Sunday, March 16, 2014

Animated Short Development


Story is the structure that gives form to animation; then if you intend to animate a piece, the natural question would arise, an animated piece about what? What is the story and how do you arrive at it?
The purpose of this article is to build our understanding of creating an animated short. We will investigate and explore the animation process, and by throwing a serious study on the work of others, perhaps we will gain valuable insight into production workflow, helping us to form a better plan for the assembly of our own work. Hopefully, we will map a route to a smoother production process.
Animation production doesn't need to be some big mysterious thing, or to be put in terms that are overly academic. An animated story can be as simple as "Man lifts box", or an overly complicated saga of several volumes, but it is story that drives the action.


Because it is always good to research before you start, I found myself in Google looking for some strong content to base my article on, it didn't take long to find the article 'Story Development in Animated Features" by Kevin Koch on his blog Syncrolux. Link http://www.synchrolux.com/?p=271
The gist of Kevin's article is that making an animated short is a process that starts with story,  and most animation story is clearly defined  in advance of actual animation. For my own work to progress right now, it is important to lay down a plan of the action before I get into blocking out a scene.

Through research I have read that an animator can be hired based on as little as ten seconds of strong animation, and after viewing countless demo reels of working animators who used such reels to land the jobs that they have, I would easily point to the fact that a large majority of reels for the game industry are stacked with cycles and short action pieces that seldom relate to one another or don't in any real sense tell a story. Most demo reels for working game animators seem to say, "I can create convincing action with a strong sense of weight". The game animator reels often display the animators ability to convince the viewer with the characters occupation and use of the digital place. Strong game character reels display mainly the physicality of action and are little concerned with where the action is taking place, or why, or when. Then it would seem a waste of time to go through the development of story to build a reel for the game industry, but the added effort I believe will help to build a higher level of skill and that is always the prime goal.
 
Giants have always fascinated me, probably the influence of King Kong and the transformers, with some Battle Tech thrown in there, Giants and humans fighting Giants or becoming Giant are things I want to include in this short story. The narrative of the short I'm endeavoring to create should include


·         Robots
·         Aliens
·         soldiers
·         ground and flying vehicles
·         High technology
·         Superheroes


After all, what is an action sequence without super heroes? I include the last as an homage to my first and earliest artistic influence, Marvel Comics. Now it seems that solid action and a strong grasp of weight are the things most prominently displayed on most game animation reels, I am definitely drawn to the action genera and so I am intending to push myself towards creating the kind of things I like in games and film.
At this point in development this short piece is going to be three minutes or less. Fast paced action that arrives quickly to the point. The gist of it is this; soldiers quickly drive into the scene that appears to be some sort of abandoned sporting arena out of antiquity, the soldiers dismount and take up defensive positions around their hummvees. Suddenly portals open up out of thin air at the entrance of the arena, alien troopers drop out of the portals and charge forward to engage the soldiers. Crazy firing of rounds by the soldiers as another portal opens up and a large robot drops to the ground and attacks the soldiers. All soldiers killed but one, and just as the robot closes the distance to finish the job, Cpt. Atom drops in out of nowhere to destroy the aliens and robot and to rescue the remaining soldier, whisking him off through a wormhole to another location, an underground command center.

Process

·         Script - Now that we have a general idea of where we are going, we start to plan out how we will get there. The first step is to write it out in the form of a script. The total length of our current script is 12 scenes, and looks longer than the simple idea first implied.
·         Story Boards - This is where we will begin to develop the script in a visual form. In the story boards we will work out camera angle and shot composition, as well as getting a feel for timing
·         Asset Development - For this piece we will be using almost entirely pre-made assets, created by other talented individuals and supplied for such creative endeavors as our short action piece. There is some rigging, texturing and simple modeling that I will do, but for the most part the assets were found first, and the story developed around what was available. This is of course backwards to how shorts are usually made.
·         Animatic - The animatic is a simple story reel that contains the storyboard frames as well as some simple camera moves and very basic character key pose animation. This short reel assembled with Photoshop and After Effects will serve to establish timing and give us a blueprint for scene layout.
·         Scene Layout - This step is where the characters are brought into the scene environment and staged according to the script and the animatic. We will use proxies in the beginning of layout and then bring in the rigged meshes as we start the animation blocking phase. In layout we will set up the files according to the scenes. Each scene will contain several shots that will include camera moves and cuts.
·         Animation Blocking - Now we begin to pose the characters, working on one character at a time and moving through the entire scene. We are using Maya and the keys are set to linear and stepped. Most of the action will be pose to pose, but of course there will be times where we will work straight ahead.
·         Animation Splines - Now that the blocking for all character action is finished, we convert the stepped keys to splines. This is where we jump into the graph editor and smooth things out, refining our ease in and ease out as well as our holds.
·         Animation Final Polish - Here we comb through the scenes using playblast to view the action and make final corrections.
·         Dynamics - Add in the dust, sparks, and other effects that will add to the action.
·         Lighting - Each scene will Have its own separate lighting file where we will use Maya's lighting tools to help establish mood and volume.
·         Rendering - Now that the animation and lighting are finished, we will render the scenes in passes using mental ray.
·         Compositing - This is the final step where we will bring in the Maya Renders and audio into After Effects and layer them together to create the final piece.


This basic blue print for production comes from reading about how it's done by others, and looking at the behind the scenes footage and listening to the comments of the creators of films like Nine and The Secret of Nimh.  This is  not something I have done completely, or proven for myself. There have been several starts, and I have worked in all the phases of production, but so far I have yet to complete the production process from start to finish.
There is a lot of material on the web about the subject of creating animated shorts  and I would like to post a couple of links here.

Here we see a really simple thumbnail process, and this is after Steven has worked up a script.
Script here. Link:
The strength of this video is how it shows the creative process in a raw fashion.
Lets also look at the video where Steven brainstorms for the story idea.
Here is the Link:


At this point I will post this and Return as my story develops.

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