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Problem Five: Bringing the Fox Down (Part 3)

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Adding the Fox Himself


Last time we saw the fox, he was nothing more than a rough stand-in looking like a bad drawing of a stuffed toy.  Let's see that again:
Scene 13_3

Thinking about what the fox might do as I looked at this test, I immediately had some wild ideas.  Although I had basically kept the man's head upright and steady, there was some movement and even a little tilt.  This is something I could have some fun with, I thought, and I did a few thumbnails.  Here is one idea:
But then I, as Animator, knew what I, as Director, would say.  (It was as if he and I were the same person!)  He'd say, "There isn't really time for this much action, and furthermore, you don't want the fox upstaging the movement of the man.  You have to tone it down, and keep it simple!"  And he would have been right, of course.  Also, I realized that this kind of thing was out of character for the fox, whom I had begun to see as Mr. Cool.  Like Bugs Bunny, this fox is usually in complete control.

I went to work then animating the fox.  There were a few tests and adjustments, because it can be more difficult to animate with restraint than with wild abandon.  But finally I felt I had what I wanted.  Here is the test I next presented to the Director:
Scene 13_5

So, the fox reacts to the movement, but he remains seated and basically unruffled until the man picks him up.  I thought it was a good solution, and the Director agreed.

"Yes, I think you've got it here!" he said with enthusiam.  

And yet I was still worried, because he kept running the test over and over, staring intently at the screen.  Then he started looking at the ending frame-by-frame, until finally he turned to me and said, "There is something you might do..."

"What's that?" I asked, finding it hard to keep the annoyance out of my voice.

"Oh, it's just a little thing, but I think it will be worth doing.  Look, I'll give you a hint.  It's something between drawings 83 and 91 that you could improve. Take a look and see if you can find it."

We sorted out the five drawings he mentioned and spread them on the desk.  They showed the middle of the arcing movement where the man brings the fox down from his head to waist level.  Here they are:
Drawing 83

Drawing 85
Drawing 87
Drawing 89

Drawing 91
I use the Disney-based system where drawings exposed on Two's are given odd numbers.  Thus, if you saw an even-numbered drawing, like 2 or 4, you would know it was a "One."

"Can you see what I am talking about?" says the Director.

"Uh, I'm not sure," I say.

"Let's look at them another way then," he says, and proceeds to stack all five drawings and peg them to an animation board, turning on the light so that we can see all five images at once.  That looks something like this:
I have added partial outlines in color to make the spacing clear.

"Do you see what I'm talking about now?" the Director says.  "Do you know what you ought to do?"

I smiled, nodding my head, and I went back to my drawing board to do what was needed.

 Do you know what the Director was talking about?


Next: The Answer







Problem Five: Bringing the Fox Down (Part 4)

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The Answer


If you haven't figured it out, the problem to which the Director was referring  was the spacing of the drawings.  Specifically, the fox images in drawings 87 and 89 did not overlap each other at all; nor did they overlap the adjacent drawings 85 and 91.  Generally speaking, overlap of shapes in animation creates smoothness in movement, while lack of overlap makes for the jittery look called strobing.

In live-action and, now, in computer generated animation, this is compensated by blur: by a softening of the edges that happens naturally in live action photography and is simulated in the computer.

With our old fashioned 2D animation, however, we can make use of one of four traditional solutions for this problem:

1. We can simulate blur with streaks or speed lines that trail along behind the moving character and accent the arc of movement.

2.  We can add multiple images to a single drawing.

3.  We can use the smear technique as made famous by Chuck Jones in "The Dover Boys."

4. Or lastly, we can simply go on one's--one drawing per frame--and add a couple of drawings that will provide the needed overlap.

There is an additional technique now available to me in Toon Boom Animate Pro, which is the ability to add a blur effect to any drawing.  I have not yet experimented with this however.

In a future post, I will demonstrate all of these different solutions, but in this particular instance I decided to use number 4.

Before Adding New Drawings


Here are all the original drawings of the movement slowed down, with each drawing exposed 12 times rather than 2 times, so that the spacing can be clearly seen:
Note the great distance that the middle drawings, particularly 87 and 89, have to travel.  There is almost no overlap of the fox's head with the adjacent drawings.

After Adding New Drawings


Here is the same sequence with two new drawings (86 and 88).  Now 85 through 88 will be on ones, so in this slow-motion demo, each of those is represented by 6 exposures instead of 12, while all the others are on 12's as before.
Now you should be able to see that the spacing has a lot of overlap of shapes, thus smoothing out the movement and minimizing strobing.

The New Sequence At Full Speed


Here now is what it looks like at full speed, using 2's and 1's as planned:

As always, if anything about the above is unclear, please send me a comment and I will try to improve upon the explanation.

One more thing I want to mention is that when I examined the arc of movement of the original drawings, I determined that one of them--number 87--was seriously out of line with the arc.  Before shooting the above tests, I corrected that drawing.  The correction is illustrated below:
The red outline shows the original positioning.


Next:Adding More To the Scene




Problem Six: Fox Bites Nose (Part 1)

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Well, it has happened again.  My Director (me) has just come by and dropped onto my desk all the drawings from the end of this scene with the fox.  All he said was, "You can do better than this."

At first I was angry.  All that work for nothing!  But the animator (me again) calmed down and took a look at the pencil test.  This is part of the whole sequence where the man pulls off his hat, revealing the fox underneath, then lifts the fox down for his wife to see.  All that has been the subject of the Problems 2, 3 and 5.

Now the wife leans in to see the fox.  As she tickles his chin, he suddenly seizes her by the nose.  Instinctively she jerks away, but not too hard, for she doesn't want to lose her nose.  Holding the fox, the man also reacts, yet he cannot just pull the fox away.

I had animated everything described above, and it was clear what was going on.  Yet as Animator, I had to admit: it just did not work.

Here is the pencil test:

I have to say, I am embarrassed now to even display this video on my blog, it is so bad.  Yet as I have stated, part of the idea of the blog is to show you my mistakes and how I am correcting them.  This is one of those times when I am taking a chance, because as I write this, I have not yet fixed the problem, so I cannot be sure what I will create to replace the mess I have made.  (But yes, I have already roughed in a new set of key drawings, so I do have some idea of what direction I will go.)

First, let's try to analyze what I did, and why it is so wrong.

Here is what happens in the scene:

1-The wife moves in.  She tickles the fox.

2-The fox bites her nose.

3-She jumps.

4-The man does a "take", reacting in surprise.

5-The woman moves into a pleading attitude, hoping that the fox will let her go.

 And so it goes, 1-2-3-4-5.  The result?  It is boring.

The Failure To Visualize


My first mistake was the biggest mistake you can make as an animator: failing to envision what the scene should look like, or what it should feel like.  In any animation, but particularly in a pantomime like this, it is all important to have a good idea where you are going before you try to go there.  Even with something quite complex, a good animator should be able to close his or her eyes and "see" the action, at least to the extent of its timing and power.  I had not really done this.  I had analyzed the scene intellectually, and I had broken it down into five separate components and then had animated each one, separately.  In cases where the characters are not closely engaged, this can work.  But in the present instance, the three characters are not only closely engaged, they are actually physically connected!

Once the fox takes hold of the woman's nose, the three characters have become one moving mass.  In the language of computer graphics, they have become grouped.  It therefore no longer makes sense to try to animate them separately; they must now be animated as a group.

Also, I had a mistaken notion that the fox's head should not move after he takes hold of the nose.  I thought it would be funnier if the others moved all around the fox, and he didn't.  Well, I tried that, and it obviously did not work.

The New Vision


This kind of group movement is well known to veteran animators, and once you get the idea, it provides an avenue to good results in scenes where two or more characters are locked together in combat, for example, or where a group of characters all react to something, where the reaction moves through them like a wave or surge.  Many of the dwarfs' scenes in Disney's Snow White make use of this approach to great effect.

Group movement is also discussed in some detail on pages 364 and 365 of Illusion of Life, the Disney animation bible by Frank Thomas and Ollie Johnston.

Next:My New Approach


Problem Six: Fox Bites Nose (Part 2)

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The Most Creative Step


Animation is a strange artform.  The process of production is so complicated, and the road to the final result so long, that it seems that the ember of inspiration might darken and grow cold before the animator ever gets to the end.  It is miraculous that an animator can hold and keep alive in her or his imagination that glowing spark through all the tedious stages it must endure: the timing calculations, the planning of layers, the process of construction and refinement of drawings, the endless adjustments and revisions.

And yet, we do.  It is the thrill of making it work, of making it seem to be alive, despite all the technical encumbrance, that keeps us going on to the end.

This post describes as best I can one of the high points of the journey.  This is the magic moment in the process when the animator sits at his drawing board and makes the key drawings upon which all else depends.

As we discussed in Part 1, my first attempt for this scene was wrongheaded in just about every way, and it was largely because I tried to handle the three characters separately from one another.  This was okay for the first part of the scene, described in Problem Five, where the woman is watching as the man lowers the fox down from atop his head.  After that it was a failure because the three characters were acting in concert and they needed to be regarded as one combined entity, rather than as separate elements.

At this time I have made sixteen new drawings spanning the entire scene.  The first eight depict the woman's behavior during the action covered in Problem Five, as the man reaches up and lifts down the fox.

The last eight drawings show all three characters together, as the fox bites and holds onto the woman's nose and she and the man react to that.

Let's look at the drawings.
Dwg 1.  She has been watching the thing on her husband's head turn into a fox.
Dwg 2.  Anticipation for a mild "take".
Dwg 3.  The peak drawing of the take.
Dwg 4.  Hold drawing at end of take.
Dwg 5.  As the fox is lowered down, she pulls back out of the way.
Dwg 6.  Now she leans in for a closer look.
Dwg 7.  She turns to look at her husband.  Her head is on a separate layer here.
Dwg 8.  She turns back to the fox and tickles him under his chin, and then...
Dwg 9.  He snaps his jaws closed on her long nose.  She winces in pain.
Dwg 10.  Reflexively, she starts to jerk away.
Dwg 11.  But the fox hangs on.
Dwg 12.  The peak extreme of her action.
Dwg 13.  Realizing she must not resist, she yields to the fox.
Dwg 14.  Coming down, she looks to her bewildered husband...
Dwg 15.  ...who turns his attention to the fox.
Dwg 16.  Now they are at stalemate.
Note that these drawings are by no means evenly spaced throughout the scene.  They are the storytelling drawings.  Where there is more going on, there is need for more drawings.  Here, drawings 9 through 15 cover just 64 frames of time--a little more than 2 1/2 seconds, because that is where the violent action is.  In fact, drawings 9, 10, 11 and 12 are consecutive; there will be no inbetweens added there.  It may be unusual to consider them all as key drawings, but they were key to my understanding of the movement, and as I felt their structure so strongly, I thought it necessary to do them all at this time.  It was a tricky section that had to  be proved out, and I deemed them essential.

In Part 3, we will look at the pencil test/animatic of all this movement together.

Next:Pinning Down the Timing

Problem Six: Fox Bites Nose (Part 3)

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For the pencil test of the drawings shown in Part 2, I have created two versions.  Version one is the entire scene comprised of all existing layers and drawings, so that the first part includes the fully animated layer of the man lowering the fox down.

But as this is rather dark and hard to view, due to the fact that there are four layers present, I also include a version with all layers turned off except the new one featuring the woman and the characters combined onto that layer.  The timing here is exactly the same.

In my opinion, this would work well enough when all the drawings have been added.  The action is clear, funny, logical in its cartoony way.  Yet I believe I have found a way to enhance it even more.  Now, using Toon Boom Storyboard, which I have just added to my animator's toolbox,  let me show you what I mean.

Here is the same scene with a closeup added at the peak of the take, where the woman has drawn far back with the fox gripping her nose.  
Adding this closeup necessitates some timing changes.  Now she pulls back just a little slower and will ease in to the hold just before we cut to the closeup.  Now there WILL be inbetweens as she pulls back, and the closeup will include some rapid eye blinks as she takes in the situation.

Now that I am satisfied with the timing of the animatic, the next step is to chart the spacing of the remaining drawings, then add the breakdown drawings and, finally, the inbetweens.

Next:The Scene With All the Drawings Present

Drawing Problem 1: The Eccentric Breakdown Drawing: A Drawing Challenge for You

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The Eccentric Breakdown Drawing


Before I will be able to  post Part 4 of Problem Six, I must create lot of drawings, so it may be a long time before that post.  In the meantime,  I thought I would ask if my readers would like to engage in an animation drawing exercise.

This is not a contest.  It is a chance for you to try your hand at some creative thinking of the kind that keeps me excited by animation year after year.

What I am calling the Eccentric Breakdown drawing is beautifully described and illustrated by Eric Goldberg in his book Character Animation Crash Course (Chapter 10: Having a Breakdown!).  Dick Williams goes into it also beginning on page 218 of The Animator's Survival Kit.

First, do we all know what the breakdown is?  It is the main drawing between two extreme drawings.  I used to think that that was all it was: just the first and biggest inbetween.  As it turns out, in animation the breakdown is just as important as the extremes, because it tells us how we will get from one extreme to the other.  It can change the entire character of the animation.  And in a situation where your inbetweens are to be completed by another, less experienced artist, the breakdown helps the animator control those inbetweens to a great extent.

Here are the two extremes we will be dealing with in this little problem.  You have seen them before: the first is the held pose (with blinks) of the woman as she stares, mystified, at the thing on her husband's head.


The second is the beginning extreme pose of her delight as she recognizes that it is a little fox.

Here is the spacing guide I have worked out, showing the number of drawings that will get us from A to B, and how they are spaced.

 The drawing spaced in the middle (65) is the main breakdown we are concerned with.  The whole movement will take 16 frames (we are using film speed of 24fps), or two-thirds of a second.

Okay, let's get into it.

I am the Animator who has done all the extremes and spacing guides, and you are the Assistant Animator.  Often I will do my own breakdowns, but today I don't have time and I am asking you to do them for me.  I could not trust this to a beginning inbetweener, but you have some experience so I am asking you to try it.  We begin by discussing the two poses with which you will be working.

"Drawing 1 is a long hold; she hasn't moved her body for a while.  Suddenly she is going to pull out of that pose and start to move briskly, so you need to build an anticipation into the breakdown, drawing 65.  If she just pulled straight back to drawing 73 it would look unnatural, so you must think of a good way to do that.  By the end she must straighten her spine, and her head and body must make a quarter turn to the (her) right.  And, on drawing 65 I want you to show that she is already smiling; that she has by this time already realized everything and her body is just catching up."

You say, "Can I look at the other drawings to see the context?"

"Yes," I say.  "All the extremes can be found here, and there are various versions of the pencil test in recent posts for Problem Six. Now let me see you give it a try."

*     *     *

How to Participate


If you want to give this a try, send me an email to: bradrick@olypen.com, and I will then send you the two extreme drawings above as jpegs for you to print.  Take the printed drawings and tape them each to a sheet of animation paper, so that the registration crosses are in alignment.  Then make your version of drawing 65 on a third sheet of paper.  Remember to trace the registration crosses onto your new drawing.


Then scan the drawing and send it back to me.

Right now I don't know if I will get 1 entry or 10, or none.  When I get your drawing I will put it up on Acme Punched and write a comment about it.  Unless you tell me to use your whole name, I will just use your initial and country of origin.

Why not give it a try?



Drawing Problem 1: The Eccentric Breakdown Drawing: A Drawing Challenge for You (Part 2)

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There is a Part 2!


Well, one of my guesses was right: I had one person ask to do the drawing.  His name is João and he lives in the UK.

 Here is his drawing:





It has a lot going for it. The character is quite on model, considering that João had no model sheet and only two poses to work from.
Let's see how it looks in action, and then we will talk about it some more.

Here is the pencil test, repeated 6 times so you don't have to replay it each time:


Also I include an image that shows simplified drawings of the two extreme drawings in blue and red.  João's is the one with the yellowish outline.


The order of the images is blue, yellow, red.  We see that the artist definitely understood the concept of the eccentric breakdown; clearly this is not a halfway inbetween.  He chose to rotate the character's head while keeping its mass in place.  The right arm goes down and the left lifts up.  The body rotates almost all the way but its mass is positioned halfway.

This is generally a good solution and would work pretty well.  There are two things I want to point out, however, that I would  change.

The first is that it is not the best thing to rotate a head in place like a world globe turning on its spindle.  The features can appear to slide about, and also it is just not the most interesting way to turn a head.  I recommend displacing the head forward, something like this:
The suggested change to the head position.

Moving the head forward a bit also provides an anticipation before the final backward movement.

My only other change would be to make the smile bigger, but...

Here is something I learned only after years of making the same mistake:  when you change a facial expression during a big movement, the change is lost. No one will ever see it.  It may be appropriate to have the expression change anyway, but if you want it to be noticed, it needs to happen when the character is mostly at rest.


Thank you, João, for your participation.  I hope that in the near future, when I have another of these drawing challenges, some more of you will give it a try!

Problem Six: Fox Bites Nose (Part 4)

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A Reminder:

As this blog is focused on detail and the small decisions that accumulate to make a larger picture, in these posts we will often examine short sections of a scene instead of the whole scene.  This helps keep the presentation concise and clear.  However, I want to remind you (and myself) that normally it is best to look at an entire shot or scene all at once, to judge its rhythm and pacing. I hope that in your own animation work, you will not lose sight of this important idea.

Bad, Not-So-Bad, Better, Best


This time we will look at a part of the action of the woman.  The man holds the fox in his hands, having just lowered it down from his head, and the woman has moved in close.  At the beginning she is looking at the man.  She then turns to the fox and reaches out her hand to tickle him under his chin.

I have four pencil tests to show you.  The first one I call...

The Bad



If there is one bad habit I am most often guilty of, it is that of making my rough drawings too detailed before testing the action even once.  When it works, it works, but when it doesn't, then I have unnecessarily wasted a lot of time and effort.  This is an example of that.  The poses looked good to me, I didn't see how it could go wrong, and so I spent a lot of time drawing detailed hands, for instance, because I thought the animation was a sure thing.

It wasn't.  The head and body work fine, but in this first test I could see that the arms and hands are not saying what I want to say.  The left hand passes too close to her nose on its way to reach out to the fox, and the right hand makes a fluttery gesture that only distracts viewer attention from the main action.

The Not-So-Bad



Right hand fixed.  Left hand has been changed so that there is much more drag; the wrist leads the hand.  At first I thought this might be too theatrical a gesture for this character, but she is about to admire the cute little fox, so she is in a playful mood.

But now, as often happens when you change one thing, something else becomes apparent that needs to change.  The action in this test begins and ends with holds.  Everything begins moving all at once, and everything also stops all at once at the end.   It goes against the good advice that, going into a hold, everything should not arrive all at once.  This is something that people will notice, or at least it is something that will ring false even if they don't know why.  Rather than appearing to be alive, the character looks robotic and mechanical. (I did think that  the tickling movement of the finger that will begin as soon as her left hand comes to rest might be the overlapping movement I needed, but now I see a need for more overlap.)


The Better


Now the unfurling of her left hand has been delayed and finishes after her body and right hand have come to rest.   You can still see the  ghost images of the hand where they have been erased from other drawings.

To fill out the delayed movement of the left hand, I tried a moving hold of her fist, but it isn't working right. 


The Best


I changed the left arm so that it moves in close to the body in an anticipation of the main movement.  This works pretty well now and I am happy with the result.



Pencil testing sometimes goes like this, through four or more versions before the scene looks and feels just right.  Other times, the animator hits it right the first time through.  In this case, the main thing I did wrong was to draw in too much detail before the rough movement was proven in pencil test.

"LET THAT BE A LESSON TO YOU!" the director (I) shouted at the animator ( me.)

Let it be a lesson to you, too.





Problem Six: Fox Bites Nose (Part 5)

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For the next couple of weeks I will be working on my website, bradrick.com, to update it, make it easier for me to change by using Wordpress.org, and increasing its search engine optimization.  Meanwhile, here is a pencil test that came out right the first time!


Take One


Here I had to make the woman react as the fox bit and held onto her nose.  This called for a violent "take" of some kind, as she is struck by the shock (and some pain!) of being bitten by the cute little fox.  Takes are not something I have been much called upon to do in my career, so I looked in Richard Williams' book The Animator's Survival Guide at some classic formulae for takes which he had learned from animators of the Disney and Warners studios.


 The anticipation is on two's, then the upward "take" has two inbetweens on one's, followed by a "settle" on two's.  I cut to blank frames at the end because I want to cut away to a closeup at that point, without first going into a hold, and this shows me that the poses read well.

Scanner Trouble, Part 2: My Solution

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If you recall, I had complained here about the fact that my upgrade to Mac OS 10.8, known as Mountain Lion, had rendered my Mustek large format scanner useless: no drivers available!

My scanner was, in the words of another online complainant, no better than a doorstop--a dead weight.

My goal was to try to find a fix for this other than replacing the scanner itself.

First, of course, I tried software.  Nothing worked, including VueScan, where I actually talked to the owner, who said that scanner drivers are notoriously badly written.  Mustek's website said to go to Apple and get a driver from them, but there was nothing there.

Then I thought: what if I could get an old Mac that was still running on an earlier operating system, and dedicate it to the scanner?  And that is what I did.  The scanner is now paired with an iMac running Snow Leopard.  I did still have to download a driver for that, but it worked.

The Mountain Lion is tamed!


Now I am happily back in business!

A special thanks to David Nethery, who posted a comment just a few days ago suggesting both Vue Scan, which he didn't know I had tried, and the fact that Brother makes a couple of scanners that might have done the job for me, had I found it necessary to replace the Mustek.

Drawing Problem 1: The Eccentric Breakdown Drawing (Part 3)

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My Own Solution


Back in April I challenged my readers to create their own eccentric breakdown drawing  to go between two of my extremes.  [Here is the link.] I had one entry, and it was a good one.  Now I want to show you what my own breakdown looks like, as I have finally finished animating that part of the scene.

Here is the pencil test:

To begin with, I have to admit I changed one of the extremes--but it was only the head.  Testing an eary version of the pencils, I felt that the woman came too quickly out of her long hold and into action.  There is always the risk that it will not look good when all of a characters' parts begin moving at one time.  Also, I decided it would be good if she smiled before she moved, so that the smile will be noticed; remember that rule?  One thing at a time, if you want each thing to be noticed.  This little movement also ends with a moving hold of the head only.

So, she lowers her head and smiles, then goes into her pose, then ducks out of the way as the man brings the fox past her head.  Finally, she moves in to examine the fox closely.

If you were following the Drawing Challenge mentioned above, you may be interested to see  my version of drawing 65, the breakdown drawing:





Jim on a Limb: One (Part 1)

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Jim on a Limb


This is the first of my posts in which I am attempting something difficult, a piece of animation not in the books, and where I am not completely sure of myself.  Plus, I am letting my readers see from the beginning most of my thoughts and all of my attempts to get it right. In the words of the Anglo-American expression, I am "out on a limb".  For me it will be an adventure, and I invite you to ride along with me.
 
Have I mentioned that animating pantomime is harder than animating dialog?  Oh, yes.

The uninitiated think that dialog makes animation more complicated, but in fact it affords the animator much in the way of guidelines and direction.  The actor's performance, if expert, sets up most of the timing, emphasis and emotion for the discerning animator.  The performance can inspire the animator to strong poses and expressions.With a scene that is entirely in pantomime, on the other hand, the animator is the only actor, and all timing and other nuances of the performance must come from within.

The scene I am involved with here concerns  three characters--the woman, the man and the fox--each of whom must be made to perform convincingly not just in isolation, but in relation to the other two.

And the section of that scene I am focused on now is the most difficult I have faced to date.

The fox, held in the hands of the man, has bitten the woman in the nose.  In shock and pain, she has pulled away, but the fox has held on, forcing the man to lift the fox up in order to ease the strain on the woman's nose.  She has stopped, and slowly she lowers her head as the man carefully lowers the fox.  The man then relaxes a little and straightens himself, his head rising up warily as he keeps his eyes on the fox.  The woman watches the man.  Then the man tilts his head for a better look at the fox.  The woman pulls herself into an attitude of supplication and, looking now at the fox,  attempts a forced smile.  They end the scene in stalemate.

Let's take a look at some rough key drawings made while working this out. 

Fig. 1.  This is the last frame of the action shot where she has just been bitten by the fox and has jerked away.
Fig 2.  This represents an extreme closeup that will last about 30 frames, or 1 1/4 seconds.
Fig. 3.  First frame as we cut back to the same framing as before.  The characters have settled into their poses (compare to fig. 1).
Fig. 4.  The man and woman, watching each other, carefully lower the fox back down.
Fig. 5.  They have come down as far as they will go.  Short hold.  The woman still watches the man, but he has moved his attention now to the fox.

Fig. 6.  The man drops his shoulders and straightens up,  He is now regarding the fox with alarm and confusion.  How could this little animal do such a thing?
Fig. 7.  He begins to lower his head again but stops, hesitant.
Fig. 8.  He lowers his head the rest of the way and peers at the fox; he is disappointed and bewildered.
Fig. 9.  Now the woman turns her attention from the man to the fox.  This is an anticipation.
Fig. 10.  Unsure what to do, she turns her head a little and gestures as if about to speak to a human.
Fig. 11.  Realizing that that is futile, she instead tries to smile at the fox (perhaps that will help!), and helplessly brings her fists together in supplication.

So there are the key drawings as I see them now.  As of this writing I have not worked out the exact timing.

Wish me luck!



Next: Timing and Spacing, and the First Animatic

One Year of Acme Punched!

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What if you could be Acme punched...literally?


Just a brief message to note that this blog has been running for over a year now; my first post was on May 13, 2012.  As of this writing I have had almost 5,400 page views, which I think is not bad for a blog of such specialized and arcane interest.  I have readers on all six inhabited continents and on most major island nations as well.

Some of the posts require a lot of preparation and work but I have been getting just enough encouragement to keep me going.  Doing the blog also helps me to keep focused on my personal film, The Crossing, which has grown to become so complex that I sometimes don't have any idea when it will be finished.

Anyway I will carry on.  Please keep coming back; I will try to get something new up at least twice a month, and often it will be more.  Your comments also are always encouraged.  (I have just changed some settings so that more people can comment now!)

Meantime, keep animating, and keep traditional animation alive!  The big distributors may think that they have killed traditional animation in feature films, but even if that were true, there remain many more intimate markets, and I believe that in drawn animation there exists a charm and allure that must not be allowed to fade away.

-Jim Bradrick

Jim on a Limb: One (Part 2)

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First Animatic

Here is the animatic I created using mostly just the drawings posted in Part 1.  An attempt was made to suggest the timing of the entire segment.


I invited the Director (me) into my office to look at it with me on my computer.  He took one glance at the video, shook his head and started for the door.

"Well, what do you think?" I (the animator) called out.

He turned back to look at me.  "They both start moving at once," he said.  "How is anyone supposed to know what to look at?"  Then he was gone.

I was disappointed, but only in myself.  He was right.  I had ignored a basic rule of animation, one I keep having trouble with when considered in its broadest sense.

Anticipation as a prelude to a particular action for a character is something I know well, and tend to do pretty well.  Someone pitching a ball winds up first; the windup of a baseball pitcher is the most obvious and exagerrated anticipation that we find in real life.  Any forward movement benefits from a windup of some kind, even if it is just the slightest gesture in the opposite direction. 

But let's not forget that one purpose of the anticipation is to bring the eyes of the audience to the right place in time to appreciate the main action.

When you have two characters on screen at once, this becomes doubly important, and so on.  You don't want a viewer studying the eyes of the secondary character when the main character is about to do something important.

So who is leading here, and who following?  It is the man leading; he wants to lower the fox down to a level where he will have more control.  As the woman is connected to the fox by its jaws, she must come down also.

Is an anticipation by the man all we need here?  No, I believe we need more.  We need to show the man thinking before we show him acting on his thoughts.



Next:  The Man Takes Charge


Jim on a Limb: One (Part 3)

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Digging Deeper


Last time I determined that something had to happen before the man lowered the fox; I needed to show the man coming to the decision to do that: in short, I needed to show him thinking.

Here are the new key drawings.

The beginning pose.  The man still stares in shock.
Suddenly he realizes he must take charge.  He focuses and becomes serious.



He leans in close.  His hands, with the fox, have not moved out of position yet.


Now he looks up and makes eye contact with his wife.  Then he nods to her (not shown), indicating that he intends to start moving the fox.  Nervously, she nods agreement.

As an anticipation he raises his elbows.

He lowers the fox down.  It is still gripping her nose.

Having got this far, his expression now returns to one of puzzlement.  Why has the fox done this? What can he do now?
 Only the changes in the man are seen here, but in a scene this complex, there are many things that must be animated one at a time, each time passing through all the drawings and keeping each movement in sympathy with the others. 

The woman will have trouble keeping in step with the man, so her nose gets stretched out a bit at first, causing her some pain.  The fox, rather than just holding on, gives the woman's nose a good jerk as they start down, further adding to her discomfort.  Last, the fox's tail will be animated in movements that give expression to his moods, but not so as to distract from the more important movements.

Next:How it looks in pencil test.






Hollywood Cartoons: A Disney Cel Puzzle

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Time out for a little fun that came my way the other day when I was contacted by a man named Wesley Miller.  Mr. Miller has an interesting collection of animation art:  it consists of cels or drawings of characters being hit over the head.  He had contacted me becuase of an episode of the sitcom King of Queens I worked on in which the main character goes to bed in a fever, leaving the television on; he keeps changing channels, and in his delirium sees himself and his family in various popular TV shows (Wheel of Fortiune, The Honeymooners), one of which is animated.  In each segment his deceptions are discovered by his wife, and in our animated piece she hits him over the head with a mallet, then a skillet, and finally a piano.

When I replied, he sent me a scan of one of his acquisitions, telling me only that it was a Disney cel.  Here it is:

I decided it would be fun to see how much I could deduce from the image, based on my own knowledge of the evolution of  Disney styles and practices.

First of all, the characters were unknown to me--probably one-offs that did not appear in any other cartoons.  Most likely, it was from a Silly Symphony.

Notice the peg holes at the bottom: there are 5 of them.  This confirmed that it was Disney, all right, as the system is similar to Acme punching in that the end holes are oblongs and the center hole round.  The second and forth holes are uniquely Disney: a system for archiving the cels in binders; in this way the binder rings do not deteriorate the registration holes.  However, at Disney the old registration system of just two round holes was used into the early 1930's, so this cel must have come from a production that came after that innovation. 

My next clue was more subtle: the drawiing style.  There is a crudeness and casualness to the drawing that, to me, places this example in the early thirties.  By 1936 the whole studio had been transformed by drawing classes and by high-minded work on Snow White into a temple of deliberately stylish drawing, often influenced  by anatomical knowledge even in the case of the most cartoony characters.  The famous  Three Little Pigs of 1933, despite its fine animation and characterization, still contains much design of the old school of animation: circles for heads and bodies and some rubber-hose style limbs.  Notice in the cel, how the judge's hands are inconsistent in their rendering: on the right hand, the little finger is longer than the ring finger, and the thumb seems to be confused with what may be a button on his robe.  A year later, no such ambiguity would be permitted at Disney.  The left hand with the mallet is equally casual with its small thumb and uncertain grip on the handle of the mallet, the head of which is squashed unconvincingly.

Even though this scene may have been the work of a junior animator, by the late thirties the styling even of inbetweens was rigidly consistent throughout the studio.

So I told Mr. Miller that I thought his cel was from between 1934 and 1936, and most likely 1934.  And it was!  Turns out it is from the Silly Symphony Who Killed Cock Robin?, which is most famous for its Jenny Wren character, a marvelous caricature in styling and movement of the voluptuous actress Mae West.  Released in 1935, it was probably drawn in 1934.

On YouTube, with a little work, I managed to isolate the very frame of film that captures this cel.  Here it is:


Notice that the expanding white impact flash now stands out well against the painted background.  The blur lines that trail after the mallet, however, hardly can be seen.

If you would like to see the whole cartoon, here is a good link.

This cartoon is a good example of the old style being overtaken by the new.  Let's look at a few more examples of this.

The repeatable gag, not repeated.
In the silent and black and white cartoons, well into the thirties, a funny gag was repeated once, twice, even three times, in an effort to get more mileage and screen time out of the footage.  This may have also been in the belief that the audience liked the repitition, or didn't realize they were seeing the same thing over again, or was too stupid to appreciate it in just one viewing.  In the beginning, Disney cartoons were as guilty of this as Warner Bros or the Fleischers.  At any rate it was commonplace, and here was a gag with that potential: the ambulance is flying along, encounters a big tree, and must veer sharply to make it between the bows.  But to my amazement, they do it only once!  The Disney studio has learned some restraint.


The cloned character gimmick.
Here's another convention that goes way back at all the studios, another technique regarded as a saver of time and work:  animating a character once, then inking the drawings multiple times, each time with the image displaced on the screen so that there appear to be two or more characters--in this case, eight!--all moving in unison like Rockettes.  Ub Iwerks did it in The Skeleton Dance from 1929, and it even appears as late as 1976 in Richard Williams feature Raggedy Ann and Andy (some dancing dolls).

But again, times were a-changin'...
Seven cops, seven different movements.

In another scene, these Keystone Kops characters, while all exactly alike in design, are all moving independently.  Disney has learned the appeal of complex and diverse movement in their quest for the "illusion of life."


The stereotype of the simple and lazy black man.
Racial stereotypes are found in many cartoons of this period, and even way into the 50's  (how about the lazy Mexicans in Friz Freleng's Speedy Gonzalez cartoons?) and the Disney organization was no exception to the rule.  Here we have a slow-talking character in the mold of Stepin Fetchit, dressed as a sleeping car porter, being victimized by a cop with an Irish (!) accent.


The tough guy raises his belly up...
...then lets it drop in a gesture signifying the bravado of a bully.
Here's a peculiar old gag that goes back at least as far as Pegleg Pete in Steamboat Willie.  I may be wrong, but I think it is exclusively a Disney gesture.  It may be just a takeoff on someone ostentatiously hitching up his pants.

Pete in Steamboat Willie, 1928, before he got his peg leg.
Here's Pete at full lift before dropping his belly, seven years prior to to the character in Cock Robin.  Old gags die hard.

Mae West aka Jenny Wren.
And here is an image of the Jenny Wren character, a real tour-de-force of personality animation for its day .





Please let me know if you enjoy this kind of analysis of some of the old Hollywood animation.  If I get a good response, I will do more.

No. 47, Hollywood Cartoons: A Disney Cel Puzzle, Part 2

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I have a little bit to add to my piece in No. 46 about Who Killed Cock Robin.

One objective is to give due credit to the great Disney animator, Ham Luske.  Like Norm Ferguson, Luske was an early star talent in the thirties, responsible for much of the groundbreaking character animation that came out of the studio as the art was developing into the complex and subtle medium that reached its apex with the Nine Old Men.  Ham Luske may be best known as the animator of Max Hare, the brash and arrogant athlete of The Tortoise and the Hare.  But he also did the seductive, spot-on Mae West caricature , Jenny Wren, in Who Killed Cock Robin.

Second, after publishing the previous post, I recalled that there was mention of the Pegleg Pete gag in The Illusion of Life, the exhaustive Disney studio history and text by Frank Thomas and Ollie Johnston.  I looked it up and found this reference on page 50.

Turns out, it doesn't always have to be a bully or a villain doing this, as Oswald was a protagonist in his films.
Here you see the same gag three times--in 1928 with Oswald Rabbit (before Mickey), and with Pete in 1934 and in 1940.  These in addition to the one we mentioned from Cock Robin

How many more times might it have appeared?  Perhaps Jerry Beck knows the exact number, but I am sure there must be a dozen examples at least.  It has occurred to me that the gag might be based on the business of some popular vaudeville or silent film comedian, but I don't know.

No. 48, Jim on a Limb: One (Part 4)

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Six weeks since I have posted.  Partly it was this and that, an illustration job, a couple of commercial jobs, the re-designing of my website, a busy late summer.  But also it was the difficulty of the problem here--the one I last mentioned in post no. 45, Jim on a Limb: One (Part 3)--in which I laid down the key drawings I needed to animate.  If you want to follow the continuity of this demonstration, please go back now and look at that post.

How It Looks in Pencil Test


Here is the result:

Of course this test is focused on the man.  His name is Albert.  I also have animation of the woman  about ready (her name is Victoria), but because too many layers make the pencil test dark and difficult to follow, I have left off all layers here except for two: Albert, and Albert's Head.

This is about what I wanted it to be in so far as Albert is concerned.  I think you can see him thinking.  He gets serious and cautious at the beginning, he communicates his plan to Victoria, and when he gets bumped in the nose by the fox as he lowers him down, Albert doesn't let it bother him much.  One thing I will make more clear is Albert's expression, which will remain disapproving until, at the end, he relaxes his stern expression to gaze in perplexity at the fox, who is behaving so badly.

Next it is Victoria who will try to deal with the fox, first as if to make some argument, then feeling hopeless, and finally just appealing to his good nature.  And all without a word of dialog or narration.

I have begun by adding a few more key drawings to define Victoria's performance; the first ones would be sufficient for a storyboard, but the animator must go further and think of everything that will be in the character's performance.

Victoria regards the stubborn fox.
Pose A is the last pose of the pencil test above.

She resolves to try something to make the fox let go.


Pose B shows her determination to act.  It also is an anticipation to Pose C.

She moves as if to speak out loud to the fox...
Pose C.  She might be about to actually say, "Why won't you let me go?"

...but stops short, realizing the futility of this.
Pose D pulls back a little from Pose C.  She holds for 16 frames, blinks.

Victoria slumps, feeling the situation as hopeless.
Pose E  expresses her feeling of despair.

An anticipation to pose G.
In Pose F, Victoria gathers herself for one last attempt.

The last pose: with her eyes she pleads for the fox's mercy.
Pose G shows her final supplication as she bats her eyelids and beats her fists together.

This is a tough bit to do because it is designed so that the character can barely move her head; where the fox grips her by the nose is a pivot point and anchor for the whole character, and the animator must work only with her expression, with her arms and hands, and with some cautious movement of her shoulders and body.


Next: Victoria and the Fox: the Pencil Test

No. 49, Jim on a Limb: One (Part 5)

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Note: I have now numbered all my posts chronologically, in addition to having series and subject headings.  I think this will make it a little easier for me to refer back to previous posts, and for you to locate them, especially as the parts of  series are are not always consecutive.

 

The Pencil Test


Here is the pencil test of Victoria as promised in my last post.  Remember that the fox has her firmly by the nose throughout this scene.  I have not included that layer of the fox only because using too many layers in a pencil test makes for a dark and murky image that you may have trouble viewiing.

[movie]

It works pretty well now, but as in most complex things that one tries to plan in advance, there were some changes along the way.


Changes to the Plan


First, two new extreme poses were added.  They fall between poses E and F as shown in Part 4.  Here are those poses again, with the new ones placed inbetween.

Pose E
Pose E expresses her feeling of despair.


Pose E-1
The first new pose, call it E-1, shows her stubborn nature returning; she will not be defeated!


Pose E-2
The second new pose, E-2, is a cunning expression; she has an idea and she is calculating whether it will persuade the fox.


Now we go to pose F and then G, where she gathers herself and then adopts an attitude of pleading or supplication.


Pose F

Pose G

Thus we have her thinking her problem through in a way that the viewer can easily follow.  This is the sort of deep exposition that I am just now learning to do, and which I have often failed to understand in the past, largely because my experience in professional animation has been mostly confined to commercials of 30 seconds or less, with no time and frames to spare for looking into a character's motivations and thought process.


In Part 6, I'll talk about how the animation itself went on this little scene.

Next: What Came Easy, and What Was Hard



No. 50, Jim on a Limb: One (Part 6)

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Animating the scene shown and described in No. 49 was a matter of trial and error.  For the most part, the poses worked and it was just a matter of working out the timing.  For example, the two changes of expression (from despair to determination, then to cunning) were at first almost identical in their timing.  I realized then that coming one right after the other, they needed to be different from each other.
Despair to determination is now shorter in frames, and the hold at the end is also shorter, than both those things in the second transition, from determination to cunning.  The latter thus gets more stress, and fittingly becomes the more important.

Three expressions: despair, determination, cunning.


To view the difference in timing, go here.

One pose that had to be re-done was this one showing her slumped down in despair.  For this character I wanted to use that limp-wristed attitude that at one time was so common among women when their hands were idle, but my first try had produced a pose that did not quite express the despairing mood. 



Also, when I saw the test in animation, I didn't like the movement, which showed the forearms and hands pulling back up too far after dropping down. It did not express the intended attitude of resignation and despair.

I replaced that pose with the one shown below, and I damped the movement until it seemed just right.



But one thing did go as I had hoped, and I got it right first time out.  This is the final movement where she settles into her attitude of supplication; she is saying, "Give me a break!  What did I ever do to you?"  Her arms come up and she knocks her fists together three times, hunching up her shoulders.



When something like this does go right, it makes all the other struggles worthwhile.


Next:Jim on a Limb: One (Part 7)  Doing What Is Necessary
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