While production on the animation is still going full-steam, we thought we could show what exactly this is about. How do you go from static images to animated ones? Well this is all like progress layers, one step after another.
The Storyboard, then the Animatics
We have already talked about these at length so we won’t do it again. Feel free to check out our previous blog posts on the topic. These are the first 2 layers: comics-like static images (storyboard), and static images displayed in video (animatics).
In the digital world, “keyframes” is used with different meaning. On video formats, it is usually used to distinguish a standalone image in the stream with partial images which cannot be displayed by themselves. On 3D or vector animation software nowadays, it is usually used as extreme points in smooth transition which are computed by algorithm (interpolation). This is more or less the definition given by Wikipedia: “A key frame in animation and filmmaking is a drawing that defines the starting and ending points of any smooth transition.”
This definition is a little too “mechanic” and tied to modern way of animating with vector or 3D (actually it is not entirely true even in 3D and vector but this is what one might think when discovering interpolation magic). Key frames are actually simply “important images” as determined by the animator in a purely judgemental way. Keyframing is part of the art of the animator, more than a science. It is true that they are often starting/ending points of movements, but this is not a necessity. Also called sometimes “key poses”, these are what the animator feels make the movement good or not, in one’s guts as an artist.
Pose to Pose vs Straight Ahead animation
When animating, there are 2 main techniques. The first method is to decompose the movement in key poses (keyframes) as a first step. Then later, when it looks good, you complete with intermediate frames (inbetweens). This is the pose to pose method and demonstrated a bit in the above video.
When you are a big studio, keyframes would usually be drawn by the main animators, and the inbetweens would be left to the assistants (less experienced animators). This allows to share the work with more multitasking. In ZeMarmot‘s case unfortunately, Aryeom does everything, since we don’t have the funds to hire more artists as of yet.
The other method is called “Straight Ahead” and consists on doing all frames one after another without prior decomposition. Timing is much harder to plan with such a technique and you may end wasting more drawing. On the other hand, some animators prefer the freedom it gives and by making movements less perfect, you can also avoid them being too mechanical (in other words, perfect movement are not always what you are looking for when you want to represent living being in their whole perfect imperfection).
Observing Aryeom, she uses both methods, depending on the cuts, as is the case for many animators.
Hopefully you appreciate this insight on the work behind animating life, and this small video where we display the same pieces of a scene at different steps in the work-in-progress, first one after another, then side by side.
You will notice that we mostly show always pieces of the same scene since we really want to try and avoid any spoiler as much as possible. 🙂
Reminder: if you want to support our animation film, made with Free Software, for which we also contribute back a lot of code, and released under Creative Commons by-sa 4.0 international, you can support it in USD on Patreon or in EUR on Tipeee.
2 Replies to “ZeMarmot work in progress: from animatics to animation”
Wow Jehan, the final render is looking awesome! I love how much volume is added with the painting.
Hey thanks! Though: s/Jehan/Aryeom/
Aryeom is the one doing all the awesome work in this video. 😉
It’s not even the final render. Colorization is not finished yet, even though a few cuts in this video have a start of colorization. So it should be even better in the end. 🙂
Anyway thanks again for the compliments!
Comments are closed.