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Process of Animation

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Pixar s Animation Step for Monster s Inc. Dr. Lili Ann * SMM4800 Pixar s Animation Step for Monster s ... For this process the group used Maya and 3D Studio ... – PowerPoint PPT presentation

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Title: Process of Animation


1
Process of Animation
2
Process of Animation
3
Process of Animation
  • 1 The first step involves a story board. A story
    board is a board to draw pictures to make an
    animated story.
  • 2 In the second step, modeling is used to create
    three dimensional characters and people.
  • 3 Then, animation is used to make the three
    dimensional characters move. Usually this is done
    with animation software on the computer.
  • 4 Next, shading is applied to the image so it
    looks realistic.
  • 5 Computer generated light is applied to the
    scene to make it  more realistic.
  • 6  Finally, rendering puts all the elements
    together to make the final realistic product.

4
Story
  • The first thing you'll probably want to do is to
    sit down and make a few notes on the story you're
    trying to tell.
  • Professional animators always have a story- even
    if it's a simple one- and knowing what's supposed
    to happen and who it happens to is very important
    in making a good movie.
  • Who are the characters? Where are they located?
    What happens to them, and what do they do about
    it?
  • Having these ideas clearly in mind is crucial to
    making an interesting movie.
  • You might or might not need to write anything
    down at this point thinking it through is the
    key (although it helps to have notes at least, to
    help with the next step.)

5
Scenes and Storyboards
  • Once you have a story, it helps to break it down
    into scenes.
  • Very few movies (at least of those longer than a
    minute or so) are filmed as one long scene, and
    although using multiple scenes presents certain
    complications, it also allows you to work with
    smaller files with shorter timelines, and render
    individual clips more quickly.
  • For each scene, it can help to sketch out a
    storyboard- a sequence of simple drawings that
    show what the scene is supposed to look like.

6
Scenes and Storyboards
  • Don't try to put too much detail, or make
    everything look realistic- just sketch in the
    things that you'll show in that scene, in a few
    quick pictures.
  • If you can't draw people use stick figures, but
    get something on paper- this helps you to
    visualize where people and things need to be on
    the 'set' and how the camera will see them.
  • You can write down any dialogue or audio effects
    that'll be in the scene on the storyboard as
    well, and this will help with the next step

7
Scenes and Storyboards
  • A storyboard is made, all the animators and
    directors come together to discuss the entire
    film.
  • The storyboards are presented as the story
  • Storyboards are the blueprint for creating
    animation
  • Each shot or scene in the animation is
    illustrated and described in a series of drawings
    that resemble a comic book
  • Its easier to make changes at this stage than at
    any other point in the process
  • So the key to creating storyboards is to just
    have fun and brainstorming

8
Scenes and Storyboards
  • Once the story is laid out, the dialogue is
    recorded. This is done before animation, so the
    animators know what the characters will say.
  • After the dialogue is recorded, the animators can
    make rough sketches of just the characters.
    Usually these drawings are quite messy, there is
    still no color, or background. Some animated
    films have used over 50,000 individual drawings.
  • Once the storyboards are approved, scan each of
    the drawings, load them into an editing program
    and synchronize them with the audio track

9
Scenes and Storyboards
  • At most animation studios, the best animators
    only sketched a few animation drawings, leaving
    gaps in between. Later on, a person called an
    "inbetweener" would finish the scenes, by drawing
    in between the areas that the animator had left.
  • By putting some basic motion to the images,
    moving the camera, and editing the sequence to
    match the audio we can create an animatic,
    which gives a real good idea of the pacing of the
    sequence, and one final chance to make changes to
    the storyboard before going into production

10
Scenes and Storyboards
  • Storyboards are essential to keeping costs low
    and the production organized

11
Sound
  • Now that you have the dialogue noted down for
    each scene, you should record it and save out the
    sound files you'll need.
  • At the same time, you can record any sound
    effects you'll want, and even add music if you
    like.
  • Then mix it all down into a soundtrack for your
    scene.
  • The idea is to have a unified audio file that has
    as much sound as you'll need to animate over- do
    the sound before you animate.

12
Sound
  • Regardless of which software you use, it's always
    easier to animate over the sound, rather than
    trying to synchronize the sound with the
    animation later on.
  • Also, having a soundtrack with noises, dialogue,
    sound effects etc. will be a huge help with the
    timing of the animation you can get a good idea
    of which movements need to happen at what points
    by what the audio is doing.
  • At this point, depending on how you'll be doing
    your dialog (if there is any) you'll want to also
    save separate copies of each character's audio
    files- just the things they're saying in the
    scene- to facilitate lip-synching later on.

13
Modeling
  • Computer models are virtual objects which are
    custom-built based on a storyboard concept
  • Character models are usually created from simple
    drawings or character sheets as they are called
  • Sometimes a traditional clay model is created and
    brought into the computer using a digitizing arm
    which records specific surface points which are
    then transformed into a 3D model
  • In either case, the finished model is nothing
    more than a wireframe representation that defines
    the surface of the model

14
Modeling
  • The next step in modelling is to apply texture,
    which is what brings the wireframe representation
    to life
  • Textures can be images mapped onto the surface
    like decals on a model car, or procedural based,
    which can mimic the organic look of natural
    objects.

15
Modeling
  • Each model can have hundreds of surface textures
    that describe colour, luminosity, diffusion,
    specularity, glossiness, reflection,
    transparency, refraction, bumpiness and many
    other attributes.
  • It is essential to have a storyboard before you
    ca modelling.
  • You really have to know how each character or
    object will be lit before the process of creating
    surface textures can be completed

16
Modeling
  • As you might imagine, modelling and texturing is
    extremely time consuming
  • But, there is really no way to short-cut the
    process
  • If you want the final animation to have that
    high-end look, you have to spend time on
    modelling and textures

17
Preparations to Animate
  • Here you make sure you've got everything you
    need- with the audio ready to go, you can
    generate lip-synch files, build or buy any props
    you'll need, prepare background video clips or
    special image files, etc.

18
Preparations to Animate
  • Users of any program will want to make sure that
    any image or video files they'll use as backdrops
    or image maps are ready to go, and that any other
    assets- 3D props, prepared figures, scripted
    actions or saved poses, etc.- are available and
    working properly.
  • To bring animated characters to life, you need to
    create a series of controls that will allow you
    to add just the right amount of movement

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Rigging
  • Animation controls are called rigs
  • You pull the control and the arm moves, or the
    leg moves, or the character smiles
  • Character rigs can involve hundreds of controls
  • For instance, each finger can have 3 control
    points which means you will have 15 control
    points for each hand
  • Each one of those control points keeps track of
    6DOF of motion 3 degrees of rotation (pitch,
    bank and yaw) and 3 degrees of movement in the X,
    Y and Z plane

20
Rigging
  • In addition to rigging that controls character
    motion,there is another layer of control applied
    to the face.
  • These controls allow the animator to move the
    eyes, eyebrows, eyelids, general facial features,
    and mouth of the character
  • The rigging process is very time consuming,
    however, once a character is successfully
    rigged, the process of bringing that character
    to life with all the subtleties necessary to
    create the illusion, is pretty straightforward.
  • A proper rig simply makes the process of
    animating fun!

21
Rigging
  • Now, with everything in place, you can finally
    start animating.
  • Animation is defined as the illusion of life
    imparting that illusion to a character takes a
    skilled eye, a clear vision of the illusion as a
    whole, and the ability to wade through a
    technical process that involves many layers
  • By now the scene will be very familiar- you've
    worked out your story, drawn the storyboards and
    gone over the dialogue, you know the timing, you
    have all the pieces assembled and it's now time
    to put it all together and build the scene that
    you'll be rendering.

22
Rigging
  • One nice side effect of the process you've been
    following is that it tends to reveal story and
    dialogue elements that don't work before you
    spend a lot of time animating and rendering them.
  • Properly done, animated features typically don't
    have much that winds up on the cutting room
    floor- the stuff that doesn't work gets left out
    long before any rendering takes place.
  • As you animate, be sure to save frequently- and
    save copies too, if you think you might want to
    go back and redo anything later.
  • Back up your work regularly- nothing spoils your
    day like having a hard-drive crash eat your last
    week's worth of work.

23
Rendering
  • Speaking of rendering, it's usually a really good
    idea to make sure the timing of your scene works
    properly, by doing preview renders periodically
    to check your work.
  • You can save these or throw them out after
    viewing, but a fast preview-mode render is an
    excellent reality check for your work in
    progress.
  • Rendering a sample still-frame image every now
    and then at full size and full quality can be a
    good way to check the effects, lighting and
    overall 'look' of the scene as well.

24
Rendering
  • Once you're happy with the scene and you think
    it's as good as it's going to get (did you check
    the lighting? Are all the textures and shades
    working properly? Is the timing right- are things
    moving naturally?) it's time to do the final
    render
  • Once all of the shots are animated, each sequence
    is prepared for final rendering and compositing.
  • This is where everything comes together to
    produce the animated sequence the audience will
    see.

25
Rendering
  • Turn on any features you deactivated for
    previews, choose the quality level and frame size
    you want, run any simulations you need to have,
    save your file one last time (and save a copy
    too, just in case) and then start the render.
  • Make sure your computer won't be needed for a
    while- a full-size, full-quality render of a
    movie can take some time.
  • It might also be a good idea to turn off any
    scheduled events- automatic shutdown, etc.- that
    you normally use, to avoid disrupting the render
    process.

26
Rendering
  • Once it's rendering, it's best to leave the
    computer strictly alone- there'll be a temptation
    to do other things on it while the render
    progresses, but doing this slows the render
    process and tends to be very frustrating since
    most of the computer's horsepower is used in
    rendering, leaving you with a very sluggish
    machine at best.
  • Render at the largest resolution you'll be using,
    so you won't need to scale the video up in the
    editing process also, save the rendered file at
    the highest possible quality settings (save it
    uncompressed or as an image sequence if you have
    enough hard drive space.)

27
Rendering
  • To begin, each shot is broken down into
    components that can be layered and composited
  • Layering the renders gives us the ability to have
    complete control over the look of each element
    and how they will interact in the sequence
  • The amount of time it takes to render each frame
    is a function of 2 things the number of
    computer processors we throw at it and the
    complexity of the scene being rendered
  • It can take anywhere from a few seconds to
    several minutes to render each frame

28
Rendering
  • Once we those elements, we bring them into a
    compositing program where we finesse each layer
    of each shot to get just the right look
  • When we satisfied, we crank out the final digital
    composite
  • In the end, its the smiles you get from
    audiences that makes the hundreds of hours that
    went into storyboards, modelling, texturing,
    rigging, animating, rendering, and compositing
    all worthwhile

29
Editing
  • Once the scene has been saved as a movie file,
    back up the scene file and the rendered movie to
    a secure location (an external hard drive or
    server, a CD, tape-drive, etc.)- then you can go
    back and do it all over with the next scene.
  • When you have all your clips rendered, you can
    use a video editing program and edit them
    together.

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Editing
  • This is also a good time to add any additional
    sounds you might want to use- music, other
    effects- or to replace the audio in the rendered
    files with higher-quality sound from the original
    audio files you made earlier.
  • Remember to save early and often, and back up
    your work regularly
  • Once your movie has been edited together at full
    size, you can export it out in the formats you'll
    want to distribute.
  • For DVD or video, 640 or 720x480 is a good
    resolution for movies played back on the Web
    you'll be better off at 450x337 or smaller
    (320x240 works well also.)

31
Case Study
  • The production of an animated short takes quite a
    bit of preparation and planning (especially when
    operating within the confines of a seven-week
    project cycle). Below is an overview of the
    process by to create "I Wuz Here"

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Case Study
  • Script - Artistic achievements and technical
    marvels while important to a film, must still
    rely on the foundation of good story.
  • The original script for thisdigitally animated
    film was written by the ETC's own Matt Udvari.
  • With the initial concept in-hand, the group next
    proceeded to refine and polish the pre-existing
    story.
  • During this time, feedback and suggestions were
    elicited from a variety of sources including the
    faculty, staff, and students of the Entertainment
    Technology Center as well as outside sources such
    as Ron Tippe (the producer of Shrek).
  • The resulting story elements were generated by
    the team and were an invaluable tool entering the
    project.

33
Case Study
  • Concepts - During this phase members of the group
    sketched concepts for the various characters and
    environments that might possibly exist in our
    world. Special attention was paid to the young
    boy, Carver, who was to become our main
    character. A gallery of concept art may be found
    by clicking on the image below

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Case Study
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Case Study
  • Storyboards - With the story further locked down,
    the group was able to make hand-drawn storyboard
    that would later be useful in the setting up
    camera shots and animations. These images look
    very similar to a comic strip.

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Case Study
  • Design -After review of the early concepts,
    decisions on the look of the character were made.
    These choices were later enhanced through use of
    schematic and detailed drawings. In addition,
    color sheets were produced to identify color
    choices of the wardrobe and skin tones

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Case Study
  • Animatic - Once the storyboards were finalized,
    the group created an animatic. An animatic is a
    development tool in which the story is roughly
    filmed so that style, pace, and look can be
    analyzed. During the filming of the animatic, the
    group took steps to quickly show the basic
    structure of the story utilizing the available
    tools.

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Case Study
  • Music - Because the animated short contains no
    dialogue, the need for a quality soundtrack and
    effective sound effects are crucial to convey the
    mood and tell the story in "I Wuz Here". During
    the initial planning phases of the project, the
    group realized that a very effective soundtrack
    would most likely begin the story with a low
    urban bass beat that would transform during the
    course of the score and eventually wind up as a
    more fantastical, melodic creation.

41
Case Study
  • Modeling - This is the first use of any computer
    animation tools. Modeling is simply the process
    of building three dimensional objects from two
    dimensional drawings inside the computer. For
    this process the group used Maya and 3D Studio
    Max 4.2.

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Case Study
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Case Study
  • Layout - In parallel with the modeling of the
    characters, the environment was also being
    designed. Critical tasks in creating the
    environment included creating an atmosphere,
    scaling the world to the characters, and
    positioning objects of importance that would be
    necessary to the unfolding of the story.

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Case Study
  • Articulation - With the characters fully modeled
    and textured they now needed to be given the
    ability to move. Motion capture, Inverse
    Kinematics (IK), and keyframing were all employed
    to move the character's. For motion capture the
    group enlisted the aid of Morgan, the 4-year old
    boy

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Case Study
  • Texturing - Once the modeling phase was
    completed, the group assigned textures to the
    model's surfaces. For the application of textures
    Maya, Deep Paint 3D, and 3D Studio Max were used.
    In addition to flat textures bump maps were also
    used to provide layers of depth and detail.

46
Case Study
  • Animation - During this phase the characters were
    brought to life. Facial expresssions and
    movements were carefully laid out for each
    character in every scene. The resulting
    animations were tweaked many times to create the
    right feel and look.

47
Case Study
  • Lighting - In order to create the proper mood and
    detail in the characters, effective lighting
    within the 3-D environment was required. Proper
    lighting was crucial to the animation process and
    occurred directly before the rendering phase.

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Case Study
  • Rendering - The process of the computer
    calculating all of the attributes assigned by the
    animator to a particular frame is known as
    rendering. The rendering time for the animated
    short was roughly as long as the processes
    before. Final render scenes were transferred from
    Maya to Renderman shadows added and rendering
    could begin.

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Case Study
  • After rendering, the scenes will be assembled in
    Adobe Premiere and imported into AfterEffects for
    post-production. movie

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Summary
  • Step 1 Story-boardsThe story-boards are
    sketches of the action in a film and serve as a
    reference for the creation and animation of each
    3D object in the shot sequence. Each story-board
    frame is scanned into the computer and a
    'scratch' (draft) soundtrack is synced up to make
    a digital movie. All of the timing can then be
    checked and exact frame counts for each scene can
    be identified. (An average feature film will have
    several thousand story-boards.)

51
Summary
  • Step 2 Character Modeling / Skeletonization
  • Character Sketches As done in traditional
    animation sketches, a character is drawn from
    different angles to show the entire figure.
  • Sometimes, the character model is constructed in
    the computer from scratch. Quite often, however,
    a model or exterior of the character is sculpted
    out of clay. Then, a grid is drawn on the model,
    the intersecting points are entered into the
    computer with a digitizing pen, and the model is
    rebuilt in the computer.

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  • After that, the skeleton with its limits and
    joints are built inside the model. This
    three-dimensional wire model is created with
    embedded anchor points that the animators will
    use to animate (move) the object through the
    various shot sequences. You can think of it as
    starting with a skeleton that will be sculpted
    into a complete figure. For instance, muscles are
    often added to the wire frame models to provide
    muscle tone to characters.

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  • Step 3 AnimationThe anchor points control the
    skeleton of the model. Placed at key points on
    the model, they control the movement of the body.
    The animator only needs to select the anchor
    point and move that part of the object into the
    desired position. The model is animated by
    applying several of the techniques/principles
    used in traditional character animation

54
Summary
  • The animator will create keyframes using the
    anchors created by the modeler to move parts of
    the object in the animation sequence. Keyframes
    mark the changes in the characteristics of the
    motion such as the changes in the direction of
    motion of an object or when the object comes in
    contact with another object. Interpolation, also
    called 'in-betweening', is then done by the
    software to generate a set of images between the
    keyframes

55
  • Step 4 Texture Mapping/MusculatureOften done
    concurrently with the animation, the surface
    characteristics of the animated objects are added
    once the animation has been completed. The
    skeleton is surrounded with a layer of muscle,
    fat and skin, all of which have properties
    related to the others. As the model moves, these
    layers will change form to give the object a
    natural motion. The final layer of 'skin' adds
    textures such as hair, skin, wood, or fabric to
    the object.

56
  • Step 5 LightingJust as real objects are lit on
    a motion picture stage, lighting is added around
    the object. Key (main lights), fill, and bounce
    lights define the atmosphere and the mood of the
    scene. Shading, tones, and highlights are added
    enhancing the three dimensional appearance of the
    object. This includes shaded areas and
    reflections on the object as well as shadows that
    fall on other objects.

57
  • Step 6 Effects AnimationEffects animators
    create the animation elements that often appear
    to be part of the live action. This includes
    elements such as lasers, explosions, fire, water,
    lightning, smoke, clouds and electricity.

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  • Step 7 Rendering Software combines all of the
    previous elements into a completed object.
  • Step 8 CompositingThis is where different
    objects in a shot sequence are brought together
    with the background. Depending on the film, this
    can include live-action footage as well. The
    compositor will work with the scene and may
    revise the lighting and effects to ensure that
    all of the objects work together.

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  • Additional Effects RotoscopingRotoscopers
    create mattes of live action foreground elements
    (people and objects) so computer graphic elements
    can be placed behind them in the scene. They will
    also create mattes that remove unwanted objects
    in a scene such as support wires and model
    stands.

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  • Pixar Animation Steps
  • presenting

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Story Board Example
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Animation Steps
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
Step 1 Planning
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
Step 2 Implementation
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Pixars Animation Step for Monsters Inc.
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Tips for an interesting story
  • When we plan our story, we must first consider
    what story we want to tell, and what is in the
    story that will hold the audience's attention.
  • We must always keep in mind that keeping the
    audience in front of the show is always our first
    target.
  • We must also consider how we want to start or end
    a story, since these are the moments that will
    make the most impression on our audience.
  • When we plan our storyboard, we must always take
    note of the timing.

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Tips for an interesting story
  • A few tips of making an effective animation is
    keep track of the suspense in the story.
  • Even the simplest actions can keep the viewer in
    anticipation.
  • Another is to make use of squashing and
    stretching of the elements in your animation.
  • Keep in mind that this is a cartoon that you are
    creating, you can do whatever you want with it

80
Tips for an interesting story
  • Use as much exaggeration as possible! We should
    not rely on subtlety in an animation.
  • Instead do as much as you can to put your point
    across, that means big and outrageous movements.
  • In an animation, you may want to hint to the
    audience where they should pay attention to,
    therefore, we should minimize as much secondary
    actions as possible.
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