Did you know in 1995, rendering a single frame with 5 million polygons in Toy Story took 4-13 hours, while 2009 games Uncharted 2 and Ratchet and Clank render 5 million polygons at roughly the same resolution 60 times every second?


What's the Best Workflow for Animating a Shot?

  By: Chris Williams

I have a very different workflow depending on what type of shot I'm animating. I think most people will tell you that as long as your shot looks good, there's really no right or wrong way and I completely agree with that. We all want to do great work. So if I'm animating a realistic shot, I'll work straight ahead, but for a character animated show I'll work pose to pose.

In the world of realism, I find diving in is the best way to go. Block in some strong poses as quickly as possible and define the most important actions in the shot. You want to make sure you lead the audience's eye to the focal points, otherwise the shot becomes unclear and muddy. So, for a shot on Spider-Man 2 where Spider-Man and Doc Ock are falling and fighting, I choreographed the shot so it revolved around three or four very specific events. I knew, for example, that they were in the midst of a battle to the death and it had to be violent. But if I wasn't careful, the punches and kicks could have all been lost if I didn't highlight them with clear silhouettes. Step No. 1 was to make sure the big moments of the fight were clear. I animated a simple translation as they fell down the building and animated some very clean poses along the way. I made use of contrasting poses as much as possible. So, a reverse C shape on Spider-Man rearing back for his punch, then a C curve for the strike. Those shapes were posed to the camera to get the most impact.

I also knew the tentacles needed to be active. One would grab and miss the building while others would engage Spider-Man. Finally, one would latch onto the building for a violent slam into the façade. I made sure to layer these elements in between the major fight actions between the characters, otherwise we wouldn't know where to look. This was one of the most challenging elements of the shot, but it was a great lesson in how to be efficient with the staging of the fight elements. Once these elements were layered in and working in a broad sense, I dove into my finessing pass. I toggled the visibility of the characters and tentacles on or off depending on what I was animating. I did this so my eye would never get distracted. Once Spider-Man and Ock were working, I turned those nasty tentacles back on one at a time. After many, many versions, I hoped to have an exciting shot in the can.

Now, what about using video reference for realistic animation? Personally, I try not to use it if I'm animating human characters. Insanity you say? Perhaps. But I prefer to act out what I'm animating and feel what's happening as opposed to trying to visually match my performance. If you have to animate a character throwing a ball, repeat the action several times and pay careful attention to what your body is doing. You don't have to look at yourself on film to feel your body and chest leading the action with the arm lagging behind. When you sit down to animate, you can apply that knowledge in a much more meaningful way. You'll understand the full impact of the body mechanics on all sides as opposed to just what you are looking at from the camera's perspective. Give it a try and if you really get stuck, you can always break out the camera and tripod for troubleshooting.

My workflow for character work is pretty much the opposite. I usually do a whole bunch of thinking in the beginning. I'll listen to the dialogue over and over until some very clear acting choices emerge, then I'll start locking down some poses. In the beginning, I prefer to go with as few poses as possible on my first pass because that gives me more flexibility to explore new ideas. As soon as I have some poses running with the audio track, my mind starts finding new approaches. I'm pointing this out because I don't worry so much about ensuring the whole shot is thumbnailed or blocked out before I start. It's a very organic workflow and not for everybody. At the very least, I don't run into the issue of having too much going on. Sometimes an animator will put so much into that first pass, it ends up being hard to assess. This way, my shot builds naturally and I layer the detail on in subsequent passes.

Another technique I make use of is to avoid lip sync and facial animation on my first full pass. The reason is simple. I want to focus 100% on the poses. Do they reflect his mood? Are they strong and clear? A sad face makes a character look sad, but can you achieve that without the face first? If my poses convey the emotions clearly without facial animation, then I know the addition of expressions will only serve to augment my work.

Finally, I will add most of the texture and finer detail to the shot at the very end. I guess you can call this the business of the shot. The reason I add it later is because I like to make sure the guts of my shot are successful. If I throw in a bunch of detail early on in my shot while I'm still trying to figure out the broader mechanics, then it can sometimes make it more challenging to troubleshoot. Also, it's possible that you can put too much business in a shot. Quantity does not always equal quality.

 


Chris Williams is an animation supervisor at Sony Pictures Imageworks.

 

Upcoming U.S. Movie & Game Releases

Your inside guide to U.S. movie & game releases and the visual effect companies who make movie magic.


MOVIES

Toy Story/Toy Story 2 – 3D

U.S. Release Date: October 2, 2009

Studio:
Disney●Pixar

Synopsis: Moviegoers are in for twice the fun and triple the thrills as The Walt Disney Studios prepares to debut the Disney Digital 3D(TM) versions of Disney-Pixar's beloved animated features - Toy Story and Toy Story 2 - during a special limited engagement starting on October 2, 2009, it was announced today by Mark Zoradi, president, Walt Disney Studios Motion Pictures Group.

This extraordinary double feature, taking the latest advances in digital 3D technology "to infinity and beyond," will play exclusively in 3D. Toy Story, the industry's first ever computer-animated feature and the first feature released by Pixar Animation Studios in 1995, and Toy Story 2, the critically acclaimed sequel that debuted in 1999, were both directed by Academy Award-winning filmmaker John Lasseter. Both films have been meticulously re-rendered in 3D from the original digital files using the latest state-of-the-art technology.

From ComingSoon.net


Astro Boy

U.S. Release Date: October 23, 2009

Studio:
Summit Entertainment

Synopsis: Few characters have made as powerful or as lasting an impression on international popular culture as Astro Boy. The little robot first appeared in 1951 as a character in the celebrated artist and animator Osamu Tezuka's legendary manga (Japanese comic book) and became an instant icon. He was subsequently featured as the star of his own television series in both black-and-white and in color, eventually airing in over 40 countries. Astro Boy created the standard for a new form of animation that has become world famous as anime. Now for the first time, Astro Boy will be brought to life on the big screen. Created with breathtaking computer animation from Imagi Studios, the film Astro Boy is a thrilling tale of a true hero. The film is set to debut in theaters on October 23, 2009. Set in futuristic Metro City, Astro Boy is about a young robot with incredible powers created by a brilliant scientist named Dr. Tenma (Nicolas Cage). Powered by positive "blue" energy, Astro Boy (Freddie Highmore) is endowed with super strength, x-ray vision, unbelievable speed and the ability to fly. Embarking on a journey in search of acceptance, Astro Boy encounters many other colorful characters along the way. Through his adventures, he learns the joys and emotions of being human, and gains the strength to embrace his destiny. Ultimately learning his friends and family are in danger, Astro Boy marshals his awesome super powers and returns to Metro City in a valiant effort to save everything he cares about and to understand what it means to be a hero.

From ComingSoon.net



GAMES

Brütal Legend

U.S. Release Date: October 13, 2009
Platforms: PS3, 360

Game Studio:
Electronic Arts

Synopsis: The latest creation from gaming icon Tim Schafer and the award-winning team at Double Fine, Brütal Legend is a third person action/adventure game starring Jack Black in the role of roadie Eddie Riggs, who sets on an epic quest to build an army of rockers with only a broad axe, a big block V8 and his faithful guitar in hand. Eddie Riggs has been drawn back through time to a mythical world dripped in Rock and Roll folklore; where great Metal titans once ruled and power chords rang from the countryside for all to hear. When an oppressed people request Eddie's knowledge of modern warfare, he pulls from his own experience in the only occupation he's ever had, a roadie for a heavy metal band. From this springs the most hellacious army man has ever seen, and thus brings this ancient world into the Age of Metal.

From GameSpy


Uncharted 2: Among Thieves

U.S. Release Date: October 13, 2009
Platforms: PS3

Game Studio:
Sony Computer Entertainment

Synopsis: Uncharted 2: Among Thieves is the story of Nathan Drake, a fortune-hunter with a shady reputation and an even shadier past who is lured back into the treacherous world of thieves and mercenary treasure-seekers. The tenth game by premier PlayStation 3 developer Naughty Dog, Uncharted 2: Among Thieves allows players to take control of Drake and embark on a journey that will push him to his physical, emotional and intellectual limits to discover the real truth behind the lost fleet of Marco Polo and the legendary Himalayan valley of Shambhala.

From GameSpy


Ratchet and Clank Future: A Crack in Time

U.S. Release Date: October 27, 2009
Platforms: PS3

Game Studio:
Sony Computer Entertainment

Synopsis: Ratchet and Clank are back and on a mission to save the future!! Concluding the events that began in Ratchet & Clank: Tools of Destruction and Quest for Booty, R&C: A Crack in Time will answer some of the franchise fans' biggest questions. After discovering that lovable robot Clank's disappearance was engineered by Dr. Nefarious, the Wrench-swinging Ratchet races to save his best friend. Along the way, both will finally uncover the hidden truth behind their origins, and discover their ultimate destinies. As the duo come closer to reuniting, they'll have to ask themselves the biggest question of all: Do Ratchet and Clank's destinies lie with each other? Or is it finally time for the universe's greatest duo to separate for good?

Powered by Insomniac Games' fourth-generation PS3 technology, Ratchet & Clank: A Crack in Time will continue to bring the experience of playing your own computer generated animation movie to PS3. Expect all the laughs and witty banter of a Ratchet and Clank title, as you enjoy all-new space gameplay that gives players the opportunity to engage in space battles, explore the surrounding star system, and discover hidden items and collectables... You'll come head-to-head with a brand-new cast of baddies, and some old favorites, and obliterate them with cool new weapons and abilities.

From GameSpy