Aryeom is quite an advanced computer worker, yet there are times when she is lost as everyone else. This is when I come and help her. That’s part of my job!
She used to set custom icons in her Projects/ folders to recognize various status (not started, in-progress, done projects…) as well as unique icons for particular projects (ZeMarmot!). In GNOME Files/Nautilus, changing the default icon for any file is very easily done by a right click > Properties, then choosing an image to make it an icon. This is a very cool process when done progressively (changing the icon of a project folder when it is added, in-progress or finished, for instance, which doesn’t happen every minute!).
Unfortunately Aryeom had the case when she relocated her icon folder to a better location. And then, disaster! The icons did not follow (they could have if they had been replicated as data somewhere, similarly to how thumbnails are saved in ~/.cache/thumbnails; here that could have been under ~/.config since you want to keep these as settings… it turns out they weren’t) and she suddenly got a Projects/ folder full of white squares instead of nice custom icons. Aryeom was pissed because she didn’t want to move back her custom icons folder to the old location, neither did she want to change manually each and every past project icon (she has a lot). So she just stopped marking project status with custom icons because while until now, that was an organization system she was really proud of, from this day on, she felt that became a waste of time.
Side note: that is one of these times when the software is actually working against the human being, instead of helping. This feature is cool, and some people want to use it. But then we are basically asking people to always keep the icon images to the same place, never reorganize, never rename, never move. If you ever do one of these actions, you lose your carefully organized icons (maybe hundreds through the years) in an instant with no easy way to salvage them.
This is just a note for people who will try to design a similar feature in the future: unless you don’t want people to use it, or only trained engineers who understand the inner-working of files and metadata, just think twice for the right implementation.
I didn’t do a thing about this problem for a few weeks, but today, I had a closer look. So it turns out that these icons are stored as GIO metadata. Not sure where this metadata is actually stored (well I didn’t search either!), but I found out how to query then change it.
Query the metadata: gio info /a/file/
Change it: gio set /a/file metadata::custom-icon "file://URI"
You’ll note that this path is set as a file URI, not as a shell path. And so I quickly set up a bash script (not bothering about any kind of portability, that was a quick and dirty script for single use) to quickly change all the folder icons with a single ./fixicons.sh ~/Desktop/Projects/* call. Here it is:
#!/bin/bash
for f in "$@"
do
icon=`gio info --attributes=metadata::custom-icon "$f"|grep metadata::custom-icon`
if [ "$?" -eq 0 ]; then
icon=`echo $icon |sed 's/^ *metadata::custom-icon: //'`
icon=`echo $icon |sed 's$old/path/to/change/$new/path/$'`
gio set "$f" metadata::custom-icon "$icon"
fi
done
I wrote it down here in case that helps any of you! Of course, up to everyone to customize it appropriately (in particular the regular expression of the second sed, for the piece of the URI you want to transform).
I do quite regularly similar helping scripts, for myself, for Aryeom, sometimes just out of curiosity, other times to improve my daily digital work. Over the years, I have hundreds of such scripts, a pretty well set up environment (in some previous job, I was even doing some cool workshops for coworkers about customizing one’s working environment to automatize all the boring repetitive activities or the things you don’t want to remember).
Most of these scripts are not in a state to be “released” since they are just quick and dirty hardcoded stuff (rarely they would get so useful that I feel I should release them; that’s how crossroad initially started as just my script to cross-compile GIMP until it became a fully generic cross-compilation tool for any software, to crossbuild for Win32, Android, etc.).
So I figured that maybe I should try and give more of my scripts and tricks to the world other ways, at least as small posts through this website, if not as proper generic tools. 🙂
How are going your last days of 2016 so far? It’s been a strange year? Well let’s not diverge, and focus on ZeMarmot, then, shall we? First be aware that our dear Director, Aryeom Han, is getting a lot better. She was also really happy to get a few “get well” messages and say thanks. Her hand is still aching sometimes, in particular on straining or long activities, but on the whole, she says she can draw fine now.
Reminding the project
I will discuss below what was done in the last months, but first — because it is customary to do so at end of year — I remind that ZeMarmot is a project relying on the funding by willing individuals and companies, with 2 sides: art and software.
I am a GIMP developer, the second biggest contributor in term of number of commits in the last 4 years and I also develop a plugin for digital 2D animation with GIMP, which Aryeom is using on ZeMarmot. I want to get my plugin to a releasable state by GIMP 2.10.
Aryeom is using the software to fully animate, draw and paint a movie, based on an original story which I wrote a few years ago, about a marmot who travels the world for reasons you will know when the film will be released. 🙂 Oh and the movie will be Creative Commons by-SA of course!
Up to now, our initial crowdfunding (~ 14 000 €) has allowed to pay several months of salary to Aryeom. I have chosen to not earn anything for the time being (not because I don’t like being paid but because we cannot afford it with current funding). Some of it is remaining but is kept to pay the musicians.
Now we are mostly relying on the monthly crowdfunding through the Patreon (USD funding) and Tipeee (EUR funding) platforms. But all combined, that’s about 180 € a month, which amounts to barely more than a day of salary (and with non-wage labour costs, that’s not all of it for Aryeom). 1 day per month to make a movie, that’s far from enough, right?
My dream? I wish we could some day consider ourselves a real studio, with many paid artists, producing cool Libre Art movies going to the cinema (yes in my crazy dream, Creative Commons by-sa films are on the big screen!), and developers paid to improve Free Software so that our media-making ecosystem gets even better and for everybody to use!
But right now, that’s no more than an experiment mostly done voluntarily.
Do you like my dream? Do you want to help us make it real? You can by helping the project financially! It can be the symbolic coin as the bigger donation, any push is actually helping us to make things happen!
Not sure yet? Feel free to read more below and to pitch in at any time later on!
Note that not only the money but also the number of supporters is of great help since it shows supports to bigger funders; and for us that’s good for morale too! A good monthly crowdfunding can also help us find producers without having to abandon any of the social and idealistic aspects of the project (note that we have already been contacted by a production who were interested by the film after the crowdfunding but we refuse to compromise too much on the ideal).
The animation
We illustrated Aryeom’s work by 2 videos presenting extracts of her work-in-progress. In this first video, she shows different steps in animating a few cuts of the main character:
In this second video, we examine some cuts of another character, the Golden Eagle, main predator of the marmot:
There are a lot which can be said on these few minutes shown about the work of “animator”. Many pages of books on the art of animating life could be filled from such examples! We will probably detail these steps in longer blog posts but I will still explain the basics here.
Animating = giving life
Aryeom says it in the first video and you can see it in several examples in both videos. When your character moves from A to B, you are not just “moving” it. You have to give the impression that the character is acting on oneself, that it is alive, inhabited, in other words: animated.
This is no surprise one of the most famous book on animation is called “The illusion of life” (by Frank Thomas and Ollie Johnston), also the bedside book of Aryeom. Going this way has a lot of ramifications on the animator job.
Believable, not realistic
Before we continue, I have to make sure I am understood. Even though realistic animation is also a thing (Disney comes to mind), making a good animation is otherwise not necessarily about making it “realistic”, but instead about making it “believable”.
It is very common to exaggerate some movements for various reasons (often because it is funnier, but also sometimes because exaggerating it may sometimes look even more believable than the realistic version!), or the opposite (bypassing anatomically-correct movements). There are no bad reasons, only choices to achieve what you want.
Now that this thing is clear, let’s continue.
You can’t just “move an arm”
The very classical example beginners will be given is often: “lift your right arm up”. That’s it? Did you only move your arm and the rest of the body stayed unchanged? Of course not. To stay in balance, your body shifted to the left as a counterweight; the right shoulder lifted whereas the left shoulder lowered; and so on.
A lot of things will change in your body with this simple action. Even your feet and legs may move to compensate the shift of the center of gravity. As a consequence, you don’t “move your arm”, you “move your whole body” (in a configuration where your arm is up).
This is one of the first reason why to just move a single part in a body, you cannot reuse previous drawings and change just this part. No, you will properly redraw the whole body because if you are to fake life, you may as well do it well.
Note: when you say “animation” to computer people, their brain usually immediately wires to “interpolation“, which is the mathematics to compute (among other things) intermediate positions. Because of what I said above, in reality, this mathematical technique is barely used in traditional (even when digital) animation. It is used a lot more in vector and 3D animation, but its role should definitely be minimized compared to the animator work even on these fields. In vector/3D, I would say that interpolation only replaced the inbetweener role (some kind of “assistant” who draw non-keyframe images) from the traditional animation world.
Timing, silence and acceleration
You often hear it from actors, poets, writers, singers, anyone who gives some kind of life: the silence is as important as the noise for their art. Well I would also add the acceleration and the symmetrical deceleration.
You can see this well on this first example of the video 1 (at 0’41). Aryeom was unhappy with her running marmot which was nearly of linear speed. Marmot arrived too fast on the flower. Well he slowed down, but barely. Her finale version, Marmot would arrive much faster with a much more visible slowdown, making the movement more “believable” (we get to the bases!).
The eagle flight in video 2 (at 1’09) is another good example of a difficult timing as Aryeom went through 2 stages before finding the right movements. With the wrong timing, her flying eagle feels heavy, like it has difficulty to lift itself into the air (what she called her “sick” eagle in the video); then she got the opposite with an eagle she felt more sparrow-like, too light and easy-lifted. She was quite happy with the last version (obtained after 8 attempts) though, and in particular of this very last bit in the cut, when the eagle gets in glider mode. Can you spot it? This is the kind of difference which just lasts for a few hundredth of seconds, barely noticed, yet on which an animator can spend a significant amount of time.
Living still images (aka “line boil”)
A common and interesting effects you find in a lot of animation is about a shaking still image. You can see it in the second video (at 0’33), first cut presenting the proud eagle still on his mountain. Sometimes you want to show a non-moving situation, but just sticking to a still image feels too weird because in real life, there is no perfect stillness. Even if you make all efforts to stay still for a few seconds, you will imperceptibly move, right? So how do you reproduce this? The attempt to stay perfectly still while this being impossible? Well commonly animators will just redraw the same image several times because as much as you can’t stay still, you can’t draw perfectly identical images twice either (you can get very close by trying hard though) and you loop them.
You usually don’t do this for everything. Typically, elements of the background, you accept them to be still much more easily. But this is common for your living character or sometimes to pull main elements which you want to tick out of the background.
Avoiding cycles
Now, loops are very usual in animation. But the higher quality you aim for, the less you have loops. Same as stillness does not exist in life, you never repeat exactly the same movement twice. So even though loops seems to be the first thing many animators will teach (the famous “walking cycles”), you don’t actually use these in your most beautiful animations. When your main character walks, you will likely re-animate every step.
Of course, it is up to you to decide where to stops. Maybe for this flock of birds in the background, far away, just looping (and even copy-pasting the birds to multiply them!) may be enough. Though this is all a matter of taste, time, and money ready to spent on animator-time obviously.
Camera work
This part has not really started yet, even though it has already been planned (from the storyboard step). But since Aryeom started (first video at 1’06), let’s give some more infos.
Panning and tilting
In animation, where the movement is by essence 2D as well, these refers to respectively a horizontal and vertical camera movement. Why do I need to say “in 2D animation”? Because in more traditional cinema, these will rather correspond to a tracking shot done on rails, whereas panning and tilting refer to angle movements of a static camera. Different definitions for different references. Note that even though 3D animation could be using one or the others, they mostly kept the animation vocabulary.
This gives you a good hint on how characters and background are separately managed. If you have a character walking, you will usually create a single image of the background, much bigger than the screen size, and your camera will move on it, along with the character layers. With fully digital animation, this usually means working on image files of much higher sizes than the expected display size; in traditional physically-drawn animations, it means using very large papers (or often even sticking papers together). As an example, at a Ghibli exhibition, they would display the background for a flying cut of “Kiki’s delivery service” and it would take a full wall in a very large room.
Animation is a lot of drawing
I will conclude the section on animation by saying: that’s a bloody lot of drawing!
As you can see, Aryeom spends time redrawing the same cuts so many times to get the perfect movement that sometimes she becomes crazy and thinks that she is just drawing the wrong animal. The story about the pigeon is a true story and I am the one who told her to add it to the video because that was so funny. Some day, she comes to me and show me her cut she has been working on for days. Then she asks me: “doesn’t it look like a pigeon?”
Hadn’t I stopped her, she was ready to start over.
This is an art where you even draw again when you want to show stillness, and you forbid yourself from using too much shortcuts like using loops. So what do you want: you probably have to be a little crazy from the start, no? 😉
There are actually several “schools”, and some of them would go for simplicity, shortcut and reusage. Japan is well known for the studio Ghibli which goes the hard way as we do, but this is quite a contradiction in the country industry. The whole rest of Japan’s animation industry is based on animating as little as possible. Haven’t they proved so many times that it is possible to show a single still image for 30 seconds, add sounds and voices, then call it an animation?
Sometimes it is just a choice or a focus. Some animation films focus on design rather than believable movements, or scenario rather than wonderful images. For instance, I don’t think you can say that The Simpsons has a wonderful graphics appeal and realistic animation (they even regularly makes meta-jokes inside episodes about the quality of their animation!), but they have the most fantastic scripts, and that’s what makes their success.
So in the end, there is no right choice. Every one should just go the way they wish for a given project.
And this is the way we are going for ZeMarmot!
Music
Just a very short note on music. We have started working with the musicians, remotely and on a physical meeting on December 1st. We have a few extracts of “first ideas” but they won’t do justice to the quality of the work.
I think this will have to wait for much later.
Software
I went so long about animation that I hope I have not lost half of the readers already! If you are still reading, I’ll say what I worked on these last months.
GIMP
I am trying to do my share on GIMP, to improve it globally, speed up the release of 2.10 and because I love GIMP. So I count 259 commit authorship in 2016 (60 in the last 3 months) + 48 as committers only (i.e. I am not the author, but the main reviewer of a patch which I pushed into our codebase). I commented on 352 bug reports in 2016, making it a habit to review patches when possible.
I have a lot of projects for GIMP, some of the grander being for instance a plugin management system (to install, uninstall and update them easily from within GIMP, and a backend side for plugin developpers to propose extensions), but also a lot of ideas about the evolution of the GUI (this should be discussed topic-per-topic on later blog posts).
Also I have been starting to experiment with Flatpak so that GIMP can provide an official release for GIMP. For years, our official stance has always been to provide a Windows installer, a OSX package, and GNU/Linux… yeah grab the source and compile or use the outdated version from your package manager! I think this situation can be considerably improved with Flatpak and similar technologies which were born these years.
Animation in GIMP
As explained already, I took the path of writing it as a plugin rather than a core feature. Anyway GIMP is only missing a single feature which would make it nearly as powerful: bi-directional notification (basically currently plugins don’t get notified when pixels are updated, layers are renamed, moved or deleted, images closed…). That’s actually something I’d like to work on (I already have a stash somewhere with WIP code for this).
The animation plugin currently has 2 views:
Storyboard view
This actually corresponds to the very basic animation logic of 1 layer = 1 frame, which is very common by people making animated GIF (or MNG/WebP now), except with a nice UI to set each image duration (instead of tagging the layer names, a very nasty user experience, feature hidden and found only on some forums or old tutorials), do basic compositing and even comments on vignettes if-need-be. All this with a nice preview in real-time!
Cel-Animation view
This is the more powerful view where you can compose a frame from several images, often at least a background and a character. In the above example, the cut is made from 3 elements composed together: the background, the eagle and the marmot.
You may usually know more of the “timeline” style of view, which is basically the same thing except that frames are displayed as horizontal tracks. I tried this too, but quickly shifted to this much more traditional view in the animation world, which is usually called an x-sheet (eXposure sheet). I found it much more practical, allowing commenting more easily too, easy scroll, and especially more organized. There is a lot you don’t see in this screenshot, but this view is really targetting a professional and organized workflow. In particular with layers properly named, you can create animation loops and line tests of dozens of images, with various timings, in a few clicks.
I am also working on keyframing for effects (using animated GEGL operations) and camera movements.
Well there is a lot done but definitely a lot more I am planning to do there, which takes time. I will post more detailed blog posts and will push the code on a branch very soon (probably before Libre Graphics Meeting this year).
That’s all, folks!
And so that’s it for this end-of year report from ZeMarmot team! I hope you appreciate the project. And if so and can spare the dime (or haven’t done so yet), I remind the project accepts any amount on the links given above. Some people just give 1 Euro, others 15 Euro per month. In the end, you are all giving life to ZeMarmot!
You may have already read on ZeMarmot’s Twitter a few days ago but I thought a short post may be worth it. Lately Aryeom’s Wacom tablet (Intuos 5 M) had been acting up until finally the USB port was not working at all (not the cable — of course we checked! 😛 — but the port side on the tablet).
Apparently quite a common problem with Wacom Intuos tablets (like very common; I could find many reports on the web about such problem) and the after-sales of Wacom is quite expensive unfortunately. Some people would open and solder the USB back themselves successfully. On the other hands, I could read at least one comment by someone who failed and bricked the tablet this way. Also I have not soldered anything for years and I don’t have a good soldering iron anymore.
We also had the wireless kit, so we wondered if this could not be our solution: why plug the tablet at all? But it still requires the tablet to work on battery and this one is charged… by the same USB plug! Back to case 1. But then I checked the battery, realized it looked like a very common phone battery (comparing to a Galaxy S2 battery we had there, it was the same voltage, just a slightly different form factor). So yes the solution was simply to buy a 8€ universal charger, and a second Wacom battery so that we can use one in the tablet while the other is charging.
And tadaaa! Wacom tablet fixed for just a few bucks! 🙂
I’m just letting this small trick out there as a possible alternative to soldering yourself your graphics tablet, in case this happens to you too.
P.S.: yes it is written on the battery to only use the specified charger. But what do you want? We do what we can. 😉
This post is a re-interpretation (rather than a translation) of 김프, 리눅스와 시작하다, originally written in Korean by Han Aryeom.
Studio Girin‘s Art Director, Han Aryeom, had an academical education similar to many digital graphics artists: she used to be taught and work with the Adobe proprietary suite of software programs. Our first project (Firefox and You) was no exception (2 weeks to make it and no time to change one’s habits).
Recently though we decided to switch to a full Free Software workflow. This includes working fully under a GNU/Linux operating system. We chose Mageia.
And the current choice to replace Adobe Photoshop is Gimp. This is not the only piece of software we chose and tried for professional drawing. More posts to come about other interesting tools later…
Yet as you can imagine, after a dozen of years using daily the same program, it is sometimes hard to get over the habits: shortcuts, knowing which feature is in which menu, etc. After some research, we found this nice page, quite recently updated for the last version of Gimp (2.8), translating many shortcuts of Gimp into common defaults of Photoshop: http://epierce.freeshell.org/gimp/gimp_ps.php
Aryeom still made these few fixes (note: we could not find any contact for the author of the original list), relative to the last version of Gimp:
Category
Photoshop
Gimp
Select
Deselect
Select None None
Tools
Crop tool
Crop&Resize tool Crop
Other than that, we recommend this page for a change of configuration to any (former?) Photoshop user.
So if you want to give a try to Gimp as well, after years of Photoshop, but are scared of losing all your marks, this list may be a smoother way to begin with. Not exactly the same (because still a different program), but at least you’ll feel less frustrated for not being able to work as fast.
And just for your eyes, here is the first drawing she made with Gimp 2.8, which may (or may not) be a concept art for our next project. 😉