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No. 71, Me vs Toon Boom StoryBoard Pro, Part Three

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The Moving Storyboard


Now we get to the point where StoryBoard Pro is not just a storyboard platform but also a tool for creating an animatic. Like the storyboard itself, the animatic is a planning tool for discovering the best way to tell a story and for discovering problems before all the expense of creating animation and full production art.  Where a live-action film maker might shoot footage at a ratio of ten feet for every foot used in the final edit, the goal of the animation studio with its highly expensive and labor intensive production cost, was a ratio of one to one.  The storyboard and especially the animatic could make that happen.

Originally called a Leica reel, the animatic is a filmed (or videoed) storyboard, with the duration of each panel timed to play as nearly as possible to the calculated length of the same action in the final animation.  Thus an accurate animatic lasting ten minutes and twenty-two seconds onscreen will represent the final production lasting the same amount of time.

One thing that SBP can do is help the animator to accurately time transitions and certain types of movement upon the screen.  Here is my first example from the developing storyboard for my new film The Two Washingtons.



This is the establishing shot for the whole film.  Looking through the grid of a window, we see a huge jet taking off.  An appropriate sound effect will be added.  Then we dissolve to the interior of the airline terminal building, immediately pulling away from the window and widening out to reveal the large gate area crowded with people waiting for their flight to be called.  The background sound will change to the ambience of an airport building, with murmurring voices, footfalls, and the occasional PA announcement.

To accomplish this little sequence I used three of SBP's effects: 1) an animated layer (the airplane), 2) the cross-dissolve from the airplane shot to the interior shot, and 3) a long camera truck-out from the window to a wide shot of the whole room.

Let's think about it piece-by-piece.  The airplane shot might have taken from two to four frames of a conventional storyboard.  Limited to that, I think I would have done it like this:

How this shot might look in a conventional storyboard.


But SBP allows me to do it with just two drawings, the airplane and the window grid, and the result is about as good as I could hope to make it in the final film!

The Animated Layer


The animated layer is about as simple to do as can be.  You select your panel, then the layer you want to animate.  (Of course you will have to have planned this as you constructed your storyboard, so that anything moving will be on its own layer.  If you think something in a scene might move, or of course if the background is to be used in more than one panel, then you should be thinking and working in separate layers.) Next, you use the First Frame Transform tool and manipulate the image to its beginning position.  All the basic transform functions are available, so you can not only reposition but scale, skew, rotate, and so on.  In the case of the airliner, I slid it down out of the camera frame at lower left and also scaled it proportionally down.

The green rectangle is the camera field.


Then I clicked Last Frame Transform and pushed the airplane image off the screen at upper right.  Done!  The plane appears to be taking off outside the window, growing larger as it rises.



This is not actually the last frame position, because that happens near the end of the cross dissolve and is therefore nearly transparent, but it is near the end.


Camera Move

The second panel is done not as a layer move but as a camera move.  With the chosen panel selected, click on the Camera symbol in the toolbar, then open Tool Properties.

Tool Properties panel for Camera
As I am still learning this program, I do not yet fully understand the sections of this panel called Selected Keyframes and Static Attributes.  Here we will be concerned only with the top section, Camera Transform.

From left to right, the first three symbols are: 1) Set Keyframe at Beginning of Panel, 2) Set Keyframe at Current Frame of Panel, and 3) Set Keyframe at Last Frame of Panel. In my shot of the airport interior, I have used just 1 and 3, because the camera is to move throughout the shot. It is important to set both these keyframes, first and last, before moving your camera.  When you do this, the camera fields start out the same for both frames, so they are superimposed.  But at the bottom of the field, there is a green square for the first frame and a red square for the last.  Click and drag on each of these squares to adjust your opening and ending positions.  Here is what mine looked like after making those moves.

The panel in Camera View, clearly showing the move from start (green) to finish (red).


Note: a change in rotation is also possible here, as for example I could have rotated the green window so that the horizontal window bars started out parallel with the match shot in the previous panel.  I decided this was unnecessary however.

I am not quite finished here.  Rather than have the camera move at a constant rate, I decided to add ease in and ease out on both ends, but at different rates.  To do that, go to the Ease In, Ease Out lines in the Camera Transform box and just enter values for the durations of those eases.  In this case I chose 10 frames for the ease in (less than half a second at 24fps) and a full two seconds for the ease out.  These are easy to keep adjusting until they feel right.


The Transition

The last thing I have to do in this little two-panel scene is to add a smooth transition between panels. Find the New Transition icon in the toolbar and click on that.  I want to do a simple cross dissolve, which is the default option. There are also some wipe options.  Select the transition you want by double-clicking on the transition symbol on the timeline, or use the panel view.  The duration of the transition can be changed by pulling the edges of the transition symbol to left or right in the timeline.

Again, I applaud the ease of use of these functions.  I figured all this out and set it up in far less time than it took to write about it.


Next time I will show you another example of camera work in SBP, and I will also talk about some drawing options that are not available in Animate or Animate Pro.


No. 72, Rare Animation Books: The Art of Walt Disney, by Feild

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The Art of Walt Disney, by Robert D. Feild, 290 pages, pub. 1942 by Macmillan and Co.



First, you should understand that there are  two completely different books called The Art of Walt Disney. The better known of these is the most recent, a massive coffee table book by Christopher Finch first published in 1974.  In fact, when I went to Amazon just now to look at reviews of the earlier Art of Walt Disney, I found that all the reviews seemed to be of the 1974 book; all these people had no knowledge of the one published in the 1940s.  But the Finch version, rich in color artwork but short on real information about the animation studio, was for me a vast disappointment.

The other book known as The Art of Walt Disney was published in 1942 and written by a professor of art who was given a year of access to the Disney studio in Burbank between 1939 and 1940.  An interesting year it was, too, for Snow White and the Seven Dwarfs had premiered successfully in 1937, proving the viability of feature-length animation and spurring the studio to initiate production on not one but several new features.  The book therefore contains details on the production of Pinocchio, Fantasia, Bambi and Dumbo, all of which were in various stages of development, as well as many animated short subjects which were still a major division of production at Disney.

Early concepts of the 7 dwarfs. Some of these are by Albert Hurter.


As an art historian Feild admitted to a quandary about what the animated productions of the Disney studio actually meant as art, but he knew he was onto something big and exciting.  Disney the producer had thrown far more money back into raising the standards of animation than he had kept for himself, and the result was a clear lead in production quality and standards over every other Hollywood studio.  Efforts by other countries, from the Disney point of view, did not even exist.

Layout sketches, possibly by Tyrus Wong.


The book itself was the first serious literary survey of Disney or of any animation, and its publication was a tribute to the new recognition and respect accorded to Walt Disney after his sensational breakout from shorts starring Mickey Mouse, Donald Duck and Goofy into the world of feature films.  For an exhilerating two years or so after the release of Snow White, anything seemed possible and the continued success of the studio seemed assured.

World war beginning in  1939 with Hitler's invasion of Poland ended all that, closing lucrative distribution markets in Europe and, after 1941, diverting much of the studio's energy into jingoist war propaganda.  According to a 1942 review in Saturday Review, however, the book went to press before the December, 1941, bombing of Pearl Harbor, and so Feild's writing was not influenced by the direct involvement of America--and Hollywood--in World War II.

These may be examples of Shamus Culhane's "fast animation" technique.


There is an oft-told story of Walt Disney confronting one of his ambitious young artists back in the '30's, telling him not to get any ideas about making a name for himself at the studio; the only name the public was to see was that of Walt Disney. The story is true, though of course the features from Snow White on had artist credits just like any other feature films.  But Feild in his book maintained Disney's attitude about keeping the artists anonymous, and so there is not a single animator or designer mentioned by name in the entire book. From the point of view of historical interest, this is an unfortunate omission, although subsequent writing over the ensuing decades has illuminated some of this darkness. One can easily recognize the work of Marc Davis, of Milt Kahl, of Rico LeBrun and others.

Some of Preston Blair's dancing hippo drawings, made famous in his animation book.


The text  is written in a somewhat verbose style typical of the day, but the book does a good job of detailing the Disney production process and even makes an attempt to describe the intricacies of animating. Much is made of the expansive new Burbank production plant. Yet the refusal to name names continues to be an irritant throughout.  Besides Walt, only Roy Disney is mentioned by name.  How can you tell the story of Walt Disney without mention of Ub Iwerks?  Of Ham Luske and Norm Ferguson and Bill Tytla and Freddie Moore?  Yet Feild manages to keep them all behind the curtain, to the point that I suspect this anonymity was a precondition imposed on him by Walt.

Uncredited like all the others, here are some structural guides for deer animation by Rico LeBrun.


Nevertheless there are many full-page plates or illustrations, some in color, that make the book a worthwhile document of the Disney studio in the early 1940s.

Animation drawings of Ali the alligator, very possibly by John Lounsberry.


Feild's The Art of Walt Disney is considered a collector's item.  My copy is a British reprint (1944) published in London by Collins.  Copies available on the internet are few and  not inexpensive, but it is still possible to get one if you want it badly enough.







No. 73, Rare Animation Books: The Art of Animation

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The Art of Animation, by Bob Thomas, 187 pages. Pub. 1958 by Simon and Schuster.

 This colorful book was conceived around the Disney studio's production of Sleeping Beauty (1959) and showcases its art in particular. And unlike the Robert D. Feild Art of Walt Disney, published in 1940 and reviewed in my post no. 72, it gives due credit to the names and personalities of the many great Disney artists throughout the history of the studio. Surprisingly, there is even a Compilation of Animation Credits section at the end. On the other hand,  it is also like the previous book in that it has the taint of a corporate production, a Disney promotion that makes no mention of any other studio or of anything negative such as the labor union battles of the 1940s or the diminished interest of Walt Disney himself in his animated productions.

A double-page spread using a still from the film of Sleeping Beauty.


The Disney story was presented in an entertaining and beautifully laid out book.  There was plenty of production art to look at, though it was often juxtaposed with non-production art that had the look of Little Golden Books art--flattened, not quite on model.  Even as a boy I recognized and resented this insertion by an art director of what I considered second generation interpretations of the real thing.

Another spread showing stills from three cartoons, two illustrations featuring production art, and at lower right a Golden Books-style illustration.


Nevertheless, there was information here that had never before reached such a wide audience, much of it in archival photographs and their captions.

Shot of a story conference in the old Hyperion studio, mid 1930's.  That's inspiration artist Albert Hurter at extreme right.

First photo and first mention of which I am aware of Disney's Nine Old Men of animation. The term was not used by Walt endearingly.


Pictures of the animators at work intrigued me particularly, as they showed the artists with pencils actually in hand, actualy animating, the stacks of drawings and pinned-up model sheets all around them. To me, already in love with the idea of animating as a career, it was thrilling.

Animator Ollie Johnston at his board, mugging into his mirror while animating a fairy.


Looking back from 2014, with all the wealth of critical writing about Walt that we now have, with all the interviews and research accomplished by animation historians like Jim Korkis and Mike Barrier, the Bob Thomas book seems without depth, but it marked the beginning of a time of greater interest in the people of animation who made Walt Disney look good and in the art of animation itself.

A spread showing the work of background stylist Eyvind Earle, whose angular and geometric designs influenced even the character design in Sleeping Beauty.


My copy is a first edition that I have owned for more than fifty years, as evidenced by its worn appearance.  An internet search through rare booksellers or ebay might turn up a copy for you.

No. 74, Rare Animation Books: The Animated Film

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The Animated Film, by Roger Manvell, pub. 1954 by Sylvan Press. 63 pages.

 


This book, subtitled "with pictures from the film 'Animal Farm' by Halas and Barchelor", was remarkable in its day for not being about the Walt Disney studio.  Indeed, it was about a British studio and their production of the first British feature-length animated film.  Across the pond at Disney, work was going forth on Lady and the Tramp, another sentimental adventure with songs that had become a Disney mainstay.  Animal Farm was nothing of the sort.

The film was based on a popular book of the same name by George Orwell, who was a journalist and, later on, author of the  more famous dystopian novel 1984. The book was a satire of the communist form of government and, more specifically, of the Soviet version of communism, which in its heavy handed way had become in many ways indistinguishable from fascism.  It told the story of farm animals who rise up and overthrow their human master and then attempt to govern themselves, with the more cunning and ruthless among them eventually rising to the top.  "All animals are equal," goes the famous quote, "but some are more equal than others."

Expressive animation of the pig who decided he was "more equal than others."


Two still frames in black and white from the color film Animal Farm.


Today it is known that the CIA, interested in any kind of anti-Soviet propaganda, obtained the film rights to Animal Farm, and that under the direction of Howard Hunt (of Watergate infamy) the producer Louis De Rochement was chosen as front man.  De Rochemont then selected the Halas and Batchelor studio to create the film. It is not generally believed that the studio had knowledge of the source of their funding at the time.

The Halas and Batchelor workflow chart of animation production.


The film was remarkable for being of adult interest rather than that of children.  John Halas, a Hungarian immigrant to England, and his wife and partner, Joy Batchelor, expanded their studio to a staff of 70 for the production. Three years, from 1951 to 1954, were spent in the making of the film. The technique and style chosen were not unlike the Disney model, with drawn animation traced and painted onto cels, and with care taken to achieve a certain amount of realism in the movement and design, again in the mode of Disney.  It was, after all, intended to be released as a commercial product, so it needed to be able to compete.

A page showing development of the design for one of the human characters in the film.

Model sheets of some of the animal characters.


The book includes expressive model sheets of the characters, sections of storyboard, layouts and animation drawings.

A detail of the Tension Chart.


An interesting insert is a foldout "Tension Chart" showing the flow of tension or excitement from beginning to end, including notes on mood, music and color.

Background layouts.


But although the film was in color, the books illustrations are all in black and white.  Altogether it is a fascinating look through a parallax lens of feature animation production in a country other than the US.

Views of production work around the Halas and Batchelor studios.


Roger Manvell, the author, was a writer who had worked for years with Halas and Batchelor "as a researcher, author and screenwriter", according to the 2006 book Halas and Batchelor Cartoons, An Animated History, by Vivien Halas and others.  In addition to The Animated Film, he also wrote in association with John Halas three other books on animation.

The Animated Film is out of print and likely to be very difficult to obtain.

No. 75, Me vs Toonboom StoryBoard Pro, Part Four

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A Note to My Readers:

The internet is littered with the corpses of abandoned blogs, their authors having lost interest, become burnt-out or otherwise permanently diverted.  This is not one of them.  I have taken a long hiatus caused by a combination of things: a trip to Italy, some paid work that has kept me busy, and a couple of hangups with StoryBoard Pro that I will mention below, but I have not lost my enthusiasm for my little cause of learning and writing about animation.

I realize the value of posting regularly, and am back with the determination to regain your attention and interest.  I thank you for your past allegiance and intend to carry on now as before. Let us continue.

-Jim Bradrick


Trouble in StoryBoard Pro


Digital vs Paper

I made a valiant effort to do my storyboards digitally, but this has not proved easy for me.  This is perhaps the most significant thing that got me stalled last August.  I can do it, and if you took away all my paper and pencils, I would do it, just as I would certainly learn to draw again with my left hand if I lost my right.  Nevertheless, it still feels more comfortable to me to draw on paper, and so, for now, I have gone back to doing first-draft sketches on paper and scanning them into the computer. As I am the animator as well as the storyboard man on my own projects, these sketches often double as my animator's thumbnails, and when I have just a pencil in my hand I am not distracted by having to deal with such issues as layers, toolbars and keyboard shortcuts that cut into my creative line of thought.

Written down, these things seem less like good reasons than mere excuses, and I am sure I will get over my discomfort eventually, but my decision to return to paper and pencil allows me to move forward again, and that is the important thing.

Sound

Then there is the issue of sound.  My script for The Two Washingtons contains dialog, and as I approached the dialog sequences I found that I was having trouble with visualizing the complex character interplay that was to go on.  There are four character voices planned, with possibly a fifth, and I realized finally that I ought to go ahead and record a scratch track so that I could work out dialog timing. Other dynamics between the characters would also become apparent.

If you have ever priced professional sound recording equipment, you know that this can be expensive.  But my friend Don Wallace of Wallace Creative in Portland, Oregon, put me onto a solution that gives me high sound recording quality at an amazingly modest price.  This solution is the Zoom H1 Handy Recorder. Powered by just one AA battery, it gives you digital sound recording you may find hard to believe.

The ZOOM H1 recorder on its mini tripod and with a foam wind baffle covering the mic.

Armed with my script and a fondness for ham acting, I soon had the soundtrack I needed.  In Adobe Soundbooth I edited the track into clips, changed the pitch on the voice of one character, and imported the sound into SBP.  As expected, having the dialog sound on the SBP timeline helped greatly in timing the remainder of the storyboard.

In the timeline at bottom, note the sound clip showing in waveform mode.








No. 76, Animated Short Subjects Oscar Contenders 2015

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Today I got a chance to go and see all 5 nominees that made the final cut for Oscar contention in the Animated Short Subject category, plus 4 runners-up.  Let's take a look at what we have here.

The Five Nominees


Me and my Moulton.  14 minutes. Director: Toril Kove. Canada.

2D animation with possible computer assist.  Simple and charming line art about 3 daughters of eccentric Norwegian parents, narrated by the middle girl.

Feast.6 minutes. USA.

From Disney, a digital film directed by Patrick Osborne about a foodie dog and his foodie owner.  Clever and full of life, with an unusual lighting treatment that is high contrast and sharp edged. Typical Disney character design and movement.

A Single Life.2 minutes. Netherlands. Directors: Marieke Blaauw, Joris Oprins, Job Roggeveen.

The shortest by far of these short films, this is a succinct and quite funny digital film with a character design based on stop motion clay animation.  My pick to win.

The Dam Keeper.18 minutes.  USA. Directors: Robert Kondo and Dice Tsutsumi.

A perplexing digital film with a flawed storyline about an orphan pig who is both a bullied child in school and an adult burdened with an onerous responsibility for his whole town. The rendering style is painterly and ragged with some quite beautiful color design.

The Bigger Picture. 17 minutes. UK. Director: Daisy Jacobs.


An unusual stop motion film in a combination of kinetic painting and papier maché animation, about two grown men and their elderly mother.  Touching and funny and strange.

The Four Also-Rans

No explanation is given for the selection of these four films which have been included to be distributed with the five nominees.  Whether they were jury favorites or just easily available is not mentioned. Nevertheless, here they are.

Sweet Cocoon. 6 minutes. France.

Hilarious and well-animated digital film about an overweight caterpillar who gets help in getting into her ready-made coccoon  from two elderly beetles.

Footprints. 4 minutes. USA.

2D animation in the unique and highly personal style of Bill Plympton, whom I applaud for making a go of 2D animation while personally not liking his work very much.

Bus Story. 11 minutes. Canada.

2D animation in a primitive style reminiscent of Richard Condie, this film sponsored by the National Film Board of Canada tells the story of a woman whose modest dream is to drive a school bus.

Duet. 4 minutes. USA.

A film by the Disney-trained virtuoso 2D animator Glen Keane, about a boy and girl growing up from babyhood and finally and inevitably coming together as a couple.


Next:Blurring the Pencil Lines: Traditional 2D Animation in 2015 Oscar Entries

No. 77, Blurring the Pencil Lines: 2D Animation in Today's Independent Films

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As digital animation technology matures and disseminates down even to one-person studios like my own, the distinction between 2D and 3D animation becomes less clear--less easy to sort into just two piles and often less easy to identify in viewing.

A film may be animated on paper, then scanned in and completed digitally.  A very similar looking film may be animated directly into digital form, by using an electronic stylus and a Wacom or other tablet, but still adhering to the traditional process of superimposition of images for registration and then either animating straight ahead or by the more controlled method of extremes, breakdowns and inbetweens.

A traditional 2D film can be processed and enhanced digitally to the point that it greatly resembles something done with 3D models in Maya or another similar 3D program. Conversely, a film animated with CGI models can now be rendered to look like it was animated on paper. Then there is the increasingly dominant TV production method of 2D digital puppetry. And there are now numerous examples of hybrid productions, where some elements are singled out to be created as CGI models while others are still done in 2D, the output of both being blended in the production.

But just for fun, let's see what traditional 2D elements we can discern in the nine Oscar contender films I listed last week.

The Plainly 2D

Bus Story

Duet

Footprints

Me and my Moulton

The most obviously and directly 2D are Bus Story, Duet, Me and my Moulton and Footprints. They all show signs of having been animated on paper.  In Bus Story, Duet and Footprints, one can even see the character of pencil lines in the final render, although I wouldn't be too surprised to learn than someone has developed some automatic and logarithmic way to convincingly duplicate even that look.


Me and my Moulton looks inked in the same way that hand-traced cels used to look inked, but I would bet that this was all done in a computer.

The 2D, 3D Hybrids
The Dam Keeper
An interesting crossover is The Dam Keeper, with a final render style that looks like impasto paints applied with a large chiseled brush. And I rather thought that the characters were CGI modeled. According to online information, however, the drawings were on paper and the painting was digital.  I do think I saw some CGI images here and there, as with the tramcar and the mill interior.

Even with the Disney funded Feast,  I am not sure there is anything done on paper beyond the concept stage. But I have not found anyway production details about this film.  Anyone out there know?
The Unabashedly 3D
Of the three remaining, I feel certain that two are straightforward CGI model productions: A SingleLife and Sweet Cocoon, though the former has opted for a look that is somewhat in the clay animation style of a Nick Park.
A Single Life

Sweet Cocoon


And a Big Hand for Stop Motion
Last, and in many ways most interesting of the whole group, is the extraordinary stop motion film The Bigger Picture.  It is extraordinary in its intended audience, which is emphatically adult; it its scale, which is actual size (a character who is intended to represent a six foot man is actually six feet tall in from of the camera); in its variety of media, including wet, opaque paint on a wall and other flat surfaces, papier maché and real furniture and rooms as props and settings.
The Bigger Picture


So there you are.  But just now, as I type this, it is 5:06pm, Pacific Time, and that's time to go watch the Oscars presentations and see who wins!

No. 78, Drawing Problem 2: Breakdown Challenge--"Pulling the Switch"

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Breakdown Challenge No. 2


Some of you may recall that we did this once before, in posts 36 and 37. Recently, in the course of my work on a new casino video game, I encountered another problem where the breakdown had to be an eccentric one in order for the scene to work at all.  That is, a straightforward half-way inbetween would not work; either the extremes had to be re-thought and re-designed, or else a solution would have to be found at the breakdown stage.

Breakdown Review


First let's review the nature of the breakdown drawing. In the process of pose-to-pose animation, breakdowns are the next step after the extreme drawings are done.  A skilled assistant may do them if there is nothing out of the ordinary, but as Eric Goldberg has pointed out so skillfully in his book Crash Course in Character Animation, the animator may often want to do the breakdown him or herself; it is his chance to weight the movement more toward one pose drawing over the other, or to otherwise add extra character to the movement.  The breakdowns are thus capable of being as critical to the final effect as the pose drawings or extremes, unlike the inbetweens which are more mechanical, less creative, and generally capable of being rendered by a far less experienced assistant.

Pulling the Switch


Here I had a scene where the main character of the game, a mischievous villain who is always trying to interfere with the game's players, throws a big knife switch on an electrical box and turns out the lights.

For this game we were under considerable constraints of time to get all the animation done, and so I had established a style of very rapid movement from pose to pose, often using smear or blur drawings. [There will be more about this in a future post.] But here and there, to emphasize some particular movement, I utilized more drawings in the movement to make the action especially clear.

Here are the two pose drawings we are concerned with.

Pose A--drawing 8

Pose B--drawing 12

As soon as I began on the breakdown between these 2 poses, the problem became apparent: the handle of the switch when it is half-way down projects far out to the left, interfering with the character's head and body [Figure 1].

Figure 1

The Challenge


With a little experimentation, I did figure out a way to solve this problem--without altering the pose drawings A and B.  

I invite any of you to take a shot at it.  If you want to give it 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 10 on a third sheet of paper.  Remember to trace the registration crosses onto your new drawing.  

Your challenge is to show the switch halfway down while making it work with the character poses as a convincing breakdown pose.  Remember, their may be more than one way to make this work; my way is just the way that occurred to me.

Send me your result as an email attachment, and I will either comment privately or in the blog, as you wish.

Good luck!

I will show you my own solution to this in a subsequent posting.



No. 79, Drawing Problem 2: Breakdown Challenge—“Pulling the Switch”, Part 2

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Last time I presented a drawing problem as another exercise in finding a meaningful breakdown drawing between two extreme drawings where the solution was not immediately obvious.

Here again are the extremes:

Extreme Pose 1




Extreme Pose 2

The issue is that if the king pulls down the knife switch, he will have to get out of the way of the arc of the switch handle.  In such a case as this, one might be tempted to re-stage the extremes so that no such problem exists and there is an unobstructed path for the switch, but I chose to persist in trying to come up with a plausible and workable solution. (In post No. 78, I encouraged readers to try their hand at a solution, but there were no takers.)

The Solution

Here is my solution to the problem:

The Breakdown Pose

As you can now see, what happens is that the king has to dodge out of the way of the switch in mid action, which is something we all naturally do in real life.  Approaching a door, for example, we do not always calculate in advance the arc that it needs to pivot on its hinges, and we have to back up a little or otherwise adjust our stance in order to get the door open.

Here is the very brief animation as it was done for the video game I have been working on. Unfortunately, I believe that this scene has been cut from the final game. Nevertheless:


This is just one more illustration of the truism that in animation, there can be multiple ways of doing something, each one arguably as valid as the others.

No. 80, Why I Sometimes Don't Post Regularly

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Writer's Blog


Whenever I fail to post to this blog over a period of weeks or months, you can be sure there is a good reason for it.  It will not be because I am bored with it, or that I am burnt out or have run out of material and ideas to blog about, or that I don't care.  I recognize the value in posting regularly, and I try to do that as much as possible.  Failing to post can result in lost followers and other readers.

If I don't post new material, it will be due to a serious cause, like ill health or death. Or, best of all from my point of view, because I am working. The period between May and November of 2015 was just such a case, where animation and design that I was doing for a game went into crunch mode and I was putting in more than 40 hours a week on it.

My blog is not only commentary.  It often involves adaptation or creation of visual images specially for the blog, which takes time. A lot of thought and preparation go into each posting, because I want to be lucid and engaging and often instructive all at the same time.

If I have full-time work with deadlines, that takes away both from my blogging time and also from the energy needed to do justice to my blog.

So whenever I fail to post for a while, please don't give up on me.  I'll return and probably pick up where I left off.

Thank you for your loyalty.  I will continue to try to give you something new to think about each week or so.

--Jim Bradrick

No. 81, Book Review: The Nine Old Men, by Andreas Deja.

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By the beginning of Franklin Roosevelt's second term as President in 1937, he had begun to call the U.S. Supreme Court justices of the time "the nine old men" for their obstructive attitude toward his social policies and programs.  It became his aim to try to replace six of their number in order to get a court more friendly and supportive of his attempts to bolster the economy.

Roosevelt failed in that, but the phrase Nine Old Men was picked up by Walt Disney and applied to his crew of senior animators, who just happened to be nine in number. Who were these men? Among other things, they were all animators who had stayed on Walt's side during the studio's labor troubles of the early 1940s. All nine were born between 1907 and 1914, and all but one started at the Disney studio in the early to mid thirties when intensive hiring and training were ramping up for the move into feature animation. (The exception was Les Clark, who began in 1927 at the age of 20, which made him the only one to arrive before both sound and color came to the movies). None of these young men except Clark had animation experience, and Clark had to retrain himself now to keep up with the sophisticated design and animation that was in development; the old rubber hose limbs and often crude drawing of the silent days were obsolete.

Les Clark learned to animate very well indeed.  From Symphony Hour, 1942.


In the new book by Andreas Deja, The Nine Old Men (392 pages, CRC Press, 2015), these animators are spotlighted and compared with one another in their strengths and styles from the personal viewpoint of the author, a brilliant animator in his own right who knew many of them and who actually trained under Eric Larson, best known for his animation of the sultry dog Peg in Lady and the Tramp.

Larson didn't do only animals.  Here, from Peter Pan, Wendy fails at her first attempt to leap into flight. Now she crouches for a second attempt.


As in John Canemaker's 2001 book of a similar title, Deja's book is divided into nine sections, each devoted to one animator. But the new book, subtitled Lessons, Techniques and Inspiration from Disney's Great Animators, is all about the drawing and the animation, with shorter illustrated biographies that detail each man's development at the studio from novice to mature artist. The latter part of each chapter is comprised of sequences of key animation drawings from important work along the career arc of the artist.

If you want to get as close as you can to the work of a master animator, there is nothing short of being inside the man's head that is better than to look at his pencil animation. I have always treasured reproductions of animation pencil drawings, and there have been some good collections.  Examples in the past include the oversized Treasures of Disney Animation Art (Abbeville Press, 1982) and The Walt Disney Studios Archive Series volume on Animation (Disney Editions, 2009). Both of these are made up of color reproductions (even of mostly black and white drawings!) that have been printed the actual size of the originals. Wonderful to look at, but limited in the amount of material that can be covered in a single volume.  And the otherwise terrific Illusion of Life, written by Frank Thomas and Ollie Johnston (Abbeville Press, 1981), though considered an essential bible by most of us who love drawn animation, contains numerous animation sequences that are disappointing on the page, each image in a stark black and white that illustrates the action without displaying the subtleties of the artist's drawing.

Frank Thomas, a Nine Old Man and co-author of Disney Animation: The Illusion of Life, does Merryweather the fairy, from Sleeping Beauty, 1959.


Andreas Deja and his publishers have found a happy medium,  reproducing in color all the pencil lines, because those lines were not only black or grey; a single drawing might also include pencil lines in blue or red--sometimes even green and ochre! The multiple colors were used for roughing in or for indicating match lines or other cues for those who would ink the drawings onto cels. As a bonus, almost all the drawings in the sequence sections include the original drawing numbers written on the sheets by the animators.  The serious student of animation can deduce much about the timing of the scenes from these notations.  Seldom included here, alas, are spacing guides, which can be even more revealing.

A Woolie Reitherman drawing from the El Gaucho Goofy segment of Saludos Amigos, 1943. Note the use of multiple colors of pencil.  Note also this amazing action drawing by Woolie!


Though not the only good animators at the studio, the Nine were all excellent, they had the all-important support and respect of Walt Disney, himself, and they got the cream of the important scenes to animate.  Eventually they mostly became supervising animators, mentoring younger animators such as Andreas Deja, Glen Keane, and many others who were to succeed them when they retired.

Two frames of Smee from Peter Pan, by Ollie Johnston, who was known for his light touch, sensitive emotional interpretations, and speed.  Johnston is the other co-author of Illusion of Life.


Deja has the advantage over other Disney historians in that he lived the life, producing in his own right numerous memorable animated performances such as villains Gaston, Scar and Jafar, and the comic hero Hercules. His insights about these men and their work are keen, and his own unflagging enthusiasm for his subject shines through.

Somewhat amazing is the wide variety of personalities and temperaments among these men who, nevertheless, were all able to sit and perform these feats of acting and creation at their drawing desks. Several, despite their differences, had the discipline and versatility to follow each other's lead in design and animation on a character, so that they could provide sequences of their own that integrated seamlessly with the other man's work.

John Lounsbery could even capture the style of Milt Kahl, and he could define his own characters, too.  Here, John's character Ali Gator, from the Dance of the Hours sequence of Fantasia, 1941.

Ward Kimball managed to get through his Disney career without once having to animate a realistic character like a prince or princess.  He liked it that way, but he was amazingly innovative both as a designer and in staging his scenes.  Here are some wonderful Kimball roughs from the Peter and the Wolf segment of Make Mine Music, 1946. 

Milt Kahl, because of his wonderful draftsmanship, did more princes  than anyone, but he enjoyed the cartoony stuff as well.  Here is the eponymous star of Pinocchio, 1940, as he finds himself turning into a donkey on Pleasure Island.


Marc Davis, creator of Flower the skunk in Bambi, 1942, and two immortal female villains, Maleficent in Sleeping Beauty, 1959, and, shown here, Cruella DeVil from 101 Dalmations, 1961. Davis then became a principal designer for attractions at the Disney theme parks.

Any student or practitioner of 2D animation should certainly have this book for both inspiration and study, and 3D animators and designers could also learn from it.  These are the very men who discovered and perfected what are now known as the 12 Principles of Animation.  The Nine Old Men are all gone now, but they have much yet to teach us.

All images copyright Disney.

No. 82, Adventures in Character Design, Part 1: Looking for My Character

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What to Do when an Idea Isn't Working

Recently I came to a place in the planning of my new personal film where I felt blocked.  The concept was of two characters having a confrontation in an airport, and as I tried to commit the whole thing to storyboard, my progress and enthusiasm ground to a halt.

The original main characters.

I expressed this to a close friend who is also an animator, and he just shrugged and said, "Well, maybe there is something wrong with the whole idea. Rethink it."

Immediately I felt re-energized. And I also felt relief, because I was keeping with my new resolve not to animate anything without first storyboarding to the end. So I had not wasted a lot of work.

I began sorting through the ruins of my concept like a man standing amid the tornado-riven rubble of his home, looking for what might be salvaged.  There were some good character designs, and there was the airport location. There was a gag about an oversized suitcase that couldn't possibly make it past airport security and size regulations as a carry-on.

Part of the ruin was what had been my main character, a goofy guy who was funny-looking but hard to understand or empathize with, even for me. He was the one with the suitcase, and now I saw that he had to go, and he had to leave the suitcase behind.

Keep the suitcase, lose the guy. These are my first sketches of the character, from a traveling notebook.
 But what could I replace him with?  Was it necessary to start over with that, too?  Or was there possibly something already there?

Next:A New Start

No. 83, Locked Out of Linked In Groups

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LINKED OUT


Update: as of the new year, 2016, this issue has been resolved (or my period of exile ran out) and I am now able to post to my groups once again.

When you run a blog like this one, you want as many people to see it as possible.  And you don't want just anyone to see it; you want everyone with an interest in the subject matter to see it. Naturally, the greater readership you have, the more responsibility you feel to do a good job, and also the more satisfaction there is in blogging. So, you look for the best ways to get people (in my case, mostly animators) to notice it and take a look and, it is hoped, become a Follower.  Up until now, my best path for that has been the various Linked In groups for which animation is the focus.

Each time I posted to my blog, I would run a notice about it on relevant group sites, and typically I would get a surge in page views.  In this way, I have been gradually building up my readership.

Suddenly, however, I find that I am blocked from free access to those groups.

With a little checking, I found that just one complaint of impropriety, spamming or self-promotion, whether or not it was justified, was enough to get you blocked from a group. But in Linked In, this now pulls a trigger that blocks you from all your groups for an unknown amount of time.  This has now happened to me.  In some cases, my postings to the groups do show up on the group web page, but not in the periodic emails promoting activity in the group. On the internet, discussions of this problem by others who have felt unfairly blocked have revealed no good solutions or effective avenues of appeal.  One person suggested appealing to the group moderators, but many groups now do not list their moderators and their contact information, and anyway this would not clear the other blockages that have been automatically triggered. And Linked In has no editors or supervisors to whom to appeal for a review of one's situation.

As to the nature of my postings, are they inappropriate? Certainly not; they are targeted to the very narrow-interest groups most likely to want to see them, and their content is as free of socially questionable material as I can make them.  And also they are most definitely not spam, unlike the recruiting and job help postings that have been clogging group emails since I began my blog.

And what about self-promotion? Well, of course it is self-promotion, but no more so than a post by a young animator who wants people to look at his or her demo reel or animated sequence.  In fact it is less so, because my blog is informational and instructional; it is possible sometimes to learn something from it that may help a less experienced animator to improve his skills or to avoid some mistake in approach or execution.

 There may be another avenue open, such as Google Communities, or perhaps I will get reinstated sometime. For now, I am flummoxed.




No. 84, Adventures in Character Design, Part 2: Promotion from Within

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In my last post on this subject (No. 82) I speculated that I might find the character I needed among the existing incidental characters in my storyboard of the original concept.

As I looked the drawings over, there was one in particular that I was attracted to. It was a frontal view of an old man, seated and holding his wife's hand.

First sketch of the old man character.


He was intended just as an extra, to be sitting in a row of airport chairs as my former protagonist moved past.  Unlike his wife, he was not even intended to be animated.  But as I looked at him I thought, what could be funnier as the bearer of an immensely heavy suitcase than a frail-looking old man?

Trying him from different angles showed his potential to move in 3 dimensions and allowed me to work out his body and head shapes and proportions.


In particular I needed to work out how he would look dragging his heavy suitcase by a thin length of rope.


Next we'll take a close look at what design changes can take place on a single sheet of paper--changes that are important to the character design process yet are unseen and forgotten steps to the final design.


No. 85, An Exercise in Character Design, Part 3: Within a Single Sheet of Paper

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Undo or Erase


As I work on all the phases of animation production, I like to think about what goes on in the animator's head while working--in this case, my own head.

As I have discovered over the past few years in writing this blog, many things are easy to document and demonstrate in my blog posts because the proof of the process exists on paper or in the computer in easily accessed snapshots, including many changes that are made from beginning concept to finished artwork.

But what about those still finer changes that disappear from the world and even from one's memory once they are done?  These are the things we erase either with the undo or delete button on the computer, or, on paper, with a rubber or plastic eraser.  These things are gone forever, aren't they?

Eraser on the legendary Blackwing 602 pencil; "half the pressure, twice the speed."


Perhaps this need not always be so.  A few days ago, while working on a character design for my film, as I drew in pencil, it occurred to me that I could record the things I was about to erase by shooting them with my smartphone camera.  I could photograph an entire sequence of the minute progression of my own creative thought as I drew and erased, drew and erased and drew again.

Certainly this is not something I intend to do very much.  It is a lot of trouble, and it is disruptive in itself of the creative process. (One might imagine an automatic system, a surveillance camera looking  over the artist's shoulder, that would snap a picture every time the artist picked up his eraser.)

But this one time, I did do it, and for whatever it is worth, here is the result.

The first drawings.

The right hand is changed.

The right hand is drawn from the front.  Plus, a new arm is drawn
at the side, experimenting with a different look.

Masking off his right side, I try drawing in the structure
of the new arm on the character's left side.
But I do not like the way this looks; I don't like the hand being hidden by the leg.  Time to try something else...

Here I have designed a new front view hand, at right, and changed
the character's right hand to the same design.
Of course now the side view hand is
out of agreement with the front view, so...
...I redraw that to match in a turnaround.
Next I add a 3/4 view to see how it works with the others.
Looks good!

This was sufficient design for me to begin storyboards. But in the storyboard stage, I tried still other angles and continued to analyze the character design for style and functionality, and I made mental notes for more refinement.  Eventually I sat back down with this same sheet of paper on my board and did my revisions.
The "final" model sheet.  Since I am still in my storyboard phase, other changes are still possible.
Here you will see that I have added facial expressions and more angles of the head.  Also, I decided that he should look a bit more elegant, with a nice if slightly ill-fitting suit.  The jacket is longer, and the limbs are smoother.

The changes I have made here might have been done differently, with new copies of the drawing that incorporated the modifications rather than erasure and redrawing.  Many of these things could easily have been done in the computer, with the multiple stages being preserved in save as copies. But here is how a design can evolve as the artist's conception evolves, all within a single sheet of paper.

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To my readers: I want to remind you that I value your presence on my blog, and I invite you to comment. It encourages me when I get interaction with you.  And for any of you who haven't yet done so, why not also become a Follower? (As I like to say, just because you are a follower doesn't mean you cannot also be a Leader!)
 






No. 86, The Value of the Second Draft

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There was a time when I was writing novels instead of working at animation.  In that time I was seldom ever 'blocked' in the sense of being unable to move forward.  Early on, I perceived that in the first draft, the point is to get the basic idea down on paper.  Writers who waited until it came out right the first time were the ones that got blocked.

Once you have it down on paper, you no longer have to worry about the empty paper; you can concentrate on fixing what is there.  And almost always, it got better in the second draft.  If it went to a third draft, so much the better.

As a film maker, I feel it is much the same process.  As a character designer too.  As an animator, however, I admit I want to get it right the first time, because of the labor. But in a way, if you plan it right, if you do your thumbnails, if you think it through down to the last blink and breath drawn, then you really have done one draft at least by the time you sit down to really animate.

Here is an example that happened just today. It involves both storyboarding and character development.


I had made this drawing of an electric airport cart from the rear, showing two passengers riding backward and looking happy about it.  Working on my storyboard today, I redrew the cart to fit my scene; the cart had to be facing left instead of right. Instead of tracing it and flipping the image, which might have been easier in some way, I just redrew it.


As I drew, I thought about the couple riding on the cart, and although they are minor characters, I decided it would be effective to add some contrast and interest by making the woman neat and prim and the man a sort of slob. They are still having a good time together, but now they are not alike.


The man is guilty of what we are calling in America the "subway sprawl", where his legs are spread wide apart in a comfortable but sometimes intimidating way.

The original sketch would have served well enough, but the second one is funnier and shows more character in a single pose, all because, instead of just copying the original, I gave it a second draft.

Next: More about storyboards, including my own Breakthrough!


No. 87, Storyboarding Tips: The Paper Storyboard

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Storyboarding


If you are storyboarding your film or video before animating (and you should be!), how are you doing it?  There are some sensible things you might do to make the process go faster and easier.

The first thing is to learn to think cinematically. That is, to learn the language of cinema that has developed over the past hundred plus years, and to use those rules and techniques to help your presentation to be as clear and effective as it can be.

A film maker, whether in animation or live-action, is a storyteller, and there is little point in being able to animate expertly if that work is poorly organized and presented.  I, myself, am guilty of having neglected to give storyboarding it's due in some of my past work. But for much of my career I have worked in the extremely short format of television commercials, works of between 15 seconds and a minute, that were easy to comprehend and whose storyboards might comprise just ten or fifteen panels in their entirety.

Anything longer than one minute deserves all the care and effort at the storyboard stage that you can put into it. And when you are at the storyboard stage, it is okay to put in even sequences that you feel might be cut out later on, because even if you cut a scene at some later time, to get it down in storyboard panels may be helpful in giving you an understanding of your own story and characters. Such a sequence might contribute to what is called a "backstory" for your film, a behind-the-scenes narrative of your characters' lives that can be of help in stimulating the understanding and creativity of voice actors, character designers, animators and others involved in your production--even if all those roles are just you wearing various creative hats.

(For further reading on the subject of the language of cinema,  I recommend Film Directing Shot by Shot, by Seven D. Katz, (Michael Wiese Productions, 1991) and on storyboarding, Prepare to Board, by Nancy Beiman, (Focal Press, 2007.) Many other books on these subjects are also available.)



What Size Paper?


In a future post, I will discuss digital storyboarding; in fact, I use both paper and digital versions together. But today I want to talk about "old fashioned" paper storyboards.

In the days before wide-screen television, you could buy storyboard pads like this one.

There is no fixed size for a storyboard panel.  What should be considered is the screen ratio for your final output. Will it be widescreen or some other ratio of width to height? In my case, I have found that the right size for my finish storyboard panels is half a sheet of animation paper. Full size animation paper is usually 12.5 x 10.5 inches [31.7cm x 26.7cm], so half is 6.25 x 10.5 inches  [15.9cm x 26.7cm]. This is quite close to the basic widescreen ratio of 16:9, actually working out to 16:9.5. This is a nice size for me to work, with images that can be read from several feet away if they are boldly drawn, and it is economical because I just take used animation paper with images on one side that I do not care to preserve, and I tear them in half with a straight edge. (And because I prefer to animate on a premium paper called Ingram, which is heavy and expensive, I like the economy of using this paper twice.)

Full sheet of standard animation paper (used).
The sheet torn or cut in half.
The half-sheets pinned up.  Notice the Acme punch peg holes.

Displaying the Storyboard


Of course, among the advantages of digital storyboarding is its compactness; it does not require any more physical space than your computer screen. This may be a deciding factor for many in not working on paper, and it is a good reason.  If your workspace is confined to a small apartment, a bedroom, the kitchen table, then paper storyboarding is probably more trouble than it is worth.

But if you can--if you possibly can--find or create some place to pin up your drawings, I recommend it highly. I am now lucky in this way.  After years of pinning up storyboards on painfully small corkboards or on the walls of rooms that soon became pocked with the marks of pushpins, I moved into a new home where I reserved an entire wall to be covered with a synthetic material that is made to take pushpins and which closes over the holes when the pushpins are removed. The board is 5 feet high and 10 feet wide [1.5m x 3m].

My dedicated storyboard wall.

In a digital storyboard program such as Storyboard Pro by Toon Boom, you can view your storyboard in a number of formats, from a page of thumbnails to a single panel showing on your screen. But in my opinion, there is nothing like a big board you can stand back from to view the whole thing, or walk up to for a closer view of twenty or ten or even one panel at a time.

A closer view.

You can pace the room while you consider it, turn your head, walk up and re-pin some panels in a different order, make notations and corrections directly on the panels, and conveniently (and dramatically) walk another person through the action that is displayed there.

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Next I'll be discussing the Thumbnail (also on paper) Storyboard.


No. 88, Storyboarding Tips: Thumbnails

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Think Small Before Thinking Big


I just re-learned something I have really known for a very long time: that working out your thinking in thumbnail-size images is a smart way to go, whether you are animating or planning out your storyboard.

Sometimes I start storyboarding in full-size panels, which can work, but which sometimes results in having to do over a number of panels because of poor planning. Then I just feel foolish, and that is when I remind myself of the value of thumbnailing.


Thumbnails are drawings so tiny in scale that it is impossible to get in any detail. That is the point! Working in thumbnail size, you can work fast and lay down an idea for a whole scene or sequence in perhaps a minute or two. Often you will reject some panels and replace them with others, but the effort in redoing thumbnails is nothing compared to replacing larger images in which you have invested a lot of time and work in detail and accurate drawing.

An important bonus also is that you can draw crude thumbnails as fast as you can think. This happened recently when I had been working at the staging of a difficult sequence for my film Carry On.  When the solution occurred to me, I sat down and thumbnailed the whole thing in a couple of minutes.

Here is the original page of thumbnail notes, telling me all I needed to know about what was in the frame, what character it was, which way they were looking, what the approximate camera framing was to be, and in what sequence the shots were to run.

The page of thumbnails, including three that were eliminated.


Later, I could confidently enlarge each image represented in the thumbnails to full size and with all the extra detail that those tiny drawings suggested.

The same basic images, enlarged and detailed.

So whenever you are working out your animation or storyboarding ideas, remember to think small before you think big!

No. 89, "Easy Way to Draw"

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My first real interest in 2D cartoon animation was inspired by a 1950's TV show, Woody Woodpecker. Each half-hour show was comprised of four theatrical cartoon shorts produced by the Walter Lantz studio over the past two decades, plus a live-action segment in which studio head Walter Lantz would do a mini documentary about some aspect of animation production.

Here is a link to one such segment now showing on You Tube.  Seen today, the live action footage includes scenes that were clearly staged for the filming, such as story conferences and animator interactions. But at the time I felt I was being let in on animation production secrets. Indeed, there was little information available to the general public on this subject, so anything at all was better than nothing.

At the time I could not discriminate between Walter Lantz studio quality and that of the Walt Disney organization, nor between Lantz and Warners or MGM. But I did recognize the sophisticated animation in the Woody Woodpecker cartoons of the late 40's and very early 50's, and I didn't know then that they were more the work of directors Shamus Culhane and Dick Lundy and their animators than of Lantz himself. It was Walter Lantz who seemed to have reached out to me, and so I wrote him a letter.



When the personal answer arrived, I was thrilled to be treated with respect and to have been acknowledged by this important animation producer. The book he mentions is Walter Lantz "Easy Way to Draw". I don't remember now if I got the book because he mentioned it, or if I had it already.  It was an attractive book published by Whitman Publishing, who published hundreds of titles for children including many, many coloring books. This book was more-or-less in the style of a coloring book, and the illustrations were quite appealing.


As promised, there were many pages of step-by-step illustrations of the drawing of the Walter Lantz characters, and I tried and tried to copy and then extrapolate from these examples.

The bogus "basic shapes" process of drawing that has been enshrined in
so many learn-to-draw books over the years.

The only problem was, though there may be an easy way to draw, there is no easy way to learn to draw.  Aside from the examples of a very few natural artists, the rest of us have to work very hard to draw well. The professional artists who illustrated these pages had worked for years to be able to do this kind of work.  And let's face it, no one draws like this. How-to-draw-it lessons like these are really deconstructed; the artist starts with a finished drawing and works backward to arrive at the basic shapes.  I know, because I did it myself one time in a book called You Can Draw Animals Right Down to the Skin.

My own lesson in how-to-draw--or how-NOT-to-draw!

I can think of a dozen examples illustrating this same bogus process, including a wonderful parody by Farside creator Gary Larson.

Nevertheless, I was inspired. I yearned to be able to draw like this, well enough to be paid to do it. I kept after that dream, and eventually I have, I believe, learned to do it pretty well. But don't let anyone tell you that there is an easy way to draw, or an easy way to play classical piano, or an easy way to do just about anything worthwhile. There are only hard ways to learn an art, after which you may say you have "a way to make drawing look easy."

More exciting to me than the book itself was this picture on the back cover, my first glimpse of a real
animator's workspace: the desk, the shelving, the coiled pencil holder and the metal drawing disc with
Acme pegs. (actually, these pegs look like they might be Oxberry, a slight variation on Acme that was
common at one time in east coast studios.)
Next:
A Woody Woodpecker walk cycle I did at 12 years old.  Plus, proof that I could do 3D if I wanted to!


No. 90, "Easy Way to Walk"

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Last time, in post No. 89 ("Easy Way to Draw"),  I talked about some early inspiration in my life as an animator, which has left me with a lifelong fondness for Walter Lantz and his star character, Woody Woodpecker.

From that period I have preserved the original drawings of one of the first walk cycles I ever created. It was done when I was 12 or 13 years old.


There is a lot wrong with this cycle, but at least I had the idea of a repeating cycle.

Then in the mid 1990s I was experimenting with an early 3D application (I don't remember what it was called, but it was neither Maya nor 3D Studio Max), and as my test project I created another Woody Woodpecker walk cycle.



Shows some improvement over the first one, don't you think?  This time I used an earlier character design of Woody by Art Heinemann or perhaps Fred Moore which I have always thought was more elegant than the later Woody of the 1950s.

Anyway, it proves I can handle 3D animation if I want to.
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