Excerpt of ZeMarmot’s Animatic

We made the choice from the start about ZeMarmot animation film to not show too much during production process because we don’t want to totally spoil the fun. By the past, I already had the case where I saw a movie animatic before the finale movie, and it really spoiled some fun out of the finale artworks.

But since we realize that you’d all would like to see some of what is happening “behind the stage”, here is a small excerpt of our animatic for the pilote (about 30 secs off the first scene). As usually, whatever is digitally-drawn (some parts were pencil-drawn) was done with GIMP.

What is the animatic

So I think I may have already vaguely told about it. The animatic is basically the next step after the storyboard: you take all the images from the storyboard, and chain them with the right rhythm, as well as basic effects (pans, zooms…) to get a “feeling” of what your finale movie will look like. It still requires some imagination because that’s basically a few static image every second or so. Not enough to be called a proper animation yet!

But with the right mindset, this is enough to get an idea and also time your movie!

In animation-making, this is also the moment when you freeze your story, the script, the scene and many direction choice. Whereas feature films allow for last second camera or script changes, it would be much more costly in animation films, unless you feel OK asking your painter to redraw several times the same scenes with various perspectives and to throw away days, if not weeks of work. This is why at some point, you need to make choices and try to stick to it as much as possible (last minute changes may always happen, but you always have to weigh the pro and cons).

ZeMarmot’s animatic

We finished ours around April, and have 2 versions: one without sound, and one heavily commented by myself (in French) for the musicians to get an idea of what they have to work on. We are currently working with them on a few songs. I hope we can soon give you more feedbacks about this particular part of our production too.

Currently the full animatic for the pilote is about 7 minutes. But this is likely to change slightly.

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.
The animatic excerpt above is drawn and edited by Aryeom and also
released under CC by-sa 4.0,

ZeMarmot and GIMP at GNOME.Asia!

While Libre Graphics Meeting 2016 barely ended, we had to say Goodbye to London. But this is not over for us since we are leaving directly to India for GNOME.Asia Summit 2016. We will be presenting both ZeMarmot, our animation film project made with Free Software, under Libre Art licenses, and the software GIMP (in particular the work in progress, not current releases), as part of the team. See the » schedule « for accurate dates and times.

GNOME.Asia Summit 2016, April 21-24, Delhi, India

GNOME.Asia is hosted in Manav Rachna International University in Delhi, India, this year. If anyone is interested to meet us as well as other awesome projects around the Free Software and in particular GNOME desktop ecosystem, we’d be happy to see you there!

GNOME Foundation is sponsoring us to travel to the event. We are very grateful for this!

ZeMarmot sponsored by GNOME

P.S.: I will write a report of Libre Graphics Meeting in a few days. As you can imagine, we barely have the time to stop and breathe right now as we are taking the plane in a few hours!

“ZeMarmot” at Libre Graphics Meeting 2016 and London Gallery West

Hi all!

A short message to tell you that we will be present at Libre Graphics Meeting 2016, invited by the GIMP project as for the last 3 years.

We will showcase a small video on the workflow of ZeMarmot Open Movie in the “Libre Graphics Culture and Practice” exhibition hosted at London Gallery West, art gallery of the University of Westminster.

We will be present for the whole duration of the meeting from April 15 to 18, most often hanging out with other GIMP developers. If you spot us (here some photos of Aryeom, and the top left shot there is me, Jehan), do not hesitate to come and say hi!

Character design (2): clay models

Another aspect of character designing that we did was making the characters actual 3D. No I am not saying modeling them in a 3D software, like Blender. I really mean like “real world physical 3D“: you can touch it with your fingers and feel bumps here and there. I know, this is incredible technology! 😉

Doing clay (or other suited material) representation of characters, objects or even places is a pretty common tool in animation and film making, before actually making, filming, drawing, 3D-modeling (or whatever technology your film uses) the finale images. Such a technique is done in probably all animation schools and animation studios. Therefore this is not about doing props used in the movie, but really for the movie (i.e. not used on camera, and never seen in the actual film). This is a design tool, or a reference for 3D modelers, painters, animators, actors or directors.

As a side note, we saw some cool exhibits of this while visiting Weta studio in New Zealand (a famous studio which does props used in most big Hollywood movies). Amongst other cool stuff, they had this huge fake gorilla — actual size, like more than 2 meters high — in the visitable part of their workshop, which had not been used other than as a reference (I don’t remember which movie, or even if they told us).

So you remember when I was saying in an early post that character sheets are used as reference, right? What if instead of a turnaround character sheet, you had your real physical character you could really turn around? Well we don’t have the real marmot, but we can do clay models.

That’s really cool, right? 🙂

These were actually made back in November, and at the time I only thought of making a small message on @ZeMarmot twitter account in December. Their first usage was helping designing the current version of the main character, by experimenting physically with various shapes. Later they may again be used, as said above for instance for perspective drawing, positioning (or 3D modeling if we ever needed a 3D marmot), and many other cases.

You may also have spotted a few of these statues in the video interview of Aryeom, on her desk. But then, I thought it deserved a blog post on its own, don’t you? 🙂

Note: originally a private post whose link was only given
to Patreon contributors over $10 on February 27, 2016, and made
publicly visible on March 3.
If you like, consider supporting ZeMarmot project on its Patreon page too!

Reuse: all photographs in this blog post are works by Jehan,
portraying Aryeom, under Creative Commons by-sa 4.0 international.