Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts

Friday, October 16, 2015

Animation: Background Planning/Set Design

This is an area that is not my forte but here are some notes I picked over the years starting from a layout class I took with the great Scott Caple long ago and on up through time. Something Scott said was "A layout tends to feel...well, empty or awkwardly unfinished somehow until the characters are added.  Then the composition is complete."

I am going to approach this in terms of scene planning, take note that this is in no intended to be a "How To" on background ground layouts or painting but simply a "something to think about when planning your shots/scenes." Some links on this topic are here, here and here (There are so many but I don't want to get carried away).

Planning a scene is a lot like planning a a painting; you must decide what is to most important and then work your way to least important. If something has no importance it must be taken out of the shot-everything to be shown must be of some importance, even if it only adds to the composition. So a first step in planning your shots would be to ask if all of the background subject matter is necessary as well as how the elements in the BG work to achieve a solid composition.
In the image above, Rembrandt chose to position the main figure (Christ) higher to show his significance as the other figures (the sick) swarm around him.  The dark tones of the building in shadow behind the main figure out create an contrast from the foreground elements.  The shadow of the archway frames the action as light spills from right to left. The darks and lights make the visual hierarchy clear.

Below, in this drawing by Charles D Mitchell, storytelling is very clear but layout is much too flat to allow for the characters to move freely in the space due to the cluttered chairs etc.
Below is a painting I love, by Giovanni Bedini from 1924.  Here, a young woman plays a violin with such a charming expression and character that it is hard not imagine walking into this scene where she plays just for the viewer. The darkest and lightest elements lay atop each other on the right third of the painting and the painting seemed designed to allow the woman the ability to get up from her work and move around the space. It's this, seeming openness of space that is what sets layouts and BGs apart. Like real spaces, a character is able to "move" around in these imaginary environments.
But what are the first steps to scene planing?
Scene planning begins with the script/storyboarding phase. Concept art is generated while story is in development to craft the look of the themes, places and anything that will be involved in the story.  Concept development may give a snap shot of look of a moment but may not focus on setting a stage for animation as this painting from Marc Lumer for The Emperor's New Groove.
Another example of concept art from Disney's Tarzan is this drawing below. As seen, there is little room for a character to actually move around in the spaces provided here.
The next step is the planning of the actual scene beyond the concept stage. The director(s), story and layout artists decide what camera angles would be best to describe the story and action is mapped out. In this storyboard image from Batman Animated Series we see the camera has been planned to show the Penguin aiming up at an onrushing Batman. The camera tilts up and dollies into Batman, then tracks his progress right as machine gun fire explodes around him.
As scene planning is signed off, the process moves to layout, at least for 2D animation. The process changes in 3D creation. A 2D layout becomes the actual "physical" world where the characters will 'live' in each shot. Below are some examples of layouts for animation, starting with Balto followed by an example from Gulliver's Travels. In both, the spaces designated for the characters to traverse are pretty clear.
Below is a layout grid for Lady and the Tramp 2 by Patrick Raines. Where do you suppose the action of the characters will take place here? A fine example of using grids for perspective layout.
Another from 101 Dalmatians, from Animation Treasures (an awesome blog). Clearly the dogs would mount the hill.
In this layout, Cruella speaks to Horace and Jasper from her phone on the bed in long shot.  This shot followed by a close up for better staging of character action. This is a great drawing though, so I had to post it.
Two other layouts, one from Ralph Bakshi's Lord of the Rings...
...and the other from Chuck Jones' Riki Tiki Tavi. This is down shot which pans to follow the action of the characters as they move through the garden.






























Tuesday, July 7, 2015

Hair Simplification

Here's some hair notes to, hopefully, make drawing your figures/characters easier. As cool as details are and as fun as it is to draw details (or render them), they can get pretty complicated and hard to draw more than once.  We discussed this topic in class today, and here's some notes. Simplify your work to save the headache later.
Also here are some pretty cool hair examples, you've probably seen before:
 Andrea Reporter https://aluiramancio.wordpress.com/andrea-reporter/
Concept Art from Brother Bear 2.  Fun and simple hair shapes, good animation...but it's a sequel...and all that implies.
 Stylish and simple Chico from Chico and Rita.
 Clone Wars Season One designs from Genndy Tartakovsky.
Dora's hair is pretty cool and simple. I just wish she would turn around and she could see that darn bridge for herself.
 Elisa from Gargoyels.
 Holly Would's hair from Cool World is simple yet complex.
 Kronk is my hero. You guys are kinda confusing me, so...Be gone!...Or whatever makes you go away.

Lloyd's mustache is so well done from Bolt.  'Wish these characters were in the film more.
Witch Hazel has an awesome hair design.  It looks so...gloppy. and the two stringy lines make the hair believable.  She makes incredible exits.
Meg is a beautiful piece of design.
I really dig the slick designs for the Disney Infinity characters being created in Z-brush. Mirage's hair is an example of that.  Shape first with simplified details.
Nani's hair is yet another example of simple elegance.
Three examples of beards, one from Pettison and Findus, the other from Hercules, you know my opinion of Hercules but the design are second to none.  Amphitryon, very cool drawing here from Richard Bazley.  Look at the shape moving around Amphitryon's chin. And the last from Small One (who must be a distant relation of Tony's from Lady and the Tramp).
Wonderful simplification in the hair from Secret of Kells. 
Thanks for stopping by!