benefits of both. There‟s a difference between<br />
shots where acting is most important and other shots that thrive on physical action.<br />
When focusing on acting you would work your ideas from the character‟s mind, what<br />
would he choose to do and how would he do it, keeping improvements to the line of<br />
action and „sickness‟ of the shot for a later time. Whereas the shots with the focus on<br />
physical action often start from what is the action, how can this look slickest and what<br />
line of action is most intense where we start thinking about the acting and how would the<br />
character choose to do so much later. But for both, and I would say all, animation it is<br />
important to think it through and plan it well before you start investing time in complex<br />
stuff and let your mind run off with the bad things that can come along the way. Or even<br />
worse, let the computer introduce things in the animation you did not originally intend to<br />
have in there.<br />
Do yourself a huge favor and figure all this stuff[action in a scene] out on paper<br />
FIRST before you ever save a key. Ideally, by the time you touch a mouse, you<br />
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already know exactly what pose happens on what frame. You already figured out<br />
your paths of action and your arcs and anticipations on paper - then just get into<br />
the computer and plug that stuff in! (Kelly in Freeman, 2011b,<br />
shaunfreeman.com)<br />
The same accounts for the visuals the animator sees that can differ greatly from the<br />
final result, the non-WYSIWYG feature. It should be controlled directly instead of being<br />
magically created by the computer without some direct influence. While discussing Stop<br />
Motion animation I mentioned the almost true WYSIWYG effect of animating stop motion<br />
and how beneficial this is as opposed to 3D animation, where lighting effects and motion<br />
blur for example are only visible after the rendering process. The 3D animator works with<br />
the visuals in a raw state – à l'état brut 18 – that can offer an indication of texture and<br />
color but misses complex lighting, motion blur and so forth. Hence, the pose created by<br />
the animator can differ a lot from the final rendered result. This difference in pose and<br />
motion must be in the back of the mind of the 3D animator. He must remember that<br />
motion blur will likely „smoosh out‟ his animations making it less staccato 19 and more<br />
legato 20 . Also the layered ambient occlusion, lighting and shadow effects can make<br />
touches (between characters and objects) pop out more than in the preview which was<br />
how the animator saw it while creating it. Within the production of the mostly physical<br />
action based animated short Mac „n‟ Cheese we were downplaying many of the actions<br />
because they would feel too fast or hard while previewing, though they seemed too slow<br />
and legato when rendered. On the other hand high contrast areas often felt exaggerated,<br />
making it look faster and harder compared with the preview. Hence some parts ended up<br />
feeling harder and faster as opposed to others that felt smoothed out and slower. This<br />
ended up needing us to adjust the animation afterwards and re-render those shots based<br />
on the renders without direct feedback. The animator learns over time how motion blur<br />
and the additional effect adjust the overall motion of the shot somewhat guiding him to<br />
some extent when to overplay or downplay the movement. This is similar to theater on<br />
stage, where the actor is schooled on how to act out the emotions efficiently for everyone<br />
to see. The actor learns when to overplay his emotions to make it visible to the audience<br />
in a clear way, the same as how the animator should learn when to choose for a faster<br />
motion instead of a smoother motion. Nevertheless the animator is still „guessing‟ instead<br />
of being in direct control with direct feedback. For now there‟s still no way to let the<br />
animator easily check out his animation in a more rendered state, but in-between render<br />
tests can show most of the difference already and is thus an important aspect of being in<br />
control. Currently development in 3D software is constantly adding support for more<br />
18<br />
à l'état brut is French for in raw state. The sentence here is emphasized to refer to its raw state later in this<br />
paper.<br />
19<br />
Staccato is Italian for “detached” and the word is used in musical compositions for a performance<br />
characterized by notes that are abruptly disconnected.<br />
20<br />
Legato, like staccato, is a kind of articulation and is Italian for “tied together” and used in musical<br />
composition as opposite of staccato: smooth and connected; without breaks between the successive tones.<br />
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elegance – higher quality visuals and rendering effects – in the viewport that thus can be<br />
previewed for testing the animation, though its considerable speed difference (a lot<br />
slower) and reliability (crashes) makes it a doubtable option. And often it‟ll need a certain<br />
workflow, as layers will still not be shown in the way it‟ll be layered in proprietary<br />
compositing software, if it will even show the separate layers layered in the viewport.<br />
Even though computer speeds and the supported preview shaders are increasing fast,<br />
we‟re also increasing the amount and complexity of the rendered effects. So for some<br />
time to come the preview - à l'état brut - and final render are likely to differ for quite<br />
some amount thus render tests can and should be part of the process. Especially when<br />
working with a style that looks completely different when rendered compared with the<br />
preview. A regular interval for previewing a more final version allows for a more regular<br />
level of feedback and measurable amount of control for the animator. Even more, having<br />
such constant level of clear guidance for the shot provides the user with a clear goal,<br />
even if it is only on a daily basis or so, like with dailies.<br />
Another problem with the 3D software and its WYSIWYG missing features is the<br />
animation playback. Within Autodesk Maya the playback often isn‟t exactly the amount of<br />
frames per second you‟ve set up. The complexity of the scene can introduce slow-downs<br />
and hiccups in the playback, even in relatively light scenes a playblast (preview of the<br />
animation) can look different from playback within the software. Therefore to accurately<br />
check timing and motion it‟s needed to create such a playblast, or even a preview render.<br />
This comes down to exporting a video and opening it with a video player that can play<br />
the exported file format, so there‟s no way to accurately and quickly check out the<br />
motion within the software itself. Exporting to preview it elsewhere is useful for reviewing<br />
purposes with the team, but is a tremendous slow-down when you constantly have to<br />
check your own small tweaks and adjustments. There‟s much room for improvement<br />
within this process of character handling and checking the animation. Quickly caching the<br />
playback in Maya and scrubbing through it back and forth in real-time allows for much<br />
less software switching and a more direct – and possibly comfortable – work<br />
environment. Furthermore, quickly being able to draw over it to check arcs or motions<br />
will really help being able to track the arcs, but even more test out different arcs on top<br />
of the animation as well. Because 3D animation consists of positional data in a 3D space<br />
you can also show such arcs in the software automatically, as the positional data is<br />
already present. This provides an accurate and instant feedback on the arcs and can<br />
prove to be very useful, but an automated system can have its downsides as well.<br />
One advantage of digital technology is that it removes physical constraints. While<br />
this is truly liberating in terms of creativity it is also a source of potential error,<br />
especially if the scope and impact of the technology is not fully understood.[…] a<br />
solid understanding of how to guide technology to produce the desired creative<br />
outcome – a problem sometimes referred to as maintaining creative intent.<br />
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(Autodesk Whitepaper – The New Art of Virtual Moviemaking, autodesk.com,<br />
2009, p. 2)<br />
If the animator doesn‟t know what he actually wants to do with the arc, the feedback<br />
from the computer can be utterly useless. Whereas actually drawing an arc over the<br />
character allows the animator to test and experiment with the actual arc itself. 3D<br />
Animators therefore sometimes still use dry-erase markers to draw over the screen and<br />
track the arcs of the character‟s motion by themselves. Allowing such an arc tracking in<br />
the software itself by actually drawing the arcs in a 2D fashion can thus be an<br />
improvement over an automated system as it brings a level of control and creativity back<br />
in these parts. This brings us to the point that automation can help the animator, but<br />
only when it helps creating his own creative ideas instead of letting the computer create<br />
the ideas for him. As mentioned before the system should be a tool to create what the<br />
animator wants or needs instead of letting it magically try to create something on its<br />
own. The animator should always be in direct control. This directness should be managed<br />
and maintained throughout the process as much as possible, because there‟s already a<br />
lack of physical visual direct touch - no physical space touching, yet – and the missing of<br />
a WYSIWYG environment that introduces similar downsides. Any improvements that can<br />
be made on this end - and all the others discussed introducing better efficiency,<br />
productivity and flow – should be top priority for developing towards a flow-enhancing<br />
and intuitivity, productivity and efficiency increasing customized toolset.<br />
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4. Developing a toolset<br />
The reasons for creating a toolset have been well discussed. Through the chapters I‟ve<br />
found great inspiration and motivation for creating tool concepts and the toolset itself.<br />
Even more, the discussions gave sight on the room for improvement, what would be<br />
effective as improvement and how we should approach such a thing. We‟ve seen<br />
differences and similarities between the workflows in different animation fields. For<br />
example, it is now pretty clear that animators in student projects and smaller studios –<br />
like with the production of Mac „n‟ Cheese – aren‟t only animators. They often deal with<br />
more than just posing the character and creating the movement, but have much more<br />
influence on the whole project and often have a handful of tasks to complete aside of<br />
animating. Before elaborating on ideas and work towards them on basis of the previous<br />
chapter I‟ll first extract guidelines – or blueprints - for tool development on basis of the<br />
findings.<br />
4.1 What makes for an intuitive tool?<br />
The intuitiveness, speed and overall efficiency of a tool are top priorities for designing<br />
and creating tools that animators actually want to use and really help them to get to the<br />
next level and endure more flow while at it. Obviously the user must know where to click<br />
and should know what everything does; most preferably this must be at first eye-sight.<br />
It‟s also important that once clicked it does what it needs to do, and works in a way that<br />
is convenient or at least as convenient as possible. Where the tools usability is<br />
measurable by the extent of how more convenient it is compared to how it was without<br />
the tool existing. This difference is noticeable by the increased speed, quality and<br />
increased direct control. As you can see it‟s a circle that should make sense.<br />
Though, besides these the layout or setup of a tool isn‟t just that logical. There‟s<br />
often a lot of different ways to tackle the same thing 21 . Because what I‟ll be providing are<br />
concepts and a customized toolset for Autodesk Maya it should work like the basic way<br />
Autodesk Maya provides the user with as means of interaction. This is because the user<br />
is already accustomed with that and should feel at home when opening up the toolset the<br />
first time and every time after that. It can introduce new tools, but these tools should be<br />
build up or work (for the user) in the same way as the other tools in the Autodesk Maya<br />
environment.<br />
Feeling intuitive also has to do with the focus you‟re able to have and how your mind<br />
is able to cope with that. I had already discussed the fact that the brain can only work<br />
21 The differences in 3D animation software like Autodesk 3ds Max, Autodesk Maya and Autodesk Softimage<br />
are a good example.<br />
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with a limited amount of information at the same time. It is extremely important to relax<br />
the mind from the tremendous amounts of information and data that goes through the<br />
mind of 3D animators, especially those in smaller productions who have a bigger part in<br />
overall production and deal with more than just one task – sometimes even<br />
simultaneously. I‟ve also discussed the need for silence (for some animators) and the<br />
need for overall rest and „peace‟ in the mind that every animator seems to be seeking.<br />
We all want and should work our way around any interference.<br />
An intuitive tool should not interfere or preferably even release any interference<br />
where possible. Let‟s discuss the different forms of interference, in short:<br />
- External<br />
- Internal<br />
o Distractions (irrelevant stimuli)<br />
o Interruptions (multi-tasking)<br />
o Intrusions (mind wandering)<br />
o Diversions (multi-tasking)<br />
(Gazzaley, 2011)<br />
The first external interference, called distractions, is irrelevant stimuli that could be<br />
coming from visuals or noise you‟re literally distracted by and are introduced to your<br />
awareness without your own intend and is thus out of your own capabilities. Like an<br />
animating animator being distracted by the ringing of a phone. The other external<br />
interference, interruptions, is when you think you can do multiple things at a time. Like<br />
when you‟re animating while team members are talking to each other and you‟re trying<br />
to follow their conversation while you keep on animating. A human being can‟t actually<br />
do two of such complex tasks at the same time, you would need to constantly switch<br />
focus from one onto the other and back to be able to work with both. This introduces<br />
impact on task performance as well as a time delay because of the constant switching.<br />
(Gazzaley, 2011) The same can happen with listening to music while animating, like<br />
we‟ve seen throughout the chapters. We‟re speaking of intrusion – an internal<br />
interference - when the mind starts to wander off breaking any focus against our will. It‟s<br />
traveling to places we did not intend it to do. The other internal interference can also be<br />
described as multi-tasking, while animating you might be thinking about what you‟ll have<br />
for dinner tonight and you‟re already allowing yourself to let your focus drift away. A<br />
well-known problem we‟ve already discussed before is social media, for example<br />
facebook or twitter, but also e-mail or text messages could introduce such interference.<br />
Some people are in contact with up to 6 media at any given time. (Gazzaley, 2011)<br />
We‟ve seen with Percy Tienhooven in the previous chapter how he personally initiated a<br />
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more focused workflow by blocking certain media while at work and thus removing much<br />
of the interference. This really is a personal thing and might seem irrelevant to tool<br />
building, but the distinction isn‟t that big. I‟ve already mentioned that any notations and<br />
reminders should also not constantly be in sight of the animator and interfere with its<br />
flow, this comes down to the same principles. Even more, a bright pink layout constantly<br />
on screen is distracting as well. Therefore, when building a tool it‟s very important to<br />
keep away from distracting things that break the user‟s focus from the task at hand.<br />
The constant access to communications, computers and such social data has changed<br />
much social expectations. We expect immediate responsiveness and continuous<br />
productivity. (Gazzaley, 2011) But this is not how animation works, or any complex task<br />
for that matter, because we need time to focus and get ourselves into the task at hand<br />
before we can fully become creatively productive. As Percy also learned to not interfere<br />
with team members‟ flow this is an interesting learning point for a tool that has intuitivity<br />
- even flow-enhancement - as its core. Occasionally I already mentioned the idea of a<br />
review system. When comments are added it should not immediately notify the animator<br />
(unless the animator is waiting for it.) Because such a notification can really introduce<br />
interference, and will break any possible flow that the animator might be currently<br />
undergoing. Looking for information or the usage of such reminders should be used at<br />
only the times the user chooses to do so. Though, possibly it could be presented at a<br />
regular interval (like dailies) as it will be scheduled and will make sure the animator is<br />
waiting for it and it doesn‟t interfere as an unscheduled interruption.<br />
For an intuitive toolset, as said, it‟s important that it does what the user thinks it‟ll do.<br />
But if we go even further with that, what we actually want to give the user is the ability<br />
to adjust something and know how it‟ll end up. It‟s not necessarily WYSIWYG, but even<br />
more it is common sense that something is not useful if you don‟t know how to use it or<br />
can‟t wrap your head around. Therefore it is important to – if tools of such complexity<br />
would be created – that the user can learn how to use it easily. A “read-me” can be a<br />
starting point, but thorough documentation is a good idea in general. Even more,<br />
annotations -where possible - corresponding to buttons should be clear and simple to<br />
understand. This also helps to make the animator feel more comfortable as he works in a<br />
more understandable and recognizable environment, thus an interface that doesn‟t „bite‟.<br />
Animation is teamwork. So, an intuitive toolset created for animators could heavily<br />
support this point. Any toolset that would help something in the pipeline (where multiple<br />
people might be working on) should be easily accessible at all times - preferably at the<br />
same time. Even more, it should be clear who made the changes (if needed) and the<br />
distinction should appear at first eye-sight. Again speed and simplicity are very important<br />
in this.<br />
Another significant point is that if there‟s a lot of data to be managed or even a lot of<br />
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information to be (possibly) present within the use of a tool, the user must be able to<br />
search through or filter out easily the information he actually needs. A good focus can<br />
only be held on a limited amount of data, therefore if the animator could easily limit the<br />
amount of data or find the things he need in large amounts of data the overall benefit<br />
would be great. It is also very important that no matter what the amount of information<br />
or data is it should be clear and give the precise information the animator actually needs.<br />
Data that is unnecessary for the animator, or even data that could make something look<br />
hard or introduce unnecessary worries with the animator should be hidden from the<br />
animator. The animator should not need to care about the technical stuff under the hood,<br />
but should be impressed and happy with the overall result of a tool or function while<br />
feeling and staying in control.<br />
It‟s very important that an intuitive tool is direct and fast, if the user wants to change<br />
something he must be able to do it quickly, especially when he‟s experimenting and<br />
testing ideas the quick checking of his tests is a must, as he can create more tests in a<br />
short amount of time he‟s more likely to do some more experimenting. He‟ll come to<br />
better creative ideas if he takes the time and thinks it through. We‟ve seen it in the<br />
second chapter: „You can‟t just wing it.‟ Therefore it is very important that the tool is as<br />
simple and direct towards the user, and vice versa, as possible.<br />
“If the repositories of thought are already full, what can they receive?” Samuel<br />
Johnson (1759) That is a good question. It seems that the mind can easily be disrupted<br />
or held back by complexity. Therefore simplicity is a key principle for all of the mentioned<br />
things in this paragraph. Focus on simplicity. And I feel like I‟m coming down to the same<br />
principles constantly, because everything is so related to each other. At first it should be<br />
fast and almost direct in use. Direct in use also means being in control, thus knowing<br />
what it does. This is connected to WYSIWYG, which is part of user-friendliness. We‟ve<br />
learned throughout that for animators – and probably for everyone – simplicity is the<br />
highest priority. If it can be simpler, make it simpler. Again, it doesn‟t end there. If<br />
something could be done faster, it‟s probably simpler. If something is easier to<br />
understand or to use, it‟s probably faster and simpler. So it‟s hard to derive a strict list of<br />
notations from this, because everything is related and can arguably influence one<br />
another. But for the sake of this research, knowing what we‟ve dealt with now<br />
throughout this paragraph should be enough to help and guide us towards creating an<br />
intuitive tool based on the animator‟s needs.<br />
4.2 Guidelines for developing flow-enhancing (animation) tools.<br />
Since the creating and designing of tools that enhance and raise the possibilities and<br />
capabilities of flow are greatly based on the level of intuitivity for the user the previous<br />
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paragraph is a great introduction to guidelines for flow-enhancing animation tools. Also<br />
all the findings from the previous chapters in addition to these help us come down to a<br />
couple of key points for creating such tools for animators.<br />
Animators are constantly trying to work in a comfortable and familiar way. 3D<br />
animators are often comfortable with a tool when it has a design structure similar to the<br />
proprietary software or creates a result that they expect as the outcome, thus the<br />
interaction becomes useful. For animators to feel comfortable with any additional tool or<br />
enhancement the changes should be made aware to the animator, but even more look<br />
and work as if they are an actual part of the program. A customization that adds new<br />
techniques or technology should provide a – as close as possible - recognizable pattern in<br />
the interaction and structure of the interface, but when impossible to do so – like when<br />
the tools idea is to create a new form of interaction – it is important to keep it simple and<br />
document and guide the animator along the path that is at first rather unfamiliar. Feeling<br />
comfortable and in control is really important. This also accounts for the following point.<br />
Something that is rather similar, but doesn‟t necessarily come from being familiar<br />
with a software interface, is the need for an instinctive usage design. Especially when<br />
introducing new techniques creating something that works in a way we can simply wrap<br />
our head around the essential interactions is an important starting point. We‟ve seen that<br />
switching from paper to a Wacom Cintiq can work for animators that have felt<br />
comfortably drawing on paper before that. This is possible because the design is created<br />
to highly mimic the traditional feeling and thus works in a way we‟re all instinctively<br />
familiar with. Everyone has learned to draw.<br />
The user of a tool should feel in direct control. The user should be doing something<br />
with the aid of the tool instead of letting it do something where he has no or limited<br />
control over. For direct control it is important for a tool to allow for such control, but also<br />
be simple so the animator will know what it does when he does something with it. Also, it<br />
should be fast to use by the animator. For the holding of flow it‟s important that the tool<br />
should align with the task, help him out and helps keeping focus on the task. This will get<br />
interrupted if the animator has to think about setting up a tool or think about the usage<br />
of the tool, it will break any focus and creative flow.<br />
For extremely complex techniques or adjustments it should automate the process of<br />
its functionality under the hood as much as possible. Control to the user must be given<br />
only to the parts where it‟s necessary. Hundreds of optional buttons to click can be a<br />
tedious way for the animator to work his way through, especially unnecessary if the tool<br />
was going to provide help with just one simple thing. The tool should provide an<br />
improvement instead of just combining things in the animator‟s workflow by creating<br />
numerous buttons that might be able to do it. Therefore it should be noticed that what it<br />
provides actually speeds up the process and give him the control the animator is asking<br />
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for. Sometimes it is necessary to allow for optional control, especially if the tool at hand<br />
can provide numerous speed-ups that really should work combined in one tool. If that‟s<br />
so it is important that the default actions/presets of a tool work in a way the animator<br />
most likely intended it to work. Thus, unnecessary control should be hidden and the<br />
others should be easily manageable and quick to use.<br />
A tool that helps with keeping flow should work fast, give direct and clear feedback. It<br />
sounds logical that the animator would want a tool that‟s fast in response, but as we‟ve<br />
already seen in previous guidelines speed decline can come from many parts some<br />
might‟ve not originally thought of. The fast response is needed when the user does<br />
something or better if he tries to do something and wants feedback on what‟s happened<br />
or will be going to happen. A faster response and clear feedback really helps with a more<br />
direct control as well.<br />
We‟ve seen that animators were only likely to switch to a new tool or start using it<br />
when it introduced an innovative technology that introduces a big speed, a completely<br />
new technique or an increase in creative – or fresh - sight on the focused matter. An<br />
instant speed-up can only be introduced if the animator can find his way through the use<br />
of a tool and feels comfortable while using it, for this it should have a recognizable design<br />
and introduce all buttons and functions in a clear and simple matter. Anything that<br />
introduces a new technique far different from the ways of working the animator is<br />
accustomed to it is best to introduce new possibilities that wouldn‟t have been possible<br />
without the usage of the tool. If a tool works in a way that is hard to be understood at<br />
first eyesight there should be a clear easy-to-use starting guide for first time usage.<br />
For creative flow it‟s necessary to have focus on the task at hand and nothing<br />
surrounding it. The tool should allow and even help with raising focus and the removal of<br />
distractions. For this it should not interfere with what the animator is doing and when the<br />
animator is using the tool it should not be to obviously present. Bright contrasting colors<br />
should be avoided, the same accounts for pop-ups and irrelevant information. Also it<br />
should – if even necessary – use the smallest amount of screen space possible for the<br />
tool and its information, keeping in mind the clarity of its functions and provided data.<br />
If the tool works with much data and some of it should be managed by the user or<br />
overseen by the user it should be limited to just the essential information, even more it<br />
should be given to the user in a way that‟s easy to understand and direct to pick up at<br />
first eye-sight. Reading over irrelevant information and clicking through a list of data to<br />
get to the right one should not be necessary. The tool must be able to present data in a<br />
direct, fast and simple way and in such a way the animator needs it and asks for it. The<br />
simplest example of this is the filtering in a database, but it‟s also really important to let<br />
the animator work with many keys in Maya, but these should always be presented in a<br />
way that is comfortable and easily overseen by the animator.<br />
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It‟s important that whatever a tool does its useful outcome should always be<br />
measurable almost instantly. The user should come closer to his goal within a shorter<br />
amount of time, with more certainty and/or should not feel unhappy or discomfort with<br />
the tool and its functionality. Therefore it must work as a means to build and progress<br />
towards his goal in clear and unambiguous ways. The animator should be able to choose<br />
when to use a tool, based on his own judgment of its usefulness. This all comes from a<br />
noticeable increase in speed, efficiency and simplicity. Which thrive the user towards<br />
more productivity, creativity and the achieving and holding of creative flow. In short, the<br />
animator should feel the measurable progression with the tool and thus have instant<br />
gratification. Deferred or delayed gratification is also a means towards such measurability<br />
as well. It means that the user is able to wait to obtain what he wants – like when he<br />
knows he‟ll get what he wants but later on. Most important within this all is that the<br />
animator will know what the tool will do when he does something, even if it takes a time<br />
before he‟ll be able to notice or see it. Therefore its functionality should be clear and<br />
direct, even if a direct result (as in instant) is missing.<br />
For an animator (or anyone at all) it is good practice to have a clean and organized<br />
pipeline overall. This simplicity creates for an easier and clearer sight on progress of the<br />
task at hand (or even the whole pipeline) and makes for better and clearer goals as a<br />
result. With good organization and simplicity in the start you can work within strict limits<br />
and set clear goals, which helps to focus the creativity to only the necessities and the<br />
clear easy to read goals make for ones that are easier to check up against and work<br />
towards, hence more focus. In an overall workflow it‟s important to have such<br />
organization, but this accounts for the user‟s tools as well. Any tool should provide a<br />
clean and simple form of interaction that creates similar oversight at the task at hand,<br />
gaining focus. Since 3D has its own layers of complexity it is even more important to<br />
keep to this simplicity as best as possible. But to help simplifying, restructuring and<br />
organizing to its simplicity when things start becoming complex, if possible, can create an<br />
ever better consistent clarity and focus and should – if it could – be part of the tools<br />
functionality. Thus, anything that relates with working towards and creating a better<br />
clean organization should be amongst the goals when designing tools.<br />
Helping an animator to customize his work environment can help him feel more<br />
comfortable but organized and clean as well. A tool that allows functionality that will be<br />
used throughout production (thus more than once) should be customizable and should<br />
allow for personal adjustments to its interface. At best functionality should be able to<br />
become transferred and set for shortcuts and custom button. Furthermore being able to<br />
rearrange big parts of the tool (like blocks) should be important when the tool provides a<br />
great functionality or even multiple functionalities.<br />
There‟ve been many guidelines and the one resemblance between it all that seems to<br />
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pop out is simplicity. For every task and function it should be purely focused on<br />
simplicity. Once we start feeling comfortable and familiar, we‟ll say that it‟s simple. If it‟s<br />
fast and direct in usage, it‟s simple. If it helps keeping focus, removing distractions and<br />
complexity it‟s coming towards simplicity again. Many of the guidelines mentioned need<br />
simplicity in its core and its results. Therefore it is important to mention simplicity by<br />
itself. If it can be brought down, limited where possible, only controllable where<br />
necessary and organized from beginning to end it helps the animator to keep it simpler.<br />
Once things start becoming simple we can wrap our head around it, plan things out<br />
easier and start working with it intuitively and creatively, and even more can try to<br />
experiment with its possibilities in shorter amounts of time. Hence, increasing efficiency,<br />
productivity and flow.<br />
In final it comes down to the following rules:<br />
- Familiar interface.<br />
- Instinctive usage design.<br />
- Direct touch / direct control.<br />
- Automate the process wherever control is unnecessary; user must feel to be in<br />
total control, but don‟t have to worry about what‟s going on under the hood.<br />
- If much optional control should be possible default settings and presets that make<br />
a tool work should be set to how the user would‟ve most likely intended to use the<br />
tool.<br />
- Fast in response.<br />
- Introduce innovative way that introduces big speed-up and/or new technique.<br />
- Raise focus and remove distractions: release stress from the mind.<br />
- If data management is a must, make it as small and simple as possible.<br />
- Instant or deferred gratification.<br />
- Possibility for customization. (as in paragraph 3.3)<br />
- Clean-up and organization.<br />
- Simplicity.<br />
4.3 The needs for improvement.<br />
Since I‟ve brought quite a lot of different things to the table on animation, there‟s<br />
quite a lot I could simply go in on and discuss. But rather first let‟s get down to<br />
subdividing the things the animator actually does. We can divide character (and props)<br />
handling and management into parts. We can subdivide the 3D character posing into<br />
selection of parts of the character, posing of the character, maintenance of the<br />
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keys/timing, checking of the animation, reviewing poses on parts, and new possibilities.<br />
Even more there is the logging, reviewing, supervision afterwards and in-between.<br />
Before this all there‟s the getting inspiration, sketching, using reference and so on.<br />
- Preplanning (Getting inspiration / Creating ideas and references)<br />
o Video reference / Performance Capture Reference<br />
o Quick thumbnail sketches<br />
o Character pose drawings<br />
o Motion testing / timing testing<br />
o Character Sheet<br />
o Brainstorm session / notes from director<br />
o Storyboard / Reel / Line-test<br />
- Character posing<br />
o Selecting parts of the character<br />
o Moving the actual character<br />
� Pose creation<br />
� Tweaking<br />
o Managing keys and data<br />
� Managing timing<br />
� Managing arcs/curves<br />
o Reviewing poses and motion<br />
- Notations and logging<br />
o Animation dailies<br />
o Supervision<br />
o Tracking shot status<br />
o Reminders and notations<br />
As noted in the chapters before, there‟s a strict workflow in big studios where the<br />
layout artist essentially lays out the scene and defines the scene setup before the<br />
animator touches the scene. The animator is released from most of the technical stuff<br />
(besides adjusting the character and props) and any of the data wrangling involved in a<br />
production. The animator in such production most often does only the animating (posing<br />
the character) based off a strict storyboard, a good layout and often under the sight of<br />
an animation supervisor. The benefits are pure focus on the act of animating (no<br />
productional disturbances or data management), direct and clear guidance and clear<br />
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goals (based off of storyboard and the words of the supervisor) giving more flow in his<br />
general workflow. In smaller studios and in school productions this is lacking, because of<br />
the limited amount of people to which these different parts of production can be divided.<br />
Because I‟m most known with smaller productions – in small studios and school<br />
projects – I‟ll focus rest of this discussion on the needs for improvement in such<br />
productions. Therefore, the discussed improvements in this paragraph are defined<br />
towards such smaller studios and productions – like Mac „n‟ Cheese – as a basis.<br />
Nevertheless they are often applicable to almost the same extent for all animators in 3D<br />
animation productions.<br />
4.3.1 Improvements on preplanning.<br />
The animators preplanning stage requires him to get inspirations and work out ideas<br />
to test and discuss. I‟ve discussed video reference as well as motion capture as<br />
reference. Good reference can really help finding ideas for the shot and the character. It<br />
can provide small subtleties and finesse that the animator could‟ve hardly come up with<br />
by just thinking. Although a one on one copy of the movement can make for a lesser<br />
quality animation, because of the uncanny valley effect. The reference should not be<br />
used for mere rotoscopy, but used for finding ideas, inspiration and small additions and<br />
use that to create an exaggeration of the found essence. The current technology allows<br />
us to quickly capture video reference and check it frame-by-frame quickly as well. Since<br />
it‟s not necessary to directly adjust or tweak the reference footage it‟s better to improve<br />
on tools that help creating the ideas and use the acquired inspiration from the reference.<br />
Such tools are tools for sketching, brainstorming and any tool that speeds up the testing<br />
and tweaking of ideas the animator has in its mind. We‟ve seen that creating sketches to<br />
test the idea of a pose quickly is being done within all fields of animation. Though, the<br />
quick thumbnail sketches and character pose drawings of 3D animators are often still<br />
done on paper. But, doing this in the 3D environment could be a joy and really efficient<br />
benefit as well – especially with a Wacom Cintiq. You could draw over the character, or<br />
turn his visibility off and try motion out as an overlay on top of the scene‟s layout.<br />
Drawing on top of a background and at the same time have these sketches end up in the<br />
scene also makes for less data management (less paper notes) and the ideas and tests<br />
will likely work better because they are in the scene layout. For this to happen in 3D<br />
software there‟s a need for a system that allows drawing in the viewport, preferably in<br />
layers on top of the viewport, which can be turned on and off for the animator‟s needs. It<br />
should be possible to choose different colors, brush sizes and anything that could make<br />
the animator feel more comfortable and give him the ability to create clear small<br />
sketches. You could already capture the scene layout (print screen), put it into<br />
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photoshop, draw ideas on top of it and somehow use this as reference image in 3D<br />
software. Though, the extra unnecessary steps and complexity of the setup should be<br />
avoided. Even more, doing it within the software itself makes it possible to paint ideas on<br />
a couple of different frames with camera movement as well.<br />
The possibility of sketching like that in a digital environment that supports a timeline<br />
– like Autodesk Maya - can make motion testing easier too. Cameron Fielding, currently<br />
animator at PDI/Dreamworks, did something like this and called it „draw your timing.‟<br />
(Fielding, 2011, fliponline.blogspot.com) He would draw in a program that made it<br />
possible to capture his „drawing‟ while it played, leaving a trailing line on each frame. He<br />
mentioned how it helped him with testing timing and finding ideas; helping him getting to<br />
better lines of action and the creation of better arcs. This increase in speed and efficiency<br />
in testing out and finding these timing and action can be really beneficial. Especially if<br />
this system would work on top of the viewport and could easily be used as clear direct<br />
reference at any chosen moment. This simple sketching is very important and introducing<br />
this so close into the software makes it easier for animator to quickly switch to it and<br />
scribble a sketch. The efficiency and intuitivity will increase while creating ideas and<br />
formulating clear goals. Hence, flow will be enhanced.<br />
Also the usage of a character sheet has proven to be very useful in all animation<br />
fields when in preplanning stage, but it is often lacking in smaller studios production.<br />
Since I‟ve already mentioned its benefits of keeping this „next to you‟ and separate from<br />
the digital workspace all I can hint to is to create such a sheet, with the model in size<br />
relevance the other characters, his most important poses and write notes besides parts<br />
that require extra notations for the animator. This is not necessarily an improvement in<br />
digital space or as a toolset, but it‟s a reminder for production pipelines and animators‟<br />
workflows to have such a sheet besides them. It will increase productivity, creativity and<br />
even help reaching flow. It is possible to stack this in the 3D Computer Environment (on-<br />
screen.) But I feel that handing over a character sheet on paper can provide more<br />
assistance to the animator. Constantly being remembered by seeing it on screen can<br />
remove the possibility of fresh thinking. The animator would miss strong „out-of-the-box‟<br />
approaches for a shot, because of the interference. An animator should not feel totally<br />
limited and feel lacking of freedom as this interferes with one‟s creative ideas or even<br />
one‟s passion. Again, interfering breaks flow. Though, before – in chapter 2 - I said that<br />
a character sheet could deliver inspiration towards even better poses which is exactly the<br />
opposite. I believe this difference comes from the separation of the workspace. As the<br />
animator chooses to check the character and see these „living‟ poses is a totally different<br />
form of seeing the character than being interrupted by it while working, constantly<br />
interfering with the process of thought. This is not to say it can‟t work on the computer.<br />
I‟m just saying that if it is, it should be somewhere the animator needs to click to open it<br />
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up and shut it down instead of a constantly opened visual on (one of) the screens.<br />
Working from director‟s guidance and the guidance from a storyboard and line-test<br />
can really quickly (in a good way) limit the animator‟s ideas onto those that are actually<br />
required for the shot, creating a better focus. Such guidance would come from already<br />
produced material and thus is not part of any toolset that will be developed. Though, the<br />
pipeline could be smoothed out to deliver shots and data corresponding to the shot<br />
easier, removing any file searching and data wrangling at this point. Within Pixar the<br />
animator would be given such information and data by someone, but with Mac „n‟ Cheese<br />
the animator had to get most files himself, open it and discuss it with the team. Since the<br />
time to find a file corresponds with the complexity of the pipeline and how difficult or<br />
complex the file structure and management is built, a toolset by itself can‟t introduce any<br />
significant change. But, because animators - in smaller productions – are often involved<br />
with these tasks as well I‟ll try and produce an example pipeline with a documented tool<br />
that could provide significant release of the stresses, which I‟ll discuss within concepts for<br />
notations and logging.<br />
4.3.2 Improvements for character handling.<br />
The selection is currently based on selecting controllers in the viewport – currently it<br />
is the most intuitive way available – where the controllers are placed around the limbs of<br />
the character. A downside of this is that sometimes (based on the pose) some controllers<br />
might be obscured by the actual limbs of the character or other controllers in front of<br />
them might make selecting harder. For example selecting multiple controllers for all the<br />
fingers is done by doing a marquee select over this controllers, but you‟ll need to make<br />
sure to not select other controls that might be behind or somewhere near that can get<br />
caught up in the selection, because you‟ll have to deselect them afterwards. Especially<br />
with the coming of more complex rigs and higher amount of controls this takes a lot of<br />
(unneccesary) time and a lot of checking and clicking which is also prone to human error.<br />
A system that would provide consistent selection and the creation of adjustable quick<br />
selection sets (for when the animator focuses on a part of the character) could provide a<br />
significant change. Through the years systems have been developed that run in the<br />
viewport or somewhere aside in a menu. These menus are often cluttered, big and lacked<br />
many features. By designing such an interface based on the guidelines we can improve<br />
the concepts of character selection towards more intuitivity and flow based on the<br />
animator‟s actual needs.<br />
The actual positioning of a character is done by translating and/or rotating the<br />
different body parts‟ controllers. This comes close to the moving of a real-life puppet<br />
(except you‟re doing it with the mouse on screen) or the positioning of digital cut-out.<br />
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But this direct touch could be simplified even more. A simple what if: “What if you would<br />
draw a line, and the arm would position accordingly?” This question has been keeping me<br />
busy quite some time and can show an interesting intuitive way of posing a character.<br />
I‟ve also discussed the charts that 2D animators make for their assistants; creating such<br />
charts makes the animator think and focus on spacing and timing. If the animator could<br />
draw a 2D chart - 2D thinking is simpler than 3D thinking – focusing on this time and<br />
spacing and can make the rig position accordingly it would be this same relationship. The<br />
computer will be the assistant and the animator will be in control while planning things<br />
better and focusing more as he works on parts of the character. This charting is meant<br />
for spacing and timing, but if we go on with this concept and create a system for posing<br />
by drawing a curve for parts of the character – like the arm, spine or even the fingers -<br />
we introduce a new intuitive (based on instinct from drawing) way of posing the<br />
character. The animator would draw a 2D curve on top of the viewport and the arm could<br />
be repositioned accordingly. A downside with this is that this 2D approach does not allow<br />
for instantly posing in 3D (as it is 2D), but this instantly has the benefit of simplicity as<br />
well. Making such a system work on the actual controllers allows the animator to tweak it<br />
afterwards in any original way he‟s comfortable with, but the tool does allow him to<br />
quickly test - even sketch - any ideas for poses. It‟ll introduce a new possible technique<br />
for posing, but even more a possibly huge speed up while at it as well.<br />
Adjusting the arcs and curves can be done from within the graph editor easily. You<br />
select the keys you need and then press the button for your required curve‟s tangents.<br />
But this is not possible within the timeline, and thus impossible without the use of the<br />
graph editor. Even more, selecting the keys first should be unnecessary if whatever you<br />
want to do is adjust all keys (on selected objects) at the current time (or a time range),<br />
because then an indication of the selected time range should be enough. Even more,<br />
setting the default in and out tangent in Autodesk Maya can be a tedious task as it<br />
requires you to go into the options menu and set it accordingly. Often you‟re switching<br />
default curve tangents a lot in the process and setting (and easily being able to the see)<br />
the default curve tangents could really help with this process.<br />
Another enhancement could be in the tracking of the arcs. The user should be able to<br />
click a single button and then click somewhere on the character as a point which he<br />
wants to track (not necessarily a pivot point) as if he chose to draw with it on every<br />
frame. I‟ve already discussed the usefulness of actually drawing arcs over it yourself, but<br />
keeping track of the arcs while you adjust is can really help as well as you have direct<br />
feedback on your changes and the changes that occur to the arcs by it. Allowing the user<br />
to change the arc itself to adjust the motion (instead of the object) gives you an even<br />
more direct approach to the managing of the arcs and tweaking it, and this is already in<br />
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development 22 . Since the tracking and managing of the arcs are an important part of the<br />
character handling this‟ll be in one of the concepts as well.<br />
Another improvement is on managing the keys and data. There‟s still some<br />
functionality towards easier inbetweening and timing adjustments that aren‟t standard in<br />
Maya. Some animators 23 have set shortcuts for moving a key by one frame to the right<br />
or left. Shortcuts can bring a lot of these tricks into the personal workflow, but especially<br />
for starters it can be hard to find their way around and know-how on how to create these<br />
shortcuts. Even more, shortcuts also provide a limited use (often just a single<br />
functionality), and they need to be remembered as well. For managing keys and data I‟ll<br />
also discuss tools that can helps making adjustments to timing faster, especially useful<br />
for tweaking and testing out the timing in your animation. Often you‟ve to see and feel it<br />
to know what is the best timing, spacing and amount of follow through. As such tweaking<br />
and testing can be done simpler the overall investment of time should be a lot lower,<br />
hence increasing efficiency. For the management part simplicity is of utmost importance<br />
as well for keeping focus and goals clear, and thus introducing tools or ways for cleaning<br />
or managing the data in simpler ways are more than welcome and will be discussed<br />
within the concepts as well.<br />
Another quick testing concept could be coming from real-time capture from the<br />
mouse (or even a motion capture suit) to introduce quick ways towards a first pass for<br />
the motion. It could be easily used as a starting point for aiming of the eyes for example.<br />
The character would look where the mouse is while the timeline plays and the eye‟s aim<br />
is being recorded. You might‟ve seen similar things on websites where the eyes of a<br />
character in a flash video are constantly following the mouse. It should be minded that<br />
such a technique could hardly introduce final animation, but could again help with testing<br />
timing, attitude of the character and so forth. Any increase in inspiration and creativity is<br />
a worthy addition.<br />
A big problem while animating is to pivot (rotate) around another point in the scene<br />
instead of the object‟s own pivot point. There are numerous scripts out there that create<br />
complex set-ups so you can key another object to let the controls rotate or move about,<br />
but they are extremely hard to oversee and often can produce problems if you don‟t<br />
know how they work. Introducing a technique that can let you rotate around any point as<br />
well, but instead apply these effects directly to the controls‟ keys makes the extra<br />
overhead go away. Even more, such a system would provide a way to move all keys (or<br />
a chosen amount of keys) with the same transformation. Making it way easier to<br />
reposition the whole animation, especially when the global controller already has its own<br />
22<br />
Since Autodesk Maya 2012 there‟s a feature in the software that allows the user to adjust the arcs of a<br />
motion in the viewport.<br />
23<br />
Animator Aaron Koressel provides a simple yet effective script on his website that creates such functionality.<br />
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keys this can produce quite the complexity at the moment. I‟ll try to explain the<br />
differences and possible improvements as thoroughly as possible when I‟m going into the<br />
development of the concepts in the following paragraph.<br />
We could also introduce an additional cleaning/tweaking pass to animation. This has<br />
already been tried with anisculpt for Blender or gDeform in Autodesk 3ds Max; both are<br />
plugins to add final tweaks as an extra layer on top of the character by sculpting and<br />
modifying the actual vertices – often applied as some kind of blendshape. Such a tool has<br />
not been produced freely for Autodesk Maya, but designs are on their way 24 . Such a tool<br />
right within the software can introduce a new era in style of the animation. The animator<br />
gets released from thinking technical and thinking about controllers, but instead focuses<br />
on the form and pose of the character. Even more, the complex rigs could possibly stay<br />
simpler as the animator can easily sketch and deform the final tweaks over it afterwards,<br />
instead of trying to achieve this with numerous controls that need to be part of the rig.<br />
Since these introduce major new freedom and techniques for the animator I‟ll discuss<br />
this as one of the concepts and will evolve the idea of it based on the guidelines and data<br />
gathered throughout this thesis. Thus, design such interface on guidelines aimed at flow-<br />
enhancement.<br />
The usage and benefits of a character sheet have been well discussed and a feature<br />
with similar functionality I already tipped earlier in this thesis is the usage of a pose<br />
library. Such a system where an animator can quickly store poses in an organized and<br />
clear manner can improve a significant increase – like the re-use of footage with South<br />
Park (1997, Comedy Central). There are numerous scripts 25 that provide features for<br />
storing poses and reusing this for Autodesk Maya and some that provide an efficient and<br />
organized workflow for this, but I‟ve seen none that have been widely used. Often<br />
custom-made proprietary systems are created on a per-project basis. Since no extremely<br />
popular pose library is already (freely) available (to my knowledge) I‟ll try to define the<br />
core needs for such a tool and how to keep it clean and organized on basis of the defined<br />
guidelines as a concept in the next paragraph.<br />
Another thing found throughout this thesis is the creation of a fresh look on the<br />
animation for the animators to help looking at it in a different way. Sometimes time off<br />
can help, as well as watching animations from others in-between to see where you could<br />
also be going and get inspired. But as discussed there‟re also some direct in-software<br />
possibilities for this. Looking at the silhouette, flat-shading or a proxy version of the<br />
character instead of the default version can help you look at the animation differently.<br />
24 A plugin called Lbrush introduces similar possibilities focused on facial expressions. Though, the developer<br />
has mentioned that more anisculpt similar features planned in the development for future releases.<br />
25 There are many scripts on CreativeCrash (a website that contains many downloadable scripts and plugins for<br />
3D software and such) that provide such functionality and a lot are even designed to be used as pose library as<br />
core functionality.<br />
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The same accounts for playing the animation backwards, or even back and forth, a<br />
couple of times. Anything that can help you look at the animation differently can help you<br />
find and see things you might‟ve been missing every time before that. Also mirroring the<br />
shot can help as your mind will register it as a different animation you can suddenly look<br />
at it fresh for a moment, again seeing different things. Anything that changes how you<br />
think about the animation or a new way of looking at things can keep the animator from<br />
becoming blind-sighted from the constant viewing of the same thing over and over again.<br />
Even more, looking at the silhouette can help you focus on the actual readability of the<br />
pose and looking at flat shading can help you see color clashing, both helping you with<br />
the shot as well. Important is to note the shift in focus, like how watching the silhouette<br />
helps focusing on the readability of the pose(„s silhouette.) Simple, yet effective. As<br />
mentioned zooming into the shot on just a part of it can help focusing on single body<br />
parts or just a part of the screen space allowing you to focus more and get less<br />
distracted by other things going on in the shot. These all allow the user to quickly look at<br />
„different‟ versions of the animation and thus allow him to get a fresh sight on his current<br />
task. This can help raise focus and gain more control over working towards the final<br />
goal, the final animation.<br />
For previewing the animation with Autodesk Maya you have to create a so called<br />
playblast, which comes down to an export of the viewport of each frame in the chosen<br />
time range. At best the video will automatically open in the video player that‟s associated<br />
with the exported file format. As I had already discussed in the previous chapter this<br />
exporting should be unnecessary. Allowing a cache playback in Maya, to quickly playback<br />
the scene for its timing and motion in real-time should be possible for the animator and<br />
can help creating a much faster and direct workflow. At some times in the process of<br />
animating you might be exporting a playblast almost every five minutes. At moment such<br />
as those it‟s even crucial that being able to check and see the animation quickly and<br />
direct after small tweaks. This combined with instantly being able to draw over it in the<br />
viewport for drawing lines of actions, arcs, notations and so forth on top of it allows for<br />
an even easier and more efficient quick tweaking process.<br />
The exporting to a saved video file format from a playblast should be an optional<br />
choice 26 , like exporting the cache once you like the current version so you can use it for<br />
reviewing purposes with the team or export it for use in the animation dailies. Once<br />
chosen it should provide a system that automatically uses the correct naming<br />
conventions for the pipeline and exports corresponding notes from the animator with it<br />
clearly as well so everyone knows what‟s changed and what the current stage of the<br />
animation is. With the ability of quickly and easily drawing notations and extra<br />
26 Actually saving the export is already optional as playblasting can also be done in the temporary files folder<br />
which can be cleaned up after previewing. But still this lacks a preview option inside the software itself.<br />
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information on top of the animation in the viewport the animator can quickly choose to<br />
export the version with or without the notations for review, or both. Exporting this<br />
information easily and automatically into a management tools (like a database) allows for<br />
easy and clear supervision, direct comments and notations from the supervisor to the<br />
animator. This creates a better overall organization while staying consistent with file<br />
naming and folder structures throughout the whole production without much need of<br />
(direct and constant) human control.<br />
4.3.3 Improvement for notations and logging.<br />
There‟s no real tool in 3D software that is meant for actual notations and/or comments<br />
for animators. Neither is their standardly one present for managing the pipeline and<br />
production progress. And the need for it to be inside the 3D software is not necessarily<br />
that great, but a tool within or outside of the 3D application that can work well together<br />
with it, like showing comments on the current shot the animator is working on (or even<br />
others) or a checklist in general and reminders from the animator himself within the<br />
pipeline is a great improvement for the amount of data the mind constantly has to<br />
process. We‟ve seen that checklists and reminder post-its can solve a lot of this already,<br />
but with the coming of a bigger „culture‟ where animators aren‟t necessarily at a single<br />
production location with the rest of the team a system that can work globally (online)<br />
could introduce way more benefits besides this. The most important thing is that the<br />
animator should feel comfortable with the software and that it should be linked with the<br />
3D software, but it could be running alongside the software instead of inside the<br />
software. This might even be preferable so quick reminders and notations are easily<br />
accessible even without the opening of a big 3D application. The same would account for<br />
a project manager in general. The improvements in many small studios can often be<br />
great in the data management and progress tracking of the team as the management is<br />
still often done on a lower-profile basis without much optimization and automation. But,<br />
for such a tool there‟s another need. As mentioned the improvements that try to<br />
minimize file management, data wrangling and progress tracking should‟ve a strict<br />
pipeline at its basis. In the next paragraph I‟ll try to come to a concept pipeline that<br />
introduces simplicity, but even more good organization within the team. Even more, it‟s<br />
one that can work together with concept tools that can easily combine comments,<br />
progress reports and task assignments with the corresponding files. On basis of this<br />
pipeline I‟ll define in the next paragraph I‟ll try to lay out a basis for such pipeline<br />
management tools as well.<br />
The discussed dailies seem to be used around the world in many of the biggest<br />
animation studios. The same concept could (and should) easily be introduced in smaller<br />
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animation studios, and if it were up to me I‟d say that they need to add it to their agenda<br />
on a daily basis. Even more, the sharing of comments and task assignments really help<br />
setting a clear goal for the animator to work towards. Besides, knowing what everyone is<br />
working at the moment can introduce a more productive work environment. In the next<br />
paragraph I‟ll discuss a couple of ideas and concepts on how this could be inserted in the<br />
pipeline and workflow of animators at smaller studios as well by creating tools that allow<br />
for sharing such data easily and keeping track of notations and comments as well.<br />
4.4 The tool concepts.<br />
The concepts provided in this paragraph have been developed and<br />
designed based on influences and guidelines presented throughout<br />
this thesis. With the use of the guidelines combined with the need for<br />
improvement this paragraph presents tools that can aid animators<br />
towards a better holding of flow. It should be noted that I‟ve had<br />
some concepts in mind before even starting the research, but those<br />
that aren‟t concepts coming directly from the research can be<br />
The “<strong>Pressure</strong>.<br />
<strong>Release</strong>. <strong>Animate</strong>.”<br />
icon.<br />
judged, tweaked and critiqued based on information and data I‟ve gotten from the<br />
research. But most of the concepts are coming from the ideas and perspective I‟ve<br />
developed since the beginning of the research and are based on points and ideas I‟ve<br />
discussed throughout the paper and thus might seem more in order to the overall line<br />
I‟ve followed throughout. Also note that I present an extensive library of concepts that I<br />
deemed to be a worthy addition. Despite this quantity they‟ve still been developed and<br />
designed in-depth on my findings and I feel that they all have a profitable quality.<br />
Animators all have their basic needs that – according to my findings - all seemed to<br />
have the same foundation, but they also all build their own personal workflow and usage<br />
on top of that. This same personalization should be allowed with a toolset designed for<br />
animators. The user should be able to reorganize the layout and functionality in such a<br />
way he feels most comfortable and he‟s able to work most efficiently with in his own<br />
workflow. Even more he should be able to add or remove functionality on basis of his<br />
own choices. Thus, the ability to reorganize, add and remove functionality is greatly<br />
appreciated. For this it‟s best to introduce a system that consists of small modules that<br />
can be rearranged and changed to the users‟ own needs. Some more technical stuff<br />
briefly: with the coming of the Python programming language and the better support for<br />
PyQt4 such a system within Maya becomes more easily possible. With this we can create<br />
a consistent and easier achievable user interface for different operating systems. With<br />
good object oriented programming each module could just be an extended object (class)<br />
supporting the dockable options. Such a module could then easily be docked in the whole<br />
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toolkit as well as support standalone functionality and therefore the complexity of the<br />
customizable and user-friendly work environment would only be programmed once (for<br />
the toolkit.) From there adding custom modules or adding more functionality can be done<br />
by creating a class that inherits from this superclass. Less technically this comes down to<br />
allowing to add extra modules with minimal amounts of code, possibly adding and<br />
modifying about 5-10 lines of code to any existing code. By providing simple<br />
documentation on how to create a custom module the small scripts and tools animators<br />
already use should easily be added to the toolkit without any extensive adjustments to<br />
the tool. Therefore it provides the ultimate customizable environment, even for<br />
professional animators that already have an extended list of tools. Any list of tools<br />
already owned by the user can then become even more organized and easier accessible<br />
from within such a toolkit with this functionality.<br />
For this customizable interface and toolkit it‟s important that the personal preferences<br />
and modules can be saved and easily transferred to another work environment so a<br />
single user is mobile with his own workflow, and can easily use the same system at home<br />
as well as at work (or in class.) Switching between users on a single computer should be<br />
easy as well. For this the system keeps track of who‟s working on the computer by<br />
making the user „log in‟ to his own account in the „<strong>Pressure</strong>. <strong>Release</strong>. <strong>Animate</strong>.‟-toolkit,<br />
from now on referred to as PRA. This seems like adding more work and thus inefficiency<br />
– the logging in - but this process should only be done once (in a work environment<br />
where a single user uses a specific computer) and even if it has to be done more often<br />
switching can be done quickly and easily, as comfortable as logging into your own mail<br />
provider. When the system runs only on an intranet a security layer might not even be<br />
necessary and thus a password would be unnecessary, then switching account can easily<br />
be done with the press of a button and becomes even simpler. The small inefficiency that<br />
might possibly come with the system‟s logging requirements – the user needs to log in -<br />
are far outweighed by the organization, personalization and productiveness the system<br />
increases.<br />
Furthermore working on a per user basis makes it easy to set all preferences to the<br />
user‟s own needs when switching work location. The user can create personal (though<br />
shareable) layout presets for the toolkit with the tools he uses mostly or needs in his<br />
close environment while working. He can create a clean arrangement for his screen<br />
space, on that he works best in and can set it – Maya‟s interface as well as the custom<br />
modules – to the places he likes, even multiple presets if he wishes – like for each stage<br />
of animating. The same account for the settings of each tool as they can be set to user<br />
defined default settings or his personal last used settings. Even more, for organization<br />
and automation, logging can be done quicker as well and introduce even more<br />
organization automatically. Saved files can contain the name of the last user that worked<br />
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on it, as well as use it automatically when submitting for review or managing personal<br />
notes and reminder. This creates an environment where the animator knows everything<br />
will be set the way he likes it and this helps him to feel comfortable when getting to<br />
work.<br />
In Autodesk Maya there‟s a lot that can be improved, like adding new techniques or<br />
better efficiency and productivity in older techniques based on the discussed needs for<br />
improvement. Many of the improvements can be used in the customizable interface as<br />
described. Therefore I‟ll distinctively name the two main covering systems now:<br />
aniToolbox and aniViewer. The aniViewer is a separated viewport with its own timeline<br />
and contains functionality for planning, playback, previewing and reviewing. The<br />
aniToolbox is a more empty design by itself but is acts as a parent window for modules<br />
that will be presented in the following paragraph. More information on both systems can<br />
be found in the online documentation (pressurereleaseanimate.com) Note that some<br />
concepts are not created to be used directly within one of these systems. Often these are<br />
tools that are not used on a daily or repetitive basis. Nevertheless all of the concepts will<br />
provide an improvement towards more and a better held flow on a basis of the developed<br />
guidelines and findings in this research. For more information about the and a view at the<br />
current state of development I recommend you to take a look at<br />
pressurereleaseanimate.com which provides an up-to-date representation of the tools<br />
and concepts in the coming years. For all of the concepts I‟ll now go into how they were<br />
defined and designed based on my findings in this research and how they developed into<br />
a flow-enhancing tool based on the guidelines.<br />
4.4.1 Concepts for preplanning<br />
For the first concept for preplanning I‟ll be discussing an environment for sketching and<br />
testing, almost like a sketchbook. Therefore I‟ll refer to it as the sketchbook module.<br />
This module is part of the bigger customizable interface called the aniViewer. The<br />
sketchbook is part of its planning functionality. Being able to quickly, intuitively work out<br />
ideas for a shot is really important for the acquisition of flow for planning, testing and<br />
experimenting when animating. Sketching out in a simple 2D „quick „n dirty‟ way really<br />
helps to quickly test out many ideas and get inspiration for new ones as well. Introducing<br />
sketching over the 3D viewport in 2D space can make a big difference for drawing out<br />
the flow or creating guidelines for animation. Animators starting out might not see the<br />
importance in doing it yourself and thinking it all out beforehand – at least I had this for<br />
a long time when I started -, but the actual improvement is well worth it as seen<br />
throughout this thesis. It‟s really helpful to do the sketching in a 2D fashion on top of<br />
your scene. Especially because the technical 3D stage‟s accumulating complexity per<br />
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frame can be hard to keep track of intuitively and efficiently the experimenting in a much<br />
simpler 2D space helps being much more creative. There‟s often just too much data to<br />
create, to process and to keep track of in a 3D space. The simplicity of this sketching<br />
allows the mind to focus more on creative intent making the animator‟s creativity – by<br />
planning, experimenting and testing towards improvements - rise.<br />
Left: In<br />
respectively<br />
Adobe Photoshop<br />
and Autodesk<br />
Maya tools are<br />
presented on the<br />
left side of the<br />
screen by default.<br />
They contain<br />
functionality for<br />
selecting,<br />
drawing, moving.<br />
Photoshop also<br />
has a text tool<br />
and the current<br />
colors in this<br />
toolbar.<br />
Digital drawing is easy and instinctively familiar because<br />
tools for drawing are often present in the 3D animators‟ work<br />
environments, like Adobe Photoshop with the use of a<br />
Wacom device. Therefore they can instantly feel comfortable<br />
by mimicking those familiar interfaces. For this it‟s smart to<br />
take a look at the applications many 3D animators use, like<br />
Photoshop for drawing. Adobe Photoshop is one of the best-<br />
known software packages among digital artists (3D<br />
animators as well) and is among the top in its class. In<br />
Photoshop the main drawing tools are to the left by default –<br />
same is in Autodesk Maya; in this toolbar are the brush,<br />
pencil, eraser, color picker, pen tool, text tool, selection tool,<br />
the color settings and more. The brush size can be adjusted<br />
at the top in Photoshop, but an even more direct feature 27 is<br />
to press the right mouse button over the drawing area to pop<br />
up a little window with adjustable settings for the currently active brush. This decreases<br />
the distance to move with the mouse and thus makes for a higher efficiency according to<br />
Fitt‟s Law. Introducing these familiar interfaces creates for a more comfortable<br />
environment from the start while introducing a fully new technique to the 3D software.<br />
Since many animators are already familiar with the benefits of sketching and quickly<br />
experimenting (on paper) they will probably be able to see the benefits of being able to<br />
do so in the 3D software straight away. Thus these take away two of the biggest<br />
boundaries users face when trying to switch to a new tool and technique.<br />
There are some basic features we expect from drawing a tool that should allow us to<br />
experiment and sketch quickly. We want the ability to do simple drawing, make notes,<br />
use colors, erase, pick used colors and undo/redo done operations. Extra useful features<br />
would be layers to try out different things on top of each other as well as being able to<br />
control the opacity of each layer to keep a half transparent sketch on top of the viewport<br />
while animating for example. But, since it should be a tool to aid with animation it should<br />
27 In photoshop the [ and ] keys alter the size of the current brush respectively shrinking or enlarging its size<br />
with each key press or while the key is being held. In Maya this is done with holding „b‟ and left mouse button<br />
while dragging for changing its size. Differences between applications and their shortcuts can be hard to<br />
remember and keep track off. Therefore the use of shortcuts is not directly discussed and used within the PRA<br />
tools. Nevertheless setting up a user-defined shortcut is possible like with any command in Autodesk Maya.<br />
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offer functionality for this in a recognizable way. A recognizable timeline and seeing keys<br />
on frames where a drawing is all can quickly help with feeling comfortable. Onion<br />
skinning is a well-known requirement as well. Even more, introducing a way to draw in<br />
the viewport while the timeline is playing and thus doing motion capture of the mouse,<br />
tracking its velocity and speed to create a real-time captured line of motion will allow<br />
quick experimentation with the line of action and timing.<br />
.<br />
The animator draws a continuous motion as the timeline plays creating a timed line of motion useful for quickly<br />
testing arcs, the timing and lines of action.<br />
The spacing, timing and arc could all be portrayed in one continuous line easily. Since<br />
this allows for very quick intuitive testing and experimenting this seems like a must-have<br />
feature for the tool to introduce just that.<br />
Besides providing extensive time-based experimentation tools it should also allow<br />
actual sketchbook and post-its functionality for separated reminders and notations.<br />
Instead of working on a frame-by-frame basis the user should be able to switch towards<br />
a real sketchbook mode for containing some quick scribbles that could resemble the<br />
overall stages of the shot as well. The pages made in this mode should be easily<br />
accessible and can then be used as a side-reference like a character sheet would be on a<br />
physical desk for the overall shot. Giving it all the essential features from drawing<br />
sketches on paper and applying digital features to it literally gives the best of both<br />
worlds. A lot of complex functionality is in the tool but none that the animator has not<br />
grown comfortable with through the years of creating drawings and doing animation,<br />
therefore he‟s able to instantly use it effectively.<br />
With quickly sketching out in the 3D software the animator can quickly sketch an<br />
arc, and then starts positioning the character towards that arc. Thus, it can be used as<br />
reference - clean and simple. Furthermore it can be used for the sketching and testing of<br />
ideas introducing an extensive in-software environment for developing the ideas while<br />
drawing over the actual scene or the characters. Furthermore there‟s no more need to<br />
carry physical sketchbooks around to all work places and logging is also no necessity, as<br />
the drawings can simply be saved with the scene itself. Nevertheless allowing exporting<br />
and backing up of versions is an important feature. Exporting and importing allows the<br />
user to create backups, import sketches from co-workers or even import notations and<br />
comments from a review by the director. Even more, with exporting backups the<br />
animator would be able to save out and back up older ideas he‟s had for the shot and by<br />
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opening them later remember how he‟s approached the shot at the beginning and find<br />
back the essence of his original ideas. It would be as if you were going back and forth<br />
through your sketchbook. Even more, allowing for quickly saving out a version makes for<br />
a much less destructive environment as the animator will feel like he will always be able<br />
to get back to his previous experimentation or idea.<br />
The sketchbook module is part of the aniViewer. Its functionality and usage is<br />
therefore described in the online documentation as part of that. The aniViewer is a<br />
separate window with timeline and features different modes among which is the actual<br />
sketchbook mode as explained here. The sketchbook mode should not be implemented<br />
as an additional tool or plug-in, but as a required feature that should be added as default<br />
functionality to the software. Because it‟s extremely important to allow such control on<br />
the animation within the stage of planning, and the later stages of tweaking, notations<br />
and review as well it‟s important that it is widely available and easily accessible from<br />
anywhere in production. Therefore the aniViewer is the encapsulating parent containing<br />
the functionalities for sketching, writing notes and having a clear playback/preview while<br />
working on all these stages. The aniViewer provides functionality for this sketching,<br />
previewing animation quickly, using references, reviewing of animation and functionality<br />
for adding custom modules (like the animation toolbox) as well. The supporting of a<br />
better overlay on the viewport and drawing and stacking pictures/references there<br />
creates a direct and effective planning tool as well as helps with tweaking, testing and<br />
even the review process as we‟ll see when discussing those parts of the aniViewer in<br />
more of the tool‟s concepts. This is one of the aniViewer‟s core features and should<br />
actually be implemented in Maya‟s default viewports out of the box.<br />
Another module, now for the aniToolbox, is one that allows you to beat out the timing<br />
with key presses, called the beat timer module.<br />
With this tool the animator can initiate a mode<br />
wherein his key presses are recorded over time and<br />
he can use the data that becomes visible in the<br />
Maya timeline (and optionally viewport) as<br />
reference for timing. Many animators tap out the<br />
timing/beats of a shot when planning it. Recording<br />
A picture of the beat timer module in its<br />
early stages of development.<br />
this information directly and using this as a clear and organized reference within the<br />
software allows the animator to quickly test out different timings and tweak the planning<br />
of his shot. Since many animators do this tapping by instinct it‟s an extremely<br />
comfortable way to test and try different approaches for the overall shot.<br />
Furthermore an animator will often adjust the timing of a shot multiple times to try if<br />
it works better and to literally „feel‟ how it will come over for the audience, instead of<br />
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guessing right away what the best timing is. This is a tweaking procedure that‟s similar<br />
to a trial and error approach, which works best in environments that allow high-speed<br />
testing. With the beat timing module the animator can retime his currently created key<br />
poses based on the tapping of the beats. It allows him to test out different timings<br />
quickly and intuitively for his already created animations. This automates the process of<br />
tapping the beat for your key poses and setting the timing accordingly. Best of all, it‟s<br />
really fast. This tapping out of timing by instinct combined with the incredible speed and<br />
simplicity of the tool‟s usage makes for an intuitive and direct approach to planning,<br />
testing and tweaking among different stages of the act of animating.<br />
Since an animator often taps out a beat based on video or audio reference it‟s<br />
necessary to add such functionality. The animator should be able to choose an audio file<br />
and/or video file to play back while recording. This gives a more direct „tap‟ and influence<br />
from the inspirational source which the animator was aiming for. Furthermore, after<br />
recording the beat both can be played back simultaneously to check the differences and<br />
similarities. The animator can then choose to make small tweaks to his recording or<br />
choose to create a new timed beat. It‟s extremely easy and fast to do one play through<br />
(real-time) allowing the animator to test different timings quickly while keeping direct<br />
control and creativity. Nevertheless recording in higher speeds or slower speeds should<br />
be possible to allow for more control when something needs to play faster or slower than<br />
you feel comfortable with tapping out. Thus this is useful when the animator needs to tap<br />
out some complex movement and likes to do it at half the speed.<br />
Another concept for testing and planning<br />
based on speed for testing, a 2D space interface and<br />
a form of real-time control is the aniRecord module.<br />
It‟s a simple little tool that allows you to record your<br />
cursors position and use that in real-time to change<br />
an objects position or rotation. Quickly recording<br />
such motion is useful for testing out the movement<br />
of the eyes or trying out a camera shake. Also it can<br />
be used to test out the movement, arcs and different<br />
timings of a hand or simple object. Because the<br />
resulting motion often isn‟t very clean and useful it is<br />
The aniRecord module allows you to aim<br />
or position an object to the cursor‟s<br />
screen-based position. It allows a quick<br />
interactive way to test out the movement<br />
of an object. The picture is illustrating the<br />
aiming of the eyes to the mouse‟s<br />
position.<br />
best used for creating reference material or testing in the earliest stages of the shot. It‟s<br />
like some sort virtual directing or virtual motion capture directly applied to the character.<br />
The benefits of such a real-time testing environment have been well laid out and<br />
discussed, like with the production of Paul (2011). The tool automates the process of<br />
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trying out positions over time. And like the 2D space designs it‟s simple and fast in usage<br />
making it even more interesting for testing and experimenting.<br />
4.4.2 Concepts for character posing<br />
Selecting the character‟s controls in the viewport that are<br />
over the character make for an intuitive direct approach<br />
to select whatever you need as you actually click what<br />
you want to reposition. Nevertheless I‟ve discussed many<br />
of the downfalls of this setup, like the obscuring controls<br />
and cluttered view. An interface to allow for easier<br />
selection of the parts that introduces no obscuring of<br />
controls, less complexity and a consistent layout can<br />
provide an increase in efficiency as the animator becomes<br />
comfortable with the consistent design and its clean<br />
organization. This character selection system, referred to<br />
as aniPuppet from now on, should help the animator<br />
with focusing on working layered, staying organized and<br />
provide the animator with a direct and clear visual<br />
feedback on the selection part.<br />
For the discussion of this concept I‟ll walk through it based on a biped and its<br />
controls. The animator should be allowed to address all of the selections possible for the<br />
character, but especially those (combinations) that are hard to select in the viewport<br />
should be designed in an organized and easily selectable manner. As you can see in its<br />
design I‟ve chosen for symmetry and clear alignment. Especially for often used<br />
combinations to make sure it‟s clean and simple to select them in a single drag. Like the<br />
fingers (including the thumb) should be selectable with a single selection. This creates a<br />
simpler and faster selection while providing a cleaner organized interface at the same<br />
time.<br />
We‟ve seen that focusing on parts (working layered) is important for animators to<br />
keep track of arcs and motion. For this the aniPuppet provides two approaches. First it<br />
has tabs for different focuses on the character, like „all‟, „arms‟, „legs‟, „hands‟ and „face‟.<br />
Each tab contains only the necessary controls for that part. The tabs are at the top and<br />
can be easily reordered, hidden or added by dragging or using the corresponding right<br />
mouse button menu. The second feature that improves focus is the zooming in on the<br />
system. The zooming is controlled by a Photoshop-like navigator so the control is familiar<br />
for those that have worked with that software. By zooming in on a part of the character<br />
the controls become bigger and others are moved out of the visible area, both help you<br />
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to focus on only these parts and make selection even easier.<br />
Optional control is allowed in the interface by toggling between IK, FK, auto or both<br />
modes. By default it‟s set to auto mode so the selection scheme is based on the currently<br />
used mode at the current time set in Maya, thus is the most likely intended usage of the<br />
user. Removing unneccesary controls automatically makes sure only necessary data is<br />
presented. Nevertheless the user can optionally use the IK-only, FK-only or „Both‟ mode<br />
if he needs to focus on other stuff. Furthermore the aniPuppet contains different selection<br />
methods. The rectangular selection (default Maya selection), lasso tool and paint<br />
selection. This respectively selects anything within a box, everything within a custom<br />
drawn shape or everything that you‟ve brushed over. This makes even complex<br />
selections quick and simple. Nevertheless if you constantly keep working with certain<br />
sets of objects the following is a nice addition.<br />
It is what I like to call the quick selection bin. A button that functions as a depository<br />
that when clicked selects a user-defined combination of controls. The best of it is that it‟s<br />
easy and convenient how the defined combination can be altered and adjusted any time<br />
by clicking the right mouse button and choose replace, add or remove. This will<br />
respectively replace its content with the current selection, add the current selection to it<br />
or remove the current selection from it. The usage of quick selection bins allow for easy<br />
focusing on a defined set of controls and thus help working layered, gaining focus. When<br />
he constantly needs to tweak the fingers and hand it‟s best to set the quick selection bins<br />
to contain those controls. Then he can select this with the use of single button that he<br />
can rename accordingly. This makes sure he‟ll focus and work on the correct combination<br />
of the hand and fingers. Time is of the essence and simplicity is the key, this way both<br />
are taken in account. Note that all of the aniPuppet‟s selection methods support the uses<br />
of all modifiers‟ (ctrl and shift) selection changes and provides a familiar means of<br />
interaction while giving a clean and quick approach to selections. This familiarity adds to<br />
the direct control and simplicity that makes far better organization and speed the core<br />
power of the aniPuppet module.<br />
Another feature is the highlighting of selected objects. You‟ll always be able to see<br />
what‟s selected within the viewport and the aniPalette as well. Since the system provides<br />
a simple, organized overview of the character it allows a great way to directly see what is<br />
currently selected. For this the tool requires fast and direct results so the animator can<br />
use it efficiently and will know the presented information is correct. Since the highlighting<br />
is familiar from almost any application (selected things are always highlighted) on the<br />
computer this is about as familiar as it can get.<br />
For character handling we can also improve much on the actual posing and moving of<br />
the character. As explained working in 2D space is a lot simpler than working in 3D<br />
space, there‟s much less hassle going on and it‟s easier to wrap our heads around. This<br />
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makes sketching very efficiently. Another concept for character handling is based on this,<br />
the aniPen. The aniPen allows you to pose the character‟s parts with the simplicity and<br />
speed of drawing a single arc. It allows the animators to quickly pose the arms, legs,<br />
spine and more parts that could be simplified towards a line by easily and instinctively<br />
drawing an arc or line for it. The animator will draw a curve and the character‟s limb will<br />
reposition accordingly. Since the drawing of a single arc can be done simple and fast this<br />
introduces interesting quick and simple ways of interaction with a virtual character for<br />
animation. It‟s almost like you guide an actor by saying, „Hold your arm like this line‟,<br />
and the character acts accordingly. The character really comes alive based on your<br />
instinctive directions.<br />
By selecting the arm and then drawing a curve the aniPen tool will reposition the arm according to the drawn<br />
line. You literally sketch the new position in a 2D space.<br />
You want freedom in sketching, but not necessarily freedom in the posing. You might<br />
want to lock the length of the arm or limit its bendiness. Therefore the aniPen module<br />
allows locking of the length of the limbs and limiting its bendiness. Doing this allows you<br />
to draw quick long arcs without messing up the length you intended to have. On the<br />
other end unlocking the length will make the limb position to the full length of the drawn<br />
curve so you can exactly and precisely draw what you need. Furthermore interactivity<br />
and speed is important, but the possibility to tweak as well. For this the tool has the<br />
ability to instantly apply it to the limb after drawing or keep a curve that can be<br />
interactively altered and tweaked in the default way Maya users are accustomed with for<br />
editing curve‟s points (CV points for the Maya users among you.)<br />
Though, a problem with posing a 3D character this way is depth. It‟s simple to draw<br />
an arc within two dimensions in one go, but adding depth is rather hard. It could be<br />
added by pressure sensitivity (Wacom or Touch-screen) or by a new input device that<br />
creates the possibility to intuitively assign positional data in 3D space. This could already<br />
be possible with a motion capture suit or with the use of Microsoft‟s Kinect as these<br />
produce 3D space data based on human movement. Three dimensional interactions have<br />
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een developed through the years for virtual reality systems of all kinds; nevertheless<br />
we‟re still far from good intuitive techniques, mass production and (cheap) mass usage.<br />
On the other end we‟ve seen that the complexity of working with 3D data can introduce<br />
tremendous slow-downs and hiccups in flow whereas working in 2D space allows for free<br />
creative control because of its simplicity. Therefore this „lacking‟ feature that can seem<br />
like a downside can also be one of the top beneficial features of the tool.<br />
Another concept on this same core principle is aniCharts. It‟s a module inspired by<br />
the traditional animators who created small charts alongside their drawings to set their<br />
timing and spacing for themselves and/or assistant animators. The module allows the<br />
user to draw a chart (curve) next to an object in Maya (in 2D) and give the animator<br />
control on the spacing and timing along that curve. The animator can draw the lines on<br />
the charts just like laying out the spacing on traditional paper and use that to apply that<br />
timing for the chosen range of time.<br />
The look of an animation is greatly induced by the smoothness and speed of the<br />
curves and motion. Therefore direct sight and control over the arcs and spacing is<br />
extremely important when working on animation. You need to distinctively keep track of<br />
the arcs and spacing of the different body parts to keep fully focused on the actual arc.<br />
Over time you might miss smoothness in the animation, that‟s when little bumps and<br />
hiccups start appearing in your animation and you need to smooth or clean them out in<br />
the long run; the best way to see these out of order parts is to address them as clearly<br />
as possible and literally follow the arc.<br />
Drawing an arc with its spacing will be an organized overview of the motion and timing (left), yet will present<br />
much information we can get from it on timing and feeling of the motion of which some is described in the<br />
image above (right).<br />
I‟ve seen digital animators draw on their flat-screens with dry erase marker to track their<br />
arcs or sketch a subtly different arc quickly to see if the arc would fit. Pick a point on the<br />
body, or a locator and track its motion with an expo dry erase marker on screen. See<br />
what shape arc you are making and check the results. Not only do you need a dry erase<br />
marker it‟s also a strange situation to draw on your screen. Therefore the already<br />
introduced capabilities of sketching of the aniViewer would again be a useful<br />
functionality.<br />
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Instead of drawing the arc yourself an automated tracking visualization of the arc is<br />
useful as well, which is another side of the aniCharts module. It allows you to choose an<br />
object or any point on it and track its position. It will create the curve automatically with<br />
a point on it for each frame. Also, since this is based on the actual 3D positional data of<br />
the objects the arc can quickly update when you adjust one of the timings or spacings.<br />
This way you‟ll automatically see how changes influence the full curve of the object‟s<br />
motion.<br />
Visualizing the arc is a useful method to focus on the actual curve of the motion.<br />
Nevertheless noticing that something is off is still a step away from knowing how to fix it<br />
or knowing what the better arc would be. Thus, improving the arc can only be efficiently<br />
done when you know what the better arc is. For defining the better arc the simplest way<br />
is sketching/drawing it out quickly. This allows you to experiment what curve looks best,<br />
again creating some sort of plan and setting a goal to focus on. The problem with<br />
allowing the computer to visualize the arc is that you‟re not intuitively experimenting<br />
with the arc. This can make it hard to find the right arc, especially if you‟re not an<br />
experienced animator. Therefore it‟s recommended to use this freedom where possible.<br />
Nevertheless the automated arc tracking visuals are a great way to keep a clear<br />
organized focus on the curve‟s motion while adjusting the animation to your needs.<br />
Autodesk is developing technology for Maya making it possible to track an arc and adjust<br />
its curve by manipulating the point of the curve itself 28 , which brings a little bit of both<br />
worlds. Nevertheless I recommend the experimenting and testing with the arc by<br />
drawing our the curve yourself.<br />
There‟s also much to change in Maya‟s way of key<br />
management and the functionalities it contains to control it,<br />
like better controlling of tangents to tweak animation curves.<br />
A module that helps managing the flow of the curve is the<br />
Quick Tangents module. Controlling the curves ins and out<br />
forms – like stepped, linear, spline and so forth – can be a tedious task. Especially with<br />
the coming of more complex rigs which introduced an increasing amount of keys and<br />
28 This is listed as one of the Autodesk Maya 2012 new features at the official product release website.<br />
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data to handle through the years selecting the right keys or finding the right moment in<br />
time becomes a troublesome job. The graph editor is a great place to edit the curves, but<br />
looking through and selecting the right keys can still become quite a task if you‟ll have to<br />
go in, select and adjust accordingly. This system provides a way of altering this part of<br />
the keys data without the need to select any keys in the graph editor and/or even<br />
without the need to select a time range at all which is exactly what you need if you want<br />
to adjust all ins and outs for the current frame. But it can also be applied by highlighting<br />
a time range and applying the change accordingly for the indicated time range; it is<br />
selection based.<br />
A picture of the small yet convenient Quick Tangents module<br />
The system is designed to be familiar (looks like the graph editor buttons) and is<br />
conveniently small so it can be placed anywhere without capturing too much screen<br />
space. Even more it provides a direct sight on the currently set default tangent which is<br />
used for each new key that gets created; it‟s the most right icon in the module. By<br />
clicking the button it turns into a red question mark to let you know you can then choose<br />
a new default setting. You can do this by clicking on one of the others icons that<br />
represent the tangent in and out you want. This way you always have the direct control<br />
you need over the tangents and have a constant clear sight on what is currently set as<br />
default.<br />
The animator often „plays‟ with the timing by making small time adjustments of a<br />
couple of frames and checks the results quickly to see how it feels with the different<br />
timing. This animator‟s technique has been used in the core of the beat timer and is also<br />
the main reason why the Quick Retime module is so extremely effective for animators<br />
as well. This module is again one with an extremely small design and has only a few<br />
buttons to adjust the timing of the keys by moving them quickly respectively -3,-2,-<br />
1,+1,+2 or +3 frames.<br />
A picture of the Quick Retime module<br />
This is one of the simplest additions designed, but it creates a great and simple interface<br />
towards controlling and checking the overall timing. Even more, it pushes you to<br />
experiment more with timing as it becomes much easier and quicker to alter it. Like the<br />
previously described module it is selection sensitive. It will adjust all keys after the<br />
current frame if no time range or keys are selected. If a time range is selected it will<br />
move that range by the chosen amount. When a single or multiple keys selected it will<br />
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move only those. This is no standard Maya functionality, but it is far more convenient<br />
because it uses any type of selection you create. This way it will end up doing what you<br />
expect it to do, the influencing of only your selected keys.<br />
Traditional animators‟ pose to pose method introduced inbetweening to the animation<br />
world. This inbetweening was the basis for developing the Quick Tween module. It‟s<br />
focused at creating inbetweens between poses in an interactive way with the ability to<br />
favor one pose over the other. This way you can quickly create a key that makes sure it‟s<br />
more like the previous or next pose on basis of your chosen value. I‟ve chosen to use a<br />
range of -100 (previous pose) and 100 (next pose), because it gives us enough control<br />
without the constant need of working with decimals for tweaking. Also you can look at it<br />
as percentages for favoring towards each pose which makes it a familiar calculable<br />
method.<br />
A picture of the Quick Tween module<br />
For a more direct control and faster response the animator can enable the interactive<br />
option. Now the effect will automatically be applied while dragging the slider allowing you<br />
to tweak or test out different values by sliding back and forth. It introduces a big speed-<br />
up in testing out different easing ins or easing outs. When enabling overshoot the values<br />
will go beyond the 100% percentages to set a value beyond the previous or next pose.<br />
Values beyond +100 for example will amplify the value beyond those from the next pose<br />
based on the difference between the previous and next pose. In effect it will create an<br />
overlapping motion quickly and easily. The system allows you to do quick testing of<br />
spacing and easing without needing to tweak the tangents of curves in the graph editor<br />
for the results you‟re looking for. Its incredible speed and interactivity allow you to<br />
quickly test and check inbetweening possibilities.<br />
There‟re numerous scripts available for download for Autodesk Maya that provide<br />
complex yet in-depth ways to rotate an object around a custom pivot point. Nevertheless<br />
most are complex to handle and create technical setups many animators don‟t feel<br />
comfortable with. With the complex data it‟s hard to oversee what‟s controlling what,<br />
especially when using it more than once in a single scene. To solve the issue that you<br />
can‟t rotate around a custom pivot point I‟ve developed the aniPlacement for Autodesk<br />
Maya. It‟s a tool that allows you to reposition any object moving it around and rotating it<br />
from any chosen point just like many of the other freely available tools. As opposed to<br />
the others the aniPlacement is not adding any complex data in the end, it‟s literally<br />
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applying it to your objects animation curve. Furthermore the aniPlacement provides a<br />
totally safe tweaking environment; while adjusting and tweaking the position you can<br />
choose to revert or apply the changes at any time. This non-destructive environment<br />
combined with the ease of use creates a great plug and play environment without<br />
worries.<br />
Sometimes you need a custom pivot point to rotate around. That‟s when you use the aniPlacement module.<br />
Without the use of the aniPlacement module you would have needed to both translate and rotate to mimic the<br />
rotating around a custom pivot point. The aniPlacement does this all for you, providing you with clean data.<br />
Furthermore it works on a single frame, selection of keys, selected timerange or all keys.<br />
Therefore you can use it to reposition parts or the whole of the animation on a controller<br />
within matter of seconds from right within the viewport without adding any additional<br />
complexity once applied. Note that you can adjust the translate, rotate and scale as if<br />
doing those operations from the custom point, this is because it is – when in use – just<br />
an ordinary familiar transform node the animator has grown accustomed to.<br />
The Quick Display Modes module contains a sets of functions to quickly alter your viewport settings to change<br />
the way you look at the scene and get a fresh look at your animation.<br />
After hours and hours of animating on a shot it‟s hard to see flaws in your animation<br />
or to stay creative with your ideas. Therefore it‟s really important to allow yourself a<br />
fresh and a different look at your animation when needed. The Quick Display Modes<br />
allows to quickly change your viewport settings to useful predefined options as well as<br />
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customizable presets for display options you like to personally use once in a while.<br />
Getting a fresh look on your animation can have a big impact on your focus. When<br />
looking at the silhouette you automatically focus more on readability and dynamicity of<br />
the poses whereas flat-shading can help you find clashing colors in a scene and lack of<br />
depth in colors without shadows. Every change made to how you look at the animation<br />
allows you to focus on different things, hopefully allowing you to miss flaws or lacking<br />
parts in your animation you‟ve been missing all along. Having such quick control over the<br />
look of the animation while working on it gives you the ability to stay focused and keep<br />
such a fresh look throughout multiple stages of animation by switching back and forth<br />
between those views that work best for you.<br />
The complexity of the character rigs nowadays are skyrocketing. An extensive<br />
amount of bend and stretch controls is often being considered as part of a mediocre rig.<br />
The „better‟ rigs often provide a clean interface, but an even bigger amount of controls as<br />
well. As explained this makes it more complex to handle as more key and data is being<br />
created and should be managed. It‟s not impossible, but it just can be hard at times.<br />
Going back to simplicity there‟s a couple of steps we can take to manage this data. First<br />
of all we can work more structured by ourselves, like settings keys on every other or<br />
third frame instead. This approach is only maintainable for a certain amount of time as in<br />
the end you‟ll still need to tweak and add in extra detail in the movement; therefore it<br />
works only at the starting stages of animating. We can also clean up the already set keys<br />
without altering the animation by removing keys that don‟t have any influence on<br />
altering any values. This Remove redundant keys is also part of the PRA toolkit and<br />
usable in the aniToolbox. The remove redundant keys module deletes redundant keys<br />
based on a tolerance value. It will delete keys that provide less movement than the<br />
provided tolerance between the surrounding keys on that curve; only necessary keys will<br />
remain. After this you‟ll have less data to manage and most likely a less cluttered graph<br />
editor.<br />
Instead of adjusting the ways of setting keys or removing redundant keys we can<br />
design tools that allow for the same quality animation with less complex rigs to begin<br />
with. This brings us to aniSculpt, the module that allows adding an extra layer of tweaks<br />
to animated meshes that can blend in and out over time. You select the meshes you<br />
want to tweak and apply it for the current frame and it will make the mesh editable<br />
without breaking anything of the rig‟s deformations, it‟s an additional layer that adds<br />
deformation. With this the user can sculpt/deform the character to more extreme poses<br />
and/or tweak small areas on a frame by frame basis to any extent he deems necessary.<br />
This tweaking can be done with almost all of Maya‟s default modeling tools that apply<br />
changes to the vertices without introducing object history. Therefore you can use Maya‟s<br />
default Sculpt Geometry Tool and custom tools that allow similar like deformation. This<br />
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allows you to quickly sculpt tweaks and deformation as if providing clay-like adjustments.<br />
There‟s no need to focus on axes interpolation since its interpolation is just like a<br />
blendshape. For control it‟s a single value ranging from zero to one to turn on or off the<br />
created adjustments. It is extremely simple and generates really small amounts of key<br />
data (at most one key per frame per mesh.) In the end this allows for much more control<br />
(not based on the rigs limits) and creates much less data to manage. A complex rig setup<br />
wins only at the automation - which is impossible with the aniSculpt module – like the<br />
automation of creating a nice curve of a complex bendy arm, though automated results<br />
can also be unwanted or create unexpected results (especially with complex setups.)<br />
Simplicity and speed are important for creating quick small tweaks in overall pose and<br />
form, for this it‟s best to use screen-based deformations that work in a 2D space. For this<br />
there should be a brush that mimics the action of the smudge tool from Adobe Photoshop<br />
or the move sculpt option from the open-source platform Blender. By painting over the<br />
mesh it pulls vertices within the direction of the input in screen-space, thus sculpting in<br />
2D as if smudging in Photoshop. This introduces the speed and efficiency of 2D space.<br />
Also, when tweaking the actual mesh it‟s important to notice that the controls can be<br />
hidden and full focus can be used on the actual character instead of its controls. Since<br />
the aniSculpt module allows you to change the actual mesh as if modeling and sculpting<br />
it‟s the most familiar way of tweaking vertices and creating adjustments and increases<br />
the directness of controlling the character compared to using the character‟s controls that<br />
are limited by the possibilities of the rig and can become hard to oversee because of the<br />
complexity of the rig.<br />
I‟ve mentioned the use of pose libraries in production and said that many are<br />
available but are lacking necessary features and simplicity. Based on the needs of the<br />
animator and the extracted guidelines we can distill the requirements for a good pose<br />
library. I‟ll refer to the library designed for this research as the aniPalette. I‟ve not<br />
developed and used this in the production of Mac „n‟ Cheese (2011). Again this is a<br />
module that should be usable in the customizable interface (aniToolkit) or used as a<br />
standalone product within Autodesk Maya. For organizational and clarity its best to have<br />
clean thumbnails to show what each pose is instantly. This way you instantly see what<br />
it‟ll do once pressed. Besides this clarity there‟s some basic functionality we need from<br />
the aniPalette to keep it clean, simple and efficient for the animator. It needs an actual<br />
library to work, and it should be easy to fill the library with poses you‟ve created and<br />
rearrange, replace or remove any poses already in it. The libraries should be easily<br />
accessible and shareable, preferably automatically finding the most recent and complete<br />
version of the character‟s library. This is best done on a server, but without a server or<br />
for backup we need the ability to import and export the library which at best should be a<br />
single file per character.<br />
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A library can grow and especially for a TV series or big production the amount of<br />
saved poses can become huge further into production. Therefore we need the ability to<br />
filter and search through the library so we can quickly find the pose we need. Also it‟s<br />
important to allow the creation of a personal library with your own poses and favorites<br />
instead of constantly working in the global production‟s library. This is all important to<br />
minimize unnecessary search times and limit, order and customize the data to your own<br />
needs. To organize and clearly separate parts of the character the aniPalette contains<br />
tabs and submenus. This is important for working layered and helps keeping focus on<br />
only a part of the character constantly. It‟s also very important that it supports both<br />
single poses and sequences of poses (animation.) The difference should be clearly visible<br />
(play icon above sequence) and the animator should be able to show only still poses or<br />
animated sequences so he‟ll only be looking at what he needs. This makes it more<br />
organized and reduces the amount of data he has to go through while effectively still<br />
showing all that he needs.<br />
For a pose library to „pose‟ effectively there‟s a couple of requirements for control<br />
needed by the animator when setting a pose. He should be able to blend in a pose, apply<br />
it interactively to test what looks best and tweak the result. This interactivity increases<br />
the directness of controlling the character and returns a faster response at the same<br />
time. This direct result provides instant gratification. Furthermore when selecting a pose<br />
it should be possible to apply it only to the selected controls to quickly adjust only a<br />
portion of the character and work directly on what we‟re currently actually working on,<br />
thus helps staying to work only on the parts you‟re actually changing. Also poses are<br />
often stored as absolute values, but you don‟t want the character to instantly move to<br />
totally somewhere else. The animator should have control about what stays where and<br />
let the pose be assigned to that current position, thus relatively. This way the pose will<br />
always fit and be at the position you intend it to be. For more information about the<br />
aniPalette and its functionality I recommend reading its documentation.<br />
One of the things we need as animators is a reliable way of testing out the animation,<br />
for traditional animation you had to master flipping/rolling. For computer animation you<br />
need to playback the scene in real-time. Maya‟s standard playback will not play with a<br />
constant frame rate and is thus not a reliable source of reference. Reliable playback of<br />
the animation is currently only possible by creating a so called playblast. This creates a<br />
preview file to be played back in a video player that supports the exported codec. Tools<br />
for creating clean playblasts are available to download from the internet, both against<br />
payment and free. (TragidiTools and ShotView both contain a playblast script for<br />
example, but there are also separate scripts for download.) Though many provide<br />
convenient options they always still need to export to a separated video player. Since<br />
previewing is a constant process it should be interweaved with the software so you can<br />
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quickly and easily check your animation without constantly needing to switch between<br />
software. The concept for this is presented as functionality of the aniViewer in the<br />
documentation. The first step is to allow cached playback in Maya‟s viewports so we can<br />
playback the video in real-time within the software itself, no matter the complexity of the<br />
scene. Furthermore the aniViewer should allow to zoom in and out on the shot (without<br />
changing camera settings) so you can quickly and easily focus on a part of the shot and<br />
focus on that continuously. Also the different view on the animation as discussed with the<br />
quick display modes module accounts for previewing as well. Therefore it‟s good to allow<br />
screen options that allow you to see the animation in a new and fresh manner, like<br />
mirrored/flipped or with others color. Also how you play it back with the timing can help<br />
you see different things. I often prefer playing it backwards a couple of times or let it<br />
ping-pong back and forth to keep focusing on different things. Also it‟s good to look at<br />
your animation on a big screen, preferably cinema size, once in a while. But, as with Mac<br />
„n‟ Cheese production, you don‟t always have the privileges to play it back on such screen<br />
sizes. A neat trick I learned from an animator was to place some cut out silhouette<br />
characters in front of your screen (small) so your screen would look relatively big. I tried<br />
this couple of times and every time it magically allowed me to focus on the shot<br />
differently thus was an interesting option. Based on this I would like to introduce the<br />
need of playing back the scene with an overlay around its frame and maybe even a little<br />
over the video to see it in a different perspective, faking a cinema environment on-<br />
screen.<br />
For organizational purposes the exported preview requires on-screen information, like<br />
a frame counter, shot name, camera name and optionally a small notation. This should<br />
be set up once and be consistent throughout production, therefore it should be a setting<br />
that is set for the full production (from a database) instead of per single user or<br />
computer (though overriding should be possible.) The on-screen setup should<br />
automatically switch to the preferred preview mode and set all options accordingly. This<br />
way all previews will be consistent throughout production without the possibility of<br />
human error. Because this is all part of the aniViewer it comes with the tools for<br />
submitting for review, sketching and notations. Combined this wonderful suite of tools<br />
creates magnificent planning, tweaking, previewing and organizational improvements.<br />
4.4.3 Concepts for notations and logging<br />
Since there‟s no real management and supervision that comes with Maya there‟s a lot<br />
that can be improved and linked with it by creating it. Based on the findings and the<br />
guidelines for flow-enhancement I‟ll present three tools that above all should able to<br />
work together, share data and communicate making sure that the right data is in the<br />
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ight place and is always correct and accessible. This is best done within a single<br />
database so changes in one tool also automatically update in the other and vice versa,<br />
because it is the same informational source. This database should contain information for<br />
all shots, like description, current status, supervision comments and more. I‟ll not in-<br />
depth discuss the actual content of the database; neither will I explain how to connect or<br />
create the database technically. Yet I‟ll present a way of interaction that should be<br />
familiar, organized and simple for the animator. Even more, it‟s designed to be fast in<br />
use, easily shareable and built up in such a way that the overall production management<br />
is delivered in a consistent manner. For this organization it‟s important to work on a<br />
clean and organized core, hence the pipeline and workflow should be so as well. The<br />
discussion of a pipeline and its management core have been discussed with the tech<br />
team at House of Secrets, FUBE and Polder Animation to make sure all the necessary<br />
requirements are met and it‟s based on actual production necessities combined with the<br />
guidelines I‟ve already thoroughly laid out throughout this thesis. First I‟ll introduce an<br />
effective production pipeline and structure, and then I‟ll go into discussing the three tools<br />
that work on this core which are aniReminder, aniReview and briefly introduce the bigger<br />
brother of the two called aniManagement.<br />
To oversee a pipeline you need clear sight on progress and current status. This means<br />
you need to know what department is working on what shot and exactly who‟s doing<br />
what. Furthermore they need to be able to notify you once something needs approval or<br />
when they have any questions without interrupting your other tasks. Meanwhile you<br />
should be able to approve or give comments on their work even while they are animating<br />
(or doing other tasks.) Knowing where you are and what has to be done today raises<br />
your focus on the current tasks and gives instant gratification when a task is completed<br />
since you‟ll be able to see the production progress when checking it off. Without any<br />
complex tools that allow overseeing the production‟s files and folder structure quickly it‟s<br />
best to start with a clean and organized file structure so that even browsing the<br />
operating system‟s native explorer through the production‟s files and folders becomes<br />
simple yet effective.<br />
The most important things we need from a single file are name of object/scene, date,<br />
creator name and revisions (thus backups.) For example: “12a_20110601_Roy_01.mb”<br />
This resembles shot 12a created on 01-06-2011. The date is represented in this<br />
backwards order because now when explorer is set to order by name the last will be<br />
most recent. The next important information we need is who created it, here Roy, so we<br />
know who to address about the file. At the end is the revision number and here we see<br />
this is the first revision.<br />
Since the pipeline is often used with references to files, like a single file to be used for<br />
the character in all animation files, it‟s important that it always links to the latest version<br />
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without worrying about what and where the most recent file is. You also don‟t want to<br />
automatically pick the latest file saved because someone could be testing something out<br />
in a more recent version that should not (yet) be replaced in the references in other files.<br />
Therefore it‟s important to have a clear distinction between the file other people or<br />
departments can use and the current tweaking/testing file. Best is to use different<br />
folders. The file that‟s ready to be used in other stages of production is called the<br />
published file and are in the folder titled publish. Whereas the current work in progress<br />
files and history revisions are in the work folder. Note that the published file will also be<br />
in the work folder at the same time as one of the revision or latest version. The revisions<br />
are placed in a subfolder named history whereas the latest work file is placed directly in<br />
the root of the work folder. It comes down to the following folder and file hierarchy:<br />
- Work><br />
- Publish><br />
o History><br />
� 12a_20110601_Roy_01.mb<br />
� 12a_20110601_Roy_02.mb<br />
� 12a_20110603_Tom_03.mb<br />
� 12a_20110607_Roy_04.mb<br />
o 12a_20110608_Roy_05.mb<br />
o 12a.mb<br />
As you can see you‟ll always have a single file separated with a clear name that<br />
represents the latest version to be used in other stages of production as reference. The<br />
other files are actual working files with the information of who created it, when it was<br />
created and its overall revision number. While this is already a lot of data in the filename<br />
there‟s still information we miss in the long run like clarity in progress (how far is it),<br />
comments on the latest approved version and information about latest changes. This is<br />
where the use of a database comes in; this can be either on the internet, intranet or<br />
even locally on the pc, though it should be easily accessible and shareable. Therefore it<br />
should be accessible from a wide range of locations, preferably anywhere. The database<br />
contains all information in a hierarchical structure like:<br />
Pipeline � Full Film � Scene � Shot � File<br />
Where the file contains information about latest tweaks, last modified date, username,<br />
stage, comments and need for approval status. The overall shot information should be<br />
the same for all of the different revisions, because it‟s the same shot. Therefore shot is<br />
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the parent of this list of files. At „shot level‟ the information is provided for the description<br />
of the shot, link to voice clips, reference videos and global notations. By making this a<br />
child of the scene we can easily find important neighboring shots that are important for<br />
the film‟s continuity in the same scene. The same accounts for making the full film and<br />
overall pipeline parents of this. It‟s almost like the book with chapters, subchapters and<br />
paragraphs Niels Beekes described. It‟s clean and organized, even more we can see and<br />
check off progress on a per paragraph basis while being able to see the full book<br />
(pipeline) come together nicely.<br />
The simplest setup to help with the correct file naming is to use the PRA overall<br />
design of allowing the user to log in and use that name for within the filename<br />
automatically. The current user information can also be used to keep track of task<br />
assignments as well as who submitted something for approval or review. This way you<br />
can easily keep track of who is doing what, who needs what and about what you can<br />
address someone. This helps finding the right person without disturbing people who<br />
haven‟t worked on the file recently or even at all. Also the clean file naming conventions<br />
and folder structure help knowing what are the most recent files. Even more, in<br />
combination with a database for the descriptions and comments it helps to keep track of<br />
recent changes and notations without the need of opening complex files or asking<br />
someone in person. The simplest design for this is to change the default saving and<br />
opening procedure so that it saves the scene with the corresponding information without<br />
the need of any manual naming. Even more, this system could contain the necessary<br />
functions to quickly publish the current scene or save it as a new revision making sure it<br />
will back up and save everything to the right location within matter of seconds.<br />
As animation supervisor of Mac „n‟ Cheese I‟ve had to guide the other animators often<br />
towards better movements, more fluent motion or just more spontaneous action. No<br />
matter what you need to explain or point out in a scene, there‟re a couple of stages you<br />
have to go through for reviewing an animator‟s work. First you need to acquire the<br />
footage, you need to know what it is about and where it‟ll fit in the film and what he‟s<br />
trying to do with the shot (since previous versions.) Then you need to sit back and watch<br />
it a couple of times and focus on different things in the animations as you go through.<br />
While going through you find out what you think can be done better or work better if<br />
done differently and try pointing that out with short notes. Then, at best, you come<br />
together and go through the shot and explain the things you‟ve noticed, because only<br />
giving a list of notes doesn‟t really work that well. It‟s often hard to explain in words<br />
what frame what things are moving a bit off, therefore best is to point it out or even<br />
draw an arc over it. For improving the speed and efficiency of the reviewing process I‟ve<br />
designed the tool I named aniReview.<br />
There are a couple of necessities in this reviewing process: submit for review, allow<br />
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viewing and commenting accordingly and then sending it back with clear notations. This<br />
all should be provided in such a way that the communication about what is submitted<br />
and the reviewer‟s comments is clear and consistent at all times. When the animator<br />
submits a piece for reviewing it pops up a small interface wherein the animator describes<br />
his recently made changes, name, duration, priority and assigns it to who should approve<br />
it. With the use of the PRA toolkit the username will automatically be filled in with the<br />
currently logged in user. The duration and priority will all be taken either from the scenes<br />
information or latest submission (from database.) Also it will automatically be assigned to<br />
the person who‟s in charge of reviewing the submissions of the category of the current<br />
submission. All the animator has to manually do is comment what his changes are, what<br />
he wants reviewed and how the process is going. By automating most of this the data is<br />
always up to date, consistent and most likely correct. Even more, it will be much faster<br />
to submit a shot for review and get it in time at the right person. Note that the<br />
submitting can be done from within the aniReview tool, but also quickly from within the<br />
PRA toolkit menu or aniViewer so it‟s always in the direct environment. It‟ll always pop<br />
up the corresponding submission form with most of the data automatically entered.<br />
For the supervisor it‟s important that he can see and find what shots need approval<br />
and see the corresponding notations and comments made throughout its progression,<br />
this way he‟ll always know what he said last time which allows him to also focus back on<br />
those things without readdressing any points that have already been brought up before.<br />
This is the design for the aniReview tool. It provides the most general features for making consistent and quick<br />
notations and comments for the review stage.<br />
A comment/supervision system should automatically e-mail or notify the director or<br />
supervisor that a shot has been animated or has seen big alterations and is in need of<br />
approval or review of its current state. This is very useful, especially if it should be<br />
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approved by a client that‟s not inside the same studio. Directing him to a form where he<br />
can put his own comments and notations makes sure that he knows how to respond on<br />
the alterations and show him that it‟s time for approval. Even better, this system could<br />
send a reminder when the shot has been sent for approval but has not gotten any reply<br />
in a couple of days. Another beneficial feature is to be able to check the older versions<br />
from there as well so they can easily check against older versions and read their older<br />
notations as well. Thus, searching for earlier sent data manually is unnecessary and<br />
becomes easily accessible for the supervisor, client and the animator. Nowadays when<br />
you order something online you can often track the package that is being sent. You can<br />
always look up in what state it is, if it is currently being handled and if it‟s been<br />
processed. You can estimate when the package will be delivered. Giving these same<br />
possibilities with the creation of the 3D shots can really help the efficiency of the pipeline,<br />
because you‟ll always know where the file is in production and what‟s happening with it.<br />
It‟ll reduce the time to submit for review and to submit comments by the reviewer. Even<br />
more, progress of production is then always managed in a clear database containing all<br />
the necessary information on current state as well as its progression. For this we need a<br />
database (data management, allow filtering, clean data) and make sure that the<br />
submitting for both the submission for reviewing and the returned comments can be sent<br />
and added to it as easily and quickly as possible.<br />
With the system all shots that need approval can easily be filtered and a list for<br />
animation that needs to be reviewed and discussed is easily accessible. Such a simple list<br />
is a great starting point for animation dailies without the need of constantly asking<br />
around what versions need to be discussed or reviewed. Even more this could be linked<br />
to a more global system as well that manages and controls the overall pipeline and<br />
progress. Once the animator sends it for review the shot‟s status gets updated to<br />
„Blocking – approval needed‟ and get another color within the color coded system and be<br />
filtered in the database accordingly. The supervisor will approve or disapprove with<br />
comments and set the state to „Blocking‟ or „Rough‟ to guide the animator to stay in<br />
blocking or start working towards a rough. Automatically with this he also logs the overall<br />
progress of the shot at the same time, without any manual overhead. Linking these<br />
systems together can be a complex setup to think through, but once done correctly it will<br />
provide notations and logging of the production on a much bigger level while only<br />
manually entering lower-level information like submission for review and the comments.<br />
At first I‟ve thought of directly connecting the system with facebook or social media.<br />
This came together with the idea of adding a reward system where everyone would be<br />
rewarded for each part in the production. This was to motivate to work harder, as<br />
everyone wants a high score like with Niels Beekes‟ workflow. It would add some sort of<br />
teambuilding to the process, but such an addition that works mainly as entertaining<br />
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stimulation might interfere with actually working. Especially connecting it with facebook<br />
or other social media seems to blur the border between work and such things, making it<br />
harder to focus. Nevertheless, the system could reward each day‟s work at a chosen<br />
interval that does not interfere with current work. Like at lunch time or at night. This<br />
makes sure it will not interfere with the task at hand while introducing a bond and<br />
challenge between co-workers to push everyone even harder while feeling good about it<br />
at the same time. Since I‟ve not done in-depth research on linking it with social media or<br />
creating the reward system I can‟t really tell how rewarding the system will be on team<br />
spirit and/or efficiency in production therefore I‟ll keep it at this.<br />
The next tool I‟ll discuss is the aniReminder, a concept coming from the usage of<br />
post-its, notations above the desk, sharable reminders and to-do lists in animation<br />
productions. With the use of a database that‟s widely accessible and contains all<br />
information and tasks from all users and all reminders and notations. By connecting to<br />
this database and using the information of who‟s currently logged in the system can<br />
acquire a list of personal notes, shared reminders, his tasks and possibly reviewer‟s<br />
comments on the currently opened and present this in the aniReminder toolset.<br />
The aniReminder module is once that can contain your tasks, latest notes, review comments as well as any<br />
other stuff you need to remind. It allows color coding, scene specific notes as well as sharing with others. Also<br />
attachments of any kind can be attached to notes quickly.<br />
There are a couple of methods for the aniReminder to notify you about any updates, like<br />
new reminders or the supervisor‟s comment submission for your shot. Within the PRA<br />
toolkit you can set options to receive e-mails once updates are created for you and<br />
you‟ve been assigned new tasks or reminders. Also you could choose to let the PRA menu<br />
item (within Maya) to subtly show the amount of unread messages, the menu item will<br />
read PRA (2) when you have 2 unread reminders. This way it will not interfere with your<br />
current work but will be noticeable when you take a look at it. You can also turn<br />
automatic reminders off and only let it update when you choose to refresh from the<br />
database to work around any possible intrusion to your workflow at all.<br />
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The items presented can be sorted, searched and filtered freely so you‟ll always be able<br />
to find your needed task or reminder, even if you‟ve lots of reminders. Also completed<br />
tasks and reminders can be moved into the history so you‟ll always be able to refer back<br />
to tasks you‟ve completed or done a long time ago, this is filterable, searchable and<br />
sortable just like the normal items. Also you can choose your own color codes that can be<br />
assigned for each different category tasks automatically. This way you‟ll always have<br />
clear distinctions between reminders, tasks, comments and notes. For the finest<br />
prioritization you can prioritize comments so they will always be shown at the top no<br />
matter what. Another especially useful feature is the aniReminder‟s functionality for<br />
scene specific notes. These are notes that will only pop up when you currently have the<br />
scene open or have listed it as your current scene. This way comments from the review<br />
will always be accompanied with a scene and scene information will always be available<br />
to you from the aniReminder. Also you can create notes as personal, global or assigned<br />
to a team or person; this way you‟ll always know that the notation is viewable by only<br />
the necessary people. This really helps everyone to be at the same line in a production<br />
and thus improve the team‟s work environment and collaboration. Also if you prefer to<br />
work within a single task within the interface you can create a tabbed task, this will make<br />
it possible to create tabs within a single task so you‟ll always have enough space to write<br />
down separated notes in a single block.<br />
Since often you work with a variety of data, from text notes, e-mails, contact<br />
addresses, videos, sounds, scripts and more the system allows the attaching of files to a<br />
reminder. These attachments can contain any file format and will show thumbnails or<br />
important information alongside it for the most well-known formats. Like thumbnails,<br />
resolution for jpegs and even more information like duration and codec for video formats.<br />
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A picture depicting an overview of a possible management tool.<br />
The next step in management is to provide a way to oversee the progress of the film<br />
and all of its parts. The aniManagement tool is designed to oversee who‟s working on<br />
what file, what he‟s currently doing and provides a means to estimating how long each<br />
part of the production will eventually take. Since this is what is needed to keep a big<br />
production running. It uses the hierarchical structure of production (like a book) and<br />
makes every bit of production easily accessible and findable without the need of opening<br />
your operating system‟s browser. All comments are related to the file and shot, where<br />
the revisions of the files are related to the shot and going further up in the hierarchy like<br />
that. A good management system provides accessibility to the database and its<br />
information in the most direct way without ever asking yourself where you can find<br />
something. Since this comes down to database management which is not that relevant to<br />
the main line throughout this thesis I‟ll keep the explanation on the aniManagement to<br />
this. For more information I recommend to take a look at the online documentation for<br />
the latest information about the development of the aniManagement and all the other<br />
tools discussed from the PRA toolkit. (www.pressurereleaseanimate.com)<br />
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5. Stress testing the toolset<br />
The research on the different fields of animations and their workflow has given insight in<br />
different ways of working. One of the benefits I‟ve had because of this was that it made<br />
me think outside the box of only 3D animation and its workflow limitation. It has<br />
provided me with ideas and tools I would‟ve otherwise never come up with and would‟ve<br />
completely missed. Even more it gave me insight on how to combine, where to place and<br />
how to design the functionalities of the interface and technology for and in the toolset.<br />
Besides it has shown me techniques I had only heard of vaguely or heard of not at all.<br />
Within the previous chapter I‟ve developed guidelines for developing flow-enhancing tools<br />
and have presented numerous designs of concepts that are all developed on my findings<br />
throughout this thesis. For the development and usage testing of the presented<br />
guidelines and the concepts I‟ve been working on the animated short Mac „n‟ Cheese<br />
(2011). While doing the research in conjunction with the animation production I‟ve been<br />
developing the tools and started developing new concepts as well. Therefore some tools<br />
as discussed or mentioned in this chapter might seem different or in earlier stages. Also<br />
many concepts provided in the previous chapter have been developed on basis of my<br />
findings of the Mac „n‟ Cheese production, thus can be missing or lacking in-depth usage<br />
reports in this chapter. Nevertheless the creation of Mac „n‟ Cheese was a perfect<br />
opportunity to test out what I‟ve had in my mind in the past, improve and work on what<br />
I‟ve found out in the beginning of my research and test, use and further improve the<br />
significance, intuitivity and usefulness of such a toolset as designed.<br />
5.1 The Mac ‘n’ Cheese (2011) production<br />
The creation of the animated short Mac „n‟ Cheese as part of this development has been<br />
great for my research and improved many thoughts and ideas for the tool development.<br />
Through production we‟ve had many setbacks and delays on things that could‟ve been<br />
way faster or easier and we‟ve discussed this throughout the project to improve on it as<br />
much as possible. Sometimes resulting in quick fixes, but often resulting in part of my<br />
research for future designs. For Mac „n‟ Cheese we used Autodesk Maya 2011 as 3D<br />
production package. On a daily basis it felt that Maya‟s standard design slowed us down.<br />
Maya‟s tasksplosions 29 often led us into frustrating moments doing some simple tasks<br />
over and over again and thus taking too much time.<br />
At first I thought that speeding up or working around just these little annoyances<br />
would provide a significant improvement by itself. And by discussing daily on what (part<br />
29 Tasksplosion; The unexpected and natural process whereby a simple, single task requires you to complete a<br />
whole set of tasks, some of them unrelated to the one at hand.<br />
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of the animating) could need this type of speed improvement resulted in me doing a<br />
quick „button‟ for the animator to release most of the overhead of a task. Ending up with<br />
buttons for just those specific tasks did relieve some pressure on our brains and often for<br />
just a day or two we would feel less task saturated 30 . Though, often when the specific<br />
task was completed it was not being used anymore (because of its specific function on<br />
parts that only occurred that once or twice.) The functions were not helping our overall<br />
animation process and the row of buttons was quickly getting to feel less useful.<br />
Within the production of Mac „n‟ Cheese I came across a single thing that annoyed me<br />
very much which I needed to do over and over again. It‟s the setting of the selection<br />
masks to only curves.<br />
Image depicting the difference in efficiency with the enhancement for the selection mask menu.<br />
This is one of the default top row buttons of Maya (multiplied by three) that sets the<br />
currently active selection mask. When everything is enabled you‟re able to select<br />
everything in the scene and when nothing is selected you are unable to select anything.<br />
By default when you change scene in Maya or close it down and open it again it resets<br />
back to its default. As an animator you almost always want to only select curves. Thus<br />
you needed to deselect all the buttons except for one, 7 clicks, or press right mouse<br />
button and select the „deselect all‟ option from the menu and then click the one you<br />
need; 2 clicks. It was annoying to do this every time. I changed the script in Maya that<br />
was linked to the buttons; my fix: allow control + click to focus on a single one instantly.<br />
This was in the end one of the most used changes I‟ve made while in the production of<br />
Mac „n‟ Cheese. This change taught me how much influence the slightest changes can<br />
have. Noticing this helped me finding the way towards better tools and made me starting<br />
to define the basic guidelines for flow-enhancing tools production as part of my research.<br />
For Mac „n‟ Cheese I started by creating an autorigger that could help the character<br />
setup stage, I‟d started creating and designing it even before production of Mac „n‟<br />
Cheese started. I had done research towards animator friendly rigs and had already<br />
reviewed other popular rigs with the team members beforehand to get a clear idea of<br />
what we wanted. Later when development of the story for Mac „n‟ Cheese started I<br />
already had a structured system for developing the rig, but pretty early on – while<br />
discussing the story and action of the film – it came to my attention that the rig needed<br />
more and easier controls. We needed many complex features in the rig, like stretchiness,<br />
30 Task saturated: Complete shutdown while multi-tasking, often resulting in catastrophe.<br />
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scalability and bendiness in all of the body parts. The setup created contained many<br />
controls (like most rigs nowadays.) Back than I thought that developing tools for the<br />
character handling process would be the best starting point for development since this<br />
seemed to become the most overwhelming task at that stage. Thus I chose to develop<br />
tools for the selection of the character, the actual posing of the character and managing<br />
its data. We needed speed and simplicity while the rig contained an extensive amount of<br />
complex features. As already explained this makes it even more important to have tools<br />
that help with posing and the management of the characters. This was my initial thought<br />
and this was the main reason why I focused on developing character handling tools for<br />
Mac „n‟ Cheese.<br />
With a small introduction into our pipeline and file/folder conventions for Mac „n‟<br />
Cheese I‟ll introduce our initial planned overall workflow. We had set strict file naming<br />
conventions and folder structures. Furthest down it looked something like this:<br />
- Work><br />
- History><br />
o Shot6.mb<br />
� Shot6_01.mb<br />
� Shot6_02.mb<br />
� Shot6_03.mb<br />
� Shot6_04.mb<br />
This was our file/folder structure for a single shot. We thought that by separating<br />
revisions we could always easily find back the file we needed. The same principles were<br />
used for playblasts of the animation. We also divided global tasks, like Gijs van Kooten<br />
was head of story, Tom Hankins was art director, Guido Puijk was our main assistant and<br />
I took the tasks of lead (supervising) animator and technical director. Since we had<br />
designed our file/folder conventions and global pipeline beforehand I focused even more<br />
on the character handling with my tool development, because we felt that the strict<br />
conventions we had discussed for file naming and folder structure would take away most<br />
of the management trouble often associated with production.<br />
From this focus I started focusing on the development of already presented ideas and<br />
tools focused on the character handling. But as more and more of the concepts actually<br />
came from the production process of Mac „n‟ Cheese it was hard to incorporate even all of<br />
the presented tools within only the character handling session in our team‟s workflow.<br />
Nevertheless, I‟ve tried to create working proof of concepts of the ideas and tools<br />
presented which I felt that at that moment in production was still useful to invest<br />
development time in. From start to end in the production I‟ve focused on the creation of<br />
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tools that really helped with the character posing and the character<br />
handling/management that is part of that. The concepts explained within the<br />
preplanning, notations and reminders mostly came from the mindset I got from<br />
researching the other animation fields and the creation of Mac „n‟ Cheese. Thus these<br />
came in later stages of production and it would‟ve been hard to introduce or even<br />
develop these production tools to be still used in our production. Nevertheless the tools,<br />
especially what we‟ve missed and would‟ve loved in production, have been discussed<br />
thoroughly within the team and with other animators as well.<br />
5.2 Using the tool together with other animators<br />
The toolset that has been created was tested and used by me and the team members<br />
involved in creating the animated short Mac „n‟ Cheese. The proof of concept toolset has<br />
thus been tested by me, Tom Hankins, Gijs van Kooten and Guido Puijk. At the beginning<br />
of production we‟ve all worked without the toolset (while I was developing the base of it),<br />
then I started solely using it for first testing. After a while the rest of the team followed<br />
and started using it too when most simple bugs were removed.<br />
The toolset we used for the longest period of time in our<br />
project – as seen to the right – contained the functions listed<br />
below. Note that sometimes I refer to the name of a tool<br />
mentioned in the previous chapter. In our project we made<br />
use of the following functions (solely from the toolset):<br />
- Easier character selection in a compact but efficient<br />
system. This was really one of the first things the<br />
animators praised. Also options for setting keys and<br />
in-betweens and deleting those were added. As well as<br />
an option to reset the controllers.<br />
- The simple inbetweening system (Quick Tween) as<br />
explained in the previous chapter that allows<br />
interactive control – with overshooting – for the<br />
selected objects.<br />
- The small but very useful retiming section that allows<br />
the adjustments of timings between -3 and +3 frames.<br />
This is a picture showing<br />
one of the toolses versions<br />
we„ve used in production<br />
pipeline of Mac „n‟ Cheese.<br />
- Small shortcut sections with presets for selection masks and viewport view<br />
options. Often opening a new animation scene resets the selection masks and<br />
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esets the selection mask back to default. With these shortcuts animators just had<br />
to click once and everything is clean and ready for the animators to use in the<br />
software.<br />
- There were 3 buttons in the shortcut section that allowed the animator to see the<br />
characters instantly in normal mode, silhouette or flat shaded mode. This is like<br />
the described „quick display modes‟ module from the previous chapter. These<br />
were intensely used for checking if the pose would read easily by just its color<br />
difference in textures or in silhouette. This really helps creating stronger poses<br />
and making smarter choices for the movement.<br />
- Of course, 2 small buttons for making the Graph Editor and Dope Sheet pop up<br />
when you needed them. Nothing that special, but useful though. Many animators<br />
put it up on the Maya Shelf, myself included, but adding those functions simply in<br />
here made it possible for the animator to „live‟ without the shelf at all.<br />
- Clean-up keys function (see Remove Redundant Keys in the documentation.) For<br />
removing all those unnecessary keys that do nothing except for cluttering your<br />
graph and timeline with keys keeping you from getting a nice overview on the<br />
important ones. It also helped removing keys in-between frames which often<br />
really is troublesome in Maya.<br />
- Multiply/Average function to overplay or downplay certain actions (see Amplify<br />
Keys in the documentation.) This seemed to work especially well on controlling<br />
camera shakes, eye darts and other twitchy like movements. This helped<br />
adjusting (and supervising) animation as I as supervisor could easily say, “That<br />
shake should be about half as strong!” Finally this proofed to be very useful in our<br />
production!<br />
- The aniPlacement as described in the previous chapter was a working proof of<br />
concept at that time that I‟ve used with great efficiency in at least a couple of<br />
shots reducing management overhead of the characters arcs and rotation. Though<br />
the proof of concept was a pretty quickly developed (some bugs) it still managed<br />
to provide a good working solution with significant speed improvement and thus<br />
delivered very satisfactory results.<br />
- The aniPen tool was developed pretty early in the production of the short film,<br />
though development to full working version to be released to the full team went<br />
slow. I‟ve used it myself for sketching out the arm pose sometimes quickly looking<br />
for something that „might‟ work but besides using it as an inspirational tool I<br />
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never really ended up using it as full constant production tool as there were still<br />
some little bugs in the system at that time.<br />
A screenshot from our animated short Mac „n‟ Cheese.<br />
This shot contains animation created with the toolset and 2D drawn post-effects.<br />
Besides these modules in the interface there were some separated tools created to<br />
streamline the placement of the cars quickly and make sure they would move nicely. You<br />
would draw a curve, select the car, select the curve, run the script and the car would<br />
nicely move along it. It would have a controllable speed attribute that updated the<br />
changes automatically. Also it had values to let it bank automatically in turns and to let<br />
its engine shake the car while driving automatically. Since this automated most of the<br />
cars‟ control scheme the following paragraphs will not mention the influence this had on<br />
the animation. Instead the next paragraphs really focus on the improvements on<br />
character handling and animating. We also had some other small scripts to fix small<br />
things quickly or randomize some frames, but since these were often for a single or<br />
couple of uses they will not be discussed in the next paragraphs as well.<br />
5.3 Productivity test<br />
Let‟s start out by saying that we completed our short to full satisfactory of the teachers<br />
and many others 31 . And of course, in time. It‟s funny to note that as I started using the<br />
toolset created earlier then my teammates I often was already feeling satisfactory when<br />
they yelled something like: “Why is this – problem X - so hard!?” It‟s because for me<br />
many problems they were yelling about I had already had a significant change or speed-<br />
31 Within 12 days after the online release the animated short Mac „n‟ Cheese was viewed over 650.000 times<br />
and received more than 5.800 likes on Vimeo. Also it was featured in a national Dutch newspaper, numerous<br />
magazines and linked to or embedded on numerous websites. (Vimeo.com, 2011) It had gone viral on Youtube<br />
where duplicates were uploaded numerous times in a variety of languages by a wide range of users.<br />
(Youtube.com, 2011) To watch the animated short go to: http://www.vimeo.com/27127177.<br />
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up for. When I installed the toolset to all computers and everyone started using them<br />
they actually hated me for waiting to release even the earlier beta versions to them. (But<br />
they would‟ve been set back by the technical difficulties and bugs back then.) Another<br />
note is that although we finished in time we weren‟t always on schedule. We scheduled<br />
the animating part of the production to start way earlier and take a lot more time than<br />
what it finally took. There are a couple of reasons for this delay. We were having<br />
problems finishing the story. Then, when we had that checked, we had a hard time<br />
finding the right camera angles and finding how to achieve a certain progression in the<br />
story. We started a little bit late with modeling and rig testing. We also planned time for<br />
animation testing (as none of us was an expert on animation, even worse none of us felt<br />
like he could animate what we were going to animate) to get the feeling back that we<br />
could create and achieve high quality animation. The style development took a little<br />
longer than expected and gave us some delay in the start of animation testing. Though,<br />
once we started animating it went faster than we expected.<br />
The time we planned for animating was quite a significant part of production.<br />
Nevertheless we felt like we had to work hard and started as if we were in crunch time<br />
straight away. We would work long days with little breaks, at first to start feeling<br />
comfortable with animation again and later to create the actual intense animations<br />
needed for the film. At the beginning we had a rough start, because we were having<br />
trouble managing (especially selecting) all the controls of the rig. Therefore the first<br />
introduced tools focused on the selection of the character.<br />
The character selection system I introduced within our<br />
production wasn‟t nearly as elaborate as the concept described<br />
in the previous chapter. Nevertheless it provided us with the<br />
most important selection combinations and allowed us to<br />
quickly switch between characters. There was no possibility to<br />
customize any of the buttons, but I did customize it along the<br />
way to the needs of the animators in production because they<br />
kept asking for changes. As I changed the combination and<br />
order accordingly they started to feel much more comfortable<br />
and literally didn‟t want to animate without the system<br />
anymore. One moment someone needed to change a single<br />
control on a single frame while I was changing something in the<br />
system (so it went offline shortly.) He refused to change it without the selection system,<br />
because it would take too much time. Though the compliment was great and the increase<br />
of feeling comfortable with the character was very big as well there were still some<br />
problems we faced with the system. The system could not be mirrored, so from the back<br />
of the character the system would be similar to how the character would be on screen.<br />
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But looking at the character from the front in the viewport would make his screen-right<br />
arm be left in the interface. Despite that they were color coded we found ourselves<br />
clicking on the wrong side of the interface numerous times. That‟s also why I added the<br />
mirroring option in the concept presented in the previous chapter. Still the selection<br />
system improved a tremendous speed up. Something I liked as well was that I could<br />
even turn off the controls visibility in the viewport but still animate the character, this<br />
way I could totally focus on the character‟s form without looking at a lot of controllers at<br />
the same time. Though it was hard to know what you had selected when everything was<br />
hidden, because we had no highlighting of selections in the interface back then. Even<br />
though there were these downsides I would have to say that the speed went up more<br />
and more as we grew more comfortable with the tool. Also we were able to work more<br />
efficiently. Most noticeable was the influence it had on the team‟s spirit and enthusiasm.<br />
Overall we would be happier and driven to work, because we just felt more comfortable<br />
while working. We had less stress what gave us more focus on the actual animating,<br />
hence more and better results.<br />
The inbetweening and timing tools introduced some tweaking improvements. I<br />
noticed that the system to create inbetweens (Quick Tween) wasn‟t being used that<br />
much, probably because many shots were already beyond the stage of blocking and<br />
rough animation when the concept was fully introduced into our toolset. And that‟s<br />
especially the stage it‟s extremely powerful in, that‟s what it‟s designed for. Nevertheless<br />
it was used on occasions to do some quick rough posing for follow through or tweaking<br />
the spacing in-between to keys. On the other hand the far simpler retiming module was<br />
being used a lot more. It‟s simplicity and clear usage made it a very effective quick<br />
experimentation tool. Even more it provided much easier supervision towards the<br />
animators. I could just tell them to “play with the timing.” They would end up moving<br />
around frames with this module to check what timing worked best. Its simple design and<br />
the actual simple thing it does made it extremely comfortable to work with. It would do<br />
exactly what you expect it do. That‟s a very rewarding experience.<br />
Furthermore we had the small shortcuts for setting the selection mask and viewport<br />
settings to a comfortable preset. Also we had shortcuts for opening the Graph Editor and<br />
Dope Sheet quickly. Because the interface contained many useful features you would be<br />
working close to these most of the time making it feel very comfortable to use them. This<br />
made selecting the shortcuts just a small move away making it a very effective location.<br />
This was the same with the buttons that changed the shading mode from normal to<br />
silhouette or flat shaded and vice versa. They were so close that switching felt natural<br />
and fast. Many times I‟ve seen Gijs and Guido quickly checking the other modes to focus<br />
on (literally) the silhouette of the pose or the depth the pose was creating. The flat-<br />
shaded was a very useful function for us. Because we had a rather 2D-style shading that<br />
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made the depth perception often end up looking much less than in the preview. Looking<br />
at the flat-shaded version once in a while made us able to compensate a little for that<br />
and thus helped us reaching our goal of creating the animation we wanted. The use of<br />
simple presets for this kind of things became extremely useful, because the fresh look<br />
became easier achievable. This made us just quickly choose one of the viewing modes<br />
once we felt were losing inspiration or fresh sight. Changing the view almost always<br />
instantly helped seeing different things in the movement or poses that could use<br />
improvement or subtle change. Therefore having these to quickly and comfortable<br />
achieve such improvement in efficiency proved to be very useful for the focus in the<br />
production.<br />
The clean-up function that was in the toolset was not used that often. But when used<br />
it was especially useful when we felt we had to take a step back in the shot, like when<br />
something wasn‟t working right. It would help deleting all the unnecessary keys so you<br />
could begin with focusing only on deleting keys that actually matter, because the<br />
irrelevant would already be deleted. Making the step back sometimes became a lot<br />
simpler just because of this and allowed us to quickly „kill our darlings‟ and work towards<br />
something better. Going back a step was very helpful at moment you were stuck and<br />
noticed you weren‟t progressing towards the goal; hence you were feeling down and felt<br />
unfocused. Since this took away some of this negative attitude it helped raising chances<br />
for achieve flow.<br />
The multiply/average (amplify keys) functionality on the other hand has been used<br />
much more throughout the production. It made directing the animators much easier,<br />
because if the director said that something should be half as hard we would just throw it<br />
through this module, see what it looked like on half its amplitude and work from there. It<br />
was often used as experimentation tool as well, sometimes amplifying or reducing the<br />
effect of a camera shake or big movement to see what would work better. This has been<br />
an extremely important part of adding subtlety while keeping our intensity throughout<br />
the full animation. Sometimes things would go way too fast where others would go way<br />
too slow or had less impact. With the multiply/average options we were able to fix this<br />
quickly and intuitively by experimenting with values really fast.<br />
The aniPlacement tool was one that we‟ve used about 5-6 times in total throughout<br />
production but it must‟ve taken at least two to three days off our animation time. The<br />
tool introduces a tremendous speed increase and simplicity in what otherwise is one<br />
complex and annoying process of translating and rotating to fake a nice arc. Instead,<br />
with this tool, we could just rotate the character around a certain point and have it all<br />
dealt with. I used this within the first scene I animated where a big guy is sliding off a<br />
cliff, half-way comes to sort of a stop and then flips over with its head as pivot point,<br />
ends up standing up for a while and falls further down. The actual creation of making him<br />
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otate around his head took me at most ten minutes. While otherwise this could‟ve easily<br />
been an intensive tweaking process of a day or so to create a clean and nice fluent arc<br />
while making sure the head stays in position. Because the pivot point is somewhere else<br />
you‟ll often notice much annoying sliding of the pivot point, which should be solid.<br />
Therefore it is important that the resulting motion looks correct, and that is what the<br />
aniPlacement provides instantly without adding complexity.<br />
The aniPen allowed us to sketch a line and let the arms of the character position<br />
accordingly. Since development of the tool stayed in beta stage for a very long time,<br />
some bugs were hard to solve, we were never really able to use it extensively throughout<br />
production. Nevertheless I‟ve used it on some occasions for testing out some extreme<br />
arm positions. The posing of the action was relatively fast, which allowed me quickly try<br />
out different rough concepts. This helped me with experimenting towards better ideas.<br />
Nevertheless I‟ve been unable to provide real production measurable circumstances for<br />
this tool, because I had only used it occasionally.<br />
After a while we noticed that we were faster with animating than planned and that<br />
the toolset was speeding up things in production. We were making up for the delay not<br />
only because we worked our asses off but also because the toolset made a significant<br />
change in efficiency and work spirit. The animators started enjoying working with the<br />
toolset and working in that way that was made available through the use of the toolset.<br />
Especially the speed increase in selection of the parts made a significant change because<br />
it was one of those „minor‟ things you would constantly use. Also that it featured the use<br />
of modifiers (Control and Shift) to have full focus on what to do with selection when a<br />
button was pressed was extremely useful, this way we could add, remove or toggle from<br />
the selection in a familiar way while using the organized character selection menu. Small<br />
tweaks you can use often seemed to make the biggest difference in work spirit since<br />
you‟re constantly working in a better way. Others introduced more speed increase but<br />
were used a lot less and therefore weren‟t so prominent improvements, nevertheless the<br />
team still felt that shots would‟ve taken much longer and would‟ve been much harder<br />
without the use of the designed tools.<br />
So the designed tools increased our productivity a lot, but there were other things<br />
that slowed us down and have been taking a lot of our enthusiasm at the same time. The<br />
management and organization seemed much harder than initially planned. As explained<br />
we had set ourselves some strict naming conventions. We thought what we had set up<br />
would be a good folder structure that would hold the full production. We used it<br />
throughout our full production, but there were some minor things we had missed that<br />
influenced our efficiency. Since the file saving and correct naming and exporting was all<br />
done manually it was very sensitive to human error. We would end up with multiple files<br />
in the work folders and files without file revision numbers in the history folder. Also in the<br />
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process we added a final folder which was the one that was being used at that moment<br />
as the published file, but since it was introduced later in production and we were having<br />
trouble to know who was working in what file we had a hard time finding the right „last‟<br />
file almost every time. This is what we would end up with:<br />
- Work><br />
- History><br />
- Final><br />
o Shot6.mb<br />
o Shot6_01.mb (newer than the one in history folder)<br />
o Shot6.mb<br />
� Shot6_01.mb<br />
� Shot6_02.mb<br />
� Shot6_03.mb<br />
� Shot6_04.mb<br />
� Shot6.mb (unclear what version this is)<br />
As you can see there‟s a work, history and final folder containing a similarly named file.<br />
Which in itself is not that bad, but sometimes you would forget which one you were<br />
working on. Also it was hard to remember if you saved it onto the correct one as there<br />
were multiple files with the same name. That was very dangerous. We often also opened<br />
each other‟s files to make some small changes and in the end we never knew who<br />
altered the file last and what files were most recent and most important. Once you‟ve<br />
lost sight on this it‟s a really difficult process to get back organized again and find the<br />
right files in the end. We‟ve lost much time in discussing who‟s been working on what<br />
scene. For this we often needed to interrupt team members asking them whether they<br />
had used the file recently and what file to take. There was a week in production where<br />
we would just ask anyone if they knew what file we should use even before opening one,<br />
because that ended up taking less time. Nevertheless this did create a lot of interruptions<br />
from the task at hand delivering a noticeable decrease in production quality and quantity.<br />
That‟s when we took a day or two to work through all files again, finding the right files<br />
and renaming everything accordingly. From that moment on everything went a lot better.<br />
But we did learn that the overall structure of production and the organization has much<br />
more influence on flow and efficiency than any character posing tool could introduce as<br />
positive influence. This is one of the main reasons and driving forces why I‟ve been<br />
researching more into notations, logging, pipeline and production management at the<br />
end of the production.<br />
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As stated we worked faster and were happier overall. I‟ve noticed that when working<br />
with the toolset on screen I‟ve been doing the things mentioned faster, but I wasn‟t still<br />
happy with my own overall performance. I started thinking whether I still felt I wasn‟t fit<br />
to be an animator or still just had a lot to learn until I started finding in the research<br />
what I had missed all along. At that moment in production I was lead animator as well as<br />
animation supervisor for the team members. On the side I was the technical director<br />
fixing any problems that would occur in the pipeline and was doing the editing and taking<br />
care of the sound guys. I was doing a lot of finalizing for the film and the toolset besides<br />
purely focusing on the animation of a shot. This was not because we had a small team,<br />
but because our production and pipeline could be much more automated and<br />
streamlined. I feel that to achieve flow, stay in a flow and produce even higher quality<br />
animation in even shorter times we need to combine the currently developed tools with a<br />
production pipeline that is managed, organized and automated wherever possible so<br />
focus can really fully be at the current task at hand.<br />
5.4 Does it influence my/our style?<br />
I like to believe that the style we animated in with Mac „n‟ Cheese was a clear art<br />
directed choice and for the biggest part it was. We wanted hard and intense motions that<br />
would come over powerful and fast. For this we needed to create high speed movements<br />
often with a snappy feel to it. Nevertheless the first animation tests we did made us<br />
somehow roll into the animated style we ended up having. Namely it is one that feels<br />
progressing and moving constantly, which is part of its intensity.<br />
The tools that mostly had a part in this were those that adjusted timing or positional<br />
data like the quick retime module. This allowed me to quickly experiment if my animation<br />
would still be clear if it was even faster, or if it would still look as intense but more<br />
pleasing to the eye if done a little bit slower. The same was with the usage of the amplify<br />
keys module, which had great influence and our camera shakes. I remember that half<br />
way our camera shakes were often way more intense. Since we were able to quickly test<br />
different intensities of the shake we were able to find out that it was taking a lot from the<br />
intensity of the actual character animation. Therefore we ended up reducing the intensity<br />
of many of the camera shakes between 25-50 percent.<br />
There were also tools that made me change poses I had set up and was already<br />
feeling happy with. Especially the tools that gave a „fresh‟ look on the animation altered<br />
how I approached a shot and I feel it made me end up with stronger poses and better<br />
reading animation overall in the end. And I‟ve seen Guido and Gijs improve their poses a<br />
lot as well by looking at the silhouette when I hinted them to do so. The tools allow you<br />
to consistently and clearly focus on certain parts of the character, like with the often<br />
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mentioned silhouette mode. Often it made me positioning the legs and arms in such a<br />
way that they would overlap less in silhouette. In the end result you can still sometimes<br />
see this and it adds to the readability of the poses, which is extremely important with<br />
such fast motion as in Mac „n‟ Cheese (2011). I feel that these changes made because of<br />
the usage of these tools were always a personal choice and improvement. It just showed<br />
us flaws or lacking poses in the overall sequence which allowed us to pinpoint better<br />
what needed improvement. Therefore this changed the overall animation for the better<br />
while staying true to our own style choices.<br />
The use of the aniPlacement tool, which has not been used often throughout the<br />
production, did introduce me with big changes in plans and ideas I‟ve had for shots. It<br />
allowed me to think out of the box as if anything would be possible to create. This made<br />
me feel less limited and it felt good to allow such freedom in thinking and posing. This<br />
introduced me often with more exaggerated and less dull movement while creating it.<br />
These shots all ended up working extremely well, but it‟s hard for me to see or pinpoint<br />
whether the aniPlacement has had that much of an influence on the overall style. Since it<br />
introduced me with totally new ideas and made me end up with different (better)<br />
animation I would say it improved the overall animation and the look of it for the better.<br />
Although many tools influenced how we approached things or how we tweaked the<br />
motion we would always tweak and work so long on a shot that the impact of the tools<br />
diminishes to very small – if even noticeable – differences in style choices. Also since we<br />
were constantly providing comments on each other‟s animation and tweaked our<br />
animation based on those guidelines the actual influence coming from how we posed or<br />
worked with the characters became much less as we started working towards what we<br />
actually thought would look best. Therefore I feel it indeed closely resembles an<br />
animation style and feel that we intended to create, with or without the toolset. It‟s just<br />
that with the toolset we felt more comfortable and efficiently creating the animation it<br />
has become.<br />
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Conclusion<br />
The main focus of my research was to find the answer on how 3D Animation software<br />
could be improved by creating a higher chance rate for holding a creative flow, increasing<br />
the productivity and intuitivity. This was coming from the understanding and pure feeling<br />
that I love animating, but have been unable to creatively fully enjoy the immersion of<br />
myself in the character and his means of movement while animating in 3D software. My<br />
personal hypothesis was this could be done by changing the way 3D animation software<br />
works by creating a customized toolset, thus my research was focused around that.<br />
Through most of my research – where the biggest part is a field study involving<br />
interviews and checking how people animate – I‟ve found that there‟s still a lot that can<br />
be improved in 3D animation software, but even more in the pipeline of smaller studios,<br />
towards a smoother interaction with the user with the goal to increase creative flow.<br />
I‟ve found that there are two sides to the story. There‟s the direct character<br />
manipulation, the control of the character and its keys the animator has to deal with just<br />
to be able to animate. And there‟s the production management, logging, notations,<br />
reviewing and production streamlining. I‟ve always felt that the first, the way of<br />
controlling the character, the Maya setup and the way this part works really is what was<br />
breaking my flow while animating. That‟s why I initially started off with this idea and the<br />
development of these concepts for Mac „n‟ Cheese. I had been searching, researching and<br />
evolving into a sort micro-management of developing. Looking for small fixes at first,<br />
developing tools that sped up the small things you often (daily) do in animating as an<br />
animator. It definitely worked and even these micro-management types of functions that<br />
ended up in the toolset were quite a significant change in „our lives as animators.‟ Things<br />
went faster in general, so speed was influenced. Also the character, the posing and the<br />
actual act of animating got more focus. So it‟s certainly to say this worked. The<br />
developed and beta tested toolset seems to help with focus and flow, though as found<br />
through this research it is just the tip of the iceberg.<br />
There‟s so much more to streamline in student or small studio productions. And<br />
through the answers from other studios (especially from out of the 3D sector) I‟ve found<br />
that structure in the pipeline is what I as animator have often been in conflict with. The<br />
fact that the animator in a student project or small studio often deals with data<br />
wrangling, supervising some of the story, checking shot‟s composition, its continuity in<br />
the edit and even doing the editing himself is just as much or even more part of breaking<br />
the flow in the act of animating than the technicalities involved with the character posing<br />
and handling. If an animator in a small studio is dealing with a lot of other stuff besides<br />
animation, it‟s best to keep what he does separated by fully completing the things before<br />
and don‟t be interfered with the other things - that could also be done afterwards - while<br />
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animating.<br />
As core needs the main things that can help the animator with better animation is the<br />
following:<br />
- Animation needs focus.<br />
- Direct control, fast response. (WYSIWYG)<br />
- Clear goal (reference, storyboard, line test all help)<br />
- No distractions.<br />
- Possibility to quickly test out ideas, concepts<br />
- Have inspirational and clear references.<br />
Focusing on this allows us to see that the animator needs to plan out, set a goal and<br />
have direct controllable means to progress towards that goal. Therefore I developed the<br />
animation toolkit as used within Mac „n‟ Cheese (2011) that presented more direct<br />
control and ways to experiment and pose quickly to create concepts and planning at any<br />
time. The speed and efficiency in the character handling and the corresponding flow at<br />
moments that we could fully focus on a single animation went up with it. Though, what<br />
I‟ve missed beforehand is the importance of no interruptions and the organization of the<br />
pipeline. The animator should‟ve constant focus on the task at hand without being<br />
interrupted by supervisor‟s comments, other tasks in production or any project<br />
management at all. This can, as done at Motek Entertainment with their production<br />
management and comment system, be helped with a system providing an easier<br />
oversight on progress, shot assignment to animators, descriptions and comments.<br />
Simply said, did the developed part of the toolset help? Yes. Did it help with flow?<br />
Yes. Was it enough? Arguable. It definitely showed an increase in work enthusiasm and<br />
efficiency, but there‟s room for much more improvement. As shown with the concepts<br />
and results created and found at the end of the production of Mac „n‟ Cheese there‟s<br />
much more to streamline in small productions. Though, introducing these pipeline tweaks<br />
that would‟ve made even more of a difference at that stage would‟ve been inefficient.<br />
Changing your workflow mid-project is asking for trouble. Besides, that far in production<br />
you need a pretty stable management system (from the concept) because there‟s a lot of<br />
data already to be added. Although the used toolset in Mac „n‟ Cheese created an<br />
improvement in speed and efficiency I‟ve still been bouncing against a flow-breaking wall<br />
of constant interruptions and simultaneous tasks that were hard to separate from the<br />
task you‟re actually working on. This resulted in constantly losing focus on the current<br />
task and getting drawn attention by the other tasks. It‟s best to build a base for the<br />
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management, start using it and tweak it on the way which is what was also done with the<br />
management system at Motek Entertainment. The toolset that was developed would<br />
probably make as much difference to animators on bigger productions as it did with us.<br />
Because it actually speeds up exactly those things those focused animators are also<br />
dealing with. Which could make them even more efficient then they are already. Though<br />
again, do they need it? The main part of lacking focus and flow came (for me) mostly<br />
from all of the mind-stress from data-wrangling and production management while<br />
needing to animate at the same time. This is something I‟ve learned through my<br />
research instead of having felt this all along.<br />
Nevertheless the guidelines presented a true working base for developing towards<br />
flow-enhancement. We can introduce a better flow environment for animators by creating<br />
tools they feel instinctively comfortable with. Therefore we need a recognizable and<br />
comfortable interface and way of interaction. This can be done by creating tools that<br />
work in a way they‟ve been taught (by usage of software) or introducing a form of<br />
interaction with close resemblance to that in another field of animation. The focus here is<br />
on the direct response and result where the animator can interact with, he must always<br />
know what he wants to do, how to do it and how it well end up. Technical limitations<br />
should therefore be lifted up to a point where any unnecessary control is done under the<br />
hood and the animator can use the software with high speed and without distractions.<br />
And thus, the core for creating animation tools that work inspiring and motivational is<br />
there. But even more, it allows for far greater focus and much clearer goals. As long as<br />
complex technicalities can be avoided the state of flow becomes manageable. Albeit the<br />
complexity of the rig, the management of data or testing out quick ideas. For all, speed<br />
and direct control with the least amount technical overhead is of utmost importance.<br />
But before any tool could introduce a better flow the disruptions and other<br />
interferences should be lost. This is at a personal level at first. Thus the temptation for<br />
looking up messages on facebook, your phone or singing with the lyrics of a song should<br />
be avoided. But after that, even more importantly, this interference should be avoided<br />
within the production itself. You should be able to focus on a single task and should not<br />
be disrupted by other tasks while doing that task. The first thing is thus to remove any<br />
distractions where possible. This is what in most of my 3D animation work has been what<br />
was breaking my flow and was still not fixed with the tools used in the production of Mac<br />
„n‟ Cheese (2011).<br />
In the end it all comes down to: Yes, it worked. The already developed toolset is<br />
efficacious 32 . As the toolset created on basis of the guidelines were introduced in<br />
production the enthusiasm and overall mood of the animators shifted towards more focus<br />
and moments of rapture. The ideas presented deliver at least some increases in flow‟s<br />
32 Efficacious: producing or capable of producing a desired effect.<br />
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presence, but in the end I came to find a lot more possible ways to introduce more flow<br />
to 3D animators. With all these designed concepts I still feel there‟s room for future<br />
development, but thanks to the research, the creation of the short film and the<br />
developing of this toolset already I‟ve started to see what kind of research investments<br />
are worthwhile. With this I have found key principles for creating better than great tools.<br />
Besides I‟ve now quite a list of more things that could speed up the film production, as<br />
described, and I‟m really looking forward to work on those in the (hopefully) near future<br />
and I hope they might be someday useful to all animators among us.<br />
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Reference Sources<br />
Animation Mentor on Youtube (2011) Toothless' Treats: Controls on the Dragon<br />
http://www.youtube.com/watch?v=fzQZXJhmOnQ (May, 2011)<br />
Autodesk - Virtual Moviemaking (2009)<br />
http://images.autodesk.com/adsk/files/the_new_art_of_virtual_moviemaking_-<br />
_autodesk_whitepaper2_1_.pdf (June, 2011)<br />
Bartelson, Eric. (2009) Strak in het pak. http://control-<br />
online.nl/archief/index.php/development/features/254-strak-in-het-pak (June, 2011)<br />
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1. Workflow and Pipeline clarification.<br />
Attachments<br />
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Workflow and Pipeline clarification. (relevant with Chapter 1.4)<br />
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