Based on what you want your character to do, build a list of what elements and actions needs to be drawn, created, or photographed.
- Using your storyboards, you can build a list of the assets you need to create for your animation. (upbeat intro music) Every individual element you create for your puppet is called an asset. With your storyboards, you can count in detail the list of assets so you can plan and budget your production. They also help you to create a list of movements and how much art may be needed for each move. So for instance, an arm wave could have seven different drawings, which would be seven different assets that you need to build.
And if you want smooth head turns or animated movements, so for instance, rotating the head back and forth like this, you need to plan for the inbetweens, or the assets that go between the beginning and the end of each movement. So for instance, we have the beginning movement here looking straight at you, and we have looking off towards camera left. Now there's two drawings in between these extremes to make it feel really smooth. So it's four assets. Straight on, two inbetweens, and the one on the side.
So let's take a look at the storyboard we created to create a quick list of assets for one of our characters. So one of the drawings just showcases for the client the position, the body position, so we don't have to create any more base drawings than we absolutely have to. So little things like we'll probably want to have hair that dangles down the front kind of like some hairs here on the front of my face that wiggle around a little bit as I do. The weight shift, that's just a note there that I want to make sure that push out the hip and have one leg hanging out.
Ears behind the head so that I can use it for other purposes and have them hide. And create all the phonemes. You also hear those called visemes a lot. And those are all the different mouth positions, and there's 14, not only per head but 14 for every angle of the head. So for instance right now I have 14 different mouth shapes. You can affect his whole entire lower jaw in this character looking straight at you. Right now, okay, here's another 14 that are being used.
And another 14 from this angle. So it can add up quite a bit. The other thing, I'll look at that. Okay, so we've got eyebrows, so we've got left and right eyebrow for every extreme, and you've got all the different eyes and eye blinks, so you've got the eyeball, the iris, some of these things you have to know as you start building multiple puppets. So one of the things I want to be able to do is have my leg be draggable. Now this is an example, it's why I always put a note in that this is draggable, so I don't have to create any inbetweens.
In fact, I don't have to draw another leg at all. But I do have to remove the leg from the body and have it as a separate asset. And then put a dragger on it and put some bones in so that it bends exactly at the knee. So I want an angry expression. So I'll do another set of eyebrows, another mouth, and maybe the nose, because sometimes when you get angry, your nose pops up a little bit. So for instance, when I'm at this angle here, notice the nose goes up when my character is getting angry, so might have to do another nose there for this.
And this one shows one of the arm movements. So the arm on the hip, and then it drops down one, two, three, and four up to a fist. So that's going to be four more assets right there. Another movement I want is a gesture, so three or four inbetweens between hand on the hip and coming up. And then five steps for this other gesture. And then on the wave, so say I want this to be a draggable hand so I have to have the hand and the forearm as separate assets from the rest of the arm on the last position on this move.
And then I need extra assets of the hand pointing up and the hand pointing at us. So even just for those few simple moves, and it's amazing how much action you can get out of that, but now looking at this I can count, literally, exactly how many assets I need to have. Now we didn't turn the head, so we don't have any assets there. And we're not moving the other leg, so we've actually kept our assets down to a minimum on this project, and as you can tell, the character doesn't move, so we are having only one background.
So one asset there. So whether you create your puppets with drawn art, sculpting, photos, or CG, your detailed list of assets allows you to accurately estimate what will be needed for your production.
- Creating a list of production needs
- How the varied styles of animation impact production
- Creating usable digital puppets
- Working with drawn characters, objects, and CG characters
- Adding value to the look of your production
- Exploring various audio recording options
- Organizing files for production, backup, and transport
- Using animation cycles
- Building and editing a scene
- Troubleshooting issues
- Tricks for enhancing your production
- Post-production and delivery