Coming to a web browser near you: The Deadly Truth

Post by Renato Vargas. Follow me on Twitter.

I decided today that it is time to become Toon Boom Animate literate, and there’s only one way to do that: animating. For that reason, I decided to make a clip, under one minute in length due next Sunday, May 31st. No excuses. I am aiming to do it as fast as possible, and to use multiplane, some symbols, couple of effects, and frame-by-frame character animation. It’s going to be called The Deadly Truth.

So far I roughed out the setting, set up the multiplane shot, and drew some poses. I hope I have some fun making it. Afterwards, I’ll write a couple of posts about the experience. For now, check out the rough BG:

 The Deadly Truth

Title: The Deadly Truth
Release date: Sunday, June 7th, 2009.

From A Forgotten Piece Of Paper To Life

Post written by Renato Vargas. Follow me on Twitter.

Over the past week I have been discussing how hobbyists like myself tend to omit certain steps, professional studios are obligated to take in the process of creating animated stories, because they feel that everything is in their heads. I certainly followed that logic, and it brought me nowhere, since I didn’t give my characters a chance to develop correctly, which ultimately lead to very inconsistent character animation. It was so bad, that it looked as if the character that started the motion slowly transformed into a completely different one (and not on purpose). You see, the animation process became stagnated, due to the fact that characters weren’t properly taken out of the crummy piece of paper they were conceived on, and put on a nice model sheet that could serve as a reference throughout the entire project, before the actual work started.


From my Rezadores de la Recolección original concept art.
(Click on the image to see the other side of the paper.)

After reading a lot about animation, it became clear to me that I had to adhere, more or less, to the workflow that studios have used since the first half of the twentieth century if I ever wanted to finish my little project, as I stated in a previous post. It’s a proven formula that just works. It was time to put my money where my mouth was. We’ll, I’ve been doing my homework, and it is turning out nicely. I thought I showed you a bit.

Inspiration hits you in the most unusual places. I was at a conference on climate change when the idea for the look of my characters flooded my mind. Luckily for me, they handed out little note taking blocks for the event and I was able to get a couple of poses drawn before the Q&A round. This past week, in an attempt to get this project going, I pulled the little piece of paper (which you can see by clicking, either on the picture above, or here), scanned it, and decided to make a nice model sheet out of it, to be consistent with what I previously discussed about character development. It is nowhere near finished, but it’s a start. Here’s are the steps:

1. Take the character’s measurements. It’s a good practice to think about your character’s size in multiples of its head. That way, no matter where you draw it on the screen you’ll always know if it’s dimensions are right, just by counting “how many heads tall” it is. This was a good time to correct my character’s original measurements, since I wanted him to be exactly five heads tall. No matter what program you use for your animations, make sure you do every step in its individual layer. That way you have more control over the entire process. Here I just drew a couple of horizontal lines marking the head’s superior and inferior edges, copied them and pasted them down the page as reference. A couple of red lines delimit what would be an imaginary sphere embedded inside his head, which is useful for drawing him rough.


Notice how I drew lines that represent its height in “heads”.

2. Rough it out, and draw a half or a full turnaround. This is the time to start figuring out how to quickly draw your character in various views. Make any adjustments to your original sketch here. Don’t forget to use a new layer for this. Block the rest. You don’t want to mistakenly ruin something. In the following image the original bitmap layer is turned off, but you might want to keep it on while you draw on top of it. At this point, keep it simple. You just want to learn to draw your character in various poses and get its dimensions right.


Look for simple shapes that will help you draw your character faster.

3. Clean it. In a new layer, take the pencil or pen tool (something that will give you same width lines, no matter the zoom) and cleanly outline your character. You can take your time with this step. Use your software’s tools to edit the points or nodes that make up the lines. You’ll end up with something like this:


Be very careful with this step.

4. Color it. Our model sheet is starting to look good. Now it needs some color. You can copy and paste the contents of the clean lines layer onto a new one and color your character there. That way you’ll have both versions in case you need to revisit your lines (say, if you’re writing a post about them :-) ). Document what colors you are using. If your software doesn’t have color palette management functionality, make sure you know the RGB values for all of your character’s colors. You might (and probably will) need them later. Just write them down.


This is a nice picture you can tape to your wall as reference for your project.

Our model sheets are on the right path now. A couple of expressions and some action poses would be in order, and seem like the next step. What do you think of my process; any suggestions? Tell us all about it in the comment section of this post. See you next time!

Building Character is not the Same as Character Development

Post written by Renato Vargas

When someone is doing an entire animation on her or his own, there’s a tendency to avoid taking some of the preparatory steps that studios often cannot ignore, such as creating character model sheets, among other things. “After all”, one thinks, “it’s all in my head”. Wrong!

Image courtesy of yashrg.

Character development is a crucial step that often gets neglected by hobbyists such as myself. We might see the character in our minds and think we’ve got it all covered. We probably drew our character on a napkin for the first time and it looked excellent. Our buddies thought it was “awesome”, and the girls all thought it was “so cute”. You’ve got a winner… until you start animating.

Your first frame requires your character to be in an entirely different position than the napkin’s. So you rough it out and voilà; instant Picasso. Your drawing skills are more or less solid, you think, but your drawing of Little Timmy doesn’t look like him. He looks awkward. “Hmm, it’s something about the nose”, you think. Okay, you erase him and start over. Another piece of abstract art flows out of your wrist. “Damn it”, you get angry, “I can’t tweak each drawing for 30 minutes. I’m never going to finish like this”. And you’re right.

As it turns out, character model sheets were invented for a reason and they can help you speed up the animation process if done right. Their purpose is to give your animated character a consistent look throughout your project, regarding not only its features, but also its dimensions and colors. A good model sheet should have images of your character in various positions, and looked at from different angles, so that you’re able to compare every drawing you do to it, and judge whether you are “on model” or not. But how do you make one?

1. Dimensions. You need to know how big its head is, in relation to its body. Are its arms long or short? How many heads tall is it? On a blank page (or frame, if you draw it directly onto the computer) draw horizontal lines spread apart by multiples of the head size and draw your character standing in a full 180 degree range of drawings, meaning you will draw it facing front; a quarter left; full left; three quarters left; and back, all next to each other, and then flip them to have their right counterparts(unless its sides are different, because then you would have to draw the others too).

2. Facial expressions. Under your full turnaround, draw as many facial expressions as you can.

3. Sitting poses. Fill the blank space with a couple of drawings of your character in a sitting position.

4. Action poses. On a new page (or frame) draw him in active poses, such as running, walking, or things your character would typically do. Does it play basketball? Does it eat frantically?

The purpose of this is to practice building your character. Drawing him or her should come naturally to you and model sheets are an excellent practice. Keep it simple. Your character’s main structure should be made with simple shapes such as circles and cylinders. Add details last.

Tomorrow is animation Tuesday for me. I won’t animate though. I’ll be going back to model sheets, because my character’s face cannot stretch anymore. It’s all over the place. Wobbly, wobbly, wobbly. He’s starting to look like plastic man. Learn from my mistake and just start with a nice model sheet for each of your main characters, before you do any of what I mentioned in point 1. of my previous post.

Do you experience the same consistency problems I do? Let everybody know in the comments.