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Our experts
this issue
ALAN SHORT
Commercials Director.
With a BAFTA Craft
Award and three RTS
awards under his belt, Alan
Tex Avery once said: In a cartoon you can do anything. Our featured experts
joined Aardman in 2003
www.aardman.com
on cartoon-style animation show you how to do precisely that, and do so well ...
F
TOM DOWNES
rom Madagascar to Open Season, increasing snap, longer holds that build anticipation, overstated
Senior Technical
Director. Formerly an cartoon-style animation continues to pull squash and stretch, and more extreme follow through. Whilst
animator at 422 Bristol
in the crowds. With its heyday in the cartoon characters can do pretty do much anything they well,
and Effectory Filmeffekte, Tom
joined Aardman in 2003 Hollywood studios of the 1930s, 1940s their creators want, this style of animation is very particular.
www.aardman.com and 1950s, the animation principles formulated by Disneys This months experts come from a range of backgrounds,
Nine Old Men and perfected by Warner Bros. are back and from commercials through to features, but they share an
SEAN MULLEN
Animation Supervisor. now informing CG cartoon-style animation. extensive knowledge of the history of animation and the
Sean previously worked While realistic animation requires exacting attention to application of its principles to 21st century production. Over the
on Open Season (see
page 32) and is now working real-world physics, cartoon-style work is all about turning those course of the next six pages, they share some of that knowledge.
on another animated lm rules on their head. The animator has artistic licence to adjust Designing and modelling cartoon characters is a craft in itself,
www.imageworks.com
physics, to get animals talking, to squash and stretch characters and one that has already been touched on in other features. So
JONATHAN TURNER out of all proportion, and to exaggerate movements way beyond here well be focusing just on cartoon-style rigging and animation.
Main image 2006 Sony Pictures Animation Inc.
Animator and Company reality. Anything, it seems, goes as long as it obeys the internal Well start with the general principles, then look at the properties
Director. Jon honed his
skills at Cosgrove Hall rules of its world. So does that make toon-style work an easier of character rigs for cartoon-style work, analysing a real-life
Films for ve years, before option than attempting photorealistic animation? example of such a rig. One of the best pieces of advice offered
setting up Kilogramme.
Absolutely not! It took Disneys nine most senior animators here is how to cheat with blend shapes, so well also be
www.kilogramme.co.uk
years of experience on some of the classics of the genre to examining how Aardman Animations puts this technique into
WARREN FEARN formulate the principles of cartoon animation that still inform practice, before going on to provide some specic animation tips.
Creative Director.
Warren spent ve years modern CG. Some actions are exaggerated for comic effect, others For the purposes of this article, well be assuming that youre
with BBC Resources minimised. Whilst realistic animation tends to involve smooth, familiar with basic terminology, and have some animation
3DFX team before setting up
his own production studio.
naturalistic transitions between poses, cartoon-style animation experience in your application of choice. So grab some reference
www.wakstudios.co.uk places more emphasis on the poses themselves. We see material, pull up a chair, and well begin.
The head is a low-poly morph target, The bones have been left free
with 3ds Maxs Meshsmooth modier to animate with forward
applied to the top of the stack. Each eye kinematics. Everything above
has been given its own look-at target, the waist is keyframed into
and each target is linked to a master place with rotation and scaling.
in nature before you start exaggerating it. Study the human form
and take up life drawing if it isnt already your strong point. Eliot
Goldngers Human Anatomy for Artists: The Elements of Form has
a counterpart Animal Anatomy for Artists: The Elements of Form,
both of which are essential reading for the budding animator.
break them. For analysis of a real rig, see the boxout above.
For this internal piece created by Aardman Smokester has a cluster-driven stretchy spine and Smokesters performance segues from realistic to
01 Animations, Smokester the hamster was to be 02 IK forearms. The stretchy spine helped replicate 03 anthropomorphic, cartoon-style action when he
comped into a live-action background. He enters the seeming stretchiness of a real hamster. Alan picks up the cigarette and takes a puff. In order
frame on all fours and walks pretty realistically at this point, Shorts team lmed reference footage capturing the way to allow the rotate and constraint points of the cigarette to
so the rig was designed to accommodate this. hamsters sometimes stretch out their noses, move their front be quickly changed, two swap-out cigarette models were
legs (but not their hind legs), then hunch back and appear created and swapped seamlessly. This allowed the cigarette
shorter again. be picked up and bounced convincingly to rest in the ashtray.
The rig was great when Smokester was walking, With limited time to re-rig, the x was a simple With the blend slider animated into place,
04 but late changes to the action added a couple of 05 blend shape. Spare blend shapes can always be 06 Smokesters wayward bottom is now xed. In this
problems when sitting down, since his bottom stuck usefully accommodated within your character nal shot, it forms a believable sitting shape and
out at an odd angle. The mesh was complex enough to form set-up. The corrective blend shape in Smokesters bottom convincing contact points with the table. Unfortunately,
the folds of his back-end, and to allow his haunches to spread was simply animated into place as part of the action. Smokester is now smoking about forty a day. Alans team
slightly as he rests back on them. But the rig around his hips has subsequently been forced to model nicotine patches to
wasnt sophisticated enough to do this convincingly. add to the set-up ...
START ANIMATING
Cartoon-style principles can be
Put together a rst incarnation of the rig and have a go. Using
applied to very stylised characters. a proxy model, start working on animation tests at the earliest
Jonathan Turner attached particle
emitters to this rig, generating owers
stage you possibly can. Dont worry about perfecting the rig before
as the character walked. Movement and you start animating: this should be an iterative process whereby
rotation helped keep the owers alive
the animation requirements inform its development. By using le
referencing, youll ensure the animator will always be able to pull
in the latest version of the rig. In that way, rig development and
animation tests can go on in tandem.
If you cant get the Animation Director or person at the next desk
to perform the actions youre going to animate, act it out yourself
in your mirror, particularly watching mouth movement for lip-sync.
And guys, dont use this asking-for-a-performance-for-animation-
reference thing as an excuse to meet girls its not on!
HIT STRONG KEY POSES, AND DONT BE CHECKLIST | Cartoon-style animation workow
SHY OF HOLDS
2D animators use holds unashamedly, and the same principles As a summary of the principles set out in this article, we break down the
apply equally to 3D. The equivalent of the traditional cel animators process of creating a cartoon-style shot, from initial concept to nal delivery
boiling of the drawing of a held pose to keep the image alive, is
trickier to achieve in 3D, but blinks and twitches will help. If you
freeze-frame through DVDs of some the animation classics youll
First, examine the storyboards and discuss the character(s) with the Director
until you understand them inside out
see that just a couple of keyframes are held either side of an
extreme pose, with very little on the in-betweens. Snap into a pose, Talk to the modellers about the extreme poses youd like to use, blend shapes
then hold. Then snap into the next pose. for the face, and any lip-sync shapes that may be needed. Mention any
deformations that might require the mesh to be denser in sections
THE GRAPH EDITOR IS YOUR FRIEND ... Start building a rst iteration of the rig. Keep it simple and intuitive
... and if it isnt, its time to get on good terms. Dont leave it to the Figure out the characters motivation for each shot, and their primary action
software to in-between your key poses it will often default Rehearse the action in front of your mirror, or ask the person at the next desk
to symmetrical splits and cushioning. Its much better to push for to act it out for you. Take extra care over lip-sync for any dialogue
asymmetrical splits. Working to the shot camera, start your rst animation tests of the characters
primary motion. Ensure youre building strong poses with good silhouettes
DONT OVER-ANIMATE Tweak the animation curves to enable snap in between the held poses
Cartoon-style animation doesnt mean exaggerating every action.
Think carefully about which actions should be emphasised and
Let the Lighting Technical Directors know if youre planning any cheats of the
characters position in shot
which shouldnt. Exaggeration should be used with care, and only for
comic effect, or to emphasise character. When animating dialogue, Get client approval on your rst animation tests of the primary motion. Make
consider which words should have emphasis, then exaggerate the any changes necessary before embarking on the next stage
poses and actions that coincide with those spoken words. Rene the rig, adding deformers for secondary animation
Add secondary animation like wobbling stomachs, and uttering scarves
CREATE NON-SYMMETRICAL POSES Add interest on the holds with details like blinks of the eyes
AND PERFORMANCES Render out a test animation for the client
In real life people arent symmetrical, and they dont carry
themselves in a symmetrical fashion. Use non-symmetry in both Make any changes necessary as per the clients request
your poses and performances to make your characters more Tidy up your scene le, removing any unused channels
individual. Avoid instances where both limbs reach their extreme Finally, hand over the scene to the Technical Director to render
poses on the same keyframe.