Early on in the storyboarding process for Zachariah Brainchild, I was
limiting camera angles of characters so that
we could re-use symbol-based bodyparts in the Flash animation. By
keeping the views either strictly front, 3/4, profile etc. without the
more interesting camera angles (high-angles, low angles etc.), I thought
it would make the animation process easier. While it would make things easier (we could make more use of a smaller set of symbols in the library), when looking at the storyboards after the first draft, it was quite apparent that they were lacking the dynamism that I had hoped for.
I think by embracing the idea that we will have to illustrate fresh poses and angles for many shots, has freed up the creative choices in designing shots and poses for the more recent storyboarding work. It is a alot more visually appealing now.
I have purposely kept some scenes/ shots flat, particularly where comedy is involved (Joe Murray has mentioned that flat staging is good for comedy), but in many other shots, we have gone for more dynamic angles.
In the redrafts we also tried to push the subject to the left or right
of the screen (sometimes going by the "rule of thirds"), as our initial
boards were quite centre-focused. We tried to create more depth in the
staging as well, by having angled horizon lines, rather than flat
staging.
There will be a bit more work in the animation process now, but I think it is the right direction to go in. My original intention for the cartoon, which I wish to keep to, is for it to be reasonably cinematic.
Like John K in the below post, I think it makes sense to have fresh poses illustrated, rather than something "frankenstein-ed" from stock body part symbols.
I would actually rather have more limited animation (eg. where a character may hold a pose for awhile), but if the camera angles and poses are strong. A lot of TV anime is like this.. strong illustrated shots, with dynamic angles and poses.. but fairly limited animation.
Tuesday, November 26, 2013
John K on Flash: "A Necessary Evil"
An interesting post by John K on his views about Flash animation.
Some quotes:
"It's the key poses that tell the story. They are the drawings that the eye sees and responds to.
If I can't afford lots of inbetweens, at least I want to have the story telling-and entertaining poses."
"Many producers and in my opinion, non-creative types believe that having a lot of inbetweens is what makes quality and they are willing to spend a lot of money for drawings that no one sees. At the same time telling the artists who do the key poses to not ever make anything new up."
"I like having smooth inbetweening, but it doesn't normally add to the entertainment value, it just connects the key poses without causing obvious jerky movements."
"I would rather have original drawings with cheesy inbetweening than really smooth boring drawings and poses that we have seen a million times before."
http://johnkstuff.blogspot.com.au/2007/11/flash-vs-traditional-vs-asia.html
Some quotes:
"It's the key poses that tell the story. They are the drawings that the eye sees and responds to.
If I can't afford lots of inbetweens, at least I want to have the story telling-and entertaining poses."
"Many producers and in my opinion, non-creative types believe that having a lot of inbetweens is what makes quality and they are willing to spend a lot of money for drawings that no one sees. At the same time telling the artists who do the key poses to not ever make anything new up."
"I like having smooth inbetweening, but it doesn't normally add to the entertainment value, it just connects the key poses without causing obvious jerky movements."
"I would rather have original drawings with cheesy inbetweening than really smooth boring drawings and poses that we have seen a million times before."
http://johnkstuff.blogspot.com.au/2007/11/flash-vs-traditional-vs-asia.html
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