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No. 91, Woody Woodpecker Model Revealed

The twenty-year-old 3D walk cycle of Woody Woodpecker that I showed you in my last post, number 90, was not only done with early 3D software; it was also done without the benefit of many tools and tricks that the 3D animators of the present day take for granted.

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A frame capture from my Woody walk cycle in 3D.
First of all, there wasn't much that was flexible. The hands, the feet, the topknot of feathers, remain rigid all through the cycle. Most obvious, if you look for it, is that the feet do not bend or flex at all. As stiff as a pair of wooden shoes, when Woody rolls forward on them, they just stand up on their toes until he lifts them and brings them forward. Then they slap suddenly down as the forward foot takes the weight.

Neither do the hips move. The torso is just a cartoon pear-shape with the legs stuck inside.  In fact, there are no bones or attempt at any skeletal structure at all.  The arms and legs do bend, but the hands only look good because I made use of secondary and follow through action simply by rotating them appropriately at the wrists. To make him look jaunty I also nodded the head a bit from side to side as he walked.

In short, I made up for limitations in the model's structure by using a few items from my bag of animator's tools. With good posing and timing, together with the follow-through and secondary action of the hands, I was able to get a fairly attractive walk, despite its admitted shortcomings.

No. 92, Using Storyboard Pro with Scanned Images

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Screenshot of the You Tube screen.  For the video, see link below.

Storyboard True Believer


I am now a true believer in making full use of the storyboard stage of production. To fail to do this is simply foolish, as so many important questions can be resolved at this stage, avoiding mistakes and wasted work at the animation stage.

There are excellent tutorials by Mark Simon and others showing how Toon Boom Storyboard Pro (SBP) works when the artist does all his or her drawing within the application, but less has been said about the artist like me who prefers scanning drawings done on paper. Here is some information from that viewpoint.

Here is a link to the sequence I have been working on; if you are following this blog, you may recognize characters discussed in some of my recent posts.

As discussed in my blog post No. 87, I like to draw on half-sheets of used animation paper.  (See the post here for a review of that.) I put them up on my pinup wall and study them for continuity of action, clarity and strong characterization before committing them to the scanner and SBP.

In the case of the sequence just scanned, I was able to add voices for three of the characters: the busybody woman whom I call Miss Hopegood, the Old Man, and the little girl crying. The third of those was found in a sound effects library, while the first two are original recordings made with my Zoom H1 digital mini recorder, an amazing and economical device the size of a small TV remote.

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The ZOOM H1 Recorder, with an American 25-cent piece for scale.

I processed the resulting WAV files in Adobe Sound Booth, deleting unwanted portions and modifying the sound quality as desired. As I am not a trained sound engineer, some of the technical settings for the sound files are a bit beyond my understanding, so I generally settled for the default settings. But those turned out to be good enough, especially as this is actually a "scratch" track, or a sound track which may be later replaced with a more sophisticated version.

Additionally, I was able to find recordings of airport terminal background noise, which adds greatly to the ambience of the whole sequence.

Still to be added are such specific sound effects as walking and the beeping of an electric trolley.

Is a Digital Storyboard an Animatic?

And, while this digital storyboard can now be called an animatic in that the scenes are timed to simulate the timing of the proposed final cut, there are many more effects of transition and movement of the camera and layers that can be added to increase the approximation of the animatic to the final film experience. An animatic is often also a working, malleable document which, with the gradual replacement of storyboard frames with actual rough animation and then finished animation, will eventually metamorphose over time into the final production.


No. 93, Using Storyboard Pro with Scanned Images, Part 2: Animating Layers

Animating Layers


This post continues my investigation of using Storyboard Pro for scanned images, as described in post 92.  To follow along, you may need to refer to the video link there.

Yesterday I decided to enhance one of my scenes by using the Animate Layers feature of SBP. This feature adds extra versatility to the program by making it possible to show, for example, a character entering or leaving the frame. Only the character layer would be animated, with all the elements appearing on separate layers being unaffected by the movement. Not only lateral movement, but also changes in scale and rotation can be implemented, or a combination of those changes.

I thought it all sounded quite useful, and I had in mind a particular scene that I wanted to try it out on. After my character, the Old Man, enters the airline terminal building and makes a turn, dragging his ponderous suitcase, we cut to a CU of his face lasting for about 3 seconds. In animation we will see him in motion, slowly bobbing up and down as the hallway background recedes behind him.

I decided it would not be difficult, using layer animation, to simulate this in the animatic.

Moving the Background


The hallway background I envisioned had not even been sketched in on the storyboard panel. I therefore created a new layer called Hallway for that to occupy. The character layer I labeled as Old Man.

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The Old Man on his own layer.

Before doing anything else, I needed to deal with the fact that scanned images are opaque from corner to corner. If working with multiple layers, you need transparency everywhere on a layer except where solid objects are represented, in order to be able to see through to the layers underneath. (This is the same concept as cel layers from the days of filmed animation.) Thus, on the Old Man layer, I used the Cutter tool and cut away and deleted all the space around the Old Man's image. Small areas can also be made transparent with the Eraser tool.

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Hallway layer.
My idea for the hallway background simply showed a long corridor diminishing in one point perspective, with shapes representing doorways or display windows along the walls, and with rectangles suggesting fluorescent lighting fixtures in the ceiling. I drew the Hallway background using only the line tool, erasing unwanted portions of lines using the eraser.  I located the perspective vanishing point conveniently behind the Old Man's body.  It is not necessary to make any part of the Hallway layer transparent, since it is the bottom layer and nothing needs to be seen behind it.

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The Old Man and Hallway layers combine.
To animate a layer, in the Stage View I selected the Hallway layer, then clicked on the First Frame Transform icon in the toolbar. Next, and very important in a zoom in one-point perspective, I located the pivot point at the perspective vanishing point.
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First frame selected. Note the selection's pivot point is placed on top of
the perspective vanishing point.

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Showing the First Frame icon in the grey box (selected). The Last Frame icon is just below it.
Next I clicked on the Last Frame Transform icon, again making sure that my pivot point was centered on the perspective vanishing point, and adjusted the scaling.

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Last frame selected.
To get the right appearance of speed and distance traveled down the hallway, it was necessary to make a couple of tries.  In this case, the old man is supposed to be moving slowly, so my object was to make it appear that he did not travel very far during this scene. Finally I had the desired effect, as you can see in the clip here.


Moving the Character


Now that I had the background moving as I wanted, it was time to animate the Old Man on his own layer, slowly bobbing up and down to suggest his trudging walk. It would be a cycle of about 20 frames, I calculated, to be repeated three plus times over the 72 frames of the scene.

All I had to do was set about 7 keyframes, and--but wait a minute!  It finally came to me: I CANNOT DO THIS!

Because, you see, SBP allows keyframes only at the beginning and end of each panel.  Any movement or transformation must begin at the first frame of the panel and end on the last frame. Although "ease-in" and "ease-out" enhancements are allowed, no further changes within a movement are possible.  Without additional keyframes within a panel, an up and down movement such as I wanted to add is not possible.

Not the End of the World


After my initial moment of disappointment, I posed the question: Is this a serious limitation in Toon Boom Story Board Pro?

Actually, it is not. It is a limitation but a reasonable limitation. A storyboard program is not an animation program, after all.  It is a production tool for making a limited representation of the final end product and should not be expected to have all the bells and whistles of Animate Pro, for example.

Further, SBP allows export to Animate, Animate Pro or Harmony, which means that you actually could then add any extra movements desired by using the animation software.

*     *     *     *     *     *

Next we will look at some of the other SBP features that I have encountered and used.


No. 94, Using Storyboard Pro with Scanned Images, Part 3: Timing an Arbitrary Scene

How Long Is the Scene?

The screen duration of many scenes is easy to determine. If your character is doing a certain bit of business before the camera, then the time it takes to perform the action may give you your answer.  If it is based on dialog, then you have another easy guidepost to determine the length of your scene or shot.

But what about a scene with no clear beginning or ending? What then determines how long it should last? Such a problem is confronting me in Scene 7 of the sequence of my film Carry On. This is where Miss Hopegood first crosses paths with the Old Man and his Suitcase.  The camera is facing across a long corridor in which the Old Man drags his case to the right, while Miss Hopegood passes in the opposite direction, moving to the left.  In the next scene, she realizes what she has just seen, and she goes back to try to help him (whether or not he wants her help.)

I originally boarded this scene in three panels, with the camera traveling along with Miss Hopegood, keeping her centered in the frame, while behind her we see that she is moving past the Old Man. The background of the corridor, of course, is also slipping along toward the right.

Here are the 3 panels:




I timed this out to last three seconds or so.  In SBP I originally gave it 3 seconds, 20 frames, or 92 frames and just under 4 seconds for the three panels.

It seemed to play well enough in this form, but I realized that I could get a better idea of it by making the three panels into one and animating both the Old Man layer and the Background layer in motion to the right.

This involved separating the character elements from each other and from the background, each on a separate layer. With all the negative space being white, it was impossible to clearly see what was opaque and what was transparent, so I added an extra layer at the bottom of the stack which was colored a solid blue.
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The Layers window showing the opaque layer included at the bottom.
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With this blue layer, I was able to clearly see what opaque parts needed to be removed from each layer.
Next I created a new background layer on which to create a moving vector background.
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The New Background layer added.
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Showing the simple background I created with the line and fill tools.
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All layers showing as translucent with Auto Light Table turned on.
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The final composite as it looks in the movie.

I did all this but then found that it worked better if the scene lasted about 6 seconds.  Here is the result, with a few scenes included before and after to show the context.


Revised Animatic


I have made many other changes to my animatic of Sequence 3, adding refinements and effects to better approximate the final vision, which in turn allow me to make more assured judgments in the timing of all the shots. Changes include:

--Simple animation of layers from left to right (or in the X axis), such as a character moving across the screen or a background.

--Layer animation of characters/vehicles, including scaling, to show these things moving in perspective

--Transitions such as cross dissolves

--Camera moves that clarify the action

There are many other refinements that could be added, but I am trying to limit the embellishments to only those things that would help put across the story more clearly; if a single still panel is effective, then to animate their elements in the animatic is not worth my time and trouble.

Here is a link to the revised animatic.









No. 95, A Most Unusual Walk Cycle

Note: This post is currently under edit in an attempt to improve the quality of the videos. Some links may not function from time to time.

Back to Animation

Well I certainly had some fun this past week. Having gotten the animatic for Sequence 3 of my film in pretty good shape, I decided it was time to do some actual animation.

And the choice for that animation was obvious: the all-important action of the Old Man dragging his ponderous suitcase through the airport, which was destined to be seen from several angles throughout the film. It would be onscreen repeatedly, and if it did not work well, it could spoil the entire production.

Based on a drawing I worked out some time ago, the cycle would need to show 1) the weight of the object being dragged and 2) the continuous effort required to keep the weight moving along.

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The character pose that was the inspiration for this walk cycle.
To help me to understand the forces involved, I took the largest suitcase I have, which is perhaps but a quarter of the size of the Old Man's bag, and I loaded it with two 12-pound hand weights and two 15-pound weights, for a total of 54 pounds [24.5 kg]. (I had at first added 20 more pounds, but 74 pounds [33.5 kg] turned out to be too heavy to drag effectively.) I then had someone take movies of me dragging this thing along a concrete walkway, a surface that provided a lot of friction that contributed to the resistance of the movement.

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Dragging my 54 pound suitcase for live-action reference.
Taking caution from Nancy Beiman's advice in her invaluable book Animated Performance, I no longer am tempted to any literal interpretation of live-action reference footage, and so the filming was perhaps more interesting in what it felt like to drag that suitcase than in what it looked like on the screen.

I also had live action taken front a frontal viewpoint and from a 3/4 rear viewpoint, which should be useful when I adapt the cycle for these other angles.

At last I sat down at my animation desk and knocked out this rough animation of the walk in profile.

Pencil Test 1

Link here.
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A frame from Pencil Test 1
First, I failed to check the settings on Toki Line Test, the pencil test application that I use.  It was set on 30fps, the standard video setting, whereas I am timing this film at the standard film frame rate of 24fps. So, this test plays slightly faster than it should.

The upper body is a mess of uncoordinated and lurching movement--not a success.  But if you mask off the upper part and just watch the legs and feet, you can see that this part works quite well.

Back to the drawing board!

Pencil Test 2

Link here.
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A frame from Pencil Test 2
Now we have the proper speed of 24fps, and you can clearly see by its jerkiness that the test was shot on 4's.  With a stopwatch I had determined that the whole stride (two complete steps) ought to take a little under 2 seconds, so I settled on 40 frames.  Shot on 2's, that would be 20 drawings, but in this rough version I am working with just 10 drawings which, because the movement is slow, will be enough for me to be able to evaluate the action. Later, the 10 missing inbetweens will have to be added.

The action now looks a lot better, with the straining of the upper body evident as he throws out his left leg. I have omitted the left arm for now so that I can focus on the torso. Note how the right arm straightens out completely at the most extreme point of the effort.

Pencil Test 3

Link here.
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A frame from Pencil Test 3
Walking up and down a hallway in imitation of the Old Man's walk, I began to get an idea of the proper left arm movement. Because the right arm is constantly restrained behind him by the burden of the suitcase, the customary counterpoint--right arm moving with left leg, left arm moving with right leg--is disrupted.  The left arm now moves in direct support of the left leg, adding its own weight and momentum to the effort on that side.

But while the arm looks correct at the forward part of the movement, the backswing and turnaround are unconvincing. I go back to my drawing board--and my eraser!--once more.

Pencil Test 4

Link here.
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A frame from Pencil Test 4
Here we have a much better movement. The arm comes back far enough and the drag and follow-through on the arm and hand work pretty well.  It is time to put in those remaining 10 drawings.

Pencil Test 5

Link here.
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A frame from Pencil Test 5
Of course we have a much smoother movement overall now that all 20 of the drawings are present and it is playing on 2's.  Also I was able to do a lot with ease-in and ease-out spacing while adding the last 10 drawings, as you can see by the flurry of spacing charts around the character's head. Further, I darkened some lines, drew in the hat on all drawings and made some adjustments to the scale of the left hand which made it more convincing as it approached or retreated from the camera.

The next step will be the addition of detail and cleanup, but at this stage I feel I have validated the walk cycle and that all the principal questions have been answered.


No. 96, A Poster for "Carry On"

Drawtastic


Today I spent my time promoting this blog and my feelings about 2D animation at an event in Seattle called Drawtastic. This is the brainchild of my friend and fellow 2D animation enthusiast Tony White, whose first book, The Animator's Workbook, has been a valued volume in my animation library for 30 years. Originally from England, Tony for the past several years has lived and taught and written about animation in the Seattle, Washington, area near where I reside.  It was a great pleasure to finally meet him face to face a couple of years ago, especially as we share that passion for preserving and nurturing the art of hand drawn animation.

The event was the first of what we hope to be many annual editions.  It was designed to encompass not just animation drawing but all drawing, and so it included the professional caricaturist Nolan Harris and several other comics artists and graphic novelists among the presenters and vendors. Organized along the lines of a comicon, the vendors like me occupied tables in a hall where visitors could talk to us freely as they moved about, and some of us made drawings during this time. I set up a portable animation board and worked on cleaning up the rough drawings of the Old Man's walk cycle. (The roughs are what I presented in my last post before this one, No. 95.)



The Poster

Also, stimulated by thought about what would make a good visual presentation at my table at the Drawtastic event and despite the fact that I had only about three weeks to get it ready, I decided to create a poster for my film Carry On.And because of the intense work I have been doing on my storyboards for the film, I knew at once exactly what imagery I wanted to show.

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My movie poster for Carry On.

In my next post I will talk more about Drawtastic and some of the people I met there, and I will tell about the stages of development the poster went through.

No. 97, An Iconic Image On a Good Day

A Good Day


As mentioned in my last post, No. 96, I went to the Drawtastic event last Saturday in West Seattle with the intention of promoting this blog and, as always, to crusade for drawing and for hand-drawn animation.  I paid a fee for a vendor's table, though I had nothing to sell for money, and I sat there all day just talking with the crowd, handing out my flyers, and doing some drawing at my portable animation desk.  It was time well spent.

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At my vendor's table during Drawtastic. Photo by Tony White.
I talked with a teacher about her program of guiding high school students through the making of personal animated films.  With a very limited classroom schedule, what do you emphasize for them to accomplish? A certain length? A certain style?  No; to try to tell a story.

I talked with the caricaturist Nolan Harris about those cases where you just can't get a good likeness. It does happen!

I met a man whose son, also present, loves the old Jay Ward Rocky and Bullwinkle shows.  The boy is about ten years old. This gave me a little thrill, because I believe that a lot of kids today have no interest in any animation now considered as classic, which mostly is comprised of 2D animation. Jungle Book?  Awesome! (But they mean the CGI Jungle Book.)  Lion King? Oh, yeah, that's a Broadway musical, isn't it? Snow White and the Seven Dwarfs? Ancient history. But meeting this boy gives me hope that perhaps I am being too cynical.

Among the guests, I met the animator Mike A. Smith, from Portland, Oregon, winner not only of Drawtastic's Golden Pencil Award for Best 2D Animated Film, but also, by audience vote, Best of the Fest. I had seen Mike's entry Cooped on Vimeo, and loved it, but I didn't get it that this guy was that animator until near the end of the day.  Mike works "paperless", drawing directly into his computer. That's something I have not been able to do, but Mike's work is proof that the results can be worthy indeed. Google "Cooped" and see for yourself.

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A frame from Cooped, by Mike A. Smith

The Perfect Moment

The most magical moment of the day, however, was captured by a fellow vendor who got this candid shot of me with a young animation enthusiast.

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Passing the lore to a new generation, perhaps. Photo by Morgan Krepky.

It's such a wonderful image, it just leaves me speechless.


Next:  Developing the movie poster for Carry On.




No. 98, A Poster for "Carry On": Its Development

From Thumbnail to Final


Stage 1, The Thumbnail

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The first image, done on a 3" x 3" sticky note.
Visualizing my personal film Carry On in terms of a movie poster was useful in focusing my thinking; the exercise of distilling the concept into a single image was an interesting challenge, and I was surprised when it came so easily.  Here it all is, showing the Old Man, his oversized suitcase at the airport, and his own challenge as represented by the open frame "sizer" or test container that some airlines have used to control what their passengers may bring aboard.

Incidentally, this is another good example of working small, with no chance to put in too much fussy detail, before you work big.

Stage 2, Full-Size Drawing, 1st Draft

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The first full-scale drawing. 
Attempting a full scale drawing, it became clear that perspective was not just necessary but that I would have to do my perspective drawing in a precise and formal way instead of faking or guessing at the approximate perspective, as it is sometimes possible to do.

Stage 3, Full-Size Drawing, 2nd Draft

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The final pencil drawing.
This is the final pencil drawing as it was when I brought it into Photoshop for painting. At the edges I had taped on extra paper so that my vanishing points could be extended way outside the range of the image frame. The airplane was originally drawn in at the top, as shown here, so that I could have it on its own layer and then easily adjust its position as seen through the window.

Stage 4, The Digital Drawing

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This shows the digital outline layer as I traced it from the pencil scan.
Tracing the pencil layer digitally is the cleanest way to get a good line image with a completely transparent background. The line image here is shown over another layer of medium grey.

Stage 5, Tonal Rendering
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The tonal, monochromatic rendering.
This method of working, where you completely work out your value scale before adding any color at all, is one I have long been curious to try.  Sometimes, thinking about color at the same time as you are setting the values (shades of light and dark) can be dauntingly complex. I found that I liked doing it in this way.

Stage 6, Full Color

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The tonal image, now with color added on a new layer.
Unfortunately, adding color the way I did it reduces the contrast considerably. The technique I used called for creating a second copy of the tonal image, setting the mode of the top layer to Multiply, reducing its opacity to about seventy percent, then creating a new layer in between the tonal layers where the color is layed in.  It does work, but, as I say, a lot of the contrast was lost.  I have heard of a somewhat different technique which I plan to try next time I do a painting like this.

Stage 7, The Final

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The final illustration.
Here I have added a few brighter highlights on a new layer, cropped the image to printing size, and of course added the text. I am fairly well satisfied with the result.


Next:One more look at that Most Unusual Walk Cycle, with all drawings cleaned up and detailed.

No. 99, A Most Unusual Walk Cycle, Part 2

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One of the drawings in the cycle, cleaned up and ready for inking.

In post number 95, we looked at five stages in the development of this walk cycle of an Old Man dragging his trunk through an airport.

Since then I have finished and cleaned up the animation, adding and refining things, and I want to show you the result.

First, here are versions 1 and 5 from the earlier post, so you can see how far it has come.

Version 1

Link to version 1
Nothing is right here but the legs, which will remain virtually unchanged right to the end. But it is a good place to start, and the uneven leg rhythm suggests complementary movements of the torso, left arm and head. I can see clearly what needs to be done.

Version 5

Link to version 5
By this time I have gotten the arm figured out to my satisfaction, but there are many other things I still want to add. That left arm now has acquired a hypnotic over-importance only because, unlike everything else here, it is detailed and finished looking, like a sharply focused element in a picture that is otherwise blurred. That is just what rough drawings are: unfocused images.

Version 6

Link to version 6
Now, everything is in focus, and the left arm is no longer the only thing one wants to look at.  I have added in such things as the thrust and turn of the head, the sleeve of his right arm sliding up and down the wrist, the movement of the tail of the jacket and the swinging motion of the necktie. Still, the original movement of the legs that is apparent in version one remains unchanged.

The Old Man in Color

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How my character of the Old Man may look in the film Carry On.

I spent a day working in Animate Pro, inking this drawing and testing color palettes and learning how to do textures, until I came up with this image, which is close to how I want to see the Old Man in the final film.  Having a color concept like this will help me as I continue to storyboard the rest of the film.


Next:A Review of the Second Oldest--and possibly Worst--Animation Instruction Book ever published.


No. 100, Book Review: Animated Cartoons for the Beginner

Worst Animation Book Ever?





Published privately by Foster Art Service of Tustin, California, a private publisher of large format how-to art books that were distributed across the United States beginning sometime in the 1940's, Animated Cartoons for the Beginner is one of the first animation books that ever came into my hands. Priced at one dollar, it was part of a line of instruction books that included titles about drawing, painting in many media, sculpture, and various art crafts; eventually the list numbered over 200 different publications.

Many of the books were credited to known artists, but number 25, Animated Cartoons for the Beginner was anonymous and remained so for decades. Recently I learned on the internet that the author and artist was an animator named Volney White, who lived from 1907 to 1966. He worked for Romer Grey studios, for Schlesinger under the directors Norm McCabe and Frank Tashlin doing early Porky Pig Looney Tunes, and then for Paul Terry.

The Foster books also failed to carry any publication dates, and I have not been able to find out when it first appeared in print. But the drawing and animation are very much in the Warner Brothers style of the late 1930's, with character designs largely dependent on circles. The characters had large eyes with huge pupils, exaggerated highlights, and eyelids that came down like polished shutters, apparently designed to look like they were heavy with eye shadow.

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A character much like Porky Pig of the late 30s. Volney White was
animator on a number of Porky's cartoons at Schlesinger.

The style is consistent with the known work that Volney White did at Schlesinger's around 1937, on such Looney Tune cartoons as Porky at the Crocadero or A-Lad-In-Bagdad. (These cartoons are available for viewing on You Tube and other video sites.) There is also a clear influence of "Cartoon Charlie" Thorson, a Schlesinger studio character designer at the time and the man who drew the famous original "Bug's Bunny" model sheet for Harum Scarum.


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Ain't they cute? A page of typical character designs by Volney White.

As to content, the first half of the book's thirty-two pages are devoted to character design, something that author White clearly enjoyed. Most of the character drawings are paired with so-called "rough" drawings of the same thing, yet instead of real rough drawings, these are the usual circle and stick figure de-constructions that persist like some undying urban legend about how cartoonists draw.

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Showing the mythical method of drawing that cartoonists supposedly use. Note also the
winking eyelid of the character at lower right.

He might have done better to have got right into the subject of inbetweening, the beginning animator's traditional training regimen which is so valuable because it makes a newbie animator actually useful in a short time while exposing him or her at ground level to the practices and standards of the studio for which he will work, and because there is no better way to understand the process than to handle and work with the drawings of a more experienced animator. The best example of practical inbetweener training that I have seen is in the book Animation in Twelve Hard Lessons, by Bob Heath. (See my post No. 18 for a review of that book.)

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A page showing the building of an animation desk.

When finally the book gets to animation itself, there are a couple of useful pages about the animation desk and how to build one. Then we are off into walk and run cycles and a lot of pose drawings. There is nothing at all about timing, about breakdowns, about spacing, about the basic rules of smooth animation, nor even about drawing registration. Sometimes I think veteran animators forget: walk cycles are hard to do. They are not really beginner material at all, in my opinion. When I see a book like this, I wonder if the author actually imagined that anyone could learn much from it.

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One of the pages featuring a run cycle. Note the eye unaccountably winking at lower right;
in a cycle, the eye would wink at every other step!

And the one intriguing feature of the book, a column of cycles presented as flipbooks in the margin of the right-hand pages, was completely ruined by the printers and by a careless editor, who let the book go into print, not just once but in who-knows-how-many reprintings over the years, with pages out of order.  Thus the flipbooks are out of order and make no sense, only creating confusion for anyone trying to understand them. This is why I suggest that the book, disappointing in so many ways, is a good candidate for the Worst Animation Instruction Book Ever.

The book's concluding three pages, under the heading "HERE ARE THE PROBLEMS GIVEN BY THE LEADING STUDIOS", is at last in the right informational spirit, yet the problems are more along the lines of a test that might be given to a story man rather than a candidate for animator.

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A page of problems. The aspiring animator was to show his solutions when applying for a job.

A final note: I took the trouble to scan all the pages and re-order them correctly. Below is Volney White's flipbook walk cycle, which, as far as I know, has not been seen as it was intended since White delivered his manuscript pages to Walter Foster some sixty years ago.

In addition to the images being in the wrong order, the drawings here were carelessly registered, so that the character jerked about both vertically and horizontally. I re-aligned them vertically by keeping the feet on a constant plane when in contact with the ground. Horizontally, I decided on keeping the mass of the character's abdomen and rear end in about the same place, which seems to work.

In a future post I will include videos of the other two cycles featured in this book.

No. 101, Animated Cartoons for the Beginner, Part 2

As promised, I have now converted the other two flipbooks from the margins of Volney White's Animated Cartoons for the Beginner into watchable movies.

Like the walk cycle shown in post No. 100, these two short sequences have no registration crosses or other aids in re-aligning the badly registered drawings, so I have just made educated guesses as to the proper relative positions.

Run Cycle

Aligning the run cycle was aided by continuity of feet in contact with the ground, and I think I am quite close to the mark.


This cycle may have been intended to run on 1s (one frame per drawing, at 24 fps) but I found it very hard to watch at that speed, so I am showing it here on 2s (2 frames per drawing).

Character Turning His Head

Working with the second scene, a character turning his head and winking, I became aware that the inbetweening of the hands/arms was very poor; precise inbetweening would have been a great help in getting these drawings into proper alignment, but it just wasn't there. Sloppy and careless work.  Still, I think I am fairly close to the original.


But that original leaves a lot to be desired, as it violates a rule that I learned only gradually over the years: if you want your animation to read, only do one thing at a time. Here, Volney White has wasted a wink of his character's eye by just tacking it onto the end of the head movement; the wink is noticeable only if you are looking for it.

These two little animated movements do nothing toward redeeming them from my verdict for Animated Cartoons for the Beginner as Worst Ever Animation Instruction Book.


Next: The Pleasures and Benefits of Life Drawing

No. 102, The Benefit of Life Drawing

I don't believe there is any animator or storyboard artist or concept artist who could not benefit from life drawing.

Even if you don't get a chance to do much character animation, the experience of life drawing could lead you to a pose that adds in body language some of what might be missing in the animation.

Here are two examples of 3 minute drawings from a recent life drawing class that I attend on a weekly basis.
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Each figure was drawn in under three minutes. Practice in quick drawing and observation
is invaluable for the animation artist.
Notice the woman on the right; she is in a strange pose that one might never imagine without reference to real life, with all her weight on that left leg that is angled far to the right, so that her right leg can cross over and come to rest on the opposite side. Because of the flexibility of the ankles, it is actually quite a stable pose. This person, with clothes on, might be standing and waiting for her child's school bus to arrive.

In the pose at left, the woman again has all her weight on her left leg. Animators always need to know how the weight of a character is supported, and it is seldom an equal distribution of weight to each leg.

Here is a 15 minute drawing of a model seated.
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A good study in the foreshortening of limbs.


I enjoy poses like this where the long limbs of the legs or arms are coming almost straight at me, or straight away, and I must convincingly depict that illusion of depth.  In this case the model's right upper leg and her left lower leg are severely foreshortened.  The arms, on the other hand, are both in a plane that is perpendicular to my line of sight, so no foreshortening was required there.

Here is a 3 minute drawing that shows what can be defined with a minimum of line and no shading, which is the essence of drawing for traditional animation.

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Line drawing--the heart and soul of traditional hand-drawn animation.

Line art as the primary means of expression for traditional animation came about through a combination of influences:  because of the process of tracing through a stack of paper sheets held in register; because the early animation producers were working with a high-contrast black and white film that could not record subtle shades of grey; because hand-shaded drawings were jittery and took too much time to render; because of the strong influence of the styles and media of newspaper comic strips; and, with the advent of the use of cels, because the smoothest way to shade was to fill the areas defined by the lines in flat greys or colors on the backs of the cels. Animators learned to delineate volume with carefully crafted outline, until that became an art.

Now in the present digital age it has become possible to render animation directly as volumes rather than as outlines representing volumes. But for me and many others, animation through line art remains the more alluring medium.

Beyond outline, to attempt to draw the subtle contours within a form is excellent exercise in observation and eye-hand control.

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A 15 minute drawing of a male model with
well-defined musculature.

If you cannot attend life-drawing sessions with nude models, you can still benefit from life drawing of family and friends. You will find that it is very different from drawing from photographs. If you are not already doing this, I strongly encourage you to draw from life, analyzing shape and weight and balance from the viewpoint of an animator. You may discover your animation skills to be greatly enhanced!

*  *  *  *
Next: Life Drawing as Animation




No. 103, Life Drawing as Animation

Not long ago I read of an animator--could have been Richard Williams--who put a model in life drawing through a sequence of related poses of some action, such as pitching a ball. At each successive pose the animator did a gesture drawing on one page of a pad of translucent paper, starting near the back of the pad and working forward, so that for each new pose he could see through the paper to the previous pose and could relate them one to the others.  At the end he had a series of key drawings of the action, scaled and in register, that could actually be made into an animated scene.

At the drawing sessions which I attend, we often have "long poses", where the model holds a pose for fifteen minutes, takes a short break, and then assumes the same pose again, for as long as one and a half hours. Accustomed as I am to quick drawing, I sometimes become frustrated with these long poses. Instead of working on just one drawing, as most of the other members do, I may do several different versions of the pose. Occasionally, I get up and move to another viewpoint in the room.

Recently I tried something new. Getting to my feet, and with a small pad held across one arm, I did a quick drawing of the model from a viewpoint at the far left of the room. Then I sidestepped a few paces and drew him again from the new viewpoint, superimposing the new drawing over the first and keeping the proportions much the same, as I could see the previous image faintly through the paper.

I continued on, moving to my right after each drawing, sometimes crowding in between the easels of two of my fellow artists, until I was at the far right of the room with seven different angles of the model on my pad.

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Seven related drawings of a single pose.

Now I have scanned the drawings and made a little animated movie of them. The result is of course the illusion that the model is rotating on his stand.




This is a wonderful way to learn to understand proportions, to get a grasp of the idea of foreshortening, and to learn the all-important art of visualizing your flat drawings as representations of spatial geometry.  I plan on doing it again soon.  Try it!



No. 104, Crazy for Storyboarding

For about three weeks I have been neglecting this blog, but not because of disinterest or laziness; it is for the best of reasons: because I have been energetically forging ahead in drawing the storyboards for another long sequence in my work-in-progress short film, Carry On.

Unlike the previous one, this sequence will not be published as an animatic on You Tube for all to see. It contains too many plot spoilers, and you'll forgive me if I want to keep everyone in suspense.

However, I will now show you a few of the images, with comments.

Making It Happen Offscreen

Animators love to animate, but because it is such a lot of work, we look for ways oftentimes not to animate--that is, not to show the obvious.  Here we want to show that our main character, the Old Man, is slowly moving forward in a line of airline passengers at a security checkpoint. Having shown other passengers in a long pan that moves gradually toward the head of the line, we finally come to a framing where we can see the Old Man's steamer trunk in front of an ill-tempered man. The trunk then slides out of the frame, and we cut to a wider shot of the angry man moving forward to close up the space. Only then do we pan to the right again and show the Old Man himself now at the head of the line.
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The Old Man moves forward--but it happens off screen.
The angry man and some of the other passengers we have seen will now be used for reaction shots to what follows, and we have avoided some tedious animation of the old man towing his trunk. That action has been shown in the previous sequences and will be easy for the viewer to imagine.

Gloves

The old man is seen in two shots putting on a tight-fitting pair of leather gloves. The first shot will mainly show the wiggling fingers of the right hand as he forces the glove on. The second shot does the same for the left hand, with a variation on the pose. A passenger reaction shot (the Angry Man) will separate the two glove shots, emphasizing the impatience of the other passengers to the slow and deliberate ways of the Old Man.

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The Angry Man shows impatience with the Old Man's deliberate ways.

The Big Rope


The Old Man has already been seen towing his heavy trunk through the airport bare-handed. Now he has chosen to put on the gloves in order to handle another rope. It is a rope as thin as the one he has already used, and I want to make a joke about that, so first we see him with the gloves on, ready to go to work, and we pan to the right, revealing what looks like a thick and heavy rope hanging down. When the Old Man reaches for it, however, we see that in fact the rope is close to the camera and only appears to be big.

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The big rope that turns out to be small.


An Homage to Bogie


Here I wanted to show the Old Man making some gesture of self assurance as he waits for something to happen, and I got the idea of having him hitch up his trousers as Humphrey Bogart's characters used to do in his old movies.

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The Old Man does Bogie.


This one drawing assures me that the gesture will be effective.

In conclusion...


These are the sorts of useful things that occur to the thoughtful storyboard artist as she or he draws the panels, redraws the panels, or stands back looking at the panels in sequence on a board. Often a simple rearrangement of drawings provides an improved sequence, or the insertion of a reaction shot in a different place. Creating a storyboard should be thought of as a constantly evolving process, until the most effective possible combination of shots, angles and movement within shots has been achieved.

Of course, after the storyboard has been organized into an animatic, with timing and sound, still more needed changes will likely become obvious. But that is another story...

No. 105, The Animation Books of Preston Blair

Like the Volney White book reviewed in posts No. 100 and 101, Preston Blair's animation books--two of them--were first published by the independent California how-to art book publisher Walter Foster. For many years the Foster books appeared in an appealing large format, 10 1/4" x 13 3/4" (26cm x 35cm), usually between 32 and 40 pages. This size worked well for art books where the illustrations outweighed text. And for many years, each book was just one dollar.

[Note: I just discovered that Michael Sporn wrote about Volney White's Animated Cartoons for the Beginner in his Splog back in 2010.  He had much the same take on it as I did, except that the name of the author was then unknown.  Here is a link. You have to scroll down the page to get to the article.]



The first title of the pair, Animation by Preston Blair, appeared in the late 1940s or early 1950s--publication dates for this company seem to be nonexistent--and was sold right alongside the Volney White title in stand-alone wire racks that sat on the sales floors of art supply and paint stores across the United States. In my Kansas home town, the display occupied space in a store that I recall as selling mostly Sherwin-Williams house paint. Thus came into my hands in middle America a book by a highly skilled animator, veteran of both Disney feature animation and MGM short cartoons, at a time when information about animation above the level of a general-interest magazine article did not exist.

For me, it was exciting and revelatory. To begin with, the drawing and character design was graceful and rich in the best tradition of Hollywood animation in the post-war years. Many of the character designs looked like disguised variations on famous characters of the big studios; in fact, I later learned that the cat and mouse featured on pages 4 and 5 were, in an early edition, actually Tom and Jerry of MGM Cartoon Studios, and had had to be changed, presumably after MGM objected.

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Clearly, this was MGM's Jerry Mouse.


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Blair cleverly changed Jerry into this good looking puppy.
The text and layout are the same.

I also recognized the sneak animation cycle on page 31: instead of a modern hunter with a shotgun, it had been a cartoon indian with an enormous nose.
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In the theatrical cartoon, this was an Indian brave with a bow-and-arrow and a big nose.
Even though Blair had to change the characters, his use of these cycles and sequences was in my opinion legitimate since the animation was his own.  Here are a couple more examples:

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This is the first of two pages showing 64 extreme drawings of a dialog sequence more than
eight seconds long. This kind of detailed and up close look at a complex scene had never before
been available to the student outside of an animation studio. It showed me what a lot there was to learn.

The above heckling sequence can be found in the Tex Avery cartoon Batty Baseball. Again, the character's appearance has been changed from the original.

Notice the registration marks that appear above and below most of these animation sequences; this made it possible for aspiring animators to trace or copy the drawings in register with one another so that they could then attempt to do the inbetweens. (Even the heckler above can be put into register by using the indications of the edges of the bench that the guy is sitting on.)

Below is the sensationally sexy (for the 1940s) dancing girl that Avery used first in Red Hot Riding Hood. She reappeared a few times under different names.

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It is believed that Preston Blair did this animation without benefit of any reference footage.
The following shows a whole page of simplified standard movement cycles. These have benefited me many times over the years, and I am sure that many others would admit the same.  There was also a page showing similar movement cycles for four-footed characters.

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There are movements here that I have never had a call to use, such as the Skip,
but I know where to find them if they are ever needed.
Perhaps most instructive of all in one way was this sequence of rough animation of a dancing alligator from the Dance of the Hours sequence of the Disney feature Fantasia, because these are authentic rough animation drawings; not the faked stick figure drawings used by Volney White and others to show basic structure, but actual rough drawings where the animator was searching for the right balance of shapes and contours, and one can see the thought and the basic process of honest exploration without apology for the trial and error that is revealed here. It is the real thing.

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These rough pencil drawings have been filled in with a light gray wash tone to make them
reproduce more clearly, but they appear to be otherwise unenhanced.
It was to be decades before a better guide to animation drawing was published. Preston Blair's Animation is no longer available in this large format, but a more recent publication includes all of this material, and more.  That will be the subject of post No. 106...


Next:The Other Preston Blair Animation Books.




No. 106, Preston Blair: The Bad and the Ugly

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The Ugly; here, Preston Blair's sophisticated design and animation
suddenly devolved back to the primitive level of 1930 or 1931.

Notwithstanding my entirely positive review of Preston Blair's Animation in post number 105, I now want to focus on a single page in the book that has probably had a deleterious effect on many independent animators through the years. I am referring to the page on dialogue.

Unaccountably, the author included this whole sheet of outdated examples of grotesque mouth positions that bring to mind the crude and hammy voice acting of early sound cartoons of about 1930. In those days it was understandable, since "talkies" were a novelty in live-action as well as animation, and no one had any experience in it. Dialog was still often post-recorded and techniques of analyzing pre-recorded dialog tracks frame-by-frame had yet to be developed. This kind of exaggeration was used even at Disney then, at a time just before that studio began to pull ahead of all the others in every aspect of production values.

To me it brings to mind the Bosko cartoons of Harmon-Ising, especially of Bosko's signature sign-off (later to be taken over by Porky Pig), "That's all, folks!"

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Bosko says "That's all, folks!"

But by the late 1940s when this book came out, the world had seen in animation the advent of color, of believable personality animation, and such milestones as Snow White, Pinocchio, and the fully developed character Bugs Bunny.

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The Bad: Preston Blair's Dialogue page, a throwback to another time.
This disinformation confused not only aspiring animators of film in the 1950s to the 1980s but also a lot of digital animators (not to mention programmers) when video games with dialog began to be produced in the 90s. I have even seen games programmed with automatic mouth-shape substitutions that were obviously based on these images. One just wants to cry, "What was Blair thinking?"

Perhaps he had some idea of first showing this over-done version to make students aware of the significance of mouth shapes in dialog, before then encouraging the more subtle approach of animating phrases with only an occasional stressed shape.

Indeed, one little paragraph in the lower left corner of the page does redeem him somewhat, stating that "It's better to follow this over-all mouth pattern, and hold down or modify individual syllables not important to the whole."

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The Good: A short paragraph encouraging a different approach.
But pictures, said to be worth a thousand words each, can certainly overwhelm in impact a few words of cautionary advice, and I am afraid that a lot of young animators eager to try dialog animation were led--temporarily--down the wrong path.


Next: One more post about the books of Preston Blair.


No. 107, My Dead Computer

To all my fans and readers:
Last week my computer, an eight year old MacBook Pro, gave one last electronic gasp and died. I am in the process of buying and setting up a new one. This is expected to be ready in four or five days, after which my posts will resume. Thank you for your patience.

--Jim Bradrick

No. 108, The Later Books of Preston Blair

"How to Animate Film Cartoons"


In 1980, a second title by Preston Blair appeared from Walter Foster publishing in the same format of large pages as his first one.  This was called How to Animate Film Cartoons, and it included a great deal more in the way of technical tips and tricks for animators than the first one had.

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Preston Blair's second, and more in-depth, animation book.


The year 1980 also saw the publication of the amazing Illusion of Life, the huge and comprehensive tome written by Frank Thomas and Ollie Johnston of the Walt Disney studios.  The year marks the beginning of a surge in book publishing of more serious and in-depth treatments of the animation business and its art and technical aspects.

Preston Blair, veteran of both Disney and MGM cartoons, was in 1980 as ready and able as anyone to provide his own version of this animation insider's lore. Want to know the difference between pose-to-pose and straight ahead animation? Blair can now tell us all about it, and in fact he covers this particular subject in a way that is more clear than the explanations of Thomas and Johnston.

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Preston Blair's explanation of poses with extremes, and...

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...his demonstration of straight ahead animation.


How about the subject of timing? This all important topic now gets as thorough a treatment in Blair's second book as it was utterly lacking in his first.

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How Blair explains secondary actions.


The subject of dialog animation, for which I excoriated him in my review of his earlier work (Post no. 106), now gets the detailed attention it deserves, and so do many of the so-called 12 principles of animation that were first developed and identified at Disney's. Regrettably,  the overly-exaggerated page I criticized is included as well.

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A more useful page on dialog animation than in Blair's first book.

In the decades intervening between the publication of the two books, Blair had gone on to become an independent producer of animation, and so he includes information not just about animation itself but also about layout, camera, and the techniques of television limited animation.

In all, the tone is more serious, the explanations more in-depth, and, I think, the expectation of being understood is much higher.  Preston Blair, and others, had discovered a small but avid audience.

"Cartoon Animation"

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This book contains all the content of the first two, and more.

The other important publication authored by Blair was the book from 1994 called Cartoon Animation. Still under the Walter Foster imprint, this book measured a much smaller 10 1/4" x 9" but with a hefty 224 pages that included all the material from the first two books rearranged. The only new material was some additional character designs, a few more examples of rough animation from his Hollywood work, and sections on storyboarding and making a finished animation cel, a process that with digitization was soon to become obsolete.

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A sample of Blair's outlook on storyboarding.


The main value of this book over the others is its compact format, combining the older books into one handy volume. It is still available and I recommend it for every animator's library.

No. 109, Fun in the Men's Room

In my film Carry On, now in production at the storyboard and animatic stage, the main character, an Old Man trying to get a large trunk aboard an airliner as carry-on luggage, has to make a wardrobe change. Dragging the trunk into one of the public men's rooms at the airport, he proceeds to open the trunk to get at his clothing.

As I thought about the situation, I realized there was a possibility here for some comic business in the background.

The Old Man, intent on what he is doing, is oblivious of all else around him, but unwittingly he is disturbing the other men in the large restroom.

I knew right away I didn't want to do any gags about farting or anything else scatological, but I did see that I could make something out of the vague discomfort and wariness that many men feel when in a public restroom.

Following are a few drawings showing the development of this short scene. Some of them may not make the final cut, but they illustrate the storyboard artist's exploration of potential comic elements.

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First shot.
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We see the big trunk being dragged into the men's room. No need to
animate the Old Man here!

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Next, a shot of a men's room user, vacantly staring at the wall.  It is
obvious what he is doing.
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Go to close up.
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Unusual noises wake him up. (The viewer has already heard
these same noises before: it is the Old Man opening the buckles
and catches of his big suitcase.)
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He tries to see without turning his head, but...
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...in the end he must turn his head.
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Wide shot of the room. The Old Man is about to open his case.
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Another man gets curious.
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With a flourish, the Old Man whips out a heavy overcoat from the open case, startling a man about to leave the restroom.

Some of these images are not final storyboard panels, but I am well on my way to locking this section of storyboard down into precise camera shots and angles.

I'm having fun in the men's room.  How about you?

No. 110, Welcome Recognition

In the Top 100


Today I was pleased to be notified by Anuj Agarwal, founder of Feedspot, that this blog has made their newly revised list of Top 100 Animation Blogs. (See the badge displayed at the top of my sidebar.)


This means a lot to me, as I am one whose target audience is restricted somewhat to people interested in pursuing 2D animation--admittedly, a small group even world-wide--as opposed to that of someone writing about animation news or animation in general.  Also, with some exceptions such as book reviews, I restrict the content to accounts of my own personal experiences in animation.

Nevertheless, I expect that there will be many new people looking in on this blog now, so I am determined to keep posting tips and personal accounts that are as interesting as I can make them. Therefore,  both to the loyal followers I already have and to anyone new, please keep coming back for more.
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