Animation Andrew Selby
Animation Andrew Selby
Andrew Selby
Design: Unlimited
Series designer: Jon Allan, TwoSheds Design
Picture research: Jemma Robinson
Printed in China
Introduction 5
The signicance of animation 7 / Uses of animation 7 / A model for future
communication 8 / The dening principles of animation 9 / Twelve principles
of animation 11 / The animation pipeline 13 / Preproduction 13 / Production 15 /
Postproduction 17 / About this book 17 / An animation timeline 19 /
3. PreproductionDevelopment 73
Animation pipeline 74 / Storyboarding 75 / Storyboarding: from single to serial imagery
75 / The art of storyboarding 76 / Masters of their art 77 / The development of visual
narrative in animation 78 / Creating a storyboard with a visual narrative 79 / Style guides
82 / Layouts and scenes 84 / Planning and formulation 85 / Types of camera shots 88
/ Development drawings 89 / Imagination and observation 89 / Fundamental aspects
of composition, placement, and emphasis 90 / Character design 94 / The bones of
character design 94 / The art of character design 96 / The role and function of character
96 / Developing characteristics 101 / Narrative construction 103 / Conclusion 104 /
4. PreproductionSound 105
Animation pipeline 106 / Understanding sound 106 / The anatomy of sound 107 / The
principles of sound 108 / The importance and use of sound 108 / Audience perception
of sound 110 / Sonic interpretations of space and time 110 / The grammar of sound 111 /
Stems of sound 112 / Dialogue and narration 112 / Troubleshooting voice recordings 118 /
Music 119 / Sound effects 121 / The working sound studio 124 / Collecting and processing
data 125 / Mixing desks 125 / Conclusion 125
5. Production 127
The animation pipeline in production 129 / Introduction to basic techniques 130 /
Simple motion devices 131 / Cel animation and traditional 2D processes 132 / Drawn cel
animation 132 / Rotoscoping 133 / 2D computer-generated images 133 / Stop-motion
animation 135 / 2D stop motion 135 / 3D stop motion 137 / Sets and lighting 143 /
Checking the lming of stop-motion animation 147 / 3D computer-generated Images
148 / Designing and modeling 148 / Rigs and texturing 149 / Animating and lighting
151 / Visual special effects, rendering, and compositing 151 / Unorthodox animation 152
/ Pixilation 152 / Brick animation 152 / Auteur or artistic processes 153 / Performance
animation and live-action hybrids 154 / Installations 155 / Machinema 156 / Augmented
reality 156 / Sound in production 157 / Conclusion 158
6. Postproduction 159
The animation pipeline in postproduction 160 / Preparing the production 160 /
Managing postproduction 161 / Visuals 162 / Non-linear editing 163 / Synchronicity 165
/ Color correction 165 / Understanding color 166 / Titling and credits 168 / Sound in
postproduction 169 / Producing a soundtrack 169 / Digital mastering 172 / Formatting
172 / Release and distribution 173 / Video and digital video formats 174 / Marketing and
publicity 174 / Film festivals 176 / Conclusion 178
... Glossary 206 / Further reading 207 / Resources 209 / Index 210 / Picture
credits 215 / Acknowledgments 216
6
The signicance of animation
AnimationIntroduction
In his book The Fundamentals of Animation (2006), Paul Wells states that:
Animation is the most dynamic form of expression available to creative
people. When one starts to examine the subject in depth, it becomes
clear that animation has a profound effect on the daily lives of many of us.
Most people experience animation through childrens television programming
and animated feature films. Some of the greatest sequences in world cinema
are animated feature films that are etched into our collective memories. Who
can forget the magical The Sorcerers Apprentice sequence in the 1940 film
Fantasia? Or, in the more recent realms of animation history, the enchanting
story of Carl and Ellies love affair, life, and passing, in the DisneyPixar
animated feature film Up (2009). These collective memories and experiences
are largely attributed to the dominance of the greatest pioneer in animation
history, Walt Disney (190166). The impact that the Walt Disney Studios has
had on cinema audiencesindeed on popular culture generallyis vast and
far-reaching, albeit supported by important outputs from Warner Bros. and
UPA (United Productions of America). However, this American super studio Walter Elias Walt Disney (190166) is indelibly
linked to the growth and development of
dominance has also meant that other versions of animation have sometimes animation. The company he cofounded with his
been overlooked or not given the credit they deserve by mass audiences. brother Roy, the Disney Brothers Cartoon Studio,
has today evolved into The Walt Disney Company
For many, the true significance of animation can be measured by such and is a media and entertainment powerhouse.
elements as its inclusion in the annual Academy Awards, the growth of Disney
international film festivals, the distribution of feature films, documentaries
and short films on cable or satellite channels, and the Internet revolution that
has opened up new audiences for the form globally. Furthermore, the study
of animation as a subject in its own rightincluding its history, technical
advances, and wider cultural contextis recognized through a multitude of
internationally published specialist magazines, academic journals, seminars,
and conferences, trade magazines, online forums, blogs, and microblogs.
Uses of animation
Animation has the potential to reach developed, fledgling, or emerging
audiences in a way that live-action film is unable to because of subjective,
cultural, or technical shortcomings. The form can seemingly make the
impossible possible and has the potential to communicate with young
and old alike, regardless of ethnicity, gender, religion, or nationality. If used
intelligently, animation can draw viewers together, crossing boundaries
and uniting audiences under thematic ideas and concerns, making it a
very attractive medium for artists, designers, producers, directors, musicians,
and actors to use to recount stories, ideas, and opinions to a diverse range
of cultures.
In many walks of everyday life animation is used to explain concepts,
deliver important information, promote goods and services, and keep us on
the move. Over the last few decades, animation has played its part by both
driving and supporting the technical and conceptual demands of a wider
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world. We now see the medium used to track satellites orbiting the Earth,
explain the power of the planets weather systems on oceans, mountains,
and deserts, predict the force of earthquakes, or suggest possible worlds
beyond our solar system. Animation is employed to deliver specific
engineering data, integrate complex pharmaceutical and clinical procedures,
and develop research models to enable a broad range of activities to occur in
many different and varied fields. From being the central core of an animated
feature film or supplying particular special effects in a live-action feature, right
the way through to animated applications on a cell phone or animated
navigational buttons on a website, animation has a role to play in imparting
content to the audience.
Animated physics-based simulations are used to
spectacular effect at the American Museum of
A model for future communication Natural History, where the film Journey to the
The success of animation as a communication form in the future may lie Stars explores the life cycle of stars through
an immersive audience experience.
in its residual power to be designed and read in myriad screen formats.
The advent and growth of digital technology has revolutionized the way
that audiences access and watch animation. Digitization has streamlined
the production and delivery of animation and has broadened the scope for
audiences to become familiar with the subject. Cinema and broadcast media
have evolved with three-dimensional (3D) projection, specialist surround-
sound features, and satellite and cable content, but with the development of
mobile technology delivery is no longer confined to a fixed place, meaning
that animated functionality and content features widely on games consoles,
smartphones, and MP3 players. Furthermore, animation is also screened
in increasingly unconventional yet interesting ways as part of live-action
performances, art installations, and exhibitions, and in virtual- or augmented- French pioneer of early cinema, Georges
Mlis, experimented with techniques such as
reality worlds where it can either lead or support other material. double exposures and dissolves in his magical
Animation is also able to contribute toward our understanding of the fantasy, Le Voyage dans la Lune (Voyage to the
Moon, 1902).
shape of our future. Unlike live action, animation can be used to creatively
predict scenes through imaginary visualization, rather than simply record
events or situations from life. Additionally, certain animated sequences have
the advantage of being significantly cheaper to produce than live-action
equivalents, and can provide greater information for the audience in a fraction
of the time it would take to explain these occurrences in the real time of live
action, as information can be overlaid or run concurrently, enriching the
viewing experience.
Animation can also borrow, appropriate, and assimilate other research
material from compliant resources. A good example is beamed satellite
information in the articulation of animated maps on satellite navigation
systems in vehicles. The animated graphical user interface (GUI) is designed
to present this instant information to the driver of the vehicle clearly and
coherently, not only finding the way to a destination, but also updating data
to warn of hazards that lie ahead and communicating alternative actions.
The world of augmented reality through mobile devices opens up huge
possibilities for animation to play a vital role in imparting and explaining
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The special effects created by Spinifex for the
opening ceremony of the 2010 Winter Olympics
in Vancouver, Canada, merged 3D animated
whales projected onto a virtual Pacific Ocean
AnimationIntroduction
9
but where animation is created for online output, slower data-processing
speeds caused by reduced or fluctuating bandwidth mean that a reduced
number of frames is preferable, despite altering the fluency of movement.
Capturing individual frames on flat surfaces (paper, cels, or digital files)
relies on registering or keying in individual frames into an exact position
so that the shooting of each frame is consistent and controlled. Through
the digital advances that have been made from the traditional approach to
animation, pioneered throughout the first half of the last century, much of
traditional cel drawing and painting is now done digitally. The process of These background cel paintings from the
animated feature film Akira (1988) demonstrate
stop-motion animation involves the gradual movement of an object or artifact the layering technique employed to create
under or in front of a fixed or incrementally moving camera, capturing each complex scenes using registration marks to
ensure continuity.
slight movement as a single frame, and then playing this back to see a
progression of recorded moving imagery.
While good animation requires technical knowledge and understanding to
produce smooth, logical, and coherent movement, great animation assumes
this knowledge as a given and provokes and entices the creator to produce
work that synthesizes technical prowess with more substantial emotive and
conceptual ideas, celebrating and enriching the central idea, theme, or
narrative of the production.
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Twelve principles of animation
AnimationIntroduction
In 1981, legendary Walt Disney Studios animators Frank Thomas and Ollie
Johnston (two of Disneys Nine Old Men) set out some defining principles
of the form in their book The Illusion of Life: Disney Animation (1981). The title
alludes to a central theme in animation educationthat if creators using
animation desire the ability to reimagine life, they must first understand
the nuances of life itself. The book describes twelve central principles to
link animation to the natural laws of physics while embodying the idea
that the process of animating could contravene and contradict these laws
within reason. This logic would be an unwritten trust between the Two of Walt Disney Studios Nine Old Men,
Frank Thomas and Ollie Johnston, believed that
animator and his or her audience. creating lifelike animation could only be achieved
by understanding the nuances and complexities
of the natural laws of physics applied to the
Squash and stretchthis principle acknowledges that objects have human body. Disney
an implied weight and flexibility, and recognizes that when an object
moves, its weight shifts through the flexing of its form. The bouncing
ball is often used to illustrate the principle, where the form at its lowest
point (impact) is illustrated as a squashed ball, while its accelerated rise
to its highest point is illustrated as a stretched ball, recognizing that
the gravitational forces inside the ball are moving.
Anticipationin reality, any movement is prefigured by the desire,
intention, or need to move, and the body prepares itself for the
predicted action. In animation, creating the illusion that the body
is mindful of this anticipation gives life and credibility to the object.
An example might be a baseball pitcher drawing back his arm before
throwing the ball to the striker.
Stagingthis involves composing elements of the frame to control
the viewers experience. So placing characters in particular positions,
lighting them in certain ways, and positioning the camera to record
these deliberate intentions all accentuate the appearance of the subject
in its surrounding environment, contributing to the audiences
understanding and enjoyment of the piece.
Straight-ahead action and pose-to-pose drawingstraight-ahead
action concerns the movements of individual figures in staged scenes,
and is best demonstrated by first imaging a simple action and then
drawing each frame of that action from the start to the finishing point.
This creates movements that are highly detailed and fluent and are
described as full animation. Pose-to-pose drawing is a more
economical approach, using fewer frames and resulting in a more
dramatic and immediate effect. Animators often use both straight-
ahead action and pose-to-pose drawing, mixing the two subtly to
reflect the focus, pace, and concentration of the story being animated.
Follow-through and overlapping actionsthe laws of physics dictate
that after a body (human or object) has stopped moving, the
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momentum created by its movement is continued, or followed
through, before coming to rest within the body. Acknowledging this
principle and building it into the depiction of the figure or object
results in a more believable movement. Similarly, observation of a body
acknowledges that elements of the human form move at different
speeds from each other and create overlapping actions. A good
example might be the contrast between fleshier and bonier parts of
the body. Building in these differences in movement gives believability
and sensitivity to the form, allowing the viewer to suspend disbelief.
Slow in and slow outnot all actions happen at a uniform speed,
but there are instead periods of acceleration and deceleration that
appear to reflect the subjects natural reactions to a movement. To
achieve this, a greater number of frames is created at the beginning
and the end of a moving sequence, resulting in more naturalized and
believable movement.
Arcsanimators use implied arcs to emulate natural movements The defining principles of animation are neatly
embodied in the work of the British Aardman
to aid believability. Reflecting the speed of an action, arcs emulating Animations studio, ably demonstrated by the
faster movements are stretched over longer distances with low peaks, enduring pairing of Wallace and Gromit.
while in slower movements the arc is shorter with a higher peak to
reflect a shorter distance. For example, a baseball pitcher throwing
a fast ball will be illustrated by the ball following an invisible
stretched arc.
Secondary actionthis principle recognizes that movements seldom
happen in isolation. The simple act of walking (primary action) might
be complemented by the ability of the figure to chew gum, talk to his
girlfriend, and wave his hand.
Timingthe importance of timing is translated through the number of
frames designated for an action to occur, controlling not only the speed
of the action but crucially also introducing, establishing, and
reaffirming wider conditions, such as the characters emotional state
and their connection to the plot or other characters.
Exaggerationthe principle of exaggeration, whether applied to the
physical design and actions of characters, or to the wider narrative
function of the animation itself, presents opportunities to stretch
and distort reality, achieving seemingly impossible feats by amplifying
conditions and breaking rules and conventions.
Solid drawingthis involves the confident handling of drawing as
a three-dimensional discipline articulated through understanding
anatomy and form. Solid drawing helps to maintain believability.
Appealunderstanding the intricacies of drawing gives appeal to
characters and makes them interesting focal points for the audience
to make necessary plot, design, or associated connections with. In this
sense, appeal is not necessarily attractive, but rather an embodiment
of character traits that touches an emotional inner core in the audience.
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The animation pipeline
AnimationIntroduction
Preproduction
In the preproduction phase, scripts, visual and sound concepts, and ideas
are explored and tested through research in order to prepare material before
filming and recording.
Script: The script is written in response to the brief given, and may be based
on an observation, an interpretation of an event, or an adaptation of a story.
The script is completed, analyzed, and edited, until the contents are agreed.
Concepts and ideas: The script is given to a director, who directs the crew
to interpret the material visually and aurally. Concepts are explored and
developed, and the resulting ideas are given rough visual and aural forms
so that first impressions of the production can be formed and considered.
Research: Ideas are explored through more focused and sustained research,
collecting information through observations and recordings and assembling
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These previsualized images give an indication
of the overall feel of the intended output.
this material into a methodical order that can be used in the studio
environment to add more detail and expression to the initial ideas.
14
AnimationIntroduction
relevant material that can be first recorded on location or in the studio, Animation can be used to enhance an audiences
understanding of a story or set of ideas, allowing
before being edited in the studio and mixed together to form a soundtrack. the possibility of an interactive experience.
Production
The production phase sees the project take shape, with artwork being
created, film shot, and sound recorded.
In-between frames: Cels are drawn in between the key frames to render the
whole action of the character. The cels are shot or scanned and cleaned up
and saved as individual frames in the software program.
15
Inking, painting, and compositing: The frames are artworked to render
them in a final state, building up details on individual layers if necessary to
achieve an overall look through compositing.
Picture editing: The frames are played back to check for accuracy, speed,
and coherence within the story.
Rendering: The layers in the frame are flattened through a process known
as rendering to create final frames.
Rigging and animating: This process establishes how the modeled form
will move, either manually through the animator flexing the form, or digitally
through permissions granted in the software application to handle the form
on a predetermined axis, through walk cycles, lip-synching, and so on.
Effects and lighting: Visual effects in support of the main movements of the
form are executed and recorded, often worked in tandem with lighting design
to evoke atmosphere and create highlights on aspects of the form for
dramatic purpose.
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Postproduction
The postproduction phase takes all the collected filmed and recorded
AnimationIntroduction
material and synthesizes it into a product, adding special effects and titles,
so that it is ready for release and distribution.
Special effects: The concluding stage of the project allows special effects to be
placed, accentuated, and mixed to enhance the viewing and audio experience.
Panning: The sound can be further designed into a supportive landscape for Academy Award-winning British animator Suzie
Templeton is renowned for the high-quality
the visuals, placing sounds in different parts of the auditorium by controlling construction of her animation sets.
how the speakers will output the recorded sound stems.
Titles and credits: The work is prefixed and suffixed by the titles and credits
respectively, acknowledging the role played in creating the animation for
screening by the crew, the funders, the producers, and the broadcasters
supporters. A release print is made through the studio or a specialist
photographic lab, depending on the agreed release format.
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evaluate, and strengthen them for the creator and audience alike.
The importance of relevant research and associated research processes
is explained, including the importance of accuracy in collation and archiving
of materials, and how these can be utilized in the development of ideas.
18
An animation timeline
AnimationIntroduction
19
Le Roman de Renard (The Tale of the
Fox) becomes the first feature-length
puppet animation
The Sinking of the Lusitania (1918) Die Abenteuer des Prinzen Achmed
(The Adventures of Prince Achmed) (1926)
1918
Winsor McCay creates The Sinking of 1927
the Lusitania, an important milestone The British Broadcasting Corporation
in the use of animation to create (BBC) is founded Betty Boop (1930)
propagandist film 1932
1919 Disney releases Flowers and Trees,
Paramount Pictures release the the first known Technicolor cartoon
animated short Feline Follies (in three colors)
1920 1933
The Debut of Thomas Cat becomes Willis OBrien produces his stop-
the first recognized color cartoon motion gorilla for King Kong. The
1921 Three Little Pigs premieres, the first
Walt Disney begins to create popular Disney film to suggest animated
animated films for the Newman Steamboat Willie, 1928. Disney personality and to be originated on
theater chain in Kansas City 1928 storyboards
1923 Steamboat Willie, starring Mickey 1934
Disney merges live action with a Mouse, becomes the first Disney Donald Duck is introduced to
cartoon in Alices Wonderland cartoon to feature synchronized cinema audiences in the film The
1925 sound Wise Little Hen
Scottish inventor John Logie Baird 1929
transmits moving silhouette images, The first of 75 animated shorts
the forerunner to modern television known as the Silly Symphonies,
broadcast The Skeleton Dance, is animated by
1926 Ub Iwerks, Disneys partner at Walt
Using cut-out silhouettes, German- Disney Studios
born animator Lotte Reiniger 1930
completes the feature-length Betty Boop makes her first
Die Abenteuer des Prinzen Achmed appearance in Fleischers Dizzy
(The Adventures of Prince Achmed) Dishes. In France, Starevichs Komposition in Blau (Composition in Blue) (1935)
20
AnimationIntroduction
21
1958 the planned Disneyworld adventure 1972
The much-awaited Sleeping Beauty is park in Florida. British childrens The video games company Atari
a commercial disaster for Disney and television sees the arrival of the is founded
painfully disrupts plans to produce stop-motion Camberwick Green
animated features in this genre for 1968
more than thirty years. The first The Beatles provide the soundtrack
color animated feature in Japan, The to director George Dunnings
Legend of the White Serpent (known animated film Yellow Submarine
in America as Panda and the White 1969
Serpent), is released First showing of Sazae-San in
1960 Japan, still running today and
Hanna and Barbera introduce credited as being the worlds
Fred Flintstone and Barney Rubble oldest continuously running animated The Wombles (1973)
in the animated television series series for television. In Britain, 1973
The Flintstones The Clangers land on television, The Pannnia Filmstdi, based in
1961 courtesy of Oliver Postgate and Hungary, creates Hugo the Hippo,
Havoc in Heaven heralds the Peter Firmin using some voice-overs provided by
beginning of audiences becoming singing sensations of the day, The
familiar with Chinese animation Osmonds. In Britain, The Wombles
1963 is created by Ivor Wood at Filmfair,
Japanese television cartoon Mighty who later creates Postman Pat. The
Atom spawns many other Japanese first cellular phone communication
productions. The popular television is made in New York City
series La Mange Enchant 1974
(The Magic Roundabout) is Bob Godfreys Roobarb hits British
created by Serge Danot in France television screens. Hayao Miyazaki
1964 and Isao Takahata work together
John Stehura creates the to create the Japanese television
experimental film Cibernetik 5.3 series Heidi
using punch cards and tape 1975
1965 George Lucas founds Industrial Light
The Czech adult puppet film The The Clangers (1969) and Magic (ILM) and pioneers the
Hand is created by Jir Trnka, and 1971 use of motion control cameras in
becomes a rallying cry against the Sony launches the U-matic system, Star Wars Episode IV: A New Hope.
repression of the totalitarian state the worlds first commercial video Bill Gates and Paul Allen found
1966 cassette format in Tokyo, Japan. Microsoft in Albuquerque
Walt Disney dies at the age of 65 The first IMAX cinema opens in 1976
and never sees the completion of Montreal, Canada Apple is founded by Steve Jobs,
22
AnimationIntroduction
23
1999 2007
Aleksandr Petrovs The Old Man DisneyPixars Ratatouille, directed
and the Sea is the first animated by Brad Bird, is released. CEO
film released in IMAX format and of Apple, Steve Jobs, unveils the
wins an Academy Award for iPhone, a multi-touch smartphone
Animated Short Film that will spawn a generation of
2000 applications (apps) that use
Aardman Animations begins an animated content as a central
The Nightmare Before Christmas (1993). uneasy partnership with DreamWorks operational feature
Touchstone Pictures
with the animated Chicken Run 2008
1994 2001 British director Suzie Templeton wins
Michael Eisner and Jeffrey Hayao Miyazakis Oscar-winning an Oscar for the acclaimed stop-
Katzenbergs bitter dispute at Spirited Away is launched to motion animation Peter and the Wolf
Disney impels the latter to co-found critical acclaim 2009
the DreamWorks studio with Steven 2002 Up, directed by Peter Docter, became
Spielberg and David Geffen Motion capture is successfully used to the first DisneyPixar feature film to
1995 create Gollum in The Two Towers. Ice use Disney Digital 3D. Henry Selicks
Launch of Toy Story, directed by Age is released by Blue Sky Studios darkly atmospheric 3D CGI stop-
John Lasseter, the worlds first 2004 motion feature Coraline is a hit at
feature-length CGI cartoon. The Brad Bird directs DisneyPixars CGI the box office
Wrong Trousers wins an Oscar for superhero feature film The Incredibles
Nick Park. DVD optical disc storage
technology is developed by Sony,
Philips, Toshiba, and Panasonic
24
1.
26
1. Scheduling a production
AnimationPreproductionPlanning and Scriptwriting
Implicit in the planning process is the need to understand the variety of jobs
involved in creating an animated project, what each job entails, and at what
stage these roles operate, either independently, jointly, or collectively across
the whole production. Members of the crew need to know and understand
their roles from the outset. In a feature film or television series, roles are
clearly defined and animators may often be hired by a studio to establish
or supplement teams. In independent productions, an individual may
undertake a number of roles simultaneously, depending on the size of the
crew and the size of the budget, in order to see the production through from
concept to completion.
27
The director is in charge of the production,
including overseeing storyboarding,
development, and production of the
animated work.
28
1. Animation job roles checking for accuracy with any Sculptoran artist who translates
factual events. two-dimensional drawings into
AnimationPreproductionPlanning and Scriptwriting
29
the chosen material properties of ensure a fully functioning set. Sound-effects editorcoordinates
the set. Calibratormakes sure that the gathering, appropriation, and
digital monitors are calibrated implementation of sound effects
Editorial: at regular intervals to ensure used in the production.
Editorial managertakes control of consistency and parity in Sound designerincludes all
the story, ensuring that there sequential work. aspects of sound in an animated
is continuity between script production not composed by
and artwork, pointing out Production: musicians.
inaccuracies, and bringing teams Production controller Sound editordecides what sounds
together to find solutions in the responsible for ensuring that should be incorporated to support
preproduction phase. preproduction material is processed musical scores or interludes.
Assistant editorsupports the on time and on budget through the
editorial manager in his or her role production process. Computer Systems:
by acting on decisions taken and Accountantensures that the Computer system manager
making sure the production teams project is kept on budget by oversees the digital technical
communicate well with each other. managing salaries, expenses, and production facility.
Editorial production assistant remuneration for costs incurred Hardware/Software engineer
provides administrative support for in production. operates and maintains computer
the editorial and postproduction Purchasing/Facilities manager hardware and software being used
departments of a studio. person charged with making in the features production.
Storyreel music editorhas the necessary decisions and purchases Logisticsresponsible for moving
responsibility of ensuring that to allow the project to come to sets, props, and project materials in
the initial sequential material is fruition. or between studios if filming is
accompanied by a basic soundscape, Production coordinator happening at another location.
which might be actors reading supports the production controller Technicianprovides technical
from scripts or a rough cut of by acting on decisions made and support to the engineers by testing
a proposed soundtrack. communicating these with the and repairing equipment and
appropriate teams. making sure all aspects of the
Camera Team: Production schedule coordinator technical production process
Camera managertakes charge of holds regular meetings with work effectively.
how scenes can be filmed by liaising the production teams to review Media systems engineer
with the director and the producer progress and coordinates changes responsible for the design,
and communicating these decisions to keep the schedule on track. installation, and maintenance of
back to the camera team. Marketing/Promotion the digital infrastructure
Supervisorensures that the coordinatorworks with the underpinning computer-generated
camera managers instructions production schedule coordinator to imagery (CGI) studio productions.
are followed in the studio. collect, review, and select Modeling and animation system
Engineeroperates the cameras supporting material from the developmentusually work
and ensures parity between the project that can be used to market as a team to develop software
intended shots and what might and promote the project ahead and hardware systems, either
be physically possible in the of its intended release. pre-empting or responding to
studio environment. Supervising sound editor technical issues that might
Technicianprepares, maintains, coordinates the various aspects arise or have arisen during
and services the cameras before, of sound production. the production process.
during, and after production to
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1. Postproduction: Music: Negative cutterworks closely with
Postproduction supervisor Music editorhas the the editor to cut film negative
AnimationPreproductionPlanning and Scriptwriting
sometimes known as a technical responsibility for compiling, precisely to be identical to the final
director, this role ensures that the editing, and synchronizing the edit. Traditionally, the film is cut
completed animation is produced musical score in production and using scissors and repaired using
and packaged for distribution. ensuring that the musical sound a film splicer and film cement. In
Re-recording mixerchecks and landscape is correctly processed recent years, the arrival of digital
mixes recordings of dialogue, sound in postproduction. intermediates means that the skills
effects, and scores to ensure parity Production sound mixer of the negative cutter have been
between sound and vision. member of the crew responsible used to lift selected takes from
Foley editornamed after the for collecting all sound recordings, rushes and composited to reduce
famous Hollywood practitioner including deliberate and accidental the amount of digital scanning
Jack Foley, who was an early sounds captured both in the studio required.
exponent of the art, the foley and even on location that could Title designeris responsible for
editors job is to decide what later be utilized by the foley artists. designing the opening and closing
sound effects need adding in Music production supervisor titles and credits for the production.
postproduction to artificially fosters the relationship between
enhance an action, and to work musical and visual parts of the Distribution:
with foley artists to achieve production by selecting and Distribution managerworks
these effects. licensing music used. with other distribution networks,
Foley artista skillful job that Orchestra contractorworks in providers, and agents to negotiate
requires a good ear for sounds a communication and enactment international distribution rights to
and the ability to imitate them capacity in selecting orchestras that the production.
imaginatively through sometimes are able to perform musical scores, Distribution agentworks on
unconventional and unexpected interludes, and anecdotes as behalf of distribution networks
devices. directed by the composer or music and media broadcast organizations
Foley recordistworks with production supervisor. to win contracts to show
the foley artist to capture sounds Recording assistantscreate productions globally.
that can be used to enhance effects high-quality studio recordings of
not possible using conventional the orchestral and other musical
recordings. works that will become part of the
Casting consultantplays a pivotal productions score.
role in understanding the directors Dialogue recorderscapture sound
vision of what encapsulates the core recordings of actors reading parts
credentials of each character that for different animated characters.
will require a voice to be cast,
and acts as an important liaison Title Design:
between the studio and casting Color timer/grader
agents and actors. responsible for re-grading film
Voice casting agentrepresents stock by altering, enhancing, or
actors whose voices are sought to subduing its appearance using
read scripts and record dialogue photochemical, electronic, or,
for created characters. more commonly, digital processes.
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The simple but imaginative script for Skype
enabled director Grant Orchard to play with visual
and aural elements to illustrate the immediate and
user-friendly nature of the product for consumers.
Scriptwriting
Animation as a form enables a multitude of ways of thinking about and
describing narratives. It can bring historical and contemporary stories to
life, embellishing and heightening our appreciation and enjoyment. In order
to use animation as a storytelling vehicle, creators must decide where the
root of content is to be found. A script is one starting point, but it is equally
possible for some animated productions to exist without a script, the director
instead preferring to use the storyboard as a visual scripting device,
especially where there is no fixed dialogue or narration attached to a
particular shot.
Although animation shares some of the narrative conventions of live-
action film, such as the composition of scenes or the structuring of shots
to tell stories or explain ideas, writing for animation requires some particular
considerations that emerge out of the distinctive nature of the form itself.
First, unlike live action, animation is not bound by the constraints of physical
forces and limitations, such as gravity or conventional human movement.
Second, the process of making an animated production is elemental.
Sections are effectively pieced together and reviewed as a production grows,
thereby granting flexibility to change the script to enable scenes or sections
to be filmed, or edited, which can better explain a plot or idea. Understanding
and appreciating that there are different approaches to writing for animated
productions is important and the rest of this chapter examines what a script
is, why it is written, and how it informs the production.
What is a script?
A script is a document that details the plot of an animated production in
written form allowing a story to be told. Structurally, a script is broken down
into smaller consecutive sections called scenes. Each scene outlines the
main action chronologically, including fundamental details such as who is
speaking and what figurative actions or gestures are accompanying their
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Belly
03:36 Whale:
Dialogue
Listen, if you want him back he has about... (belch)
J. Pott an hour to go. (long breath in) I hope you find what
youre looking for...
2010
04:16 Dolphin:
00:50 ALEX:
Oh thank god youre here, help me. Please help me!
Im going swimming I havent got much time.
00:52 OSCAR: 04:26 Alex:
speech. It might also include details such as forthcoming actions, musical British animator and illustrator Julia Pott created a
simple script that permitted her to use animation
interludes, narration, or sound effects to support the storytelling. The script to externalize bubbling internal emotional
allows the director the opportunity to interpret the story by utilizing distinctive reactions in her animated film Belly (2011).
visual and aural processes and gives the producer a clear rationale about
how the production will be finally pieced together for release and distribution.
More broadly, the script enables an animator to plan how to dramatize
actions detailed in each scene in preproduction, and to create these dramatic
movements when the project goes into production.
The script helps establish a rhythm and pace in telling a story or can
explain an idea through particular events or beats. Creating a written
rhythmic feel to the script is a highly individual process, and writers develop
their own writing traits that allow them to specialize in different spheres of
animated productions. Scriptwriters also originate and develop stories in
certain styles, just in the same way that animators can utilize different visual
production techniques and processes to elicit different responses from the
target audience. Some scriptwriters prefer to write alone, while others like
to bounce off story ideas and developments as part of a writing team.
In his book Scriptwriting (2007), Paul Wells proposes four different models
of writing that are useful when thinking about the origins and development of
an animated script: traditional scriptwriting for animation, studio-process
script development, series-originator writing, and creator-driven writing and/
or devising. Each approach is valid, but will depend on the composition and
working arrangements of the team involved with a project. Traditionally,
scriptwriting for animation has involved the scriptwriter (or scriptwriting
team working with a script editor) devising a textual script, using processes
common to live-action scriptwriting for use in animated feature films or
television series. More recently, a studio-process script development model
has become more popular, where an in-house studio visual creative team
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develops a script in response to a brief or an idea, using supporting
developmental tools and processes such as a storyboard, sketches,
character designs, and animatics.
Other approaches include the series-originator writing method, where a
bible is created by the production team for an animated series, containing
central information regarding characters, storylines, and plots that can act as
a core compendium for writers hired to work on the series but who perhaps
will contribute ideas from a distance. Finally, the method of delivering a script
using creator-driven writing and/or devising exists where an individual or a
creative team develops material for independent productions using
unorthodox methods, including bullet-pointed plot ideas.
As a general rule, a script is originated and developed by the scriptwriter
(or writing team), together with a script editor, director, and producer, to
explore ideas for the animated production. Developing a script involves
constantly writing and revising the written approach. The finished script is
known as a treatment and represents the culmination of a writing journey Working from George Orwells 1945 novel Animal
Farm, the production team at Halas & Batchelor
that continually originates, develops, executes, tests, and rewrites material make decisions on how the text should be
until a satisfactory conclusion is reached, and which allows the production adapted for screen.
to take account of different directional, artistic, and technical points of view.
Scripts can be developed for months or even years before being given the
green light to go into production. They are increasingly used in animated
feature films to help secure finance from outside investors in conjunction
with a pitch (see pages 6466) and are a vital bridge in attracting and
securing the services of actors for voice-over recordings as the
production progresses.
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1. The vocabulary and language
of animation
AnimationPreproductionPlanning and Scriptwriting
35
The term penetration acknowledges the capacity of animated material
to effectively delve into and hunt around particular objectsfor example,
a human eyetaking the viewer on an unexpected journey around and
through the inner workings of the object to explain its structure and purpose.
Of arguably greater magnitude still, the facility to control the speed and time
of actions opens up huge possibilities for the scriptwriter, enabling centuries
to be collapsed into a few seconds of footage, or split-second reactions to be
drawn out, investigated, and explained. Depictions of unseen events, whether
they are historical or have not yet happened, or are perhaps invisible or
unexplained, are suddenly possible.
Animation also privileges a number of distinct linguistic conventions that
can help writers create interesting concepts and explore different directions as
the content unfolds. These conventions include the important and subject-
specific elements of metamorphosis, condensation, anthropomorphism,
fabrication, penetration, symbolism, and the illusion of sound (see box below).
Each can be used individually or in combination, as a single occurrence or
as a repeating cycle, the variance depending on the project being considered.
Animated language
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1. Penetrationthe ability to investigate subjects that are in some way
prevented or excluded from being seen. This approach is often used in
AnimationPreproductionPlanning and Scriptwriting
Approaches to scriptwriting
Unless a specific brief has been set requiring an answer, such as an
advertising campaign promoting a particular product or service, the job of
the scriptwriter is first to seek inspiration for the story. This can come from
a rich variety of sources, including a writers own experience, observations,
and ideologies, or from responding to facets of the experiences of others.
These could include recollections, interpretations, dreams, or fantasies.
Such starting points are known as the premise or inciting incident for
a story, acting as a driving motivation for the production as a whole to
be made.
In attempting to establish a narrative structure for the story, the scriptwriter
must identify important contextual aspects, such as the history, geography,
sociology, and duration of the piece. It is vital to introduce immediately a
sense of when the story is occurring, where it is set, who is involved, and how
long the story lasts, as all these factors directly affect both the following
structure of the narrative and the wider context for the audience. Importantly,
they also provide an early overview for the writer of the possibilities and
limitations of the structure, establish story laws, and help define logic for
the production more broadly. These laws are especially significant in an
imagined world that does not conform to realistic conditions since given
factors, such as jeopardy, need permission from the scriptwriter to exist.
Allowing certain situations to occur, while refusing others, helps embed a
37
38
1. conditionally defined logic that the audience can understand and relate to. Opposite Animation is often used in television
advertising as a way of seeing how something
These conditions serve to signal occasions where, for example, danger might works inside, penetrating the surface to reveal
AnimationPreproductionPlanning and Scriptwriting
lurk or fortunes could be sought, and have a pivotal role in developing a deep the inner life of the subject.
structural narrative because they permit the connected ideas of anticipation,
suspense, and release that are crucial to storytelling and which ensure the
audience is emotionally invested in the story.
Premise
A premise manifests itself as a simple description of an outline for a story in
literal form. Through a combination of the scriptwriters research, deliberation,
and play around the broad subject or focused inciting incident, a collection
of words and phrases becomes a more refined description, simply structured
into the beginning, middle, and end of a story, which allows the formation of
an animated narrative structure to emerge.
In his book Story: Substance, Structure, Style, and the Principles of
Screenwriting (1999), Robert McKee suggests that narrative can be identified
by some key structural components. For example, a story that explores
a coming of age or a rite of passage can be identified as maturation,
while one that follows the journey of how a central character or characters
go from bad to good is classified as redemption. A story depicting how a
central character, or characters, go from good to bad may be described as
punitive, while a work that examines the struggle between knowing right
from wrong and acting on those impulses can be regarded as testing.
Education describes those stories that explore how characters learn to
see a new direction, while disillusionment represents stories that explore
how a character might be turned to having a very negative worldview. These early drawings for Animal Farm (1954) not
only help visualize scenes, but also allow a sense
of mood and atmosphere to be evoked that
underlines the sentiment of the story.
39
Story ladders and friezes Grant Orchard employs a story frieze to lay out
his animated exhibition design for the Live
There are simple visual and textual mechanisms, such as storyboards Science exhibit in Londons Science Museum.
(see pages 7581), to help writers quickly review and test the premise of a
story. As animation is a highly visual medium, it makes sense for the writer to
get used to seeing his or her ideas in rough visualized preproduction format.
For example, a story ladder can be employed to review the main aspects of
the plot before subplots or additional storytelling information is considered.
Here, single panels are roughly drawn and contain brief written descriptions
of plot developments. A story frieze performs much the same purpose, but is
often displayed in a horizontal line or grid format.
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1. Plot
Once a story has been decided, it then needs to be carefully constructed
AnimationPreproductionPlanning and Scriptwriting
and tested so that all of the informative events link structurally toward a
conclusion. This is known as a plot. In animation, the plot is often designed
in tandem with the narrative structure, which is known as a storyline or
story arc. Storylines allow the textual depiction of several characters involved
in the story to be accommodated in parallel with plot events, while story arcs
usually describe extended or ongoing storytelling in animated television series
that may run over several episodes. Both storylines and story arcs offer a
framework that supports the continuity and accuracy of the story, the latter
helping the audience understand where the story was left and where it picks up
in a subsequent episode as part of a bigger series of programs.
A plot is generally made up of a simple structure involving some or
all aspects of exposition, rising action, conflict, climax, falling action, and
resolution. The beginning of a plot opens with an exposition that introduces
the key characters and settings necessary to tell the story for an audience.
The plot develops through a rising action in which events occur that help
the audience understand both the passing of time and the way in which
the events are interlinked together. These events inevitably precede some
kind of conflict, where problems between a character and other characters,
environments, society at large, or even with themselves, are illustrated and
amplified for the audience. This leads to a climax where these agitating
factors combine to peak, perhaps exposing secrets or signaling struggles
and conflicts, before receding through the falling action where the impact of
the climax is reflected through characters or situations. A resolution can be
achieved when a conclusion to the plot is attained, although some plots British animator Joanna Quinn begins to outline a
deliberately prevent this in order to keep a story open or alive. Resolutions plot, using quick sketches to capture her ideas for
framing scenes and also thinking about how to
allow an audience to release their tension or anxiety, whereas a animate the unfolding story through transitions
non-resolution deliberately keeps an audience in a state of suspense. and camera moves.
41
Animation plot themes
Writers might consider using the following plot themes as useful starting
points for creating their own animated material, or categorizing the work
of others. Here are some examples of animated productions, or productions
that use animated special effects, that illustrate the themes described:
AdventureAlice in Wonderland
AscensionMulan
DescensionAvatar
DiscoveryMagnetic Movie
EscapeChicken Run
Excess101 Dalmatians
Forbidden loveThe Hunchback of Notre Dame
LoveBeauty and the Beast
MaturationThe Jungle Book
MetamorphosisWhile Darwin Sleeps
PursuitBeep, Beep (Wile E. Coyote and Road Runner)
QuestJason and the Argonauts
RescueBelleville Rendez-Vous
RevengeCoraline
RivalryPrince of Egypt
Riddle2001: A Space Odyssey
SacrificeThe Lion King
TransformationToy Story
TemptationSnow White and the Seven Dwarfs
UnderdogCinderella
Genre in animation
We are used to going to see action, horror, or romantic comedy movies
at the theater. These are examples of genres, which embody typical codes
and conditions of a particular narrative structure that allow such a story to
be told. For example, a film classed as belonging to a science fiction genre
has visually coded objects, environments, and plots that help an audience
identify key components and make vital associations. In this example, coded Adapted from Lewis Carrolls book of the same
name, Alice in Wonderland (2010), directed by
clues such as hostile aliens, weapons, and spacecraft, or environmental Tim Burton, is a lavish adaptation of this
or motivational conditions such as travelers venturing into space or saving childhood adventure, complete with resplendent
sets, unworldly characters, and a magical score
our world from calamity, are all established markers of the genre. composed by Burtons long-time collaborator,
Scriptwriters often make use of an audiences pre-existing knowledge of Danny Elfman. Disney
genres, and many animated feature films pay homage to film history through
certain scene enactments, or by parodying visual gags and jokes. Many of
the films from Aardman Animations rely heavily on such structural traits from
well-known live-action films. An example is Chicken Run (2000), which heavily
42
1. borrows scenes, situations, and even visual escape devices from The Great
Escape (1963).
AnimationPreproductionPlanning and Scriptwriting
On a wider level it should be noted that some film critics have mistakenly
categorized animation simply as a genre of film because of its strong
association with childrens cartoons. Animation is a form in its own right
that supports its own framework of genres that are being developed and
redefined continually. They fall into seven distinct categories, known as
deep structures, including Abstract, Deconstructive, Formal, Political,
Paradigmatic, Primal, and Re-narration.
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Script development
Scriptwriters must balance the educational, informative, or entertainment
demands of the premise of a story against the need to strike the right tone
with the target audience. Using key principles and characteristics of the
animated form is crucial to delivering this through the lifetime of the story,
ensuring that the writing allows for the mixing of visuals, sounds, and motion
to create the necessary desired dramatic, stylistic, and structural effects that
convince the viewer. To do this effectively, a series of steps is taken by the
scriptwriter as he or she attempts to build the framework for a story from the Guilherme Marcondess stop-motion film Tyger
(2006) actively involves puppeteers in the frame
original inciting incident. These steps include a prose brief, a step outline, as a way of emphasizing the construction of
event analysis, and synopsis of the story. the film.
Prose brief
With the beginning, the middle, and the end of the story agreed and written
in note form, a prose brief can be established. This develops ideas for
thematic topics to be covered in particular scenes and suggests where
these ideas might occur in the overall telling of the story. A prose brief
textually outlines key components of the story and provides a foundation
for the writing team to build other related layers of narrative, decide where
and how they want characters to be introduced, establish the viewpoint the
story is written from, and so on.
Step outline
This is a useful device that breaks down a story factually into detailed
chronologically numbered scenes. Each scene has a descriptive
commentary that explains the main action that will occur and provides clear
instruction about what effect this action has both on subsequent scenes and
on the story at large. The outline is created by the scriptwriter or writing team
and acts as an important guide for the preproduction team to signal and
understand key actions in the story.
Event analysis
Using the step outline as an overall guide, the production of an event analysis
provides a comprehensive checklist for the script supervisor or editor to spot
gaps or inaccuracies in the script. The event analysis matches essential
movements of action against specific plot developments and characters.
This analysis in turn highlights pivotal movements of individual characters
through the development of the narrative, signifying the desired outcomes
and emotional responses required or expected from the audience.
The script supervisor or editor first checks the event analysis to ensure
that a scenes detailsincluding locations, characters, and actionare
adequately described and, if necessary, that they are consistent with other
episodes in the series. Consideration is then given to how the scene helps
develop the plot as part of the overall story. The script supervisor or editor
44
Grant Orchards animated shorts for LoveSport
1. premise actions around simple story events that
trigger resulting actions, using simple visual and
aural motifs with carefully chosen and custom-
AnimationPreproductionPlanning and Scriptwriting
looks for evidence that demonstrates how the central characters develop
their involvement with the plot, creating the desired emotional feeling, and
providing sufficient information for the audience to understand how the
events contribute to their comprehension of the main storyline. At this point,
the script supervisor should signal any inaccuracies, including stylistic
deviations or descriptive omissions. He or she should also be mindful
of suggesting ways to simplify the story if ideas are too complicated,
or if they do not utilize the animation production possibilities open to the
writer. For example, rather than writing overly descriptive dialogue, it is
often easier for an audience to understand symbolic or metaphorical visual
devices coupled with shorter narratives, as these resonate more immediately
with a viewer.
Synopsis
Written as an overview of the story, a synopsis aims to establish all of the
necessary information about the intended production from a more distanced
and objective perspective. In essence, it is written to provide clarity for the
preproduction team, but is also useful in either attracting or reassuring
creative partners or investors. The synopsis usually introduces the location
or environment for the story, summarizes the plot, includes information
concerning the central characters and their connection to each other,
and illustrates the key events that help develop the story toward a
conclusion for the audience. A typical synopsis is normally between
six and eight paragraphs long.
Treatment
With the premise of the story set, the prose brief, story outline, event analysis,
and synopsis completed and agreed, a treatment can be finally
constructed. This will detail the storys theme, plot, structure, and characters
in a complete textual and possibly visual form. By this stage, the story will
have been scrutinized several times by the script development team, editor,
45
and writer(s) and will have undergone structural, thematic, and stylistic changes
that better support the telling of the narrative. The treatment will explain the
reasons behind the story and how it will unfold dramatically for an audience,
and it will also incorporate elements such as key moments of action where the
plot changes direction and pace. It is likely that the treatment will also have
elements of sample dialogue to provide a feel for how the story will be told.
Analyzing a script
The finished script now holds core information about the project and needs to
be checked and cross-referenced. It contains details of the storyline or story
arc, settings and environments, scenes, characters, dialogue, sound effects,
and points of action that will be visually rich, as descriptions will be written in
such a way as to provide instructions for key details of the production to be
interpreted by the preproduction team. This core information directly affects
the next stage of the preproduction process for designers, animators, and
voice-over artists. It is the directors responsibility to ensure that meetings are
conducted to read through the script, highlighting key areas that different crew
members in the preproduction and production process need to take account
of and prepare for. These might include specific technical requirements for the
set to be able to adapt to scenic changes, or where emphasis will need to be
placed when recording dialogue.
An important aspect that requires checking, regardless of the type of
animated production, is running time. If a script has been written for a
commercial, it must be aligned with the air time the commercial is to occupy.
Similarly, an episode of a television documentary will have stipulations from
the commissioners of the project regarding the running time of the piece.
Inevitably, this means that the script must allow suitable lead-in time to the
content and sufficient space to reflect on the material at the conclusion of
the production.
Conclusion
With a script complete, the process can begin of originating visual
material around the story and collecting the necessary research material
(see pages 5571) to support the delivery of the story or idea to an audience.
The director also begins to look for voice-over actors who can convincingly
carry off their interpretations of the dialogue required to help bring the
animated production to life. In addition, the director must consider who
to approach and brief to provide a musical score, act on discussions with
members of the crew relating to sound and lighting effects, and approach
special-effects studios as necessary (see pages 10625).
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2.
48
2. solid foundations that can be communicated in telling
ways or that enable an audience to identify a product or service ahead of
AnimationPreproductionConcepts, Ideas, and Research
its nearest rivals. Perhaps most pivotal of all, these ideas can make the final
animated outcome original, distinctive, and memorable. Ideas are the very
lifeblood of animation, on which every other ingredient depends, validating
and authenticating content for the audience.
Investing in ideas
Core narrative or conceptual animated ideas can have a sensory effect
on other parts of our human psyche. They allow us to become emotionally
attached to characters, stories, and events, sharing in celebrations and
achievements as well as commiserating with failures or recognizing
weaknesses. The very nature of the dynamism, vibrancy, and clarity of ideas
demonstrates that they can make us feel something for the subject being
portrayed. In turn, this ability for animators to touch our lives through their
work makes an audience feel intrinsically connected, helping them feel
valued as participators in the animation process, rather than merely acting
as recipients. It is this reciprocal arrangement that has endeared animation to
many fans from childhood, and which creates the opportunity for the medium
49
to be used outside of traditional cartoon territories by expanding
into more adventurous realms, such as the animated documentary
or information graphics.
Indeed, animation relies heavily on the power of individual and collective
memory. On the one hand, an animators ability to call on the power of
recall means that connections can be established, frameworks built, and
foundations set for the introduction and development of ideas. On the
other, an audiences ability to recall some memories and not others, or to
remember sequences or orders differently, enables animators to play with
our recollection. Such reconstitutions and reconstructions of events scramble Nick Parks The Wrong Trousers (1993) sees
the villain, Feathers McGraw, captured and
our memory, allowing a suspension of disbelief to become possible and imprisoned in a zoo as his punishment for
trick our minds into seeing something that seems plausible. It is possible attempting to commit a diamond robbery.
for these shared memories and events to have the same basis in reality for
everyone, but for individuals the experiences, knowledge, and expectation
that contextualize how they recall such occurrences can mean that memories
differ considerably. This permits the creator a license to play, be liberal or
economical with the truth, and blur the boundaries between fact and fiction.
Examples in animation history are numerous but are well illustrated by many
of the visual gags that appear in the Tom and Jerry shorts, where visual
metaphors illustrate punch lines that happen to one or other of the characters
at the end of each visual joke. For example, Jerry placing an iron into the
chasing Toms path inevitably means Tom collides with that object and is
portrayed with a face shaped like the footplate of the steaming iron.
Starting points
Animation does not exist in a vacuum, but borrows inspiration from real world
events, contemporary culture, and different aspects of our lives, much as
other art forms do. Successful animation acknowledges that it co-exists
with and contributes to a world of visual culture and popular entertainment,
and that these are vitally important and culturally rich parts of our human
existence. It also adds to, as well as learns from, parallel art forms and often
uses influences as important core strands of new projects and initiatives.
Good ideas stem from keen observation coupled with a need to communicate
these observations to others. The ideas need to be exhibited in ways that can
be understood by both the production team who will create them, and by the
audience who will receive them. The animators job at this point in the project
is to make these ideas a visual reality.
The starting point for an animated project can grow from a variety of
interestsincluding commercial, industrial, educational, informational, or
personalinformed by both creators and commissioners. As it is a form that
draws interest from such a broad spectrum of participants, the decision to
use animation as a form of expression originates from one or more of these
points. Consequently, there is no one single way in which an animated
project is born but, broadly speaking, some of the more traditional starting
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2.
AnimationPreproductionConcepts, Ideas, and Research
points include scripts, pilot episodes, or commissioned briefs that require Swedish director Jonas Odells striking video for
the band Franz Ferdinand actively acknowledges
specific animation treatments. It is equally possible, however, to create a cultural references from historical Constructivist
production based on artistic responses to observations and found visual posters and propaganda.
and sonic material. Any of these starting points triggers conceptual thoughts
of how to address subjective, structural, and technical concerns and requires
some thought at first about how to approach the project.
Early conceptual interests can be supported and enhanced by scouring
newspapers, magazines, reference books, and online blogs, forums, and
podcasts, at home, in the studio, at the library, or out on location. Collected
material needs careful reviewing, editing, and storing to make sure that
historical and contemporary information has a currency that is both valuable
and accurate. This supporting evidence helps to firm up concepts and
rationalize them into more formed ideas that can be visually explained
to others in the crew who will be working on the project during the
preproduction phase.
At the same time, conceptual material must be checked to ensure it
is sufficiently accessible for further study and not bound by legal or moral
restrictions. For example, it may well be possible to use actual existing factual
or fictional tales as a starting point, but then to alter certain events to change
the story according to the creators wishes. Animation as a form is historically
able to weave a rich and varied tapestry in regard to adapted stories,
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for example the Walt Disney Studios 1937 adaptation of the classic fairytale
Snow White and the Seven Dwarfs, Halas & Batchelors 1954 adaptation of
George Orwells novel Animal Farm, and Jimmy Murakamis 1986 adaptation
of the Raymond Briggs graphic novel When the Wind Blows. All three
examples are written in a way that exudes a visual richness, and the
animators task in each was to preserve the spirit of the original text
while adapting the story to an animated context that articulates the plot
(and associated subplots) through artificial sequential vision and sound.
Ultimately, successful starting points should strike a chord with the creator,
depending on the project in hand, and allow the audience to sense it quickly.
For example, nostalgia and familiarity are signals to which audiences naturally
respond favorably, regardless of their racial, cultural, linguistic, or religious
differences. Given the global nature of animation as a form, it is sometimes
necessary for creators to strike a balance in creating work that acknowledges
differences and at the same time makes audiences feel included and valued.
This requires that ideas are tested and adapted to counter criticism that they John Halas and Joy Batchelor review early Animal
Farm layouts.
favor one section of an audience by marginalizing another.
Nonetheless, it may not always be possible to satisfy all audiences all
of the time, and many critics and fans of animation argue that there are good
reasons not to homogenize animation content, but rather to celebrate our
individuality and differences. Indeed, region-specific work such as Ari
Folmans universally acclaimed Waltz with Bashir (2008) can help us better
understand the culture and customs of different parts of the world that may
be unfamiliar, even though we might not agree with some of the actions
being shown.
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2. evaluate their individual and collective achievements, and also enables
them to bring ideas to the table and to test, evaluate, and revise the
AnimationPreproductionConcepts, Ideas, and Research
project effectively.
The conceptual framework should establish a series of parameters that
are understood as being guiding principles by which the project is defined
and then conducted through the preproduction and production phases.
It should include answers to the following ideological and practical
considerations:
Pixars purpose-built studio in Emeryville,
California, offers a dynamic and stable
What is the starting point for the project? environment to create animated feature films,
What media format is the work likely to take? with creative studio environments housed under
the same roof as huge render farms processing
What style or animated treatment is required for the project? the computer-generated imagery. Pixar
What is the role of the audience in the production?
What is possible or impossible in the story?
What restrictions are there in terms of subject matter, handling,
association, and/or implication?
Are there any moral, ethical, or ideological restrictions to the subject
or the intended depiction of the subject?
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many of the crew. An inviting studio is a place where animators will be happy Toronto-based animation production company
Head Gear have created welcoming, conducive
to spend long passages of time producing quality work; the layout should working environments to allow their animators to
enable the team to work closely as a group in a shared space, but have work in comfort.
enough flexibility for partitioning off the space when members of the crew
need to work independently.
The success of the layout, the maintenance of the studio, and the lively
atmosphere of the space can also actively encourage other supporting
activities. For example, the ability to identify, develop, and enable acting
to occur to inform animation is a fundamental expression. This can be
achieved through a variety of non-verbal activities, including the depiction
of exaggerated or understated movement, body language, and figurative
gesture. Many animators come from a background that is steeped in the
understanding of the art, science, and even politics of movement, through
drama, music, and dance, and use this knowledge and experience widely
and frequently in their work. The studio environment needs to have sufficient
space and resources to allow such actions to occur.
The ability to act is often employed by animators to explain their concepts
and principles to other members of the crew in the studio environment.
These structured or impromptu sessions are useful in helping the team
to identify common ideas, explain concepts where other forms of
communication are not appropriate, and share a vision of how problems
concerning the depiction of characters, environments, and situations might
be solved. Very often they also save time and give a clearer picture of the
overall essence of a visual idea.
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2. Capturing ideas
It is important to turn abstract concepts into visible ideas. Animators keep a
AnimationPreproductionConcepts, Ideas, and Research
55
Drawing and visualizing tools
56
2. The animators toolkit
AnimationPreproductionConcepts, Ideas, and Research
57
The value of the doodle
Doodling in particular, while seen as trivial and banal by some professions,
is highly prized by animators as a way of potentially unlocking closed mindsets
and encouraging playful intercourse between images and sounds. The word
doodle is thought to originate from the verb to dawdle, implying a lazy,
haphazard approach. Doodles in this context can be read as unfocused
drawings, often made while doing other tasks. Various scientific investigations
indicate that while the brain is concentrating on one function, it also has the
capacity to allow additional motor skills to occur, such as drawing or scribbling, In the very early stages, doodling ideas is a
very productive way of allowing the flow of ideas
without the creator being fully aware of his or her actions. to develop.
Doodles can be representational, abstract, or symbolic and can be
created anywhere, at any time, and with limited materials. Their universality
is part of their appeal and disarming nature, turning some who express
reservations about creativity into creators. The ability to express oneself
without the fear of failure makes the doodle a priceless commodity, instantly
able to illustrate random thoughts that might lead to a string of sequential
images that ultimately could form the basis for a plot. Doodling marginalizes
risk, throws out conventional representational rules, and encourages the
impossible to become realizedechoing the ability of animation itself.
Idea development
As a form that privileges motion, animation is able to explain, articulate,
and celebrate artificial passages of time. Some ideas can use time to alter
appearances, suggest events, or change meanings, and this quality is used
by animators to progress the development of plots, characters, and scenes.
The working up of initial thoughts through a sequence of associated or
related images allows scope for expansion or condensation, introducing
possibilities and raising issues that need to be addressed for the project to
continue to flourish. Several leads can be pursued at the same time to find
the best solutions. Connected sequential visuals also start to suggest main
points of actions for ideas that could later become key frames in the project.
Some animators work quite loosely in this regard, while others, typified by
Johnny Hardstaff, work intensively, meticulously working through the best
ways to squeeze meaning out of every element of the project.
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2.
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the human body moves, balances, and rests. This ability to comprehend the
bodys capabilities and restrictions has a direct impact on characters they
go on to create. Physically imitating motion through acting or miming is also
often employed to help understand the complexities of movement.
Characters need to move in ways that audiences will believe and
accept. For example, the main character in Peter Docter and Bob Petersons
Up (2009), Carl Fredricksen, is an unlikely seventy-eight-year-old lead.
His restricted movement is painstakingly captured by the team of animators
from the DisneyPixar studiowho drew countless elderly men in an attempt
to understand how the ageing process affects the general properties of
movement and posture of the human formright the way through to how the
character wears his clothes, how his skin ages, and generally how his body
language differs from that of a growing boy or young man.
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2. Flipbooks to test ideas
AnimationPreproductionConcepts, Ideas, and Research
The flipbook was invented by John Barnes Linnett in 1868, and has
become a relatively quick and simple sequential device for transferring
two-dimensional static images into short moving sequences at relatively
little cost. Like the zoetrope and the praxinoscope, they are very useful to
test out ideas on others but, unlike those cylindrical devices for viewing
images in motion, flipbooks have the advantage of being linear in format.
This allows animators the opportunity to take doodles and sketches of
ideas and develop them as a linear narrative. The movement is created by
flipping the pages quickly so that the single images appear to move as they
are pieced together by the brain to make a sequence.
Flipbooks should be no bigger than 4 x 6 in. (10 x 15 cm) and no
smaller than 2 x 3 in. (5 x 7.5 cm) and should contain at least fifty
pages, allowing the page to be seen as one whole entity, but also offering
sufficient workspace for the drawings. Each page becomes a blank canvas
and, using the previous drawing as reference, the animator has the
freedom to explore the properties of the page by making subjects morph
from one scene to another, playing with spatial and composition elements
to speed up and slow down the story.
The size restrictions mean the pages of the book can be flipped
quickly but consistently and this is key to smooth transitional movement.
The outer two-thirds of each page are visible (the inner third is consumed
by the binding and the operators thumb securing the book in place).
The separate sheets of paper are bound together tightly, allowing the
pages to be flipped. The story can run in either direction, but pages have
a tendency to arch running front to back and make the story harder for
the viewer to follow.
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The arrival and abundance of digital technology has revolutionized idea
development and testing. Digital cameras, camcorders, cell phones, motion-
capture technology, and even some PDA devices all have the facility to
record movement and to allow instantaneous playback. They have the benefit
of allowing animators to examine footage repeatedly at different speeds and
resolutions to understand how motion occurs. This knowledge can then be
applied to thinking about how the production could use specialist animation
processes and techniques to communicate these
ideas to the audience.
These visual ideas can take on an extra dimension with the introduction
of sound. If ideas are being produced in response to a script or brief,
it is possible to read and record passages of spoken word to provide
a framework or backdrop to test ideas against. Even odd sound effects
recorded on location, or found from other sources, can be helpful in bringing
visual ideas to life. Marrying sound to image is important and many animators
argue that the sooner this occurs the more seamless and natural the final
result appears (see page 124).
The ability to express initial ideas clearly is very important. As
animation is artificial, it is entirely possible to create imagined worlds that are
unfettered by the limitations of our own physical one. Provided that such
imaginary conditions are credible to the audience, animators aim to achieve
a harmonious and balanced overall feel, even if certain components are
fantastically imagined or seemingly unbelievable. This requires that the
animator has a full knowledge and grasp of the synchronicity between
the structural elements of color, composition, design lighting, and
movement that make up the single frame, in order to communicate a
consistent and collected statement of intent. At this phase of preproduction,
the most important requirement is to ensure that ideas are strong and flexible
enough to act as a foundation to build these other elements from. The
essence and flavor of the overall body of work is critically important, allowing
characters, scenes, and events to work in harmony, aiding believability for
the audience. Time spent working ideas through is important and should not
be overlooked.
Evaluating ideas
Good ideas are not set in stone, but instead need challenges to test their
authenticity, believability, and currency. Sadly, there is no magic formula
for a good idea. One might argue that good ideas stand more chance of
materializing from a process that encourages thorough research, excellent
preparation, and an ability to construct interesting, dynamic, and thought-
provoking content. Ultimately, however, there is a strong element of chance
involved in animation, which reveals its experimental properties and perhaps
is part of its charm for creators and audiences alike.
While the element of chance equals risk in some quarters, the animation
process at least enables some degree of certainty and reassurance by its
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2. nature of being an artificially constructed medium. In the preproduction
stages, where changes can be more significantly made and cause least
AnimationPreproductionConcepts, Ideas, and Research
disruption, ideas are tested and developed. They can also be shelved or
rekindled. Changes made outside of the preproduction or production phases
are inevitably more time-consuming and expensive and may
prevent the work being completed.
An honest and open review of ideas is essential to iron out weaknesses
in preproduction. It is important to seek balanced but insightful reviews at
opportune moments. These vary, depending on the nature of the project, Learning to pitch ideas is a necessity and is
regularly practiced through college critiques
but might include: as a way of building confidence and sharpening
students presentation skills.
initial ideas generation process
a rough storyboard introducing the core key frames of the production
an overview of the central characters
ideas about locations and sets
the visual breakdown of scenes
completion of the rough animatic where the project is seen sequentially
for the first time
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Below are some likely issues that animators may have to face when
developing ideas:
Pitching concepts
Unless the animated project is self-funded or is an independent production,
ideas will usually need to be communicated to an outside agency through a
pitch. A pitch is an overview of the planned production and will clearly vary
depending on the scope, format, and outcome of the work. A feature film will
require a series of pitches, as will an advertising campaign, while a short
feature will normally be pitched only once. Traditionally, pitching has involved
the meeting of constituent stakeholders of the production in the same place
to hear about potential ideas and directions for the project. In recent years,
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These images show the background research
2. required to adapt a childrens book to screen,
including ideas for possible environments,
creating scenes for action to occur, and planning
AnimationPreproductionConcepts, Ideas, and Research
such meetings have also been conducted virtually if required, with the
improved reliability of online and mobile technology better able to connect
parties in different venues and countries.
As a summary of the project, the pitch should easily and quickly identify
the core idea of the production and indicate the target audience. The pitch
should clearly mark the beginning, middle, and conclusion of a story and
might seek to do this through a written treatment, a series of visuals, a short
sequential piece, or a mixture of these formats. Whatever the format the
animator decides to employ, the critical point is to establish the idea clearly,
concisely, and memorably, taking into account that individuals who make
up the group might not be fully visually literate or may not have direct
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understanding of the possibilities of the animated form, but they may
have full control over future funding of projects.
The individual or team involved in introducing the idea should plan the
pitch in advance, consolidating the body of material into digestible and
memorable pockets of information that directly address what they have
been briefed to do. If necessary, such material as supporting folios of
visuals, examples of treatments, and display maquettes can be expanded
upon through further questioning, where answers might employ these
examples to persuade or validate previous information given in the original
pitch. A practice pitch establishes what combination of materials the pitch
is using and the length of time the presentation will take, and allows the team
to prepare for likely questions by working out potential answers in advance.
Research
If ideas are the lifeblood of animation, then research is the crucial oxygen
by which those ideas have the chance to come to life. The importance Good character design is cemented through
rigorous and painstaking attention to detail, as
of research in preproduction cannot be stressed enough, though it is demonstrated by Clyde Henrys extraordinary
occasionally overlooked as its outcomes cannot be immediately tangibly stop-motion film, Madame Tutli-Putli (2007).
identified when an animated project is released. However, if we begin
to unravel the gloss of the final product, it soon becomes apparent that
research is wholly evident in every work and exhibited in the quality of
content in a film or series. To examine animation further, we must begin by
asking what exactly constitutes research, how it is collected, recorded, and
measured, and how it can be employed to create content that is believable
and compelling and that provides a solid foundation on which to build other
convincing aspects of the production.
What is research?
For animation purposes, research embodies the process that identifies,
collects, sorts, and processes reference material that has been gathered
by direct and indirect sources so as to fully understand the concepts behind
a story or factual event. In the field of animation, this span can range
enormously: from the enthusiastic individual animator who often goes to
extraordinary lengths to collect material to convince a commissioning body,
the rest of a production team, and the audience about the merits of a
particular idea, through to the teams of researchers working on particular
aspects of a studio feature film.
Inevitably, there is a particular set of skills associated with this kind of
activity. Some people entering the field find themselves drawn to researching
projects as they naturally have these specialist skills. Such skills include:
a love of finding out about subjects that you may not have a direct
interest in
a tenacity and rigor of approach
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2. an ability to frame questions likely to get informative answers
an orderly and methodical procedure for deciphering findings
AnimationPreproductionConcepts, Ideas, and Research
In order to make this process meaningful and relevant, it is vital that the
research team share the plan of how best to acquire this information and
how the findings of the research process can aid the production overall.
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Accuracy is paramount to the success of any piece of animated work. Opposite Jonathan Hodgsons drawn
sequences for the BBC documentary,
Researchers and animators diligently trawl for large amounts of information The Trouble with Love and Sex (2011), produced
and sift this down gradually into identifiable and usable material that has and directed by Zac Beattie, uses a mixture of
video recordings, interviews, and video diaries
relevance and practical benefit for others accessing it. Clearly, the need for that had been specifically researched to collect
different levels of accuracy fluctuates with the kind of animated project being audio clips capable of being interpreted into an
animated documentary.
undertaken. Material that has been poorly referenced often manifests itself in
unconvincing and badly conceived ideas that reveal a lack of fundamental
preliminary detail when the work is screened.
A lack of preparation can have the potential to mar good scripts,
characters, plot lines, and other constituent parts of a project by
suggesting a lack of accuracy, rigor, and even belief in the project.
To prevent these unfortunate occurrences, a team needs to ensure that
the research process involves checking that material has been cross-
referenced against other reliable sources to verify key facts, dates, and
other immovable information. This can often best be achieved by presenting
the collected research in an understandable format to trusted external
experts, such as educators, psychologists, and health workers, who can
offer helpful and knowledgeable advice.
What findings are likely to be required and what is the best possible way
to achieve them?
How much time is available in the proposed project schedule?
How physically close and accessible is the research field that has been
identified as needing investigation?
What monetary and/or physical resources are available to the project to
collect and compile material into a recognizable format that will positively
benefit the team?
What proportion of available time will need to be designated to collating,
sifting, documenting, and archiving the information?
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2.
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A sample research
methodology
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2. Collecting and appropriating research
Wherever possible, it is highly desirable to collect first-hand research material
AnimationPreproductionConcepts, Ideas, and Research
as this greatly improves both the accuracy and the legitimacy of the research.
First-hand research might include such activities as site visits, trips to visit local
or foreign locations and places of note, interviews with knowledgeable parties,
and the canvassing of opinions from individuals or groups who have had
immediate dealings with the subject. Time spent preparing for research visits
should be built into the project. Researching, locating, and communicating with
foreign contacts who know the local conditions inevitably saves valuable time
and money on the ground. For international visits, translators are well worth
investing in as they will save a good deal of time and effort, and may be able to
ask questions of subjects that can turn up further important discoveries.
Of course, it is not always possible to get detailed factual accounts,
either because they do not exist in a format that can be relied upon, or
because they have been affected by forces such as time, loss of memory,
and other developments. In this instance, the collection of relevant second-
hand material becomes important and will include archived static media,
such as newspapers, magazines, journals, periodicals, and transcripts,
as well as broadcast media including old television and radio programs,
plays, documentaries, and so on. Successful research involves getting a
sense of the context of a story or event, as well as the correct facts about the
story itself. This context will add to the atmosphere in which the assembled
collection of material will be viewed back in the studio and will also imbue the
subject with a sense of authenticity.
Since animators use a great number of starting points in their work
ranging from working from a script or storyboard through to responding to a
piece of music or a chance observationthe breadth and depth of research
material is essential. To get such scope requires several phases to identify
which pockets of material are valuable and which should be discarded.
This process is, of course, affected by the time permitted. It may also be
appropriate to return to a research field to collect other kinds of material to
further consolidate and support material collected on a previous expedition,
in line with the research plan set out in the projects conceptual framework.
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Key information is considered at different stages of the preproduction and
production phases, but it is important that research reviews are regularly
conducted to ensure that collected material is historically, factually, or
fictionally accurate. This should be built into the conceptual framework for
the project so that everyone is aware of how the material has been collected,
sifted, and made available for use. Additionally, studios may employ focus
groups consisting of people chosen deliberately to reflect the target market
of the intended audience for the project. These groups sit and watch
production test shots, giving feedback to questions set by the crew. It is Animation students in a critique explaining their
formative ideas at the Royal College of Art,
also possible to ask specific questions relating to the presentation of factual London.
information, should the project demand that level of scrutiny. Animated
campaigns for advertising will also have to go through consecutive stages
of approval, including target audience tests, detailed client scrutiny, and,
in some cases, statutory regulatory bodies to ensure compliance with
certain industry standards.
Conclusion
With a script written and the central ideas developed, considered, and tested,
and any resulting problems corrected, the project is ready to move from
the preproduction into the production phase, subject to developments
concerning visuals and sound being agreed by the director. The project takes
a step closer to becoming a reality, with final structural decisions made by
managing members of the crewusually the director and producer on larger
productionsthat will impact on the project work schedule. Revisions are
made where necessary to help support the project, often in consultation
with its commissioners.
In the next part of this book we will see how the project is developed
by breaking down the specific elements of the production of an animated
project, including creating artwork through different animation processes
and techniques, and capturing these expressions through set design,
camera moves, and lighting techniques. We will also introduce and establish
ideas for applying and integrating sound design into the project. These
specialist tasks require skill, knowledge, and awareness of other members of
the crew, and the next chapters outline the often absorbing and intricate work
that turns a project into a production.
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3.
PreproductionDevelopment
This chapter explores the development of an animation project in the transition
through the preproduction phase into production. As we have seen, the project
concept has been introduced and scripted and a series of resulting ideas
explored, researched, and developed. The material has been consolidated
through discussion and visually presented by the preproduction team as an
agreed rough draft of the final project. It has then been delivered through a
pitch to the client. Now the project needs to take on a more detailed physical
shape, putting those initial ideas into practice, finding out where there are likely
to be production problems and attempting to resolve them. This development
stage will take a good proportion of the overall project timeline
to complete, since decisions made in this process are integral to its success.
In the development stage, the material collected during preproduction
needs to be explained in a visually succinct way to the production team.
For example, the overall scripted and previsualized story should suggest how
the plot or idea unfolds for an audience, including how directed camera
angles and movements will add increased drama, altering the narrative or
conceptual pace of the content. With animation being employed widely in
projects, the order of tasks in the production process may vary. As a general Thoughtfully planning a storyboard can help
formulate a framework for a production by laying
rule, a storyboard needs to be originated and developed first to help inform out the key action points of the story, providing
layout designs. Considered layouts need producing, testing, and developing a coherent structure to commission voice talent,
composing the score, and collecting sound
to communicate the content with cinematic impact, acknowledging the effects.
ability of an animated product to squash or stretch the passage of time
convincingly. Characters then need to be originated, developed, and tested
to check they are credible for an audience to identify with and understand.
These characters will be required to possess and exhibit characteristics
capable of delivering the actions outlined in the script and storyboard
through an appropriate production process, or combination of processes
if multiple animation techniques are being employed.
Animation pipeline
Storyboard: A storyboard is developed to illustrate the Development: Sets, scenes, and characters are visually
emerging narrative, setting the scene, introducing developed in tandem with the collected research
characters, establishing where dialogue fits with action, material as the crew work out how to animate the
suggesting camera shots and angles, and determining information contained in the storyboard. This involves
sound effects. This is tested as an animatic, merging detailed analysis of how the production is constructed
vision and sound to start to make sense of pacing and (how to move items on set, how characters walk, talk,
timing of the material for the audience. As the and interact, how lighting will be set and cameras will
production develops, so does the quality of information capture each frame) so that any production issues are
held on the storyboard. resolved prior to filming. The production schedule is
established and published for the crew.
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3. Storyboarding
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additional information such as script inserts, directors notes, and
narrative ideas
provisional passages of narration or dialogue to supplement the
visual information
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impact, although it will have taken the creator a significant period of time to
develop his or her skill.
Some studios actively look for this personal style when hiring directors.
Studio AKAs Marc Craste is a good example of an in-demand director with
an immediately recognizable visual style. Through short films such as
Varmints (2008) and clever commercial work created for the British bank
Lloyds TSBdesigned to portray personal banking and finance in a more
user-friendly lighthis stylized characterization of figures and environments
retain a whimsical, nave quality and evoke emotional responses from the
audience. However, individual flair is not a recent quality but something rather
more symbolic of how animation has pervaded mass popular culture by
giving us instantly recognizable icons.
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Consequently, it would be easy to marginalize Disneys storyboards as a
largely soulless technical device without any artistic or design merits. But
these animators were artists in their own right and inevitably were responsible
for forging the studios signature style. This is especially recognized in films
such as Pinocchio and Fantasia (1940). Similarities started to emerge in the
visual signifying of characters in particular, with oversized facial features that
could more immediately and expressively display gestures and poses.
Through the storyboards, animators could communicate how the
character felt about a certain situation directly to the audience, using the
graphically interpretive language of the cartoon. This form of telling a story While conforming to a recognizable aesthetic,
animators working on Fantasia (1940) were artists
sequentially enabled the artists to become acutely aware of the simplification in their own right, including Oskar Fischinger, who
possibilities of the medium of animation. They believed it was able to focus expressed themselves by marrying the animated
sequences to the music, helping to create the
the audience on a particular message in a more succinct way than live-action Disney aesthetic of that time. Disney
film. This view was shared by public bodies, governments, and private
companies, which commissioned studios to make everything from animated
commercials for household goods through to war propaganda films, typified
in the United Kingdom by the renowned work of the Halas & Batchelor studio.
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Steven Lisbergers Tron (1982) heralded the
3. arrival of computer-generated imagery (CGI)
in major studio productions, complete with the
dynamic spatial qualities and aesthetic
AnimationPreproductionDevelopment
the late 1970s. The present day sees many books published that specifically
examine the art of a particular film through storyboards, early visualizations,
and development toward finished imagery seen in the final release. Pertinent
examples of these include Brad Birds The Incredibles (2004) and Henry
Selicks Coraline (2009).
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the director a greater choice of tools to determine the function and flow This storyboard, from Joanna Quinns film Family
Ties (2006), depicts the key frame of action taking
of the content. place in the scene, together with annotations
The effectiveness of compositions can be controlled through the concerning forthcoming actions, camera moves,
and sound direction.
exploration of viewing and interpreting the visual material in the picture field.
For example, lowering the horizon line creates a sense of impending drama,
further intensified by a characters being placed in the foreground above the
natural eyeline of the viewer. Conversely, seeing shots from a raised position
reduces this impact and makes the viewer seem more in control of a
situation. These adjustments not only change the position of the camera,
thereby giving the story different levels of impact at necessary points, but
also have the added effect of making an audience concentrate on the story
and become engrossed in the action taking place. This visual engagement
is crucial in selling the idea to the audience, allowing them to feel empathy
for the characters and providing them with a sense of purpose to see how
the production will develop and ultimately conclude.
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Style guides
A style guide acts as a collective production bible for the animated project.
Style guides are created to inform a coherent overall design strategy, to
provide art-directed reference points for the crew, and also to include key
information on the visual styling of characters, props, and environments.
Practical design concerns, including scale, patterns, and color palettes
of these key components, can be resolved by checking creative decisions
against the style guide. Information contained in the guide has been informed
by the research process, but manifests itself collectively through the
storyboard, where creative decisions are taken about camera positions,
settings, and necessary moves. Style guides are usually created by different
members of the production crew and finalized by the director.
Much of the specific information gives crucial visual information that
constantly needs to be referenced. For example, characters might be profiled
in a series of drawn elevations from different sides to provide consistent and
reliable reference points. Additionally, there may be model characters,
perhaps sculpted as maquetteseffectively try-outs or practice models built
to explore three-dimensional constructions. These can be created in various
scales to provide three-dimensional reference for stop-motion characters.
Style guides will also include information about the way in which jointed
or articulated versions of characters, known as armatures, are constructed.
An armature is a framework that effectively provides the skeleton of the three-
dimensional character with working engineered joints that can be posed to
create different dramatic gestures. In this context, the possibilities and
limitations of the armature must be demonstrated in the style guide to ensure
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consistency and clarity with the directors vision for the production, but also
to consider the limitations of the armature itself.
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3. Planning and formulation
The translation of the storyboard into practical layouts means that both visual
AnimationPreproductionDevelopment
and narrative problems can be identified and resolved before progress can
be made. Some technical problems can be foreseen in 3D stop-motion
animation, for example, where certain shots are impossible to capture
because the camera cannot physically be fixed into a particular position,
or where the scale of certain props prevents desired movements from being
engineered. In other instances, the layout artists quick-wittedness combined
with an ability to change or consolidate a scene with minimum distraction is
required, occasionally leading to some happy accidents that could not have
been predicted by the storyboard. Wherever possible, planning technical
resolutions to problems highlighted by visualizing the story helps to keep the
project on track and on budget by predicting problems early, and there are
some specific tools and techniques that can aid production.
Field guides
A field guide is used widely in two-dimensional animation to help layout
artists imagine and construct the picture field while working on the layout.
It has the immediate effect of visualizing what the camera will crop. For
example, if the director wants to move from an establishing shot to a close-up, The design and layout of any set must necessarily
include technical considerations, including the
holding the field guide between the eye and the layout enables the layout placement of lights and cameras to permit the
artist to see instantly what that camera shot will look like for the audience. shot selection deemed necessary by the director.
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1:33:1
The field guide typically consists of a clear sheet in a lightweight frame, Academy
marked with a faint static grid of rectangles. These act as an immovable
framework. Bigger rectangular windows are placed or marked on the grid
corresponding to the aspect ratio the production is going to be shot at.
Field guides conform to common production aspect ratios used by
different broadcasting platforms:
1:85:1
Widescreen
Academy ratio is 1:33:1
Widescreen ratio is 1:85:1
CinemaScope ratio is 2:35:1
Letterboxing involves placing a black slip above and below the frame
2:35:1
CinemaScope
Layers
Creating artwork in layers allows layout artists flexibility with their designs.
In traditional cel animation, clear acetate sheets are applied over each other
to ensure movement flexibility of key components, while other elements of the
design can remain static, saving production time and unnecessary expense.
The advent and application of digital media accelerates these principles, Letterboxing
and has the added benefit that layers are virtual rather than physical.
This is a distinct advantage for the layout artist, where the problem of layering
traditional physical cels would eventually lead to parts of the overall artwork
appearing to fade or lose focus. Every layer can be controlled individually so
that it is seen at the same intensity if necessary. Technical flexibility aside, the Different aspect ratios are required for formatting
to different viewing platforms.
layout artist still needs to factor in how many layers are required for the scene
to be conclusive and readable, rather than overly complex and confusing.
Cinematic thinking
The ability to think cinematically is a principal requirement for anyone
interested in making an animated project. It is a key skill that studios
and partners look for when seeking potential support for a production.
Cinematic thinking encompasses the conceptual and physical process of
determining and visualizing camera angles and choosing shot selections.
These decisions to represent the content of the project can shape the
production dramatically. They allow rhythmic changes of narrative pace to
reflect action in the plot, or to create visual pauses while the audience absorb
and understand information being imparted. The ability to think cinematically
gives productions a unique identity of interpretation, and also ensures that
particular elements can be framed so that they remain as memorable
markers in the audiences mind.
Essentially, the camera acts as the eye on the production and the
captured information is described as a shot. This imparts ordered
information on a basic level, but can also stir emotional responses from
the audience if used imaginatively. The camera can be employed in fixed or
variable positions and further cameras can be added to create different shot
optionsof the same frame if requiredthat will allow directorial choices in
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the editing phase. There are several possible types of basic camera Barry Purvess Tchaikovsky (2011) is a poignant
and touching account of the composer,
move that give creative freedom for the director to mix moves to achieve meticulously captured using a variety of
a desired shot: shots by Justin Noe and Joe Clarke.
Variable positions can be achieved by removing the camera from its fixed
position and hand-holding it, or by attaching it to a device where it can
capture information from unexpected sources, such as a balloon. Such
camera techniques are often employed in documentary and independent
animation, where they are often used to convey the effect that the camera
was hidden in a location that was not visible to the subject being filmed.
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Types of camera shots subjects in a scene by placing them
together but, for example,
Establishing shotused to exaggerating or minimalizing
introduce a scene and explain scale to give them unusual values
the context to the audience by and properties.
acknowledging external factors. Freeze-framethe camera captures
For example, we might see the scene a precise moment in time.
of a street, but recognize from other High-angle shotthe camera is
information in the shot that the fi xed above the eyeline of the
street is in a seaside town. character, allowing the audience
Medium shotenables a character to look down and suggesting a
or object to be seen against the superiority to or power over
context of his/her/its immediate the subject.
location, for instance a security Low-angle shotthe camera is fi xed
guard standing outside a below the eyeline of the character,
neighborhood bank. allowing the audience
Close-up shotdirects the viewers to look up and suggesting an Using a variety of cameras in different positions
allows variable shots and options for a director
gaze to a particular aspect of the inferiority to or fear of the subject. that are crucial when scrutinizing a scene for
shot, for example, a soldier Point-of-view shotthe camera maximum impact, as demonstrated here in
Madame Tutli-Putli (2007).
squinting down the barrel of a rifle. intimately sees what the audience
Extreme close-up shotexamines perceive the character or subject
in detail a focal point, for example, sees directly, although this may
using the illustration above, the also include the character or subject
soldiers eye taking up the whole in the frame if the camera is
frame. looking over the characters
Birds eyefocuses on the subject shoulder, for example.
from an overhead position and gives Reaction shotthe camera records
a sense of place and purpose to a the reaction to a scene or event
scene from an unexpected position, being showcased. For example,
which the subject may not be aware if a soldier is wounded, the reaction
of, for example, the enemy moving shot reflects the immediate reaction
into position on a battlefield. of his fellow soldiers.
Dutch anglean unusual but Sequence shotalso known by the
dramatic shot, where the camera is French term plan-squence, this shot
placed at an oblique angle, making allows events happening in the
the horizon line dip or lift from one mid-ground and background to
corner of the frame to the other, take precedence over what might be
conveying tension. happening in the focal point of the
Follow shotas the description scene among the main characters.
suggests, this shot pursues a Zooman extremely versatile and
character or subject through popular action: keeping the camera
a scene. still but adjusting the lens takes the
Forced perspectivethe camera is subject closer to or farther away
used to capture optical illusions of from the audience.
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3. With careful direction and selection of shots, and the support of equally
considered and applied sound design, the audience should not notice key
AnimationPreproductionDevelopment
Development drawings
The importance of drawing to animation development has been highlighted
previously as a skill that requires aptitude, practice, and time to master. As
the project develops, drawing takes on a more considered and detailed role.
Historically, the drawn animated image was central to determining
and defining animations legitimacy as a recognizable art form. In the
contemporary era, some of the immediate resonance of drawing may
have been partially hidden by advancing technical production processes.
However, much of the underlying success of productions is still owed
to an invested sense of drawn activity and language. Drawing both
encourages and rewards observation and imaginationtwo of the basic
ingredients defined and celebrated by animation. It is a vastly adaptable
and expressive skill, easily able to encapsulate and merge exaggerated
movement and description.
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of a production to illustrate observations in varying degrees of detail and
complexity. More specifically, the structural elements of drawing, such as
composition, placement, and emphasis, can have a profound effect on the
delivery of content if imaginatively employed.
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3. supporting narration, dialogue, or soundtrack. It is important to consider all
aspects of the production, as having multiple visual and aural effects can
AnimationPreproductionDevelopment
Dope sheets
A dope sheet, or exposure sheet, is effectively a blueprint plan of the
production. It shows the production crew at a glance how elements of visual
and aural material are to be pieced together in the production with correct
timings. The dope sheet is used to break down individual technical elements
into units of information, such as annotating which layers of artwork are being
used in a particular shot, the camera moves required, the part of the script
being animated, a guide to the supporting soundtrack, and any additional
sound effects needed. This information is held on the spreadsheet, clearly
indicating how many frames each of the components explained above will
last, and projecting what is about to follow in the production.
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Key movements
Animation occurs through the movement of objects between frames.
The frequency with which objects move can alter, but the consistency of
movement of the object itself varies depending on its function or purpose.
In a movement, there are points that explain the magnitude and frequency of
the action and these are known as key movements. For example, imagine
that a ball bounces in front of you. The two key movements of that particular
bouncing action are the impact as the ball hits the ground and the highest
point of the arc of the bounce, signifying that the ball is bouncing from one
point to another. One of Koji Yamamuras key frames for the
animated short, Muybridges Strings (2011),
produced for the National Film Board of Canada
Key frames (NFB), is ready for scanning.
In traditional animation, key frames are identified as being the start and end
points of a sequence of smooth transitional animated movement. These key
frames represent pivotal points where the greatest degree of the move
occurs, with the remaining frames in the sequence known as in-betweens.
Animators establish and create key frames, and while traditionally animators
known as in-betweeners would develop, clean up, and execute the
adjoining frames, today this process is for the most part digitally constructed
using software such as ActionScript.
With other digital platforms, such as Adobe Flash, the animator creates
key frames but relies on the process of software to fill in the spaces smoothly
through a technique known as tweening, whereby images are seamlessly
interpolated into the sequence. The versatility of tweening software enables
changes to a movement to be easily accommodated. The predictability of
such a mechanical technique can be overcome by essentially keyframing
each and every frame, enabling the creator to digitally manipulate and have Using a registration or peg-bar, frames are drawn
consecutively here on a light box before being
complete control over the whole creative process. scanned and played back in the corresponding
order to create a line test to check animated
movement through the frames.
Line tests
In traditional cel animation, a line test (or pencil test as it is sometimes
known) can quickly and efficiently enable an animator to flip consecutive
drawings by hand to see incremental movements created by a sequence
of drawings. Drawings are created on separate sheets with a fixed point
of registration illustrating a piece of action from a start to an end point.
The drawings are then held tightly and flipped in the chronological order
they have been created in, producing a linear sequence that moves between
a beginning and ending frame of action. It is also possible to scan or
photograph these individual drawings and play them back on screen
if necessary. The process allows animators to ascertain if some drawn
movements between one frame and the next are too pronounced and
movement appears to jar or jolt as a result. Many programs now offer
this facility for animators working in a digital environment.
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3.
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Character design
Characters play a crucial role in animated productions. They must be
designed for various uses, from acting as key defining tools for explaining the
developing plot, through to establishing a recognizable presence audiences
can identify with and attach an emotional response to. Characters have even
adopted the role of brand ambassador for the movie, television series, or
product being advertised, an example being Homer Simpson. A characters
versatility of function is a core requirement of his or her design and needs
important consideration when the character is being created. Time invested
in this stage of the process often reaps rewards later in production. It is a
common occurrence to check early development of character development
using a simple line test (see page 92) or a walk cycle (see page 99) to better
understand the form, function, and versatility of the character.
The legendary Walt Disney Studios animator,
Frank Thomas, was one of Walt Disneys early
The bones of character design recruits. One of the affectionately nicknamed
Character design goes beyond the simple outward visual appearance of Nine Old Men, Thomas inspired generations to
work as animators. Disney
a character and instead considers the potential overall embodiment and
flexibility of the form. This includes rudimentary inner facets such as stature,
posture and gesture, movement, and expression. Historically, a technique
known as rubber hose movement was used to animate characters, so
called because it tended to elasticize a characters movement and was
considered more efficient. The approach was developed by the Walt Disney
Studios in the 1930s as preparations for industrialized animation production
on a far greater scale gathered momentum.
Walt Disneys decision to hire artists had a massive influence on the
form, and their influence served to bring artistic principles of anatomy and
movement to mass industrial practice. These artists looked adventurously
at the way animation techniques could potentially illustrate the diversity
and complexity of articulation of the human form. Such approaches led
to examples of full animation in feature films. Here, every frame was hand-
drawn, ensuring the characters movement could be completely manipulated,
resulting in visual fluidity and greater options to explore a character in motion,
classically illustrated by The Three Little Pigs (1933).
By contrast, other studios such as UPA used a technique known as
limited animation. This relied on sequences of drawn animated material
being used in cycles or holds as a way of economizing, and depended
instead on supporting techniques, such as voice-over or a greater variety of
camera shots, to complete the production. The technique has the advantage
of being quicker, more efficient, and cheaper than full animation, and is used
today in many animated television series, Japanese anime such as Pokmon,
and animation for the Internet. Far from being limited, the true test for limited
animation is that it forces the animator to be inventive about where and how
to show movement.
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Experimental animator Max Hattlers film Collision
3. (2005) is a good example of limited animation,
using repetitious, geometric, symbol-laden
shapes in quick succession to play on deeper
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The art of character design
In recent years, historians of animation have made connections between
the art of animation and the major art movements, serving to highlight
parallel concerns and centralizing the view that animation was very much
contextualized by developments in the wider world. More recently, animation
has begun to have a profound impact on the definition of the arts more
generally as it pervades feature films such as James Camerons Avatar
(2009), video games such as Gran Turismo and Call of Duty (both 2010),
and even the opening ceremony performance at the 2010 Winter Olympics Keen to evoke a sense of national pride and
passion, the Canadian organizers of the 2010
in Vancouver, where animated diving whales were projected on the center Winter Olympics in Vancouver chose to
field of the stadium. If Chuck Jones and Tex Avery championed art through commission special animated effects to illustrate
the cultural and spiritual identity of the host nation
their now infamous characters, such as Bugs Bunny and Daffy Duck, the to the watching world.
mantle has certainly been picked up and carried in the contemporary era
by the likes of Nick Park, Philip Hunt, and Matt Groening.
Characters need to be easily recognizable, able to be identified through
their appearance, voice, abilities, and actions, and also capable of carrying
and enacting the story to the viewer clearly and functionally. Their increasing
visual prominence and recognition as forms that exist beyond the world of an
animated production has inspired leading Hollywood actors, including Tom
Hanks, Tim Allen, and Dakota Fanning, to voice household namesin these
examples, Woody, Buzz Lightyear, and Coraline respectively.
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3. order to validate his supernatural ability. Permitting these actions to occur
requires an understanding of key technical skillstiming, lip-synching,
AnimationPreproductionDevelopment
Timing
In all forms of animation production, the ability to understand and control time The Brothers Quay film, Street of Crocodiles
(1986), is an excellent example of the suspension
is a central issue. In character design, an understanding of time allows the of disbelief principle in animation, where the
audience to engage with and have empathy for the character, mapping their tension between stasis and flux is palpable.
movement as it is synchronized against the other production elements of
voice-over, dialogue, and supporting sound effects. Mastering the techniques
of timing allows the sense of time to be constructed, manipulated, and
exaggerated through controlled movement.
In principle, a character functions on an invisible axis or line of movement.
Horizontal movements are conducted along a simple x axis, while vertical
movements take place on the y axis. In three-dimensional animation,
where the properties of the character in space can be explored, depth is
represented by the z axis and can often produce some startling and
unexpected results. Similar possibilities occur in two-dimensional animation,
where an understanding of the rules and applications of perspective can
produce scenes exploiting optical illusions with characters, especially where
exaggerated scale is used between the depiction of character traits and
environments, as illustrated by Gerald Scarfes drawings for the Pink Floyd
film The Wall (1982).
Once a character is given license to move, it needs to display these
motion qualities openly to the viewer, mimicking and exaggerating our own
understanding of the timing of movements. For example, characters can be
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imbued with the sense of anticipation that a movement is going to occur.
Anticipation signals that a movement is going to happen and is directly linked
to previous and future movements. At the end of the movement, an action
known as follow-through occurs, where the body is allowed to come to a
natural rest rather than freezing still. Anticipation and follow-through can
be considered forms of animated punctuation and their use can make
movement seem more natural and less artificial.
Equally, absorbing and promoting this understanding of timing allows
instances such as pauses, which help the audience to identify characters
and signify moments where action can take a different course, or plot
direction can change. Such pauses may not be immediately noticeable
directly to an audience, because they are masked by other production
effects, but they serve to create visually grammatical holds where the
audience can focus on an upcoming event or regroup after an intense period
of action. It may require many years of practice to understand and develop
this skill, but its application can undoubtedly make a substantial difference
to a production.
Other effects such as gravity and physical possibilities and limitations
also present timing possibilities and obstacles. Even if characters are not
firmly rooted stylistically in a realistic approach, the audience is conditioned
to expect that certain events will naturally occur. Changing such elements
often leads to synthetic-looking results. Examples include when an object
appears to float because it lacks an expected mass signified by its scale and
depiction; or when the impact of a collision fails to refer to the traveling mass
of a colliding object, such as a train hitting a station platform and the resulting
devastation being proportionally smaller than anticipated. Adopting a slow
in and slow out approach demonstrates that the animator understands that
movements are not continuous, but have natural rhythmical interludes that
accelerate and decelerate to reflect the nature of a complete action.
Lip-synching
A way of convincing the audience that a character has come to life,
expressing the ability to breathe and talk, is through the technique of
lip-synching. This is a complex and tricky technique, conducted on an almost
frame-by-frame basis, and requires continual intervention by the animator
not only to render the mouth in the right position for every frame, but also to
anticipate end movements as naturally as possible. For English-speaking
characters, there are nine basic types of mouth shape (see drawing opposite)
to signify and imply recognizable speech and suggestion. For example,
many people do not close their mouth immediately after speaking a word.
It is this sense of naturalistic behavior that the animator is looking to impose
on his or her character. Equally, the sense of responding to a question
through the anticipation of sound, movement, and concurrent breathing is
hard to reproduce faithfully. Slight movements to the mouth shape signify a
change between vowel and consonant sounds within a word, and it is
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3. The nine basic mouth shapes employed by
animators to imply speech. Groups of letters
create specific sounds that must be linked
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AI O E
U CGJKRSXYZ D L N T TH
W Q OO BMP FV
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Eadweard Muybridges revolutionary photographs
of animal locomotion revealed to a disbelieving
public that all four horses hooves leave the
ground when galloping.
and played back, indicating how potential movements might occur. While it
is predominantly centered on the articulation of movements of crossing and
stretching in the lower body and legs, a walk cycle fundamentally introduces
the principles of related movement to the body as a whole, as it is connected
and therefore creates secondary movements.
Since the work of early motion-capture pioneers such as Eadweard
Muybridge (18301904), whose The Horse in Motion successfully proved
to doubters through the use of stop-frame photography that a horse lifts all
four feet in the air when it gallops, animators have continually strived to prove
that characters they have designed have the ability to freely anticipate and
respond to movement. In short, they respond to the laws of physics that
govern them, whether real or imagined.
The walk cycle confirms vital and necessary connections that can inform
aspects of the characters physical appearance, having a profound effect
on an audiences understanding of the character. For example, producing
a walk cycle allows exploration of different facets of movement, from shuffling
and ambling through to leaping and bounding. This will include the rise and
fall of the body as it naturally and rhythmically contends with deliberate
directional movements.
Suspension of disbelief
The suspension of disbelief is achieved when an animated sequence
succeeds in appearing to make an impossible act happen, like a character
lifting up a car over his head. This is achieved using a balance of accepted
and reassuring elements on screen and allowing the impossible character
or act to operate within the confines of the scene. Animators need to balance
the audiences established views and beliefs, but introduce and embed
objects or situations in a position where the impossible can, seemingly,
become not only possible but also believable.
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3. Given that animation is a form based on artifice and illusion, it offers
extraordinarily broad and free license to indulge in creating characters that
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Developing characteristics
101
In order to believe in a character, the audience must be drawn into believing
the overall look and feel of the wider production. It is absolutely vital not to
look at the idea of developing characteristics in isolation. Animation is the
sum of all of its parts and any element that jars will make the audience
suspicious of the production overall. It is important that the context of the
assumed environment beyond the screen is considered in order to ground
the character. For example, when we see a character in a production,
we naturally assume that he or she (or it) will have come from somewhere,
will have had a previous life or experience, and will effectively be bringing
these experiences to the screen. He or she will belong to a direct (seen) or While countless examples of heroes and villains
exist in animation, the Warner Bros. characters
indirect (implied) family tree and a wider world context and will have been have a enduring appeal, typified here by Wile E.
shaped by conditions that may still be prevalent in the scenes and locations Coyote.
of the production as it unfolds.
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3. Metamorphosis
Movement is central to animation, but is not confined to shifting objects
AnimationPreproductionDevelopment
Narrative construction
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Conclusion
Visual preproduction is complete only when the storyboards are signed off by
the director, the layouts created, and the characters designed. The project
now awaits approval from the commissioners and clients to move into full
production. At this point, all aspects of the production should have been
checked against the schedule and the budget. It is imperative that any
issues concerning the projected schedule are brought to the attention of the
director so that decisions can be made to help maintain workflow continuity,
as many more crew members are now going to become involved in the
animation pipeline.
In the next chapter, we will examine the importance of sound, and
look at the role it plays in animation and how it is constructed and used
to emphasize actions and movement in a production. We will investigate
what considerations need to be given in the preproduction phase to ensure
the form can be planned, recorded, and utilized to the full.
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4.
PreproductionSound
Sound is a vital component in an animated production, all too often
overlooked by students approaching animation from a purely visual
perspective. Like other aspects of the animation project workflow, sound
features in all the phases of production: from the collection of research
materials and the generation of early concepts and ideas, through the
production of the animated project, to producing the animation in
postproduction.
As we have already seen, the visual elements of animation are
constructed artificially, and sound is built in this way too. To work effectively,
sound needs to be designed so that it can fully integrate with the script and
the animated visual elements. Sound can spark, and certainly accompanies,
the development of the narrative and helps to form and shape the production
through the inclusion of dialogue and music, culminating in the addition of
special effects in the production phase. The inclusion of sound gives the
director a further vast array of tools to delineate and describe a production,
using the design of sound to emphasize and explain the animation to
the audience.
This chapter considers the inclusion of sound in animation and its many
benefits. It introduces a broad overview of the physical properties of sound,
and explains how it is appreciated and understood by the audience at large.
Important components of sound design are established and applied to
the principles of dialogue, music, and special effects, through a studio
environment. The chapter concludes with an illustration of the way in
which sound is handled through the animated production phases.
Animation pipeline
Understanding sound
To understand sound, we must consider its construction. The property of
sound consists of three phases: a source, a medium, and a receiver. For
example, the source might be the distant rumble of an avalanche that creates
acoustic energy; the medium is signified by the air over which the acoustic
energy travels; and the skiers ears in the valley act as the receivers, picking
up the sound. Like the visual examples we have seen previously, the aural
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4. animation production process also relies on artificially constructed forms
that are envisaged and established by a sound editor and sound designer.
AnimationPreproductionSound
Sine wavesine waves use a horizontal axis as a zero point, with waves
extending above the line signifying compression (higher pressure) and
those below the line signifying rarefaction (lower pressure). High
points are known as peaks, low points as troughs. A cycle is created
when a wave turns through 360 degrees on itself. Waves can move in
tandem, producing more energy, or can oppose each other, causing
phase cancellation.
Amplitudewaves digitally recorded are referred to as a signal and
amplitude is the measurement of the energy emitted in this signal. After
conversion to acoustic energy, amplitude exerts pressure on the listeners
ear, measured in decibels (dB) and in sound pressure level (SPL), known as
the dynamic range.
Frequencymeasured in hertz (Hz), frequency illustrates the number of
occurrences of a repeating event per second, and is understood by humans
in terms of musical pitch. We can hear a range of frequencies from roughly
20 Hz20,000 Hz.
Timbresounds that contain sophisticated personalized qualities or
independent characteristics that mark them out as being unique.
Wavelengththe distance between the successive crests of a sound wave,
measured from one high point of a wave to the next.
107
where many sounds replace visuals, but do not exist in the events outlined in
the confines of the frame.
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4.
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Audience perception of sound
The audience has become very adept at understanding sound in relation to
animated production. Within a century, we have moved from silent animated
feature films to myriad aural possibilities. Disneys Steamboat Willie (1928)
succeeded in helping the audience feel the emotional content in the film.
Such astonishing developments have been accomplished through a mixture
of directorial ambitions, production developments, technical advances,
and, perhaps most significantly but least appreciated of all, the highly
knowledgeable understanding of the relationship between image and
sound exhibited by the audience. One of the worlds foremost animators, Jan
Svankmajer is famous for his surreal films that
Some of this knowledge is part of our human makeup, as we are able often have propagandist themes, illustrated here
to process, absorb, appreciate, and understand sound more efficiently than by The Death of Stalinism in Bohemia (1990).
we can visuals, thus fast-tracking our understanding of particular scenes.
For example, our field of vision is physically limited to 180 degrees, whereas
our experience of sound is an all-encompassing 360 degrees. Therefore,
utilizing animation to appeal to both sight and hearing in unison allows
potentially very complex ideas to be communicated. In animated propaganda
films, the properties of vision and sound are accentuated to provide a sense
of drama, but also to provoke the audience to remember what they have
seen. Good examples include Jan Svankmajers The Death of Stalinism in
Bohemia (1990) and Piotr Dumalas Franz Kafka (1992).
This balance is worth investigating when watching animation. It is entirely
possible to have a relatively simple visual scene illustrated for the audience,
but then to manufacture a complex sound design to accompany it. The
resulting scene envelops the audience in a rich and varied moving visual and
aural landscape, which creates an assault on the senses, but which is largely
led by the design of the sound. A good example of this occurs in Christopher
Nolans Inception (2010), where the street scene appears to explode,
animated through a stunning mixture of visual effects, but characterized by
the score and complemented by recorded and foley effects (see page 121)
which combine to create an arresting and bewildering sequence for the
audience. Turn the sound down while watching this sequence to understand
how much of the drama comes through the sound design.
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4. battlefield. The development of sound design is particularly important in
this regard, as animated productions move away from traditional screens,
AnimationPreproductionSound
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with smooth sonic transitions can help exaggerate visual effects in a
believable but uncompromising manner.
Perhaps the most significant requirement of the sound design in the
production is the possible scope for enabling tension and release to mirror
narrative intent. In tonal music, harmonies written with dissonant chords
create tension whereas consonant chords provide a welcome release.
Both instrumentation and dialogue perform these variations, where the
cutting edge of a screeching electric guitar creates greater tension than
the melodic dalliance of a clarinet, or where an actors punchy delivery spikes
at the heart of a subject but a lilting soft accent skims the very edge of the
piece. Further support can be provided by accompanying sound effects,
so the scream of a bullet immediately awakens the audience, while waves
breaking against the shore provide an altogether more refined air.
Stems of sound
Whether specially written or adapted, musical
scores need to be played back in real time
This section highlights the key components of the three characteristic stems to allow the director and music editor the
of sound design: dialogue and narration, music, and special effects. opportunity to time sections that will be
blocked as sequences to animate.
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4.
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clearly has an important defining role to play in the nuanced development of
characters, establishing their age, sex, and ethnicity, together with their
place as part of the production. Casting an actor to deliver dialogue is
crucial to the success of the production, not just for the believability of the
character, but in the requirement to click with the other characters
supporting them.
Meanwhile, narration identifies and supports events happening on screen
from a distance, with the narrator being excluded from interaction with the
characters, and delivering material in either the first or the third person.
Many examples of narration exist in animated film, a good example being Les
Ortons Under Milk Wood (1992), which features narration by the actor Richard
Burton. Narration is also a good vehicle for explaining and informing the
audience about subjects that are fact-laden, an example being the short film
Branching Out for a Green Economy (2011), which is narrated by the naturalist
and broadcaster David Attenborough. His authoritative tone, combined with
the freshness of the visual imagery, works well in dispensing environmental
advice without prejudice or persuasion. Some productions, such as
Above Dialogue and narration are crucial
components of an animated production. Some
actors, such as Tom Hanks and Tim Allen, have
demonstrated that their understanding of comic
timing has informed not only the chemistry
between their characters, but the directors
vision of the feature film itself. Disney
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4.
115
DisneyPixars Wall-E (2008), required dialogue in deliberately nonsensical
tongues, known as a synthetic language, to plausibly demonstrate that
creatures or objects are able to communicate with one another.
Casting voice talent for animation is a complex process, as artists will
invariably need to immerse themselves in a character over the timeline of
the production in order to perform with sincerity. Directors hiring voice artists
must look beyond necessary essentials, such as the clarity of the recorded
voice, to acting ability and the ability to interpret from the imagined. The
process of finding voice talent is conducted in larger productions by the
casting consultant, whose job is to interpret the voice talent needs of the
director and act as a negotiator between the studio and casting agents.
The casting agents role is to represent their voice talent artists, promote
and suggest particular artists for special voiced parts, negotiate the terms
and conditions of contracts between the artist and the studio, and to manage
the artist while they are signed to a production.
Voice talent artists come in many guises, including individuals who have
very defined voices and others who revel in mimicking a range of accents
and styles. Agencies represent artists capable of voicing dialogue or
narrative parts in a wide range of genres, from independent documentary
through to science fiction. Regardless of the size of the part, a voice talent
artist is usually presented with the whole animation script in order that he
or she can understand the story and the atmospheric conditions in which
it is set, as well as the physical and emotional connections between the
characters. Read-throughs of the script are conducted between the
director, voice talent artist, and casting consultant, and takes are recorded
many times to achieve exactly the right tone and speed of delivery of lines
corresponding to the actions of the character being portrayed. Of course,
this level of preparation is seldom witnessed by the audience, but will often
guarantee that the believability of character depth and plausibility of emotion
is coherent.
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4. Microphones
In a similar way to how the human ear processes sound, a microphone
AnimationPreproductionSound
simply converts acoustic energy into an electrical signal. The outer face
of the microphone collects sounds, while the inner diaphragm vibrates to
produce a signal as an acoustic wave. Animation production uses two basic
types of microphone: dynamic and condenser. Dynamic microphones
capture loud sounds in close proximity, while condenser microphones are
popular in vocal settings as they can be more versatile, can be placed farther
away from the source, and are considerably lighter. Each type of microphone
conforms to a particular polar pattern, which picks up certain sounds
dependent on the direction of the source sound. For example, universal
sound is captured through omni-directional microphones, while more
directional microphones are known as cardioids. Microphones capturing
voices are positioned between 8 and 12 in. (20 and 30 cm) from the actor
delivering the lines, and a pop shield is used to prevent unwanted air hitting
the diaphragm inside the microphone and distorting the sound. For this
reason, the script is broken down into segments that can be recorded
incrementally, before being edited and imported into the animation
production program.
Direct sound
Full frequency
Full amplitude
0 on axis
90
Reverberant sound
Medium-high frequency
180 off-axis
POLAR PATTERNS
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Students prepare to read from an animation
script, planning where to place emphasis on
particular letter sounds to prevent additional
unwanted or distorted sounds.
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4. Music
Designed sympathetically, music acts as an important tool for the animation
AnimationPreproductionSound
Musical delivery
Different aspects of music are used in animation to drive and deliver
convincing productions. Melodic sections are devised to explore or
accompany linear developments, while harmony provides intrinsic emotional
support for a narrative. Rhythm allows the pace of a production to be defined
and supported. Music can be positioned to allow sounds to follow visual
movements, much like a writer uses punctuation in language to emphasize
particular events and circumstances. This process is known as dynamic
panning. Music can also be interpreted stylistically by a conductor and
orchestra to highlight particular aspects of a character, including genre and
national identity. Historically, such figures as Scott Bradley and Carl Stalling
played a major part in defining the sonic success of the sight gag cartoons,
typified by Tom and Jerry, where visual jokes were anticipated, played out,
and enjoyed by musical accompaniment. But as television production
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Hungarian-born composer, Mtys Seiber,
conducts the orchestral recording of his score
written for Halas & Batchelors Animal Farm
(1954).
Scoring
To develop a score, the director discusses his or her ideas with the music
production supervisor, together with the music editor and the orchestral
contractor, depending on the scale of the animated project. The music editor
is in charge of compiling, editing, and synchronizing the musical score in
production, and may look to a film composer to create an original score for
the animation. Meanwhile, the music production supervisor develops the
relationship between musical and visual parts of the production by selecting
and licensing any prerecorded music used. The orchestral contractor will
select orchestras that are able to perform musical scores, interludes, and
anecdotes as directed by the composer or music production supervisor.
If a composer is commissioned to create a score, it is essential from the
outset to supply an agreed timing detail. This may be achieved by bringing
in the composer to work alongside preproduction artists as they shape and
define the storyboards, or may be put into action through a developed
animatic that contains sufficient clarity to allow accurate musical
interpretation. The briefing between director, composer, music production
supervisor, and music editor should highlight the importance of music in the
scene(s) discussed, the incremental points where significant action happens,
the use of dialogue or narration, and the moods or atmospheric conditions
prevalent in the visual production of the scene(s). From here, the discussion
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4. might consider where underscore can be used to add continuity, or where
it needs to make dramatic effect or to act as musical paraphrasing for
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the audience.
This discussion forms the basic foundation for a cue sheet to be
completed, enabling the composer to sketch out key themes that can
be played, with the help of instrumentation, to the director in the studio.
This is known as a temporary (temp) track. Once approved, each cue is
orchestrated and recorded in the studio environment. It is worth noting that
where budgets are small, directors often turn to production music libraries
to source rights-free music, which can be a cheaper and labor-saving
alternative. Examples include LicenseMusic, DeWolfe, and KPM.
Sound effects
Sound effects are used to emphasize narrative components of the
production. In animation, the idea that inanimate objects may have their own
sounds is as comprehensible as their having an inner logic controlling their
actions and appearance, and this concept needs to be factored into any
sound design. Sound effects are seldom heard in isolation, but rather as part
of the bigger soundscape, often to highlight elements that can be linked and
to draw meanings for the audience. They can be used in establishing a
character, setting a scene, and framing the wider production. For example,
the roar of a jet engine, or the screech of tires on tarmac, might signify an
airport setting. Equally, sound effects can be used off screen to imply or
subvert meaning, adding a sense of mystery and sophistication.
The sound-effects editor works with sound-effects designers and foley
artists to produce the sound-effect stem. Typically, sound-effects designers
work on designing and building specific recorded effects in a studio setting.
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These are categorized as hard effects and are linked to directed actions Marc Craste and Jon Klassens dramatic Winter
Olympics 2010 animated sequences draw on the
or objects occurring on the screen. In contrast, foley artists make, find, and Innuit legend of rescuing light and peace from
record sound from often surprising sources, borrowing incongruous sounds a world of impending darkness, aided by an
imposing and climactic musical score.
that can be reapplied to other situations. An example might be a recording of
a water droplet landing in a half-filled bottle, which could be used to make a
sound effect to represent water dripping in a damp cave. These sounds are
known as soft effects and are often blended to provide sounds to
off-screen occurrences. Background sound effects create depth in the overall
ambience of a scene or situation, while foley effects provide a performative
series of sounds that catch and embody the action on screen.
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4. Thinking about and recording sound effects
Inventively conceptualizing sound effects requires intuition and creativity to
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Effect editing
All sound effects captured on location and in the studio require signal
processing to maintain consistency. Sound-effect editing removes unwanted
sounds from a recording, but can also be usefully employed to change the
duration of recordings and the effects by adjusting their frequency. It is
possible to adjust the length of audio files without damaging their pitch,
through a process known as sound shaping. This is achieved either by
using time compression or by looping the sound, and then playing with levels
of volume, pitch-shifting, and compositing to consider variation and
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conditions. It is also possible, and desirable, to remove unwanted sound
using digital noise-reduction software, which cleans the sound without
radically disturbing the original recording. Other options include reversing
and reverb, which reinvent sounds by shifting their pitch, and Doppler
(named after Austrian physicist Christian Doppler), which alters the
audiences perception of sound perspective. This is often used to encourage
the establishment of a point of view in a sequence, and is best illustrated by
the way an emergency vehicle siren sounds higher pitched as it races toward
us and lower pitched as it speeds away.
Synchronizing sound
The layering of sound effects to enhance music, dialogue, and narration
should be carefully handled to provide the correct weight and nuance to
animated content. Synchronizing the sound effects against other aural forms
allows instances of recognition and confirmation of actions or events to be
achieved, as well as creating dramatic points or periods of delay and tension.
The decision about the placement and panning of the sound effects is taken
in the final mix, where the sounds can be considered alongside final cuts of
narrative, dialogue, and music.
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4. monitors and mixing desks, it has been possible to achieve high levels of
production at a fraction of the cost charged by professional studios. Through
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Mixing desks
Given the complexity of the sound component of an animated production,
it is desirable to build any soundscape with as much real-time hands-on
control as possible. The modern studio mixing desk allows the sound
engineer to work with source visuals, editing and mixing sound stems in
tandem to create the overall aural feel of the scene in question. These mixing
desks allow for stereo panning of individual sounds by seemingly placing
sounds around the audience, or by surrounding the audience in a cloak of
sound. Additionally, the panel allows sounds to be faded and checked using
parallel audio and video playback monitors.
Conclusion
Sound performs a vital role in animation but, because the visual action on
screen is constantly moving and evolving, it is often marginalized. In many
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respects, successful sound design should accompany the visual action, in
certain circumstances introducing, developing, and signaling aspects of the
plot or characters, while in other parts providing a more emotive or evocative
background, encouraging the audience to ponder and reflect on the story
or anticipate what might follow. By default, audiences will, therefore, be
more aware of a score, musical cues, or special effects at certain points.
The success of the sound design hinges on careful planning and good
execution by the members of the crew responsible for interpreting the script
and story ideas, designing the sound to include music, dialogue, narration,
and special effects where appropriate, and preparing for these recordings to
take place in the production phase. Now the project is gathering pace, with
the consolidation of visual and sound planning material providing momentum
for the crew. The different components of the production are still very much
working in tandem, marshaled by the director, and it will soon be time to
finally review the preproduction material for agreement and sign-off, signaling
that the project can now move into full production.
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5.
Production
The real advantage of animation as an artificially constructed medium is
the variety of ways that projects can be realized. This flexibility ensures that
traditional and digital processes can co-exist, enabling traditionalists and
purists to continue producing work in the field, but opening up the possibility
that new participants can use animation also for communication, information,
education, and entertainment productions. From simple projection devices,
such as the zoetrope and praxinoscope, through traditional hand-drawn
and painted cels, stop motion, and jointed puppets, to advanced computer-
generated virtual animation, the continuing experimental possibilities of
animation are central to its extraordinary success as a pervasive and
progressive art form. A great idea, a burning ambition to tell a particular
story, or a compulsion to deliver a particular set of facts, coupled with a
thorough understanding of previous, current, and potential future techniques
of animation are the raw ingredients needed to produce exciting work.
This chapter examines the variety of production methods used to create
animated contenttraditional cel animation, stop motion, 3D computer-
generated imagery (CGI), and unorthodox processes. Consideration is
given to the history and development of these forms, illustrating successful
exponents of each and providing detail about the benefits and limitations
that students can expect to contend with when producing their own work.
Attention is also given to the development of sound in the production Choosing animation as a preferred
phase and the signing off of the final work by the director. communication vehicle has been commercially
very successful for the British bank Lloyds TSB,
with spin-off merchandising following public
awareness and brand recognition.
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Barry Purves animating on set.
5.
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Dads Dead (2002) is noteworthy for Chris
Shepherds decision to use a variety of animation
production processes to challenge the viewers
perception of mediated images.
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5. Simple motion devices
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Cel animation and traditional
2D processes
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5. Rotoscoping
The rotoscope was invented and championed by the Fleischer brothers
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in 1915. The writer Mark Langer describes the rotoscope as a device that
allowed the rear projection of a live-action film frame-by-frame on to a
translucent surface set into a drawing board. An animator could simply trace
each live-action image on to a piece of paper, advance the film by another
frame and repeat the process. By these means, the live-action images
became a guide to detailed and lifelike animation. Rotoscoping was used
specifically to great effect in the Cab Calloway dance-walks in a number Rotoscoping was used as reference to great
effect in Snow White and the Seven Dwarfs (1937),
of Betty Boop cartoons, and as reference to help animate the sequences where Snow Whites character came alive through
where Snow White appeared in Snow White and the Seven Dwarfs (1937). pioneering use of the technique, combined with
the skillful art direction of Webb Smith. Disney
While the instrument has been superseded by more efficient digital
technology, the term rotoscoping is still in evidence today. It is arguably
the closest form of technique linking live-action film to a two-dimensionally
animated process. Rotoscoping has the potential to give the animator
freedom to make content and stylistic editing decisions, making it useful
for showing technically accurate, but non-specific information. For example,
it could be used to show particular figurative actions or situations without
revealing the individual, by masking his or her identity.
However, as a technique that enables a form of translation to occur,
it is worth noting that visual differences between reality in cinema and in
animation mean that investing solely in such techniques can produce visual
results that can appear wooden. Avoiding such unnatural depictions of form
and movement requires careful checking and tweaking by the animator. Thanks to digital animation pioneer John
Stehuras film, Cibernetik 5.3 (1964), the
possibilities of merging art and science through
2D computer-generated images animation became a possibility for exploration
and output.
Two-dimensional computer-generated animation is created, produced, and
edited exclusively using digital technology. The animator commands the
computer to store and act on creative instructions, processing them into a
form of mathematical data that translates how each frame of animation is
constructed, rendered, and pieced together in a corresponding sequence.
While some may consider digital technology a relatively young phenomenon,
in animation it has existed for a significant period. Highlighted by independent
pioneers such as Larry Cuba, Ed Emshwiller, and John Stehura, who
embraced, experimented, and shaped digital production possibilities during
the early 1960s, computer-generated imagery has informed and developed
an important strand of animation production through larger studios and
smaller production companies. Much of that early experimentation and
research with primitive digital technology has informed software production.
Today, there is a significant variety of production, editing, and compositing
software available for a fraction of the cost once associated with this kind of
production. Such availability and affordability opens new doors of possibility
for animators, and has also encouraged other creatives to explore computer-
generated animation.
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Toon Boom Animate Pro allows animators the
opportunity to create content, animate, and
composite all in one program.
CGI platforms
While acknowledging that computer-generated imagery has revolutionized
the production of animated projects, especially for independent producers
and small studios, it is worth remembering that this revolution has also
affected the editing, compositing, and distribution of digitally made work.
A platform for creating work is generally dependent on the software used.
For simple core designing, processing, and editing of images, the Adobe
programs Photoshop and Illustrator, together with Corel Painter, are good
examples of versatile and user-friendly off-the-shelf packages available to
buy at competitive prices.
Animators wanting to scan, line test, ink, and paint cels and animate
movements use programs such as Cambridge Systems Animo, Toon Boom,
and Bauhaus Mirage, with Cel Action and After Effects popular among
independent producers. On larger-scale productions, several studios have
in-house developers responsible for creating specific software programs.
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5. Often these developers are highly qualified computer scientists who work
closely with their creative counterparts to seek solutions to difficult production
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problems and these products are then offered to the wider market to fund
future projects. A good example of such a program is Pixars Renderman.
Adobe Flash
A program primarily directed at helping animators create work for the Web,
Flash is cheap and easy to learn and has proved to be an extremely versatile
product. It is a good example of a transitional program: written originally
to work as a drawing tool, it was reincarnated as an animation package to
respond to the rapid growth of new technology. Flash has gone on to be the
tool of choice to create simple, effective pieces of animation online where
bandwidth is limited and large and complex image files would clog a users
system unnecessarily. Increasingly, it is also used for creating limited
animation, with several studios, including Studio AKA and Robbers Dog,
creating successful productions using Flash that showcase a creators
economical conceptual, development, and articulation prowess.
Stop-motion animation
As the term implies, a simple motion can be created between stops by
manipulating elements incrementally in front of, or under, the camera and
then shooting the result as an individual frame. The finer the move in each
frame, the smoother the transition when played back in sequence. This is
what makes stop motion so time-consuming, but equally so rewarding.
For a seconds worth of animation, twenty-four frames will need to be
manipulated, anchored, lit, and shot. Stop motion can be two-dimensional
or three-dimensional in format, and includes techniques such as oil- or
sand-on-glass animation, two-dimensional cut-out animation, puppetry
using stringed or silhouette forms, and clay animation.
2D stop motion
There are several ways of working two-dimensionally in stop motion,
each essentially applying the principle of incremental movement effected
and recorded by the animator, creating a frame of film. Animators have
experimented widely with simple malleable media to striking effect.
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metal frameworkknown as a rigmakes for a rewarding working method. Working with transitory materials such as paint
or sand on a non-porous surface creates
It allows important acts such as metamorphosis to occur. It is also possible interesting opportunities, illustrated here by
to film more than one layer at once in a single frame by adding other layers Ferenc Caks film, rints [Touch] (2009).
above or below the original. In this instance, the animator needs to determine
which parts of the lower layers are going to be obscured. This process
effectively enables limited animation to happen without the need to redraw a
whole new frame. An example might be where a characters face appears in
shot, but the only movement is the eyes looking left and right, so only the
eyes need to be animated through the next few frames.
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5. Simple paper cut-outs
Allied to the idea of working with layers, the process of paper cut-out animation
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can be used to striking effect for relatively little effort. A technique best
employed where only simple or limited incremental movements are required, it
is both a cost- and time-effective method of creating a credible and believable
animated result. Famously employed by Terry Gilliam in the animated
sequences of Monty Pythons Flying Circus, the technique uses pieces of
paper, card, or cloth that have been cut, torn, or folded and placed on a
surface where they can be manipulated and recorded frame-by-frame. To
create a character using such a technique the animator must create a series of
heads, torsos, and limbs that can be placed, removed, and replaced by others The late Oliver Postgate with fellow creator Peter
Firmin was responsible for creating some of the
incrementally to create a desired move. The greater the number of most endearing childrens animated television
interchangeable parts, the more sophisticated the movements can become. series, including Ivor the Engine (above), Noggin
the Nog, and The Clangers.
However, the process does require great craftsmanship and a mastery of
technique to manipulate the limited elements convincingly so that they can
be read correctly in motion. Those willing to attempt the technique must
be organized in the way that scenes are constructed and recorded and
need to pay particular attention to the way movements are planned, timed,
and documented, as mistakes are difficult to correct in postproduction.
The rewards of using the technique are revealed in the works of many
wonderful artists who have imaginatively and enthusiastically embraced the
process. Examples include the veteran Russian Yuri Norsteins masterpiece
Hedgehog in the Fog (1975) and British animator Oliver Postgates collection
of childrens television series such as Ivor the Engine and Noggin the Nog.
3D stop motion
This technique simply enables three-dimensional forms to be created,
manipulated, and captured. The process is complex but is rewarded by
the potential to achieve magical results, since every element within the
frame will have been crafted to match the creators expectation. Sets, props,
and characters are imaginatively constructed from a variety of materials to
make full use of the spatial possibilities of this kind of format. Meticulous
preparation is required to dress the set for shooting, successfully manipulate
the elements within the frame to indicate movement, and also control
conditions around the set itself to ensure stability and continuity. Stop
motion as a technique encompasses areas such as puppet animation,
clay animation (also known as claymation), model or object animation,
and go motion.
Armatures
Where figures require manipulation to suggest movement, an armature is
needed to act as a strong skeletal framework. The armature can be made
from any material that is sturdy enough to support the weight of its body
material. Armatures can be bought or individually crafted, but much will
depend on the kind of movement the figure is anticipated to make. Small
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movements may only require certain parts of the figure to move, but full-scale This sequence of images from Madame Tutli-Putli
shows the creation of the armatures and puppets
movement will ultimately mean the armature will need to be finely engineered. used in the film, working from a twisted wire
Simple armatures can be fashioned from wood, which has the advantage construction and using custom-molded parts
to authentically create original characters.
of being easily shaped and joined but has limited durability. A more robust
choice is an armature made from metal such as aluminum, which is light,
strong, and reliablean important consideration given how many thousands
of potential movements will need to be created to animate a production.
These armatures are normally movable using ball-and-socket joints that
allow for a variety of poses and holds to be staged.
Puppets
A puppet is a representation of a human or animal form, or an inanimate
object, that is manipulated by a puppeteer to animate movement. Animation
has had a long and successful association with the puppet form, particularly
in the Eastern European tradition of toy-making and puppetry through the
talents of Jir Trnka and George Pal. Trnka lived in his native Czechoslovakia
all his life and created the masterpiece Ruka (The Hand) (1965) where
a puppet interacts with a live hand as a tale is told of oppression and
censorship using deft but hugely loaded figurative movements. Pal escaped
Nazi Germany for Hollywood, where he invented the Puppetoon for
Paramount through a series of stop-motion short films and also created
special effects for films such as War of the Worlds (1953).
Historically, puppets have been used as props to tell stories or explain
myths and legends in many forms throughout the world. From the carved
wooden Bunraku puppets developed in Japan in the seventeenth century,
through to simple cut-out shadow puppets that form silhouettes against lit
backgrounds, to hand puppets such as Punch and Judy where the character
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5. is worn like a glove by the puppeteer and fingers inside are used to indicate
movements, puppets and marionettes have been central to an audiences
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Master stop-motion animator Barry Purves with
his Tchaikovsky puppet, created by Mackinnon
and Saunders, for the film of the same name
released in 2011.
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5. Crocodiles (1986) by the Brothers Quay (comprising Americans Stephen
and Timothy Quay), adapted from the Bruno Schulz short story, is a good
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Beyond the facility to articulate movement, puppets also have the great
advantage of being able to be constructed to different scales depending
on the stage on which they will perform. Their features can be scaled up
and engineered to provide movements, while other parts of the body of the
puppet remain dormant. This allows key movements to be articulated that
can give the greatest resonance to a character, while still maintaining a sense
of believability and harmony in the overall design.
One of the most famous historical examples of innovative puppetry
in animation exists in Gerry and Sylvia Andersons original Thunderbirds Having a series of presculpted heads that are
interchangeable saves valuable production time
television series, where the process of Supermarionation is employed to and offers extensive creative possibilities while
animate characters. The term is derived from the words super, marionette, on set.
and animation, and the process involved an ingenious mixture of traditional
marionette wired movements combined with synchronized mouth movements
driven by tiny solenoid motors inside the puppets heads. These motors were
triggered from an electronic signal on the prerecorded tape of the actors
voice. However, while the heads and arms may have articulated relatively
complex movementsbeing the most expressive parts of a puppet
characterthe legs and main torso appeared static and were often disguised
using poses that would not showcase their deficiencies. Puppets requiring
several puppeteers to manipulate them clearly require great technique and
communication skills and an exemplary understanding of exaggerated
continual movement.
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5. Model and object animation
These processes are commonly used in conjunction with live-action film-
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making, where aspects of the scene that cannot be filmed in real time are
artificially constructed, manipulated, and edited into the live-action footage.
A good historical example is Ray Harryhausens Jason and the Argonauts
(1963), where armed stop-motion animated model skeletons seemingly grow
out of the ground and attack the live-action Jason, played by actor Todd
Armstrong. The battle scene, which lasts four minutes, took Harryhausen
nearly five months to produce.
Perhaps one of the most complex stop-motion
sequences ever shot, Nick Parks The Wrong
Go motion
Trousers (1993), sees Wallace and Gromit
Go motion was invented by Phil Tippett at ILM (George Lucass Industrial engaged in an epic pursuit of Feathers McGraw.
Light and Magic) originally for The Empire Strikes Back (1980) and was
used extensively in the film Dragonslayer (1981). Connected to stop-motion
principles, this method relies on the process of motion blur created using
techniques between frames of film that nullify the stops between frames.
Animators move a model incrementally during the exposure of each film
frame, producing a motion blur. The crucial difference between the
processes is that while stop-motion frames are made up of stills taken
between the small movements of the model, frames in go motion represent
images of the object taken while it is moving. This approach is usually
created with the help of a computer, often using rods connected to the model
that the computer can manipulate to reproduce movements programmed in
by the animators. It has now largely been superseded by CGI technology.
Set design
In practical terms, the set has to be stable and solid, but must also have
scope for expansion and be able to be manipulated from different positions
as required by the director. Understanding the scene outlined in the
storyboard and masterminding a design that can incorporate all of the action
that will take place within that scene are paramount. Thought needs to be
given to the size, scale, and proximity of the camera, or series of cameras if a
more complex scene is required. Other considerations involve the placement
of internal walls and dividers so that camera moves and shots are not
impeded, the provision for lighting, and the placement of key props that will
be used or referred to in a scene. Above all, planning needs to ensure that
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Above Stop-motion sets need to satisfy aesthetic
and practical requirements, so designing entry
points is important to aid accessibility, while
ensuring continuity in the shooting sequences.
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5. the animator is able to reach into the set and manipulate the characters
without accidentally moving other aspects of the filmed frame, and that
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the camera can move back sufficiently to allow an establishing shot without
capturing superfluous material beyond the limit of the set.
Sets can be built at a variety of heights depending on needs and
conditions. Generally, it is favorable to have the set built at a height
that allows maximum flexibility but that promotes comfortable working
conditions for the crew, given the number of hours they are likely to be
filming. This set-up also allows trap doors to be built in larger sets, giving Maciek Szczerbowski adjusts a custom-created
lighting rig on the set of Madame Tutli-Putli.
animators more accessibility to move props. The set must be as temperature-
and atmosphere-resistant as possible, usually best achieved using an indoor
environment. This also allows lighting to be carefully orchestrated on set to
remain consistent and reliable, and to avoid casting unnecessary shadows
that could detract from the overall feature.
Lighting
Lighting design is frequently undervalued by the audience, but is a highly
prized skill among the production crew. It requires technical prowess to think
ahead and plan how lighting will best optimize a scene, but may also involve
some immediate creativity to overcome structural problems. Different lights
and positions create variety for the director in a single scene.
On a basic level, stop-motion sets operate using three-point lighting:
A key light illuminates the core focus in the scene, usually from slightly to one
side to appear natural; the fill light compensates for the shadow cast by the
subject from the key light; backlights are employed to distance the subject
from the background and are usually hidden between the subject and the
background to minimize the possibility of unwanted shadows being cast.
The intensity of lighting can also be controlled to suggest different conditions
or evoke particular emotions. Sets bathed in strong light are described as
having high-key lighting, whereas subtle depictions are considered as
being low-key. Specialized variations of these core principles can be
applied according to the director and lighting designers instructions to give
extra dimensions to the sets.
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Extensive research and testing of materials goes
into the construction of an animation set, to create
an environment that befits the production.
Most sets are constructed around a wooden framework and glued and
screwed together for strength and durability. The outer paneling of the stage
set itself is often fashioned out of plywood as this is relatively light but sturdy.
Plywood can also be quickly removed or applied using a system of dowel
rods and holes to give flexibility to some shots where changes in camera
angle might be required. High-density foam core also offers possibilities for
filling and modeling surfaces, as it can be easily fixed and shaped using
simple tools and mistakes are easy to rectify.
Using a metal foundation, such as perforated steel, as a floor keeps a set Hours of painstaking work is required to
manufacture each individual prop to perfection to
rigid and has the added benefit of acting as a magnetized surface, which add believability to scenes.
allows props and characters to be positioned accurately, holding poses
without the aid of supports. The floors surface can easily be disguised or
covered to resemble other materials as required yet still allow magnetism.
Other forms of tie-down systems for holding characters in place on a set
include wire loops or spikes that can be threaded through the floor of the
set, screws for more substantial models, or low-tack adhesive agents where
models are lightweight. Each requires experimentation to determine the best
suitability for purpose.
Ingenious solutions are often required to create props to furnish sets.
Props makers go to extraordinary lengths to source a wide variety of
materials and test these out through exhaustive processes to make objects
appear real. Using sculpting products such as Sculpey, Fimo, or Milliput, it is
possible to cut, mold, shape, and texture using a variety of hand tools, and
then bake the props using a household oven. They can even be painted for
extra effect if necessary. A larger item, such as a flag on a pole, might have
its own simple wire framework if it is to suggest movement, or if the join is
load-bearing. In some cases complex props have their own armatures to
allow movement where necessary. Where multiple props are required, such
as a row of soccer boots, a simpler solution may be to use a silicon mold
filled with fast-cast resin.
The central issue that is applied to all props is one of believability of scale.
In a set situation, clearly each prop needs to feel like it belongs in the scene.
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On the set of Guilherme Marcondess Tyger
5. (2006), the crew check each movement of the
puppet on the facing video screen.
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attached to the video assist, allowing the animator to add or delete frames
during production. The crew are able to employ onion-skinning during
shooting, checking several frames in unison using semi-opaque layers to
determine the best sequence.
3D computer-generated images
Animation has enjoyed a long tradition of experimenting with emerging
technologies and animators have been quick to seize on the creative
possibilities that computer-generated imagery enables. As a result, there
has been a significant digital shift, which has been felt in three-dimensional
animation as well as its two-dimensional counterpart. Such emerging
technologies have been capitalized upon both by creators already interested
in animation and by users who have seen the possibility of telling stories or
exploring ideas that were previously difficult because of a lack of knowledge
or opportunity. Inevitably, pioneering work in the field has encouraged some
to work in tandem with software and hardware industries to develop new
products, such as Dragonframe, that can push the medium forward.
3D computer-generated animation merges stop-motion animation
and frame-by-frame animation by allowing animators to create and
manipulate worlds in which characters and environments are constructed
as mathematically-rendered data. Like stop-motion animation, three-
dimensional computer-generated imagery is predominantly created in an
artificial state, and every aspect of what is seen on screen needs to be
constructed. This primarily includes characters, props, and sets, but also
involves how these elements are painted, lit, and positioned, and indeed,
how they move. Animators working in this field, therefore, need to have
not only complete knowledge of the programs they are using to create
the production but also a significant awareness of cinematography,
movement, and narrative techniques to bring ideas to life. While different
programs offer myriad approaches to designing, producing, and outputting
three-dimensional computer-generated creations, the basic operational
sequence of production involves designing and modeling, creating a
framework or rig, animating and lighting, applying surface textures and
colors, adding special effects, rendering, and compositing the material,
checking and touching up any inaccuracies, and finally outputting the
material ready for distribution (see pages 17377).
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Technological advances have enabled the
5. realistic simulation of hair and skin, which are
notoriously hard to recreate.
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5. Animating and lighting Opposite The application of visual special
effects gives a production an added dimension,
To animate convincingly, the virtual environment needs to be correctly helping to achieve the directors vision by
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staged just as in any other animated process. The spatial properties of the intensifying the atmosphere and creating
theatrical drama.
set and character design, and their relationship with each other, must be
considered in tandem or the results on screen will seem awkward and forced.
The animator first establishes a path in virtual space with a start and end key
frame where the character will move from and to, calculating how much time
will be required to deliver the move. Using these key frames and processing
the time required to enact the movement, the computer simulates the action
by in-betweening the missing frames.
Lighting design, established as being important in traditional stop motion,
is crucial in a digitally rendered environment. Here, the animator has the
luxury of not having to worry about the physical weight and bulk of a real
lighting rig and instead can move the virtual light source to any position
without restriction. Key and fill lights can be dragged to various positions and
can equally be used in multiple configurations to amplify the key components
of an overall scene. This can create really atmospheric and surprising results
if used intelligently, but can also seem unnatural and glaringly wrong if the
animator does not have an empathy with the subject. Experimentation and
testing are thus key.
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Unorthodox animation
Experimentation with creating artificial forms of movement and recording them
has given artists plenty of opportunities to explore the medium of animation.
As a testimony to this, the range of unorthodox processes continually
expands, incorporating ideas from advances in technological innovation,
cultural awareness, or scientific advancement. Unorthodox animation might
encapsulate the re-programming of games or devices to create animation or
to showcase it in an unexpected venue or surprising situation. Examples of
unorthodox processes include pixilation, brick animation, auteurist or artistic
approaches, performance, live-action/animation hybrid productions,
installations, Machinema, and augmented reality.
Such developments are enthusiastically embraced by the animation
community and continue to make the subject evolve in culturally rich and
diverse ways. Unorthodox works are occasionally screened by national
broadcasters, but with the growth of the Internet have quickly and inevitably
established a cult fan base online, and also at the various international Norman McLarens experimental work,
represented here by A Chairy Tale (1957),
animation festivals. marked him out as being an important figure in
the field, and he eventually founded an animation
department at the National Film Board of Canada.
Pixilation
Exemplified by the work of such artists as Norman McLaren through films
including Neighbours (1952) and A Chairy Tale (1957), the technique of
pixilation allows the creator to use a natural subject such as a human form
but manipulate it to perform in stylized ways that are surprising or unexpected.
By moving the real-life subject incrementally, and shooting each incremental
hold of a pose as a frame, the animator is able to build a sequence that
seems to move when played back. These incremental moves may be
recorded by still or moving image cameras, and the frequency of captured
movements, together with their resulting playback, can communicate
ideas in ways that live action cannot. Filming and playback speeds can
be determined before, during, or after motion capture by the animator.
A parallel understanding of technology, and an ability to communicate
with the actor or subject, is highly desirable.
A variation of this technique, known as variable-speed cinematography,
allows the operator of a moving picture camera to record movements at
a speed of their choice. A good example of this technique is time-lapse
imagery, where a slow-speed camera is positioned to collect real-time
imagery, while the resulting footage seems to speed up when played at
normal speed. A commonly used example in live action is the depiction of
changes in atmospheric conditions leading up to a rain shower or storm.
Brick animation
Simple, cheap animations can be created using childrens building bricks
to create scenes and then shooting individual frames as stop-motion
sequences. The building bricks have the advantage of having a versatile
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5. fixing mechanism that ensures that the models will stay in position throughout
shooting. They can be customized in various ways, including by painting or
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drawing designs onto the surface, by changing the shape and form of the
blocks, or by projecting other images, lights, or shadows onto the models to
create layers of meaning for the audience. Software enhancement also opens
up the possibility of adding additional computer-assisted drawn elements
and special effects in postproduction. From humble beginnings, these films
have a cult following all of their own, and many creators have films screened
at festivals either based on their own work, or as highly accomplished
pastiches of other works, including George Lucass Star Wars (1977).
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by collaging found materials, or splicing (cutting and rejoining) previously
exposed film footage, to communicate realized or abstracted ideas.
Art and craft techniques such as batik, engraving, and stenciling are just a
few examples of the spectrum of processes that can potentially work on film.
When projected, they give an altogether different and visually arresting result.
Recognized influential exponents of auteur animation include animators Len
Lye, Lotte Reiniger, and Robert Breer. These artists championed pioneering
approaches, pushed the boundaries of the form, and celebrated the marriage
of fine art and technology as an important aspect of animation production.
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Animation and live-action performance are
5. routinely employed by Liz Walker in her
performances, including Plucked, which was
created in her more recent role as artistic director
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of Invisible Thread.
Installations
Several animation film festivals have experimented with the concept of
installation animation, thereby bringing art to the public sphere rather
than using conventional means of showcasing work, notably the Platform
Animation Festival in Portland, Oregon, in 2007. The process exposes
animation to different potential audiences and allows featured work to exist
in a different scale and surroundings from that originally intended. Installation
animation works most successfully where it incorporates some form of
audience engagement or interaction, and is becoming more commonplace
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for such places as museums, galleries, and information centers to explain
their exhibits, especially where factual knowledge is still being uncovered.
A good example of installation animation might be a planetarium, where
images of planets, stars, and faraway galaxies are projected into the viewing
arena, simulating space travel.
Machinema
Computer games and animation share a number of common attributes,
including artificially created worlds, characters, and storylines. More
fundamentally, many creators of animation have cut their creative teeth
in the world of computer games design, or have found animation through
playing some form of computer games. The two disciplines have many
creative, technical, and cultural crossovers.
Machinema exploits these similarities by essentially borrowing scenes,
characters, props, and even entire sets from computer game engines and
using the tools inside the computer game, such as changes in camera
angles and editors, to subvert the original meaning of the game into
something wholly different. This can be achieved by, for example, reordering
scenes, aping environments, and transporting game characters into other
game worlds. Games such as Grand Theft Auto, Quake, and The Sims have
all been used by Machinema animators as the basis for their own work. As a
note of caution, copyright laws sometimes make the legal copying of material
problematic, and some films made using this process have been stung by
legal demands from games companies.
Augmented reality
An exciting possibility for animation, augmented reality effectively allows
creators the opportunity to modify the audiences real-life view, using
animated virtual computer-generated imagery. Augmented reality is an
immediate interactive facility that merges real and virtual information in a
three-dimensional viewing area. The technology is being explored by both
individual creators and major corporations for products and services as
diverse as enhancing retail environments, selling properties to interested
buyers, supporting museum and gallery interaction, and even teaching
medical students in the middle of clinical procedures.
Augmented reality can be seen to good effect on many personal
digital assistants (PDAs), including Apples iPhone 4, which uses a global
positioning system (GPS) and solid state compass to present a view of what
the user can see in real time, regardless of his or her pose. Using layers of
information, such as statistical data, collected imagery, and other available
footage, the device enables a real worldview to be supplemented by
interactive live information. An example of this is a televised swimming race,
where a world-record pace is established for a viewer by a virtual line that
seemingly moves on the pool surface, allowing viewers to measure the real
swimmers progress against a known measurement of time.
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5. Sound in production
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When elements of a production are combined,
the resulting imagined world is full of magic and
intrigue.
Conclusion
The process of creating an animated production differs depending on the
technique being employed by the production crew. While some projects are
reasonably simple and straightforward, many rely on mixing production
techniques or on preparing animated sequences to be edited into live-action
material, and it is imperative that the crew remain vigilant of the final expected
outcome. This requires testing completed sequences by seeing them in
conjunction with sound, making decisions about the progress of the
animation, and either altering or confirming the schedule and keeping the
workflow on target, or reporting issues that need addressing. The director
works with the production supervisor to oversee all the elements of
production, managing the crew to keep on schedule and on budget.
Production is both an exciting and nerve-wracking time for many in
the studio, but there is also a sense of excitement and anticipation about
what is being produced. At this stage, it is sometimes necessary to have
prescreenings with production footage for specially invited audience
members. These events offer invaluable insights into how well a story is
being absorbed, and the crew will watch closely to see if characters have the
necessary appeal to and resonance with the audience. If a product or service
is being promoted, the director will carefully screen audience opinion about
whether the commercial has the right tone of voice, trying to avoid obvious
advertising but making sure the product or service conforms to the brand
expectation and the aspiration of the commissioning agency.
Regardless of which production processes are employed, the production
process is complete when the rendering has occurred and a final edit can be
signed off by the director. This is known as the final workprint, and forms the
solid foundation from which the postproduction team work on tidying up the
animation ready for release and distribution. The next chapter considers
these processes in greater depth.
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6.
Postproduction
Postproduction signals the final phase of the animation project journey.
The purpose of postproduction is to integrate the image, sound, and special
effects aspects of the animation process into a cohesive package. This
chapter introduces the nature and scope of the animation postproduction
process for the integration of visuals and sound effects, and considers the
range of approaches that can be employed to alter the feel and potential
scope of the project. It illustrates how this phase packages the animation
into a relevant and compatible output format such that it can be handed
over for release, distribution, and screening. Discussions concerning postproduction issues
are held between an instructor and student at
California Institute of the Arts (CalArts).
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6. transitions, or, as a last resort, by reshooting certain scenes before the
production is completed.
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Managing postproduction
The postproduction crew are managed by the director and overseen by the
postproduction supervisor, who is sometimes known as a technical director.
His or her role is to ensure that the completed animation is produced and
packaged for distribution. The crew include re-recording mixers, who are
responsible for checking and mixing the recordings of dialogue, sound
effects, and musical scores to ensure parity and fluency between sound and
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vision, and the foley editor, who decides what sound effects need adding in
postproduction to artificially enhance an action.
The first task of bringing the production to this conclusion is to gather
the visual and audio elements of the production together. The director
and postproduction supervisor make creative choices about the project
through spotting. Here, observations are made about each aspect of the
production, checking for parity between vision, sound, and effects and noting
any gaps or omissions, and also highlighting where the flow of the animation
is stilted or disjointed. Notes are made about these spots, and tasks are
apportioned to members of the crew with particular expertise in identifying
and correcting the issues. The spotting notes in turn create a postproduction
schedule that is used to direct the team to edit, superimpose, and exaggerate
material using the various production tools at their disposal. If the problems
cannot be rectified, it may be necessary for the voice talent artist to return
and re-record a section, but these decisions must be balanced against the
production schedule and budget. In a digital age, many problems can be
fixed and smoothed over in postproduction using software capable of
blending elements together to create seamless transitions. It is important
here to maintain objectivity and clarity, for the crew are aware that timescales
are now short, budget constraints are pressing, and both client and creative
expectations must be achieved.
Visuals
The variety of animation production techniques has historically meant that
material arriving at the postproduction studio might be delivered in several
formats, including inked and painted animation cels, photographs, and
assortments of developed film stocks. In traditional filmmaking, linear
editing technically allowed the picture editor to control the composition of a
production by physically cutting a section of film and splicing, or assembling,
it onto another section, thereby altering the footage to achieve both practical
narrative and emotional follow-through goals. In digital animation, in line
with many television programs and feature films shot digitally, the
postproduction process is commonly undertaken through non-linear video
editing, using software applications such as Avid or Apple Final Cut Pro.
The latter was used for Tim Burtons animated feature, Corpse Bride (2005).
Digital technology has revolutionized the postproduction process,
especially for productions in which cost and timescale are vitally important
considerations. Where the animation process is directly captured in digital or
processed to digital in production, efficient control can be exerted to rectify
mistakes or review the work incrementally. The clear advantage of digital files
is that information can be stored quickly and conveniently but crucially the
files can be read instantaneously. Postproduction software uses embedded
codecs that are designed to read the data encoded in digital files, and
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6. provides extensive tools for shaping and controlling the material. Files self-
evidently need to be organized, named, and ordered using a method that is
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Non-linear editing
The clear advantage of using non-linear editing software is that the choice
of editing tools available is maximized without damaging or compromising
the original material. Historically, cutting and splicing film meant making
irreversible incisions into the stock, both affecting the integrity of the original
material and causing issues concerning its use and archiving in years to
come. The job would have been undertaken by the negative cutter, who
would work closely with the editor to cut a film negative precisely identical to
the final edit. Traditionally, the film was cut using scissors and repaired using
a piece of equipment called a film splicer and film cement. In recent years,
the arrival of digital intermediates means that the skills of the negative cutter
have been used to lift selected takes from rushes and composite them to
reduce the amount of digital scanning required.
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New non-linear editing software allows different video, audio, and SFX files
to be seen in clear layers as a timeline on screen. The postproduction
team work simultaneously, synchronizing their workflow through networked
computers to ensure that everyone is viewing the latest version of the project.
Their task is to piece together the various files, or assets, to provide continuity
between the video, audio, and SFX design streams, adjusting levels within
each to elicit the feeling of movement and progression within the wider work.
In short, their work predicates the synchronicity between design and action
that is so vital to the animation being believed by the audience.
For an individual crew member, the process of non-linear editing allows
a flexibility of actions in an easy-to-use format. For example, using the
established principle of cutting and pasting, it is possible to find and isolate
a single video frame swiftly in an imported video clip, cut it, and transfer the
frame to another part of the timeline without destroying, losing, or modifying
it in any way. This is known as a move and is recorded by the program.
In some instances, for example, with layers that need to be moved in a
particular sequence through corresponding frames in a sequence, it may be
necessary to perform multiple moves in batches, so the program manages
this process by performing moves in groups. Extensive records are
accumulated so that any individual or group actions can be read, analyzed,
and undone by other individuals, or the crew as a whole, without affecting the
rest of the editing workflow.
As the process develops, sections of data can be saved and stored as
standard-definition broadcast-quality material, allowing different versions to
be created to compare and contrast the subtle differences being engineered.
Once decisions have been reached and signed off on the postproduction
schedule, high-definition broadcast-quality files can be created.
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6. Synchronicity
Achieving consistency between the often conflicting aspects of visual, aural,
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Color correction
The color timer (also known as a color grader) is responsible for
regrading film stock by altering, enhancing, or subduing its appearance
using photochemical or, more commonly, digital processes. The process of
color correction is required for a number of reasons. Variations in the quality
of each frame can be adjusted to provide an overall balance and continuity,
eradicating any irregularities. The process compensates for variations in the
quality of production materials or studio conditions, by artificially returning the
frames to their intended condition.
Crucially, correcting the color through the digital grading process allows
certain aspects of the image to be isolated and altered. For example, primary
color grading allows the intensity of reds, blues, and greens (the primary
colors), together with mid-tone or gamma colors and blacks and whites,
to be manipulated first. Secondary grading concentrates on altering the hues,
saturation, and luminance in the secondary colors, namely cyan, magenta,
and yellow, and enables more subtle changes to be made.
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Understanding color
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Avid Media Composer offers professional color-
6. correction technology in an easy-to-use graphic
user interface.
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Designing title sequences is an important aspect
of postproduction activity and should be given
sufficient attention, as they represent the outward
face of the production to the audience.
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6. placement. Titles must remain on screen long enough to be absorbed by the
audience but not obscure important visual elements. Information not relevant
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to the title sequence should be reserved for the credits at the conclusion of
the production. Again, in the end credits, the rules on establishing a hierarchy
of information need following, but it is especially important to thank supporters
and funding agencies if the work has been made possible by commissions
or donations.
With the content edited and synchronized, the titles and credits added,
and the production quality approved and signed off, a final print can be
made. The production is now ready to hand over to the sound postproduction
team to work on prior to release.
Sound in postproduction
The postproduction phase essentially allows the different sound stems
narration and dialogue, music, and sound effects (see pages 11224)
to be drawn conclusively together. Discussions about how the sound will
support and enhance the audiences enjoyment and appreciation of the
production fall to the director, postproduction supervisor, and sound editor
and team. They recommend and schedule a workflow that will allow a
soundtrack to be finalized.
Producing a soundtrack
To create an integrated soundtrack, the director needs to conduct a series of
further spotting sessions. The director views the final film print with the sound
editor, together with possibly a conductor, sound designer, and sound-effects
designer, depending on the scale and nature of the production, to determine
where the stems that will constitute the soundtrack will be placed and plotted.
These sessions may happen individually or collectively, depending on the
production. The resulting conversations generate detailed spotting notes that
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form layered accounts of every aspect of the soundtrack, from dialogue,
narration, and music to special effects, creating an agreed workflow for the
synchronization of postproduction.
Premix
Each element of a stem is first mixed to create a premix. This allows the
number of individual audio file assets to be reduced into, typically, eight-
channel premixes, which are more streamlined, manageable chunks of
audio information, illustrating where cleaning or re-recording is required.
For example, dialogue, and narration are synchronized to specific characters
and objects. Meanwhile, music premixes divide the rhythmic, melodic, and
harmonic music recordings from the orchestral or man-made, while
specifically designed recorded sound effects, and accompanying foley
sound effects, are premixed together at this point.
Final mix
When the finished premixes are complete, they are played together with
images for the first time in the final mix. Here, the director and sound editor
make decisions regarding the specific balance and panning of the sound,
matching them with the sequencing of images to create a pleasing flow, free
of jumps and technical glitches. It is now important to condense the number
of files down to a manageable amount, and this is achieved by mixing down
each music, dialogue, and sound-effect stem to a six-channel output to
enable clean mastering through global compression compliant with the
technical output requirements of the destination of the final production.
For example, mono mixes are used widely for 16mm films, while stereo mixes
are sometimes prepared for festival screenings, compatible with the sound
technology capability at most auditoriums. Increasingly, the standard for
most output is Dolby 5.1, which is used for release on DVD, supported in
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6. most larger auditoriums and used for surround-sound experience in the
home. The final mix allows the sound to be placed (panned) to different parts
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Multichannel mixing
In the final mix, it is possible to separate or blend sound to create
different characteristics and amplify the sonic experience for the audience.
A two-channel mix essentially creates fields of sound on the left and right
sides of the auditorium and, as they merge in the center, a stereo sensation
is achieved. Adding further channels deepens and intensifies the
soundscape, panning sound to specific areas of the auditorium to maximize
impacts, provide ambient sensations, or impart deliberate sonic information.
An example is the lower-frequency effects channel that is used to convey
sounds such as tremors that build intensity and suspense.
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Postproduction panning
The final mix also offers the opportunity to pan sounds in synergy with the
visuals on screen. This process is important as it helps establish a seamless
link between the sounds and visuals by smoothing out any jarring. Two types
of panning are used in animation postproduction. A static pan can be used
to emphasize fixed sounds to a static shot. A moving pan supports
on-screen action. For continuity, dialogue is usually panned centrally, while
music and special effects benefit from being more spatially panned, linking
them to specific visual objects to evoke certain atmospheric moods and
conditions, and to support transitions.
Digital mastering
The sound equivalent to color correction, mastering processes the final
soundtrack by equalizing the sound and compressing it ready for release.
Equalization effectively filters final mixed sounds to a frequency that will be
comfortable for the audience, and supports the format in which the production
will be shown. Compression is applied to lower-frequency sounds to limit
irritating sounds like clipping, where editing may not be completely smooth.
Formatting
The process of formatting prepares the production for its release format.
Traditionally, mono formats were prepared, and occasionally exist today,
for television and 16mm film, but the limited bandwidth and narrow frequency
ranges, plus the desire for digital broadcast, have paved the way for stereo
and multichannel formatting. The most commonly available stereo format is
DigiBeta, a form of digital video, which is used for showreels and at festivals.
Dolby SR (spectral recording) is also a popular format for festivals, since it
can be used with both stereo and multichannel mixes, and is characterized
by noise reduction applied on optical tracks to boost frequency. Digital video
is used for DVD releases played with a surround-sound system.
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6. Release and distribution
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Video and digital video formats
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6. itself. Many productions create press packs, issue press releases, or
offer sneak previews of productions to raise awareness and promote
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Film festivals
A great way to see new films, meet their creators, and generally get
inspired by contemporary animation is to visit the many dedicated
animation film festivals.
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6.
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Ottawa International Animation Festival, Ottawa: Canada Over the years, countless animation festivals
have sprung up all over the world. The annual
Platform International Animation Festival, Portland: United States Ottawa International Animation Festival, held in
Red Stick International Animation Festival, Baton Rouge: United States September each year, is one of the oldest, with
more than 20,000 festival-goers regularly
Savannah International Animation Festival, Savannah: United States attending.
South Beach International Animation Festival, Miami: United States
Stuttgart Festival of Animated Film, Stuttgart: Germany
Tecnotoon Animation Fest, Miami: United States
Tofuzi Festival of Animated Film, Tbilisi: Georgia
Waterloo Festival for Animated Cinema, Waterloo: Canada
Zagreb World Festival of Animated Films, Zagreb: Croatia
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Conclusion
With this chapter the animated project draws to a conclusion, synthesizing
all the components into a coherent and logical package ready for broadcast.
With the process of animation complete and the work out in the public
domain, inevitably a period of evaluation is desirable to reflect on what has
been achieved and how the animation was received in the wider public
sphere. Depending on the kind of production released, this might range from
a company looking at its financial figures in relation to an animated
advertisement, or it could be measured against a reported audience viewing
share. On a more pragmatic level, it could simply be the acclaim and
recognition of fellow animators at a festival screening, or the plaudits of fans.
Any reflection is destined to be short-lived. In reality, productions seldom
happen in isolation and it is quite conceivable that the conclusion of one
workflow simply heralds time and space for other projects that have been
waiting to assume their place in the production hierarchy.
The next chapter considers some relevant practical steps to getting
started in the animation field. It covers topics that animators who have
contributed to this book have highlighted as being essential to understand
before embarking on a career path in this expanding discipline, suggesting
ways of exploring the subject and showcasing your particular strengths and
talents, and offering some guidance on how to avoid making time-consuming
mistakes. That said, the process of animation is evolving and some mistakes
will inevitably happen, for they prove that decisions are being made and
acted upon.
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7.
Animated Futures
This final chapter provides practical advice for those wanting to enter the
exciting field of animation. As this book has illustrated, there are many
different opportunities available. Whether you hope to work as an
independent creator or as part of a global studio, on small-scale charity
projects or full-length animated feature films, on a modest budget or a multi-
million dollar contract, the journey will certainly be interesting and rewarding.
The chapter considers educational routes to acquiring knowledge and
understanding of the discipline, outlines the core skills required by focusing
on what potential employers are looking for, and examines some The much-respected California Institute of the
Arts attracts excellent would-be animators from
of the promotional choices available, including portfolios and showreels. all over the world and has an impressive list of
Information is also provided on the benefits of gaining relevant knowledge alumni.
and experience through placements and residencies, and on the places
where job advertisements and opportunities might be found, as well as
advice on preparing cover letters, application forms, and rsums and on
performing in interviews. The chapter concludes with a brief overview of other
forms of employment, such as freelance representation, and what
you can expect from your new position.
In a world where more people appear to be qualified than there are job American animation phenomenon Don Hertzfeldt
opportunities, one might cynically ask, What is the point of doing a degree? was the youngest filmmaker to receive the San
Francisco International Film Festivals Persistence
It is certainly true that a degree is not required for employment in the of Vision Lifetime Achievement Award. He was
animation industry, and many people are employed globally without any thirty-three years old.
formal art training. This merely illustrates, however, the massive developing
opportunity of the medium, as witnessed by any visit to an animation festival,
where the audience will routinely be made up of scientists, architects, artists,
computer programmers, developers, and investors, drawn to the possibility of
animation as a compelling communication tool.
So while formal education is not wholly necessary, anyone who wants to
succeed in the animation field must possess knowledge and understanding.
This can be achieved only through being prepared to educate yourself about
the subject. Given the complexity of animation, the idea of signing up to
a program of study that has done all the structural planning for you, has
designed classes to explain the subject in varying degrees of detail, and
which provides a supportive and creative environment to study in, suddenly
becomes more appealing.
Established teaching environments have the added advantage of
dedicated technical facilities populated by highly trained and experienced
staff, and excellent resources and connections to networks that are influential
and hard to penetrate independently. They are also able to demonstrate their
success through current student projects and awards, and through
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Students from all over the world enroll on the
7. MA Animation program at the Royal College of
Art in London every year, drawn by the many
successful animation graduates to have made
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Understanding and evaluating yourself
If you find the process of being objective difficult, perhaps ask a critical
friend or mentor to list your qualities and faults. Asking more than one
person to do this helps depersonalize the results and can show trends,
thereby being more reliable and informative.
Take time to reflect on these soundings. Are they a fair and accurate
interpretation of you and your career goals?
Summarize your experience and make an action plan that can help you
address your findings by focusing your energy and resolve.
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7. Answering your critics promote animation and make a point of attending
events, workshops, and activities so that you understand
AnimationAnimated Futures
If you need inspiration or more dedicated action to what is happening in the field you want to be part of.
address your current weaknesses, consider one or more Film clubsget involved in local clubs and societies
of the following as a way of positively helping to hurdle and meet fellow admirers and critics as you watch
the obstacles to your success: films, organize and participate in festival visits, and
perhaps even arrange your own. Investing time, effort,
Researchfinding innovative ways of investigating, and energy is a great way to interact socially with
understanding, recording, and analyzing subjects others, encouraging you to engage critically with the
through concentrated periods of exploration and subject with like-minded people who will support,
discovery should be at the heart of what you do as a question, and challenge your point of viewusually on
way of questioning, interpreting, and authenticating the same night.
your world. Social mediaseek out and follow inspiring talent
Drawing classesthese are helpful in understanding online through sites such as Twitter, Facebook, or
not only classical anatomy and figurative form, but LinkedIn to find out what plans are afoot, how
also nuances of the subject, such as the figure in the particular productions were created, and to establish
environment and, crucially, the body in movement. where future opportunities might exist as they unfold.
You will also see the way that others interpret the same Being up to date and aware is important in animation
subjects, as you develop your critical, technical, and since the subject, and the industry that supports it,
aesthetic skills. is in constant flux.
Writing classesthese are useful for meeting other
writers and learning how to write scripts, develop
characters, and create plot lines, subplots, and
narratives that animation production is predicated on.
Writing classes can also provide a critical environment
in which to ask questions and be questioned, help
provide excellent networking opportunities, and offer
a supportive environment to learn, develop, and test There is no better way of finding out what is
your craft. new and exciting than by getting out and about
on the festival circuit to actually talk to like-
Concerts, performances, gigs, and recitalsregardless minded creators and enthusiasts about
of what entertainment you prefer, go and see different animation, as here at Ottawa.
performances, concerts, and so forth live. Watch how
the performers engage with their audience and observe
how the stage is set to allow maximum connection
between them and the spectators. Live venues allow
you to feel and experience the show by evoking
all of your senses. Understanding this will help you
to create better work, evoking similar feelings in
your audience.
Animation eventsagain, move away from your
comfort zone. Keep abreast of industry news by
going to see directors and creators talk about their
latest projects at festivals, film openings, and gallery
events. Sign up to become a friend of places that
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What are employers looking for?
Given the variety of possible roles in animation, there is a range of core and
transferable skills that are required to perform various functions. Some
people possess very specific technical skills that are highly sought after,
while others prefer to be more generalist in approach, enjoying the variety
and diversity of their creative existence. Whether you are a specialist or a
generalist, you can maximize your opportunities in a changing marketplace
by keeping your skills up to scratch. Look to resources such as Animation
World Network (www.awn.com) or Skillset (www.skillset.org) for information
and advice to contextualize your requirements.
Employers invariably are looking for really talented people who are
engaging and enthusiastic and who truly understand the medium.
Demonstrating that you are a good communicator and a team player, and
possess the flair and drive to work unsupervised to tight deadlines will be
advantageous. It also helps to be able to have a good sense of humor,
a calm disposition, and the ability both to see the bigger picture and to
concentrate on the smaller details. Above all, be yourself. Being honest about
your limitations suggests that you know your capabilities and hopefully you
will get the chance to showcase them, allowing others to see where you can
develop creatively, organizationally, and strategically, and flourish with
support and guidance.
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7. Skills and communication skills, and an ability to edit out
irrelevant material.
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Specific
By demonstrating an awareness of, and strengths
in, the above general skills, it is possible to position Students at California Institute of the
Arts learn that the animation industry is
yourself as a candidate for roles that require varied, requiring a range of creatives with
specific attributes and skills. As an illustration, differing skill sets.
the following roles are characterized by some or
all of the listed skills:
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Promotion
There is no argument that the best industry professionals promote
themselves intelligently, but there is plenty of discussion about how this can
be achieved. In a competitive environment, the need to stand out is obvious,
but the promotional approach is not quite so clear-cut. Time spent looking at
what others have done is useful, but should also be set against quality advice
from the people you actually want to see your work. This involves doing
extensive research and analysis, through visits, events, and openings where
animation is being screened and reviewed, as well as thoughtful, intelligent,
and well-constructed questions directed to individuals and organizations
earmarked as being able to provide you with insightful answers. Remembering
that a base level of aesthetic, technical, and critical prowess is a given, what
you will need to show when promoting yourself is that you have a personalized
take on the subject that differentiates you from others in the field, and which
invites inspection and scrutiny from those you are trying to impress.
This level of expectation and rigor raises the obvious questions of how Londons Studio AKA have won a commercial
and critical following with their intelligent and witty
much promotion is required and what format that promotion should take. productions that span short animated features,
The quantity and quality of promotional material will largely depend on the television advertising, and collateral projects
where animated content is desired.
kind of work that you want to do, your budget, the time you have available
to promote yourself, and the level of engagement in the industry you expect
to attain. It is very important for you to set the agenda in relation to your
own promotional strategy, manage the content of your own marketing, and
appraise whether your branding of yourself is fair, accurate, and inviting
for the market you are selling to.
The whole promotional strategy must be consistent in terms of design,
language, and sentiment. Any poorly researched marketing strategy will
undermine the story about you. This in turn necessitates decisions
concerning the promotional devices you will employ to tell your story
effectively. Showreels, traditional portfolios, and supplementary paper-based
promotion should certainly be explored as they are basic expectations, but
you should also make efforts to research a digital presence in the form of
websites, blogs, and social media.
What remains crucial is making the right statements about yourself,
using the correct choice of promotional tool to illustrate a coherent story.
Inevitably, that story will change as you progress, acknowledging skills that
you have acquired, successes that you have achieved, and knowledge you
have harnessed. Your promotional material must recognize and promote these
developments effectively. It is, therefore, essential to recognize that different
promotional materials have different lifespans. For example, a blog can be
maintained chronologically like a diary, requiring continual feeding if you want
your target market to consult it frequently. Printed cards advertising your latest
production, however, have a longer shelf life, acting as a central focus to your
advertising when the project is live or providing a useful back history of
previous achievements as well as supporting material for future projects.
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Promotional material must quickly hit the mark
7. and provide an instantaneous insight into the
work you create.
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The following sections on promotional tools assume you have the right to
publish material that is your own. However, any material that is not created
by you, or has been created in collaboration with others, must be cleared for
publication so as not to infringe copyright. Never assume that you have the
right to publish, or you may be faced with a hefty legal bill. If in doubt, check
with previous employers, collaborators, and clients, and credit their involvement
where appropriate so that your work can be seen in this wider context.
The portfolio
The most necessary passport into the animation industry for anyone
considering a visual role is the portfolio and showreel. These are the true
showcases of your ability to demonstrate an understanding of animation
as a form. It is imperative that the portfolio and showreel work together,
emphasizing the message that you are a talent worth seeing and harnessing.
A strong portfolio provides you with a crucial tool to bridge the gap
between training and employment. The work contained in the portfolio
may explain your work better than you are able to do verbally, and can create
a level of reassurance and confidence. Planning what to include, and where
to position it, adds to the all-important story about you, and it is important,
therefore, that the portfolio is frequently updated.
The portfolio provides reviewers with evidence of your skills in origination,
development, and creative decision-making, and of the potential in your
work. Consider having both a physical and virtual portfolio so that your work
is showcased in static and moving form. Using a digital platform to show
work is vital since moving images on screen can be effectively displayed and
accessed on a website. Crucially, the portfolio can be laid out differently
depending on your changing aims and objectives. Designing it to have a
coherent and consistent visual style demonstrates that you are able to see
your work as part of a bigger picture, which is appealing to employers
wanting you to work as part of a team, especially in work for commissioned
television series or feature films.
The portfolio must further showcase and project your skills and abilities,
as anyone inviting you to show your work will have already searched for
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Recent RCA graduate Julia Potts film Belly (2011)
has been popular on the animation festival circuit,
being selected for the Sundance International
Film Festival 2012.
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7. examples online. If your main area of interest lies in the development of
characters, for example, then you should promote this by showing where
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your ideas come from, how the characters develop their significant and
underlying characteristics, and how they are differentiated from one another.
In this regard, you might consider supporting your portfolio with sketchbooks
showing figure studies and the starting points from which you have
developed characters, or by including sheets that demonstrate your A portfolio should show your ability to animate
with sensitivity for the subject matter being
understanding of anatomy, movement, and body rhythm. depicted.
Animation relies on the development of ideas, so do not feel pressured to
include only finished pieces. The portfolio need not be laid out chronologically,
but it must illustrate how your working process allows you to develop your
ideas sequentially. Briefly captioning material can be helpful if the portfolio
is being looked at without the creator present. If you have material in the
portfolio that has been produced as part of a partnership, ensure you have
obtained permission from those concerned to show it to others. Above all,
the portfolio must be easy to look at, quick to catch the viewers attention,
and, perhaps most difficult of all, memorable.
The showreel
The showreel provides your main opportunity to reveal your ability to animate.
Like the portfolio, the showreel should ideally focus on those core skills
relevant to the nature of work you want to create, emphasizing them through
carefully selected and edited material. Reels should be no more than five
minutes in length and should show your most recent work first. It is generally
accepted that not all reels are viewed in their entirety, so it is important to
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present your strongest work at the beginning and to consider your edits
carefully so that they provide a coherent, punchy statement of intent about
the kind of work you do and the ideas and skills you can bring to the
employer. Crucially, the showreel should demonstrate that you have
sensitivity to the way that subjects move, and this is often best achieved
by including well-edited clips rather than full productions. Incorporating
such elements as lip-synching or extreme moves is a good way to show
the basic animation principles underpinning your work.
Again, a showreel may be physical, in which case it is usually supplied on
a DVD (or on a format dictated by the studio), or embedded into your website,
usually as a QuickTime movie or Windows player. The showreel should be
attractively packaged, complete with a title, contact details, and a credits list.
It is worth briefly explaining shots, techniques, and software applications
used to help viewers understand what they are looking at and to provide a
context of how and why different works have been created. This explanation
also allows you the chance to distill some of your knowledge concerning shot
selection, choice of camera positions, moves, and editing transitions.
When you come to output your showreel, make sure your playback
settings are regionally compatible if you are intending to send it to
international destinations, and be aware that certain subjects may be
interpreted differently culturally than you had anticipated. You may need to
consider editing several versions and adding subtitles if you are intent on
working overseas. The showreel should be packaged sympathetically to
resonate with any supporting documentation, such as flyers or posters.
Print-based promotion
The emergence of digital media does not necessarily mean that self-
promotion needs to be exclusively digital. Print media still has a strong
resonance with some and allows a tangible opportunity to engage your
audience through a medium that, depending on the materials used, relies
on touch and smell, two sensory routes not embraced by digital technology.
For example, screen printing your own promotional posters or flyers with
oil-based inks will create both a tactile artifact and one that releases an
aroma when it is unpacked. However, you can also be certain that anyone
serious about the subject of animation will expect you to have at least some
online presence, often because they will have familiarized themselves with
you through an online search engine.
Many animators and writers try to maintain a portfolio of promotional
devices. While there is no prescriptive formula, you might consider including
paper letterheads, cards, envelopes, flyers, posters, small booklets (perhaps
with interesting dimensions, folds, or printing effects such as foil stamping,
embossing, or die-cutting), promotional toys and games as part of your
promotional checklist. Some of this material will be designed to be sent out,
but it is equally valuable to have cards, booklets, and flyers available to hand
out at festivals and events, where recipients can make personal connections
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Promotional material comes in many sizes and
7. forms, creating interesting opportunities to
promote work to expectant audiences.
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with you and place your work more effectively. Many festivals, galleries, and
organizations are happy to accept printed matter to promote your work,
provided that you have asked permission rather than assumed they will
do your promotion on your behalf.
When designing any physical literature, it is essential to consider the
recipients carefully. Receiving material through the post can be exciting,
but it should be in a size and format that is friendly and non-obtrusive,
otherwise the first impression is one of frustration and annoyance rather
than delight. The choice of printing methods, sizes, and quantities is also
important. Many prospective animators underestimate the cost of promotion,
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so you will need to work out what best fits your budget, resources, and
ambition. Getting a professional printer involved with your promotional
needs may not be as expensive as you think, can save time, and creates a
professional, cohesive look. If your budget will not stretch that far, you might
consider using a print cooperative where you can create your own
promotional material, or one of the many online resources such as Blurb
(www.blurb.com), Qoop (www.qoop.com), or MyPublisher (www.mypublisher.
com) that offer a customizable set of templates leading to a range of
professional, fully bound publications. These kinds of services are an
economical way of creating a good impression, and the buyer can stipulate
the scale of the print run, format, materials used, and a choice of bindings to
present the publication ready for market. However, these services do require
a sympathetic eye when designing in order to maintain your personal design
direction and embrace your work ethos.
Websites
The Web is an immediate resource with many benefits for aspiring promoters.
However, it is also one that should be treated with great care. The apparent
attractiveness, versatility, and accessibility of the Internet must be measured
against its security and volatility. While the site must promote your work,
it is quite conceivable that it will also need to handle your daily productivity,
as you use email, upload files, and generally go about your business.
It is worth spending time and money on choosing a service provider
and Web host who can accommodate the kind of website you are intending
to build, site, and maintain, especially if it will involve such functions as
streaming video, which take up a great deal of bandwidth. Comparison sites
are useful in enabling you to see providers, services, and charges in one
place. Web space should be free of advertising and annoying pop-up
banners, and should include the provision to host email accounts, online
purchasing where necessary, and some form of FTP functionality that
allows large data files to be sent and received. Inevitably, these services
cost more as indirect revenue from advertising is not forthcoming, but the
price is worth paying because they avoid any contradictory messages or
unwanted statements, allowing the viewer freedom to look at your work.
Your website should have a clear hierarchy of design to reflect the visitors
needs and should use simple navigational devices to help access the site.
To achieve this, it is necessary to plan the site in detail and test out its
structure on people whose opinions you trust. Some sites offer templates
that can be used to create sites, such as www.weebly.com, but beware of
keeping within corporate guidelines that do not best showcase your work.
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7. Website checklist
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The home page should include your name, contact details, and a menu
of information as simple, uncluttered headings that act as links to
other pages.
The home page must be well designed, inviting, and immediately
understandable to the visitor. It should reassure them that this is
a site of note and entice them to explore further.
It is helpful to include a brief but relevant biographical history of
yourself, citing meaningful examples of your experience to date.
It may also be worth publishing testimonials, provided that they
are seen as supportive and informative for the viewer.
Choices about what work to show and how best to show it largely
depend on the kind of work you create, but it is at least worth
considering some images (and possibly brief descriptions) of work
in progress as well as final film stills.
Think carefully about where and how to embed moving-image
components and consider the user in the process, as it is not certain
they will have the same access to technology that you do.
Make certain that the design works on different devices and Web
browsers (Safari, Chrome, Firefox, etc.) and that the examples fairly
and accurately reflect the work that you do.
You will need to view the site on a smartphone to check whether your
proposed design is compatible with this increasingly popular format.
Good website navigational practice suggests that visitors should never
find themselves more than three clicks away from the home page.
The website should be built to a detailed schedule and should be
reviewed regularly, especially checking spelling and grammar, as
mistakes in basic language annoy users and send out a poor message
concerning your attention to detail.
Once you have built your website, ask for critical guidance by placing it on a
host server and making it initially available only to invited viewers. Importantly,
listen and respond to the feedback you receive and make the necessary
changes. Dont become despondent by the comments, but instead accept
that content or systems you have designed may not be perceived in the same
way by someone using the site. A dysfunctional website, with broken links
and inaccurate content, can seriously damage your reputation, so it is
important to make any changes before you go live.
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Social media platforms
The emergence of social media has had a profound effect on the way
that information is published, read, and digested. Online forums and the
blogosphere provide scope to report and respond to posted information,
encouraging increasing numbers of the public to review their consumption
of news and information from traditional sources such as newspapers,
magazines, and television. Blogs and forums have no length limitations,
allowing correspondence to be archived and retrieved by both the writer
and the user. Social networking sites, such as Facebook, allow individual
users to create profiles to report news and events, or read the postings of
others. They also allow common-interest user groups to be established,
promoting information, awareness, and debate to a wide community of
like-minded individuals, groups, and organizations. Most animation studios
have their own Facebook page that they routinely update with news, job
opportunities, and events. Microblogging sites, such as Twitter, offer further
opportunities to instantaneously post news or feedback to stories or events
globally. Their capacity to facilitate such immediacy is tempered by the limit
to the number of characters that may be utilized.
The crucial thing to remember about social media is that their currency
lies in the moment. Posting information is instantaneous, and it must be
accurate and non-discriminatory. Your responsibility lies in ensuring that the
information contained on any social media platform that you manage is
professional, rigorous, and reflects well on you as a host. Ensure that your
profile and information are well maintained and never share information that
you do not want in the public domain. Posted information cannot be recalled
and may cause irrevocable damage to you and your career. Maintain your
sites and immediately remove or block posts that may in any way harm your
chances of being perceived as professional. Guard against viruses and
hacking attempts both by understanding privacy guidelines published by
sites where you hold accounts, and by setting levels that tightly control what
can and cannot be posted. If in doubt, seek advice from others first.
Gaining experience
Getting experience of the workplace is an excellent way to understand
the nature and diversity of animation as a career path. Some college and
educational programs offer opportunities to undertake visits and placements
as a way of testing your skills in a real-life studio environment, while
residencies may be granted by some larger organizations where space and
funding permits. Studio visits organized in advance give students a chance to
see the inner workings of a production, offering behind-the-scenes exposure
to the working process, and allowing them the chance to meet and question
employees about their roles on the project. Access may be restricted at busy
times or where projects are in a sensitive state of development. If you are not
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Nexus Productions use social media such as
7. Facebook to showcase the latest work from their
directors, and link themselves creatively to other
organizations to create an online community that
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enrolled on an education program, it is still possible to request a visit and
some studios additionally have open studio days where the community is
invited to see the work being done in its neighborhood.
For those with more time available, placements (sometimes known
as internships) are worth considering as a prolonged foray into life in the
animation industry. Placements may last for days or weeks at a time, and
can be paid, unpaid, or expenses only, depending on the size of the studio,
the duration of the placement, and the location. Some college programs offer
placement opportunities with established studios, while others are content
for their students to forge their own career paths and promote themselves
externally. It is worth asking admissions officers about this route of study in
advance as this may help determine which program is right for you.
Securing placements requires good communication and diplomacy skills,
and you will need to agree terms, such as the duration of your stay, the work
you will be undertaking, any fees that you may earn, and whether the work
you do is subject to any legal restrictions concerning your right to promote it.
It is important to negotiate these details before commencing the placement
to avoid misunderstandings and difficulties occurring. Currently, the whole
issue of placements is undergoing scrutiny with regard to employment rights.
Working in a studio environment while at college
It is worth checking in your intended country of placement what employment is a very useful way of understanding the
intricacies of a career as an animator.
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The perils of the wider world face all students of
7. animation, but it is important to remember that
famous directors once started from scratch.
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197
keep a record. On other occasions, applying for a job usually involves writing
a cover letter and sending a rsum. Following the wider employment arena
will help you identify opportunities, compare job titles and responsibilities
across the sector, and give you helpful information about salaries and
benefits.
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7. or whether strategically it would be better to wait until you have more
experience before applying. It is quite acceptable to ask if you can speak to
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the advertisers for more information on any job role. Always be professional
and courteous in your request and acknowledge any help you receive in
developing your application.
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that you are aware of what the recipient and company has recently done. If
you are writing formally to answer an advertisement, you should additionally
state your availability to answer questions or to informally introduce yourself
in person. Spellcheck and proofread your cover letter, correcting any
mistakes and ensuring that your contact details are correct. Make sure
you keep a copy of the letter and log when it was posted. It is best to allow
a period of seven to ten days before making any follow-up approaches.
These can be conducted through email or telephone, again being respectful
and concise in your manner of inquiry.
The rsum
The rsum, or curriculum vitae (CV), is intended to provide an overview by
briefly introducing you, illustrating your experience, skills, and qualifications,
and summarizing your recent achievements. It should provide a complete
body of information for potential employers so that they can ascertain your
suitability for a particular role. For animation positions, the rsum will usually
accompany the showreel and portfolio. If this is the case, allow those visual
devices to show your ability and try not to replicate this information in the
rsum, but perhaps describe or denote the work in a descriptive summary
that provides a wider context for those viewing your material.
Taking a design lead from the cover letter, the rsum should provide
information in the order that you want the recipient to read about you and
should expressly address the position being applied for. The rsum should
never be more than two sides in length so, when constructing the document,
you will need to bear in mind that it will be reviewed by people wanting to
extract information from it. Therefore, keep your rsum factual rather than
overly conversational.
The basic requirements for a rsum are that it contains your name and
contact details, together with well-defined sections detailing your
qualifications, experience, skills, and achievements, concluding with details
of references. Provide your full contact details and make certain that these
are permanent numbers and addresses wherever possible. State your
nationality and whether you have relevant rights to work in the country to
which you are applying. Information should be given chronologically,
indicating your most recent relevant qualifications and experience first. Be
explicit about the work you did for each job or production, as this will allow
the reader to focus on your skills. You should also include any skills
accreditations, listing the most recently acquired first, as this promotes the
idea that you are continually improving your skills.
Make sure the language used in the rsum is representative of your
personality, as striking the right tone is important and, again, shows you have
researched the recipient. Spellcheck and proofread the information carefully
and consider asking a trusted, but critical, friend to do this as well. Always
ask your intended references for permission to list them and provide their
correct job titles and contact details. Finally, review the information on the
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7. rsum to check it is focused and applicable to an advertised post before
sending the document.
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The interview
If you are called for interview, it is important to be professional in your
dialogue before the date, ensuring arrangements are made to suit both
parties. Having a portfolio and showreel to hand is a real advantage if you
are nervous. Remember that the people interviewing you have invariably The interview situation need not be a nightmare
boardroom experience if you have prepared
been in your situation themselves and so will take any anxiety into account. yourself correctly and believe in your own ability
Additionally, they will have a view on you already as your application, to make a positive difference to your potential
employer.
rsum and showreel will have preceded your arrival, and they may have
sought references.
Preparation is the key to a successful interview and the hard work should
be done beforehand by researching the company, finding out about their
history and current output, their competitors and ambitions, and by
understanding how the role you have applied for can help contribute
positively to these targets. Your preparation should make you more confident,
so practice talking about your work, explaining your choices and decisions
and making sure you are focused on the job in hand.
On the day of the interview, dress professionally but comfortably. Arrive
in good time and introduce yourself clearly. Be friendly but professional at Avoid being put on the spot in an interview
situation by doing your homework about the
all times and maintain eye contact and exhibit positive body language with employer well in advance and absorbing the
your interviewers. information so that you can answer questions
truthfully and accurately.
Questions during the interview will center on your relevant previous
experience, your qualities, strengths, and interests, and your ambitions for
the future. Always try to answer questions clearly and concisely, by providing
information that answers the question, rather than veering off at a tangent.
If you are encouraged to elaborate on a particular answer, try to use a
pertinent example to make your point, but again be mindful of the answers
you have already given, and refrain from repeating examples as it suggests
your experience is limited. In an interview situation, you should be prepared
to ask questions of your interviewer, so it is worth configuring your previous
research into a list of questions that you have not been able to find answers
to. These might include opportunities for flexible working, appraisal
opportunities, opportunities for career development, and team-building
exercises. This demonstrates your personality and shows your suitability
for the post or to be part of a creative team.
You may be required to provide evidence of your employability status,
so it is worth taking some form of official documentation with you, such as a
passport or drivers license. Contrary to popular belief, it is not necessary to
disclose your current salary. Instead, it is perfectly acceptable to answer that
you are prepared to negotiate a mutually beneficial package. It is unlikely that
a package will be discussed in an interview setting, but you must be
prepared to be called back in once the interview is completed to discuss
personal terms if you are successful.
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Salary scales are sometimes available in larger organizations and these
are useful in seeing your prospective employment threshold and projected
earnings, but you should also consider other benefits in kind, such as
pension arrangements, holiday, insurance, and healthcare cover, as these
all contribute to the overall package. It is quite appropriate to ask for time to
consider any offer that is made, and you will need to carefully weigh up the
benefits in relation to the responsibilities of the position. Consult with legal
representatives, employment agencies, teachers, friends, and confidants
if it will help you arrive at a measured and informed decision. Accepting a
position can be done by phone or email, but must be followed up with a letter
of acceptance. Declining a position should also be done via letter, remaining
polite, courteous, and professional throughout.
Representation
Some animators, voice-over artists, and directors who choose to work in a
freelance capacity opt to be represented on agency sites. For an annual fee,
the agency and creator agree representation terms and work together to
satisfy the creative and commercial needs of the commissioning client.
Such arrangements are attractive to freelancers as they promote their
work to a wide audience professionally, contextualizing it against other
professionals and providing an attractive and inviting shop window for
viewing. The arrangement benefits the agency through the commission and
advertising revenue received, the awards that might accrue with representing
a stable of exciting artists, and the diversity and specificity of talent on offer
for hire. Many agencies have branches or sister agencies throughout the
world, allowing maximum exposure to a variety of clients and markets.
Most agencies operate on a contractual basis that is mutually negotiated
and agreed between the agency and the creator. The contract covers the
terms of representation, the percentage of commission and royalties that are
charged, and the operational costs to the agency that will be charged to the
artist. If your work is represented by an agency then it is likely you will be
asked to contribute to advertising expenditure, marketing campaigns, and
promotional costs that will benefit your work. Agencies should be open and
transparent about the costs of representation and you should ask for their
terms and conditions of service before signing any contract. In return, it is
likely that they will demand exclusivity in representing you or, at the very
least, an assurance that any promotion you do will not conflict or interfere
with their publicity.
The commission rates of agencies can differ according to the kind of
work commissioned, the method of broadcast, and the type of rights
required. You should never sell your copyright to any works under any
circumstances, and should agree to limited rights purchases only where you
have gathered sufficient specialist legal advice. Selling any form of rights
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7. gives the buyer more control over how your work is used and viewed.
Retaining and asserting your rights as the creator in a digital arena is hugely
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important, since any works created may have a completely different currency
in years to come and may be sold several times over for different purposes.
By retaining your rights, you have custody of those decisions that may benefit
your work financially, professionally, and critically.
Some studios actively promote their directors as effectively for hire
creatives for clients to pick and commission, and then produce the project
in-house using the studio talent behind the scenes directed by the
commissioned artist. Examples of such studios include Studio AKA,
Ridley Scott Associates, and Tandem Films.
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Making it!
With your employment confirmed, now all that is left is to live up to your
billing. Many organizations have introductory processes to help new
employees become established, but it is not uncommon to have to
demonstrate your skills quickly in a pressurized, challenging environment.
If you have a period of time before commencing work, it may be helpful to
meet your new production team in advance, perhaps for coffee or drinks
after work, so that you become acquainted with the working dynamic on
friendly and informal terms. Remember, these are the people you are going
to work with, so first impressions count for a great deal.
If the studio gives you documentation to read prior to starting your period
of employment, you should read it and absorb the information. It is likely
that you will be working alongside others rather than in isolation, but being
employed means accepting responsibility for tasks. Above all, enjoy it
it is supposed to be fun! Immerse yourself in your new world. Be committed,
enthusiastic, and capable, accept others ideas, and offer some of your own
in the spirit of professional teamwork and an ethos of collective ambition.
Conclusion
This book has chronicled the journey of an animated project through
a notional production pipeline: from the origination of a concept to the
collecting of research and developing the idea, from structuring the story
to developing the images and sounds to a point where they can be
manufactured and tested, produced and synthesized, then finally outputted,
released, and distributed. That such a simple, linear process can have so
many wonderful and astonishing variations is credit both to the versatility and
possibility of a continually evolving medium, and to the intellect, expertise,
and fascination of the people who call it their home. Animation needs new
pioneers: those who can bring their talents, questions, and answers to the
field, examining, challenging, and redefining the boundaries of the medium
and thereby encouraging a whole new audience to become enthralled by
the wonders of the form.
204
Glossary / Further reading / Resources / Index
Glossary
analog: a reproduction that is directly physically full animation: the technique of depicting full medium: a substance or technology employed
connected to its source material, such as a sound movement of figures or objects in a scene using a to portray visual or aural thoughts and ideas.
recording of a breaking wave. high proportion of frames created specifically to
show the fullness of the movement. metamorphosis: the process of transformation
animatic: a collection of static images from one form to another.
composited together with a soundtrack that genre: a category of animated production
creates a sequence in preproduction. characterized by purpose, style, process, and motion blur: a technique created by moving
variety of narrative construction. Examples an object in a frame as it is being shot, giving
armature: a structural framework (static or include documentary and performance. a natural look or feel to a sequence.
jointed) that acts as a base for stop-motion
models. green screen(ing): characters are filmed in motion capture: a technique of recording
front of a plain green (or blue) screen and other human movements using data capture, with
aspect ratio: the dimensional shape of a layers of scenery are composited into the final a motion sensor detecting signals transmitted
projected image. edit in postproduction. from sensors attached to the actors body.
axis: virtual line on which a character moves, in-betweener: a person traditionally employed motion control: a camera independently
defining direction, height, and space. to create the in-between animation cels operated by a member of the production crew
between key frames. and often used to capture shots from awkward
bandwidth: the quantity of digital data that can or extreme vantage points on a stop-motion set.
be processed by a network connection in a set increment (incremental movement): the
time period. slight sequential shift from one position to the multiplane camera: a vertical camera attached
next that animators make when animating a given to a rig, beneath which surface layers can be
camera-ready: a model that has been built, movement on a stop-motion set. manipulated and filmed. This camera is often
placed, positioned on set, and tested. used to capture oil or sand animation.
ink and paint: a process used in traditional cel
cel animation: clear acetate cels inked with animation, where individual acetate cels would be narrative: a story or plot that can be told in
a design, back-painted, and filmed under a inked and colored by studio teams in large various stylistic and structural forms.
rostrum camera. numbers and to a set pattern in a manner
reminiscent of industrial manufacturing. PAL and NTSC: two different types of video
compositing: the process of combining layers broadcast signals, widely used in different
of imagery in a single frame. installation: a site-specific piece of artwork regions of the world.
that creates an environment in which animated
computer-generated imagery (CGI): projection can occur. PDA (personal digital assistant): a mobile
animated images made using a computer digital device with a high-quality color screen
program. key frame: a frame that signifies an important that can be used to make and receive telephone
beginning or end action to a movement. calls, surf the Internet, compose and receive
digital: a reproduction that uses binary data, and pinpoint the users position via
mathematical information to construct the form. layer: a physical or virtual surface providing satellite tracking.
anchorage for material, which can be seen in
dope sheet: a spreadsheet indicating how isolation or in combination with other layers and performance animation: live-action acting
images will be recorded, including their duration stacked in different orders, thereby revealing or with animated material projected into a
and production. obscuring information. physical space.
extremes: also known as key movements, layout: the process of planning and mapping out perspective: a series of rules determining
these are depictions of the pivotal points of a content visually in preproduction to identify issues the captured visual depiction and description
moving action. to be resolved before production. of space.
field size: the area of information captured by a limited animation: uses an economy of visual pixel: a minute block of digital visual data on a
camera in relation to the original piece of artwork frames to create a movement, instead relying on display screen that has channels that can alter
that the camera is pointing at. supporting production facets such as dialogue or the value, hue, and saturation of colors and
soundtrack to fill in gaps. tones. When pieced together, pixels form images.
file: a digital document of captured data,
measured in kilobytes, megabytes, or gigabytes. lip-synch: a process of synchronizing a pixilation: An animation process by which
characters mouth movements with the actors are incrementally moved shot by shot
film stock: a transparent strip of celluloid words spoken. as individual frames that go to make up a
holding sequential photographic frames that greater sequence.
could be played through a projector. Strips were loop: a cyclical piece of film that can be played
typically 8mm, 16mm, 35mm, and 70mm wide. continuously and that may have no natural rendering: the process of making an animated
beginning or ending. product complete, either through the digital
frame: a single image. synthesis of collected data involving aspects
maquette: an early 3D rendition of a character or such as mass and movement of a form, or,
frame rate: the number of frames per second object, which is used for reference and guidance in traditional contexts, by working up material
of film. when constructing camera-ready versions. to a camera-ready stage.
206
Further reading
AnimationGlossary / Further reading
rhythm: a series of visual, aural, or narrative Alexander, K., Sullivan, K. & Schumer, G., Ideas Cook, B. & Thomas, G. (eds), The Animate! Book,
points that occur with a similar frequency and for the Animated Short: Finding and Building UK: LUX, 2006
appear to give the production a continuous Stories, London and New York: Focal Press, 2008
beat. Corsaro, S. & Parrott, C. J., Hollywood 2D Digital
Bacher, H., Dream Worlds: Production Design for Animation, New York: Thompson Delmar
rostrum camera: a vertically positioned camera, Animation, London and New York: Focal Press, Learning, 2004
under which traditional cels are photographed on 2007
a platform that can be raised or lowered. Cotte, O., Secrets of Oscar-winning Animation,
Barrier, M., Hollywood Cartons: American London and New York: Focal Press 2007
rotoscoping: live-action footage is filmed and Animation in the Golden Age, New York and
each individual frame is projected onto a surface, Oxford: Oxford University Press, 1999 Culhane, S., Animation: From Script to Screen,
allowing it to be traced and manipulated by London: Columbus Books, 1998
the creator. Beck, J., Animation Art, London: Flame Tree
Publishing, 2004 Currell, D., Puppets and Puppet Theatre,
showreel: a collection of animated material that Marlborough: The Crowood Press, 1999
acts as a promotional or explanatory vehicle for Beckerman, H., Animation: The Whole Story,
animators, studios, and production companies New York: Allworth Press, 2004 Demers, O., Digital Texturing and Painting,
looking to showcase their work to potential Berkeley, CA: New Riders Press, 2001
employers and partners. Bell, E. et al. (eds), From Mouse to Mermaid: The
Politics of Film, Gender and Culture, Bloomington, Drate, S. & Salavetz, J., Pure Animation Steps to
single lens reflex (SLR): an analog or digital VT, and Indianapolis: Indiana University Press, Creation with 57 Cutting-Edge Animators, London
camera capable of taking high-quality single- 1995 and New York: Merrell, 2007
frame images with film stock or a data storage
card, with a wide choice of interchangeable Birn, J., Digital Lighting and Rendering, Berkeley, Edera, B., Full Length Animated Feature Films,
lenses able to alter the recorded view from CA: New Riders Press, 2000 London and New York: Focal Press, 1977
an original scene or setting in various ways.
Blair, P., Cartoon Animation, Laguna Hills, CA: Faber, L. & Walters, H., Animation Unlimited;
stop motion: an animation technique by which Walter Foster Publishing, 1995 Innovative Short Films Since 1940, London:
objects are moved and recorded in increments. Laurence King, 2004
Brierton, T., Stop-Motion Armature Machining,
storyboard: a collection of frames that Jefferson, NC: McFarland & Co., 2002 Finch, C., The Art of Walt Disney: From Mickey
represent the basic outline of an animated Mouse to Magic Kingdoms, New York: Portland
production, with descriptions detailing scenes, , Stop-Motion Puppet Sculpting, Jefferson, House, 1988
camera actions, and elements of narration NC: McFarland & Co., 2004
where applicable. Frierson, M., Clay Animation: American Highlights
, Stop-Motion Filming and Performance, 1908Present, New York: Twayne, 1993
timeline: a visual marker found in contemporary Jefferson, NC: McFarland & Co., 2006
animation production software, allowing the Furniss, M., Art in Motion: Animation Aesthetics,
creator to review visual and aural components of Brophy P. (ed.), Kaboom! Explosive Animation London and Montrouge: John Libbey, 1996
an animated project in tandem, much in the same from Japan and America, Sydney: Museum of
way a dope sheet allows traditional animators to Contemporary Art, 1994 , The Animation Bible: A Guide to Everything
see how different elements of the production From Flipbooks to Flash, London: Laurence King,
piece together. Bryman, A., Disney and His Worlds, London 2008
& New York: Routledge, 1995
tweening: a digital process that fills in required Gardner, G., Computer Graphics and Animation:
frames between two key action points as Byrne, E. & McQuillan, M., Deconstructing Disney, History, Careers, Expert Advice, New York and
stipulated by the animator. London and Sterling, VA: Pluto Press, 1999 London: GGC Publishing, 2002
variable-speed technology: a process Cabarga, L., The Fleischer Story, New York: Gehman, C., & Reinke, S. (eds), The Sharpest
allowing the speed by which frames are captured Da Capo, 1988 Point: Animation at the End of Cinema, Toronto:
by a camera to be altered, seemingly accelerating YYZ Books, 2006
or slowing down a filmed action. Canemaker, J. (ed.), Storytelling in Animation, Los
Angeles: AFI, 1988 Glebas, F., Directing the Story: Professional
video assist: a device that helps stop-motion Storytelling and Storyboarding Techniques for Live
animators see exactly what the camera is filming Cholodenko, A. (ed.), The Illusion of Life, Sydney: Action and Animation, Boston and Oxford: Focal
on set and how that will look during playback Power/AFC, 1991 Press, 2008
on screen.
Chong, A., Basics Animation: Digital Animation, Grant, J., Masters of Animation, London: Batsford,
walk cycle: a sequence of frames in which an Lausanne: AVA Publishing, 2007 2001
animator draws a flowing walking movement,
taking account of a characters natural body Cohen, K., Forbidden Animation, Jefferson, NC, Hahn, D., The Alchemy of Animation: Making an
positions through the repeated action. and London, McFarland & Co., 1997 Animated Film in the Modern Age, Los Angeles:
Disney Editions, 2008
207
Halas, J., Masters of Animation, London: BBC Missal, S., Exploring Drawing for Animation, Segar, L., Creating Unforgettable Characters,
Books, 1987 New York: Thomson Delmar Learning, 2004 New York: Henry Holt & Co, 1990
Harnes, P. (ed.), Dark Alchemy: The Films of Jan Murphy, M., Beginners Guide to Animation: Selby, A., Animation in Process, London:
Svankmajer, Trowbridge: Flicks Books, 1995 Everything You Need to Know to Get Started in Laurence King, 2009
Animation, New York: Watson-Guptill, 2008
Harryhausen, R. & Dalton, T., A Century of Model Shaw, S., Stop Motion: Crafts for Model Animation,
Animation: From Mlis to Aardman, London: Napier, S., Anime: From Akira to Princess Boston and Oxford: Focal Press, 2003
Aurum Press, 2008 Mononoke, New York: Palgrave, 2001
Simon, M., Storyboards, Boston and Oxford:
Hart, C., How to Draw Animation, New York: Neuwirth, A., Makin Toons: Inside the Most Focal Press, 2000.
Watson-Guptill Publications, 1997 Popular Animated TV Shows and Movies, New
York: Allworth Press, 2003 , Producing Independent 2D Character
Hoffer, T., Animation: A Reference Guide, Animation, Boston and Oxford: Focal Press, 2003
Westport, CT: Greenwood, 1981 Paik, K. & Iwerks, L., To Infinity and Beyond!
The Story of Pixar Animation Studios, London: Smoodin, E., Animating Culture: Hollywood
Holman, L. Bruce, Puppet Animation in the Virgin Books, 2007 Cartoons from the Sound Era, Oxford:
Cinema: History and Technique, Cranberry, Roundhouse Publishing, 1993
NJ: Tantivy Press, 1975 Patmore, C., The Complete Animation Course,
London: Thames & Hudson, 2003 Stabile, C. & Harrison, M. (eds), Prime Time
Hooks, E., Acting for Animators, Portsmouth, NH: Animation, London and New York: Routledge,
Heinemann, 2000 Pilling, J. (ed.), Thats Not All Folks: A Primer in 2003
Cartoonal Knowledge, London: BFI, 1984
Horton, A., Laughing Out Loud: Writing the Subotnick, S., Animation in the Home Digital
Comedy Centered Screenplay, Los Angeles: , (ed.), Women and Animation: A Studio, Boston and Oxford: Focal Press, 2003
University of California Press, 1998 Compendium, London: BFI, 1992
Taylor, R., The Encyclopaedia of Animation
Johnson, O. & Thomas, F., The Illusion of Life, , (ed.), A Reader In Animation Studies, Techniques, Boston and Oxford: Focal Press,
New York: Abbeville Press, 1981 London and Paris: John Libbey, 1997 1996
Kanfer, S., Serious Business: The Art and , 2D and Beyond, Hove and Crans-prs- Tumminello, W., Exploring Storyboarding,
Commerce of Animation in America from Betty Cligny: RotoVision, 2001 Boston and Oxford: Focal Press, 2003
Boop to Toy Story, New York: Scribner, 1997
Pointon, M. (ed.), Art History (Cartoon: Caricature: Wasko. J., Understanding Disney, Cambridge and
Kerlow, I. V., The Art of 3D: Computer Animation Animation), Vol. 18, No. 1, March 1995 Malden: Polity Press, 2001
and Effects, New York: John Wiley & Sons, 2003
Priebe, K., The Art of Stop-Motion Animation, Webster, C., Animation: The Mechanics of Motion,
Kuperberg, M., Guide to Computer Animation, Clifton Park, NY: Delmar, 2006 Boston and Oxford: Focal Press, 2004
Boston and Oxford: Focal Press, 2001
Purves, B., Basics Animation: Stop-motion, Wells, P., Around the World in Animation, London:
Laybourne, K., The Animation Book, Three Rivers, Lausanne: AVA Publishing, 2010 BFI/MOMI Education, 1996
MI: Three Rivers Press, 1998
, Stop Motion: Passion, Process and , (ed.) Art and Animation, London:
Lent, J. (ed.), Animation in Asia and the Pacific, Performance, Boston and Oxford: Focal Press, Academy Group/John Wiley, 1997
London and Paris: John Libbey, 2001 2007
, Understanding Animation, London
Leslie, E., Hollywood Flatlands: Animation, Critical Rattner, P., 3D Human Modeling and Animation, and New York: Routledge, 2010
Theory and the Avant Garde, London and New New York: John Wiley & Sons, 2003
York: Verso, 2002 , Animation: Genre and Authorship, London:
Roberts, S., Character Animation in 3D, Boston Wallflower Press, 2002
Levi, A., Samurai from Outer Space: Understanding and Oxford: Focal Press, 2004
Japanese Animation, Chicago: Open Court, 1996 , Animation and America, Edinburgh:
Russett, R. & Starr, C., Experimental Animation: Edinburgh University Press, 2002
Leyda, J. (ed.), Eisenstein on Disney, London: Origins of a New Art, New York: Da Capo, 1988
Methuen, 1988 , Basics Animation: Drawing for Animation,
Sandler, K. (ed.), Reading the Rabbit: Explorations Lausanne: AVA Publishing, 2008
Lord, P. & Sibley, B., Cracking Animation: in Warner Bros. Animation, New Brunswick:
The Aardman Book of 3D Animation, London: Rutgers University Press, 1998 Wells, P. & Hardstaff, J., Re-Imagining Animation:
Thames & Hudson, 1999 The Changing Face of the Moving Image,
Scott, J., How to Write for Animation, Woodstock Lausanne: AVA Publishing, 2008
McKee, R., Story: Substance, Structure, Style, and and New York: Overlook Press, 2003
the Principles of Screenwriting, London: Methuen, Wiedemann, J. (ed.), Animation Now! London
1999 and Los Angeles: Taschen, 2005
208
Resources
AnimationFurther reading / Resources
Whitaker, H. & Halas, J., Timing for Animation, International Animation Festivals GIRAF
Boston and Oxford: Focal Press, 2002 A great way to see new films, meet their Calgary, Canada
creators, and generally get inspired by Holland Animation Film Festival
White, T., The Animators Workbook, New York: contemporary animation is to visit the Utrecht, Holland
Watson-Guptill Publications, 1999 many dedicated animation film festivals. Hiroshima International Animation Festival
Here is a selection of global events that take Hiroshima, Japan
Williams, R., The Animators Survival Kit, London place in different locations, all year round. International Digital Film Festival Kinofest
and Boston: Faber, 2001 Bucharest, Romania
2d Or Not 2d Animation Festival KLIK! Amsterdam Animation Festival
Winder, C. & Dowlatabadi, Z., Producing Seattle, United States Amsterdam, Netherlands
Animation, Boston and Oxford: Focal Press, 2001 Anifest Czech Republic London International Animation Festival
Teplice, Czech Republic London, United Kingdom
Withrow, S., Toon Art, Lewes: Ilex, 2003 Anifest India Melbourne International Animation Festival
Mumbai, India Melbourne, Australia
Anifilm New York Animation Festival
Trebon, Czech Republic New York, United States
Anima Mundi Ottawa International Animation Festival
Rio de Janeiro / So Paulo, Brazil Ottawa, Canada
Animac Platform International Animation Festival
Lleida, Spain Portland, United States
Animasyros Red Stick International Animation Festival
Syros Island / Athens, Greece Baton Rouge, United States
Animated Dreams Savannah International Animation Festival
Tallinn, Estonia Savannah, United States
Animated Encounters Festival South Beach International Animation Festival
Bristol, United Kingdom Miami, United States
Animateka Stuttgart Festival of Animated Film
Ljubljana, Slovenia Stuttgart, Germany
Animerte Dager Tecnotoon Animation Fest
Fredrikstad, Norway Miami, United States
Animest Tofuzi Festival of Animated Film
Bucharest, Romania Tbilisi, Georgia
International Animated Film Festival Waterloo Festival for Animated Cinema
Poznan, Poland Waterloo, Canada
Animex International Festival of Animation and Zagreb World Festival of Animated Films
Computer Games Zagreb, Croatia
Teesside, United Kingdom
Annecy International Animated Film Festival Important Reference Sites
Annecy, France Here are some interesting starting points to see
Bradford Animation Festival and hear what others are doing.
Bradford, United Kingdom
Brickfilmsfestivalen Sweden Animation World Network
rnskldsvik, Sweden www.awn.com
Brisbane International Animation Festival Animation resources
Brisbane, Australia www.toonhub.com
Canterbury Anifest Animation links
Canterbury, United Kingdom www.animationarena.com/animation-links.html
Cartoons on the Bay, International Festival American animated cartoons reference
of TV Animation www.toonarific.com
Positano, Italy UK animated cartoons reference
China International Cartoon and www.toonhound.com
Animation Festival Cartoon news and discussion
Hangzhou, China forum.bcdb.com
Cinanima
Espinho, Portugal
Cineme International Animation Festival
Chicago, United States
CTN animation eXpo
Los Angeles, United States
Fantoche International Animation Festival
Baden, Switzerland
Flip Animation Festival
Wolverhampton, United Kingdom
209
Index
Page numbers in bold refer to picture captions blogs 7, 51, 175, 175, 186, 194 lighting 149, 151
Blue Sky Studios: Ice Age 24 modeling 1489
A Blurb 192 rendering 151
Aardman Animations 24, 42, 142 book adaptations 21, 34, 42, 52, 79, 80, 114 rigging 149
Chicken Run (Park, with DreamWorks) 24, 423 Box, Steve: The Curse of the Were-Rabbit (with special effects 150, 151
The Curse of the Were-Rabbit (Park and Box, Park) 24 texturing 23, 149
with DreamWorks) 24 Bradley, Scott 119 2D animation 23, 133, 1345
Wallace and Gromit 12 Branching Out for a Green Economy 114, 115 character design
The Wrong Trousers (Park) 24, 50, 143 Breer, Robert 154 appeal 12, 15, 101, 102, 158
accuracy issues 41, 44, 45, 678, 71, 72 brick animation 1523 and art 96
ActionScript software 92 briefs 13, 34, 37, 48, 52, 62, 79 characteristics 36, 74, 90, 967, 1012, 189
Adobe programs and software 92, 125, 132, 134, Briggs, Raymond exaggeration 12, 97, 102, 112
135, 167, 168 The Snowman (book) 79 fundamentals 94
advertising 6, 32, 37, 38, 45, 72, 145, 149, 186 When the Wind Blows (book) 52 heroes and villains 101, 102
see also commercials Broadbent, Jim 80 lip-synching 16, 989, 112
After Effects software (Adobe) 134 broadcast formats 9, 75, 165 metamorphosis 103
Allen, Tim 96, 114 Brothers Quay: Street of Crocodiles 97, 139, 141 movement 15, 978, 99100
American Museum of Natural History Journey to Bugs Bunny 21, 78, 96, 112 personality 15, 19, 20, 90, 101, 102
the Stars exhibition 8 Burton, Richard 114 protagonists 101
Anderson, Gerry and Sylvia: Thunderbirds 142 Burton, Tim 23, 24, 89 role and function 967
Animate Pro (Toon Boom) 134 Alice in Wonderland 42, 103 and storyboards 74, 78
Animate! Projects 197 Corpse Bride 24, 162 suspension of disbelief 12, 97, 1001
animatic reels 76, 93 The Nightmare Before Christmas 23, 24, 101 timing 12, 978, 114
animation Vincent 23 Chinese animation 21, 22, 23
defined 9 Clarke, Joe 87
principles 912 C claymation (clay animation) 23, 99, 137, 142
significance 6, 79, 26, 48 Cak, Ferenc: rints 136 close-ups 75, 85, 88, 90, 111, 147
uses 6, 79, 37, 46, 48, 128 California Institute of the Arts 180 Clyde Henry Productions: Madame Tutli-Putli 66,
Animation World Network 184, 197 Camberwick Green television series 22 67, 88, 124, 138, 145, 167
animators and animation teams 29, 54, 185 Cambridge Systems software 134 Cohl, mile: Fantasmagorie 19
Animo (Cambridge Systems) 134 camera shots 85, 88, 94 color, understanding 166
anthropomorphism 36, 103 cinematic thinking 867 color correction 17, 165, 167
anticipation 11, 78, 96, 978, 119, 126, 147, 149, in 3D animation 85, 143 commercials 6, 32, 46, 77, 99, 101, 158, 173 see
168 and storyboards 75, 81 also advertising
El Apstol 19 camera team 29, 30 communication 6, 7, 89, 185
appeal 12, 15, 16, 101, 102, 110, 158 Cameron, James: Avatar 96 computer games 6, 8, 156
Apple 223, 24, 57, 125, 156, 162, 167 Canemaker, John 75 computer-generated imagery see CGI
armatures 60, 82, 84, 1378 careers in animation 180, 204 concepts and ideas 13, 26
aspect ratios 86 agencies 2023 capturing 558
Attenborough, Sir David 114 applications 1978 conceptual frameworks 523
Audition software (Adobe) 125 application forms 1978, 199 development 5864
augmented reality 89, 156 cover letters 198, 199 doodles 58, 61
auteurism 1534 rsums 198, 199, 2001 drawing 558
Autodesk software 167 education and training 1801, 183, 194, 196 evaluating 624
Avery, Tex 78, 96 evaluating yourself 1823 investing in 4950
Avid software 125, 162, 163, 167, 169 gaining experience 194, 1967 pitching 14, 34, 63, 646
interviews 2012 research 51, 71
B job ads and opportunities 197, 1989 significance 49
Back, Frdric 132 promoting yourself 18694, 195 starting points 502
backgrounds 10, 15, 129, 138, 145, 167 representation 2023 studio environment 534
Barbera, Joseph 21, 22 salaries 201, 202 visuals 58, 65, 66, 72
Barney Rubble 22, 112 skills and attributes 1812, 184, 185, 203, 204 condensation 36, 58, 111
Barr, Raoul (Barr-Nolan Studio) 19 Carroll, Lewis: Alice in Wonderland (book) 42 copyright issues 156, 187, 202
Batchelor, Joy 21, 52 cartoons 19, 20, 21, 43, 78, 102, 119, 132 Corel Painter 134
Bauhaus Software 134 cel animation 10, 84, 86, 92, 1323 The Crab with the Golden Claws 21
Beattie, Zac 69 CelAction software 134 Craste, Marc (Studio AKA) 77
Betty Boop 20, 78, 133 cell phones 6, 89, 22, 62, 75 Lloyds TSB commercials 77, 128, 149, 158,
Bird, Brad CGI (computer-generated imagery) 128 189
The Incredibles 24, 79 history 23, 24, 79 National Lottery commercials 149
Ratatouille 24 in live-action films 23, 151 Varmints 77
Blackton, J. Stuart: Humorous Phases of Funny 3D animation 24, 148 Winter Olympics 2010 trail (with Klassen) 122
Faces 19 animating 151 criticism 52, 63, 182
Blanc, Mel 112, 113 compositing 151 Crusader Rabbit 21
210
AnimationIndex
Cuba, Larry 133 DreamWorks studio 24 Franz Ferdinand music video (Odell) 51
cultural issues 7, 27, 52, 67, 101, 152, 190 Antz 24 Fred Flinstone 22
Curtis, Chris: A Day in the Life of an Audi Driver 34, Chicken Run (with Aardman Animations) 24 full animation 11, 94
76, 82, 93 The Curse of the Were-Rabbit (with Aardman
Animations) 24 G
D Dumala, Piotr: Franz Kafka 110 Gardiner, Bob: Closed Mondays (with Vinton) 142
The Daedalum see zoetropes Gaumont studio 21
Daffy Duck 96 E genres 423
Danot, Serge: La Mange Enchant 22 editing 29, 901, 160, 163 Giacchino, Michael 111
Dayton, Helena Smith 142 digital technology 160, 1634 Gilliam, Terry: Monty Pythons Flying Circus
The Debut of Thomas Cat 20 music 30, 31, 112, 120 animation 137
development in preproduction non-linear 1634 Glover, Gavin (Faulty Optic) 154
character design 94, 96103 picture 16, 129 go-motion animation 137, 143
concept development 5864 sound and sound effects 1415, 30, 31, 106, Godfrey, Bob 22
development drawings 8993 118, 1212, 1234, 125 Gollum 24
dope (exposure) sheets 91 education and training 1801, 183, 194, 196 graphical user interface (GUI) 8, 23
layouts and scenes 847, 89 effects see sound effects; special effects Groening, Matt 96
script development 446 Eisner, Michael 23, 24 The Simpsons 23
story development 14, 32, 37, 3942, 44, 46, Elfman, Danny 42
74, 111 Emshwiller, Ed 133 H
storyboards 14, 40, 63, 74 Sunstone 23 Halas, John 21, 52
style guides 82, 84 establishing shots 85, 88, 145 Halas & Batchelor studio 78
DeWolfe 121 exaggeration 12, 35, 78, 84, 97, 102, 112, 162 Animal Farm 21, 34, 39, 52, 120
Deygas, Florence (Kuntzel+Deygas) 168 exhibition design 8, 40, 83 Dustbin Parade 78
digital photography 56, 57, 62 experimental animation 22, 62, 95, 128, 133, 152, Hanks, Tom 96, 114
digital technology 8, 10, 92, 1245, 132, 133, 160, 152 Hanna, William 21, 22
1629, 172 see also CGI exposure sheets (dope sheets) 91 Hanna-Barbera studio
digital video formats 173, 174 The Flintstones 22, 112
directors 28, 29, 46, 49, 72, 185, 203 F Tom and Jerry cartoons 21
Disney, Walt 7, 19, 20, 22, 77, 94 Feathers McGraw 50, 143 Hardstaff, Johnny 58, 59
Disney studios see Walt Disney Studios Feline Follies 20 Harryhausen, Ray 139
DisneyPixar field guides 856 Jason and the Argonauts 143
The Incredibles (Bird) 24, 79 film festivals 7, 155, 1767, 178, 183 Mighty Joe Young (with OBrien) 139
Ratatouille (Bird) 24 Filmfair Hattler, Max
Toy Story (Lasseter) 24 Postman Pat 22 Collision 95
Toy Story 2 (Lasseter) 119 The Wombles 22 Spin 109
Up (Bird and Peterson) 7, 24, 60, 111 Final Cut Pro software (Apple) 162, 167 Havoc in Heaven 22
Wall-E 116 FireWire 125 Head Gear 54
distribution see release and distribution Firmin, Peter (with Postgate) Hertzfeldt, Don 180
Docter, Peter The Clangers 22, 137 history of animation 8, 1924, 130, 131
Monsters, Inc. 79, 168 Ivor the Engine 137 Hobbs, Elizabeth 55
Up (with Peterson) 24, 60 Noggin the Nog 137 The Old, Old, Very Old Man 48
Donald Duck 20 Fischinger, Oskar Hodgson, Jonathan: The Trouble with Love and
Donaldson, Julia: The Gruffalo (book, with Fantasia 78 Sex 69
Scheffler) 79 Komposition in Blau (Composition in Blue) Hunt, Philip (Studio AKA) 96
doodles 58, 61 20, 21 Lost and Found 79, 80, 191
dope sheets 91 Kreise 6 Hurd, Earl 132
Doppler software 124 Flash (Adobe) 92, 135
Dragonframe software 148 Fleischer, Max 19, 78 I
Dragonslayer 143 Dizzy Dishes 20 ideas see concepts and ideas
drawing Gullivers Travels 21 illusion 11, 103
composition, placement, and emphasis 901 Out of the Inkwell 19 of movement 9, 61, 84, 130, 131
concepts and ideas 558 flipbooks 60, 61 sound 36, 37
development drawings 8993 foley artists 31, 1212, 162 see also sound effects Illustrator (Adobe) 132, 134, 168
dope (exposure) sheets 91 follow-through 1112, 97, 98 ILM (Industrial Light and Magic) 22, 23, 143, 151
drawing classes 183 Folman, Ari: Waltz with Bashir 52 Industrial Light and Magic see ILM
figure drawing 58, 60, 89 frames 9, 10 information storage and retrieval 57
imagination 89 composition, placement, and emphasis 901 inking and painting 16, 129, 132
line (pencil) tests 15, 60, 92, 94, 129, 134 frame rates 910, 84 installations 8, 152, 1556
and movement 58, 60, 61 in-between frames 15, 92, 129, 151 Invisible Thread 139
observation 8990, 185 key frames 15, 58, 75, 76, 78, 81, 92, 129, 151 iOS software (Apple) 57
story (animatic) reels 76, 93 registering (keying in) 10, 92, 132 iPhones 24, 156
value 12, 558 in storyboards 75 Iwerks, Ub (Walt Disney Studios) 20
211
Logic Audio software (Apple) 125 in postproduction 31
J Lord, Peter 89 in preproduction 30, 11921
Jack Skellington (The Nightmare Before Christmas) LoveSport advertisement (Orchard) 45 scores and scoring 14, 74, 82, 106, 111, 119,
101 Lustre (Autodesk) 167 1201, 122
Jackson, Dianne: The Snowman 79 Lye, Len 154 timing 112
Japanese animation 22, 23, 94 music team 31
Jeffers, Oliver: Lost and Found (book) 79, 80 M music videos 51
job roles in animation 27, 28, 2931, 34, 445 Machinema 156 Muybridge, Eadweard 100
jobs in animation see careers Mackinnon and Saunders puppets 140 MyPublisher 192
Johnston, Ollie 11 magic lanterns and slides 131
The Illusion of Life: Disney Animation (with The Magic Roundabout television series 22 N
Thomas) 11 Maher, Laurie 166 narrative
Jones, Chuck 21, 78, 96 Mancini, Henry 120 constructing 37, 39, 41, 44, 46, 103, 111
Marcondes, Guilherme: Tyger 44, 141, 147 visual 14, 37, 43, 74, 78, 7981, 162
K marketing and publicity 1745 Newman, Randy 119, 120
kaleidoscopes 131 McCay, Winsor 19, 154 Nexus Productions 28, 195
Katzenberg, Jeffrey 23, 24 Gertie the Dinosaur 19, 154 Nezha Conquers the Dragon King 23
kinetoscopes 19 Little Nemo in Slumberland 19 Noe, Justin 87
Klassen, Jon: Winter Olympics 2010 trail (with The Sinking of the Lusitania 20 Nolan, Bill (Barr-Nolan Studio) 19
Craste) 122 McKee, Robert: Substance, Structure, Style, and Norstein, Yuri: Hedgehog in the Fog 137
Kovalyov, Igor 132 the Principles of Screenwriting 39 Nuendo software (Steinberg) 125
KPM 121 McLachlan, Sarah 119
Kricfalusi, John: The Ren and Stimpy Show 23 McLaren, Norman 9, 43 O
Kuntzel, Olivier (Kuntzel+Deygas) 168 A Chairy Tale 152 object animation 137, 143
Kuntzel+Deygas: titles for Catch Me If You Neighbours 21, 152 OBrien, Willis 139
Can 168 McNish, Allan 93 King Kong 20
Media Composer software (Avid) 167 Mighty Joe Young (with Harryhausen) 139
L Mlis, Georges 19 Odell, Jonas: Franz Ferdinand music video 51
Lang, Max: The Gruffalo (with Schuh) 79 Le Voyage dans la Lune (Voyage to the Moon) 8 Orchard, Grant
Lasseter, John metamorphosis 36, 64, 103, 136 LoveSport advertisement 45
Luxo Jr. 23 Mickey Mouse 20, 75 A Morning Stroll 119
Toy Story 24 microphones 57, 116, 117, 118, 123 Science Museum, London exhibition design
Toy Story 2 119 Microsoft 22, 23 40, 83
Lavis, Chris (Clyde Henry Productions): Madame Microsoft Windows Media Player 125, 190 Skype advertisement 32
Tutli-Putli (with Szczerbowski) 67 MIDI technology 125 Orton, Les: Under Milk Wood 114
layers and layering 10, 86, 91, 129, 132, 137, 167 Mighty Atom 22 Orwell, George: Animal Farm (book) 21, 34, 52
layout team 2930, 84 Mirage software (Bauhaus Software) 134 Otomo, Katsuhiro: Akira 10, 23
layouts and scenes 84 mixing 31, 157, 161, 169, 171 Ottawa International Animation Festival 18, 176,
cinematic thinking 867, 88 final mixes 124, 1701, 172 177, 183
in 2D animation 84, 85, 129 multichannel mixing 171
in 3D animation 84, 85 premixes 170 P
field guides 856 mixing desks 125 Pal, George 138
layers and layering 10, 86, 91, 129, 132, 137, Miyazaki, Hayao Panda and the White Serpent 22
167 Heidi (with Takahata) 22 Pannnia Filmstdi: Hugo the Hippo 22
planning and formulation 85 Spirited Away 24 paper cut-outs 137
in stop-motion animation 84, 85 modeling team 29, 30 Paramount Pictures 20
Leaf, Caroline 55 models and modeling 16, 60, 82, 129, 137, 143, Park, Nick (Aardman Animations) 96
The Street 23 1489 see also armatures; claymation Creature Comforts 99
legal issues 27, 51, 70, 156, 187, 196, 202 moral issues 51, 53, 101 The Curse of the Were-Rabbit (with Box) 24
The Legend of the White Serpent 22 motion-capture technology 24, 62, 100, 152 The Wrong Trousers 24, 50, 143
LicenseMusic 121 movement pencil tests 15, 60, 92, 94, 129, 134
light boxes 92 in character design 15, 978, 99100 penetration 35, 36, 37, 38
lighting 16, 85, 129, 144, 145, 149, 151 and figure drawing 58, 60 performance animation 8, 96, 154, 155
limited animation 94, 95, 135, 136 illusion of 9, 61, 84, 130, 131 Petersen, Bob: Up (with Docter) 60
line tests 60, 92, 94, 134 key movements 92 Petrov, Aleksandr: The Old Man and the Sea 24
Linnett, John Barnes 61 timing 978 phantasmagoria shows 19
lip-synching 16, 989, 112, 190 walk cycles 16, 99100 phenakistoscopes 19, 131
live-action films Murakami, Jimmy: When the Wind Blows 52 Photoshop (Adobe) 132, 134, 167, 168
animation compared 7, 8, 26, 32 museum and gallery guides 8, 9, 40, 83 picture fields 79, 81, 85
animation sequences 20, 23, 35, 93, 96, 110, music 14, 106, 119 Pink Panther series 120
130, 143, 168 delivery 11920 pipelines 1317, 267, 74, 106, 129, 160
CGI 23, 151 editing 30, 31, 112, 120 Pixar 24, 53, 135
live-action hybrids 23, 152, 154, 155, 158 importance of 109, 111, 122 A Bugs Life 24
212
AnimationIndex
213
sound studios 1245 symbolism 35, 36, 37, 45, 58, 101, 119 visual narrative in animation 14, 37, 43, 74, 78,
soundtracks 15, 22, 91, 106, 111, 16970, 172 Szczerbowski, Maciek (Clyde Henry Productions): 7981, 162
and space 11011 Madame Tutli-Putli (with Lavis) 67, 145 visuals
and story (animatic) reels 76, 93 color correction 17, 165, 167
synchronizing 124, 170, 171, 173 T concepts and ideas 58, 65, 66, 72
and time 111 Takahata, Isao: Heidi (with Miyazaki) 22 motion-tracking 166, 167
voice-overs 22, 46, 93, 94, 96, 106, 114, 116 Tan, Shaun 24 non-linear editing 1634
see also music; sound effects Tandem Films 203 synchronicity 165, 169, 170, 173
Sound Dogs 122 Technicolor 20, 21 titles and credits 17, 31, 1689
sound effects 1415, 31, 74, 106, 1214, 162, television series 6, 21, 22, 23, 94, 112, 137, 142
170, 171 Templeton, Suzie 17, 84 W
Sound Ideas 122 Peter and the Wolf 24 Walker, Liz (Invisible Thread and Faulty Optic) 139,
sound production team 30, 31, 169 thaumatropes 131 154
special effects 9, 16, 17, 110, 121, 138, 150, 151 Thomas, Dylan: Under Milk Wood (poem) 114 Plucked 155
Speedy Gonzales 112 Thomas, Frank 11, 94 Wallace and Gromit (Aardman Animations) 12
Spinifex: Winter Olympics (2010) opening The Illusion of Life: Disney Animation (with Walt Disney Studios 7, 11, 24, 75, 778, 94, 132
ceremony, Vancouver 9, 96 Johnston) 11 The Lion King 119
Stalling, Carl 119 3D animation 9 Alice in Wonderland (Burton) 42, 103
Starevich, Vladislav 139 camera work 85, 143 Alices Wonderland 20
Piekna Lukanida (The Beautiful Lukanida) 19 CGI animation 23, 24, 14851 Bambi 21
Le Roman de Renard (The Tale of the Fox) 20 history 23, 24 Cinderella 21
Stehura, John 133 layouts and scenes 84, 85 Fantasia 7, 21, 78, 119
Cibernetik 5.3 22, 133 preproduction process 84, 87, 97 Flowers and Trees 20
Steinberg software 125 production process 16, 129 Pinocchio 21, 78
stop-motion animation 10, 128, 135 rigging and animating 16, 129, 149 Plane Crazy 75
checking filming 1478 sets and set design 2930, 84, 85, 137, 143, The Skeleton Dance 20
history 19, 20, 22, 23, 24 144, 1456 Sleeping Beauty 22
layouts and scenes 84, 85 stop-motion animation 84, 85, 13748 Snow White and the Seven Dwarfs 21, 52, 133
lighting 144, 145 see also armatures; claymation; models and Song of the South 21
3D animation 84, 85, 13748 modeling; puppets Steamboat Willie 20, 75, 110, 112
armatures 60, 82, 84, 1378 time-lapse imagery 152 The Three Little Pigs 20, 75, 94
claymation 23, 99, 137, 142 timing 12, 14, 74, 76, 978, 112, 114 Tron 23, 789
models and modeling 16, 60, 82, 129, 137, Tintin 21 Vincent (Burton) 23
143 Tom and Jerry 21, 50, 102, 111, 119 The Wise Little Hen 20
object animation 137, 143 tools and toolkits 55, 56, 57, 116 Wan Guchan and Laiming: Princes Iron Fan 21
puppets 20, 21, 22, 128, 13842 Toon Boom 134 Warner Bros. 7, 21, 78
sets and set design 137, 143, 144, 1456 training see education and training Duck Amuck 21, 78
2D animation 84, 85, 1357 Trnka, Jir 138 Fast and Furry-ous 21
paper cut-outs 137 The Emperors Nightingale 21 Whats Opera, Doc? 21, 78
sand and oil-paint animation 1356 Ruka (The Hand) 22, 138 websites 6, 8, 75, 94, 135, 1923
see also go-motion animation Tweety Bird 112 Wells, Paul
story arcs 41 2D animation The Fundamentals of Animation 7
story development 14, 37 CGI animation 133, 1345 Scriptwriting 33
key stages 75 drawn cel animation 10, 84, 86, 92, 1323 Wile E. Coyote 21, 102
plot 26, 32, 40, 412, 74 layouts 84, 85, 129 Wood, Ivor 22
premise 37, 39, 40, 44, 45, 111 preproduction process 84, 86, 92, 97 workflow see pipelines
story arcs (storylines) 41, 46 production process 1516, 129 workprints 16, 129, 158
themes 42 stop-motion animation 84, 85, 1357 writing as a skill 183, 185 see also scripts and
see also storyboards scriptwriting
story ladders and friezes 40 U
story reels 76, 93 unorthodox animation 34, 1526 see also Y
story team 29, 323 experimental animation Yamamura, Koji 57, 132
storyboard artists 29, 185 UPA (United Productions of America) studio 7, Muybridges Strings 92
storyboards 14, 20, 40, 63, 74, 7581, 84, 85, 93 21, 94
storylines 41, 46 Z
Studio AKA 49, 77, 80, 135, 186, 203 V Zimmer, Hans 119
studios and studio environment 14, 26, 28, 534, variable-speed cinematography 152 zoetropes 19, 61, 128, 130, 131
123, 194, 196 Vegas (Sony) 167
style guides 82, 84 video formats 173, 174
Supermarionation 142 video games 22, 96
suspension of disbelief 12, 50, 97, 1001 Vinton, Will
Svankmajer, Jan 139 Closed Mondays (with Gardiner) 142
The Death of Stalinism 110 Mark Twain 23
214
Picture credits
AnimationIndex / Picture credits
The author and Laurence King Publishing Ltd. wish to thank Gear Studio; 55T Elizabeth Hobbs; 55B Back to the Studio AKA, directed by Marc Craste, agency: RKCR/Y&R,
the institutions and individuals who have kindly provided Start, client: Chipotle, agency: CAA and Chipotle, director: client: Lloyds TSB; 129 Courtesy Barry Purves; 130 Chris
photographic material for use in this book. If sources for Johnny Kelly, producer: Liz Chan; 57 NFB, courtesy Koji Shepherd; 131 National Media Museum/SSPL; 132T
illustrations and copyright credits have not been given in Yamamura; 58 Headgear Sketches; 59 Courtesy Johnny NFB, courtesy Koji Yamamura; 132B Courtesy Royal
the captions or on page 2, then they are given below. While Hardstaff (www.johnnyhardsraff.com); 60 Joanna Quinn/ College of Art; 133B Courtesy Center for Visual Music; 134
every effort has been made to trace the present copyright TransEuropeFilm; 61 Beryl Productions International Ltd./ Courtesy Toon Boom Animation Inc.toonboom.com; 136
holders, the publishers and author apologize in advance for S4C; 63 Courtesy Royal College of Art; 65 Lost and Found, TOUCH created by Ferenc Cak (writer, animator, director,
any unintentional omission or error, and will be pleased to produced by Studio AKA, based on the book by Oliver producer), C.A.K.. Studio Ltd.; 137 Courtesy Dan
insert the appropriate acknowledgment in any subsequent Jeffers, adapted and directed by Philip Hunt; 66 Courtesy Postgate, Smallfilms; 138 Courtesy Jason Walker, Clyde
edition. Jason Walker, Clyde Henry Productions, and The National Henry Productions, and The National Film Board of
Film Board of Canada; 69 Animation: Sherbet, Animation Canada; 139T Courtesy BFI; 139B John Coombes
Numbers in bold refer to pages in the book unless Director: Jonathan Hodgson, Animation Producer: photography, Liz Walkerpuppet maker; 140 Courtesy
otherwise stated. Jonathan Bairstow, Producer / Director: Zac Beattie, Barry Purves; 141 Crew: Guilherme Marcondes, Andrezza
T = top, B = bottom, L = left, R = right, C = center Executive Producer: Nick Mirsky, All Rights BBC; 71 Valentin, Cia Stromboli, Trattoria, Cassiano, Joao, Samuel
Courtesy Julia Pott; 72 Courtesy Royal College of Art; 74 Casal, Birdo Studio, Paulo Beto, Zeroum; 142 Courtesy
5 Science Museum, produced by Studio AKA, directed by Courtesy of CalArts; 76 BBH Creative Team/Directors: Nick Jason Walker, Clyde Henry Productions, and The National
Grant Orchard; 6 Fischinger Trust, courtesy Center for Kidney & Kevin Stark, BBH Producer: Matt Towell, BBH Film Board of Canada; 143T The Wrong Trousers
Visual Music (www.centerforvisualmusic.org); 8T Courtesy Strategy Director: Simeon Adams, Neil Godber, BBH Team Aardman Animations Limited / Wallace & Gromit Ltd. 1993;
American Museum of Natural History; 8B Courtesy BFI; 9 Manager: Polly Knowles, BBH Team Director: Simon Coles, 143B Headgear set; 144 Holy Flying Circus, client: BBC,
Kevork Djansezian/Getty Images; 10 Characters and Production Company: Passion Pictures, Director: Chris production company: Nexus Productions, director: Jim Le
images depicted Otomo Katsuhiro, cel photographs Curtis, Producer: Belle Buckley, Postproduction/Editing: Fevre, producer: Luke Youngman; 145 Courtesy Jason
Joe Peacock and Art of Akia Exhibit; 12 A Close Shave Passion Pictures, Sound: Factory Studios, Exposure: UK Walker, Clyde Henry Productions, and The National Film
Aardman Animations Limited / Wallace & Gromit Ltd. 1995; TV, cinema, online; 77 Varmints, produced by Studio AKA, Board of Canada; 146T Courtesy Barry Purves; 146B
14, 15 Science Museum, produced by Studio AKA, directed by Marc Craste; 78B Courtesy The Halas & Suzie Templeton/BreakThru Peter Ltd.; 147 Crew:
directed by Grant Orchard; 16 Chris Shepherd; 17 Batchelor Collection; 80 Lost and Found, produced by Guilherme Marcondes, Andrezza Valentin, Cia Stromboli,
Suzie Templeton/BreakThru Peter Ltd.; 18 Courtesy Ottawa Studio AKA, based on the book by Oliver Jeffers, adapted Trattoria, Cassiano, Joao, Samuel Casal, Birdo Studio,
Animation Festival; 19L National Media Museum/SSPL; and directed by Philip Hunt; 81 Beryl Productions Paulo Beto, Zeroum; 149T Lloyds TSB, produced by Studio
19C Courtesy Anne Simon, Lobster Films; 19R, 20L International Ltd./S4C; 82 BBH Creative Team/Directors: AKA, directed by Marc Craste, agency: RKCR/Y&R, client:
Courtesy Ray Pointer, Inkwell; 20CT Courtesy BFI; 20RT Nick Kidney & Kevin Stark, BBH Producer: Matt Towell, Lloyds TSB; 149B The Big Win, produced by Studio AKA,
Courtesy BFI; 20RB Fischinger Trust, courtesy Center for BBH Strategy Director: Simeon Adams, Neil Godber, BBH directed by Marc Craste, client: The National Lottery,
Visual Music (www.centerforvisualmusic.org); 21RT 1952 Team Manager: Polly Knowles, BBH Team Director: Simon agency: AMV; 150 Courtesy Jason Walker, Clyde Henry
National Film Board of Canada. All rights reserved; 21RB Coles, Production Company: Passion Pictures, Director: Productions, and The National Film Board of Canada; 152
Courtesy The Halas & Batchelor Collection; 22C Courtesy Chris Curtis, Producer: Belle Buckley, Postproduction/ 1957 National Film Board of Canada, All Rights
Dan Postgate, Smallfilms; 22R Courtesy BFI; 23L Ed Editing: Passion Pictures, Sound: Factory Studios, Reserved; 153 Courtesy BFI; 154 Courtesy Ray Pointer,
Emshwiller. Sunstone, 1979. Courtesy Electronic Arts Exposure: UK TV, cinema, online; 83 Science Museum, Inkwell; 155T John Coombesphotography, Liz Walker
Intermix (EAI), New York; 23R Characters and images produced by Studio AKA, directed by Grant Orchard; 84T puppet maker; 155B Robert Seidel, robertseidel.com;
depicted Otomo Katsuhiro, cel photographs Joe John Coombesphotography, Liz Walkerpuppet maker; 157 LoveSport, produced by Studio AKA, directed by Grant
Peacock and Art of Akia Exhibit; 25 Beryl Productions 84B Suzie Templeton/BreakThru Peter Ltd.; 85 Back to Orchard; 158 Lloyds TSB, produced by Studio AKA,
International Ltd./S4C; 26 Chris Shepherd; 28T Crew: the Start, client: Chipotle, agency: CAA and Chipotle, directed by Marc Craste, agency: RKCR/Y&R, client: Lloyds
Guilherme Marcondes, Andrezza Valentin, Cia Stromboli, director: Johnny Kelly, producer: Liz Chan; 87 Courtesy TSB; 159 Courtesy Jason Walker, Clyde Henry Productions,
Trattoria, Cassiano, Joao, Samuel Casal, Birdo Studio, Barry Purves; 88 Courtesy Jason Walker, Clyde Henry and The National Film Board of Canada; 160T Courtesy of
Paulo Beto, Zeroum; 28C, 28B Nexus Productions; 32 Productions, and The National Film Board of Canada; 89T CalArts; 160B Courtesy Royal College of Art; 164 Robert
Skype, produced by Studio AKA, directed by Grant Joanna Quinn/TransEuropeFilm; 89B, 90 Courtesy Seidel, robertseidel.com; 166 Courtesy Jason Walker,
Orchard, agency: AMV, client: Skype; 33 Courtesy Julia Royal College of Art; 91 Courtesy Barry Purves; 92T Clyde Henry Productions, and The National Film Board of
Pott; 34T Courtesy The Halas & Batchelor Collection; 34B NFB, courtesy Koji Yamamura; 92B Courtesy Royal College Canada; 168 Courtesy of CalArts; 170 Avid MC6 Surround
BBH Creative Team/Directors: Nick Kidney & Kevin Stark, of Art; 93 BBH Creative Team/Directors: Nick Kidney & Mixer U1; 172 Sing Up, produced by Studio AKA, directed
BBH Producer: Matt Towell, BBH Strategy Director: Simeon Kevin Stark, BBH Producer: Matt Towell, BBH Strategy by Steve Small, agency: AMV, client: Sing Up; 173
Adams, Neil Godber, BBH Team Manager: Polly Knowles, Director: Simeon Adams, Neil Godber, BBH Team Manager: LoveSport, produced by Studio AKA, directed by Grant
BBH Team Director: Simon Coles, Production Company: Polly Knowles, BBH Team Director: Simon Coles, Orchard; 175 Nexus Productions; 177 Courtesy Ottawa
Passion Pictures, Director: Chris Curtis, Producer: Belle Production Company: Passion Pictures, Director: Chris Animation Festival; 179 Lost and Found, produced by
Buckley, Postproduction/Editing: Passion Pictures, Sound: Curtis, Producer: Belle Buckley, Postproduction/Editing: Studio AKA, based on the book by Oliver Jeffers, adapted
Factory Studios, Exposure: UK TV, cinema, online; 35 Passion Pictures, Sound: Factory Studios, Exposure: UK and directed by Philip Hunt; 180T Courtesy of CalArts;
Chris Shepherd; 38 BBH Creative Team/Directors: Nick TV, cinema, online; 95 Collision, director: Max Hattler, 180B Courtesy Ottawa Animation Festival; 181T Courtesy
Kidney & Kevin Stark, BBH Producer: Matt Towell, BBH production: Royal College of Art, 2005; 96 Streeter Lecka/ Royal College of Art; 181B Courtesy Jason Walker, Clyde
Strategy Director: Simeon Adams, Neil Godber, BBH Team Getty Images; 97T Courtesy BFI; 97B Courtesy Royal Henry Productions, and The National Film Board of
Manager: Polly Knowles, BBH Team Director: Simon Coles, College of Art; 99B Creature Comforts Aardman Canada; 182 Courtesy Royal College of Art; 183 Courtesy
Production Company: Passion Pictures, Director: Chris Animations 1989; 101 Courtesy Library of Congress; 102 Ottawa Animation Festival; 184 Courtesy Royal College of
Curtis, Producer: Belle Buckley, Postproduction/Editing: BEEP, BEEP and all LOONEY TUNES characters, names, Art; 185 Courtesy of CalArts; 186 Lost and Found,
Passion Pictures, Sound: Factory Studios, Exposure: UK and all related indicia are and Warner Bros. produced by Studio AKA, based on the book by Oliver
TV, cinema, online; 39 Courtesy The Halas & Batchelor Entertainment Inc. All Rights Reserved; 105 Robert Jeffers, adapted and directed by Philip Hunt; 187 Nexus
Collection; 40 Science Museum, produced by Studio AKA, Seidel, robertseidel.com; 109 Spin, director: Max Hattler, Productions; 188 Courtesy Julia Pott; 189T Lloyds TSB,
directed by Grant Orchard; 41 Beryl Productions production: Autour de Minuit, 2010; 110 Courtesy of Jan produced by Studio AKA, directed by Marc Craste, agency:
International Ltd./S4C; 44 Crew: Guilherme Marcondes, Svankmeyer; 112 Courtesy Barry Purves; 113 Warner RKCR/Y&R, client: Lloyds TSB; 189B Nexus Productions;
Andrezza Valentin, Cia Stromboli, Trattoria, Cassiano, Joao, Bros. Entertainment Inc. All Rights Reserved; 114 S4C; 191 Lost and Found, produced by Studio AKA, based on
Samuel Casal, Birdo Studio, Paulo Beto, Zeroum; 45 115 UNEP, Isabelle Pierrard: Communication Specialist the book by Oliver Jeffers, adapted and directed by Philip
LoveSport, produced by Studio AKA, directed by Grant UNEP, Natasha Serlin: Producer / Director, Shroomstudio Hunt; 195 Nexus Productions; 196 Courtesy of CalArts;
Orchard; 47 Courtesy Johnny Hardstaff (www. Alexander Hatjoullis, Simon Ansell, Arnau Millet, Christian 197 Lost and Found, produced by Studio AKA, based on
johnnyhardsraff.com); 48 Elizabeth Hobbs; 49 Produced Krupa, Christos Hatjoullis: Animation Team; 118 Courtesy the book by Oliver Jeffers, adapted and directed by Philip
by Studio AKA; 50 The Wrong Trousers Aardman Royal College of Art; 120 Courtesy The Halas & Batchelor Hunt; 198 Courtesy Jason Walker, Clyde Henry
Animations Limited / Wallace & Gromit Ltd. 1993; 51 Take Collection; 121 Robert Seidel, robertseidel.com; 122 Productions, and The National Film Board of Canada; 201T
Me Out, client: Franz Ferdinand, commissioner: John Winter Olympics, produced by Studio AKA, directed by Nexus Productions; 201B Lloyds TSB, produced by Studio
Moule, production company: Nexus Production / Marc Craste, designed by Jon Klassen, client: BBC, AKA, directed by Marc Craste, agency: RKCR/Y&R, client:
Filmtecknarna, producer: Julia Parfitt; 52T Courtesy The agency: RKCR/Y&R; 124 Courtesy Jason Walker, Clyde Lloyds TSB; 203 Courtesy Royal College of Art; 205 John
Halas & Batchelor Collection; 52B Director: Mr. Ari Folman, Henry Productions, and The National Film Board of Coombesphotography, Liz Walkerpuppet maker
Art Director and Illustrator: Mr. David Polonsky; 54 Head Canada; 127 Courtesy BFI; 128 Lloyds TSB, produced by
215
Acknowledgments
Andrew Selby
San Francisco, March 2012.
216