Producing Key Drawings For Animation
Producing Key Drawings For Animation
• All fixed / final key 3.4 Check the accuracy • Perform Job Sheet
drawings with of sequence of the 3.1.2 (Check &
breakdown/s are completed corrected secure completed
drawings drawings)
labeled again
3.5 Label and check
accordingly to the markings of each
scene, sequence drawing
Though animation techniques of today have evolved tremendously compared to its inception in
the early 19th century nevertheless, the processes and principles of starting an animation
production remain the same.
Animation always starts from acquiring animation requirements; e.g. begins from a script
derived from a concept, and then script will be transposed to a storyboard. The storyboard will
be the springboard in creating the lay-out drawings and model sheet which will be distributed
to all the departments of the animation studio. All of the detailed instructions coming from the
director and other relevant personnel in animating the characters and backgrounds are
integrated in the exposure sheet (x-sheet). It is to be noted that all the processes undertaken
will be subjected to the review and approval or the relevant personnel of the animation studio.
Glossary
Script – the printed version of a stage play, movie screenplay, or radio o television broadcast,
including the words to be spoken and often also technical directions. (MS Encarta Dictionaries 2009)
Storyboard- a set of sketches arranged in sequence on panels, outlining the scenes that will
make up something to be filmed, e.g. a motion picture, television show, or advertisement. (MS
Encarta Dictionaries 2009)
Lay-out drawing- The primary reference for background/s and character/s which the lay-out
artist is responsible.
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Information Sheet 1.1.1 : Identifying animation requirements
Model Sheet – A set of front, side views, ¾ views, rear view drawings of a character that being
distributed to all the departments of the animation studio after the approval of the relevant
personnel that serves as reference in drawing any pose of that certain character.
Exposure Sheet (x-sheet) – Integrating document that contains the director’s instructions /
notes, layers, number of frames, sound track, mouth patterns for dialogue necessary to all
personnel in the animation production in executing their respective responsibilities.
2D Animation materials and equipment – (please see page 5. Details on how to use them
will be discussed later – in video tutorials)
Figure 1.1.1
Sample of script format
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Information Sheet 1.1.1 : Identifying animation requirements
Figure 1.1.2
A part of a storyboard
Figure 1.1.3
Sample of a model sheet (part of the lay‐out drawings)
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Information Sheet 1.1.1 : Identifying animation requirements
Figure 1.1.4
Sample background lay‐out (part of the lay‐out drawings)
Figure 1.1.5
Sample of exposure sheet (x‐sheet)
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Information Sheet 1.1.1 : Identifying animation requirements
Figure 1.1.6
Pictures of 2D traditional animation materials and equipment
Pen
Pen Tablet Display
Figure 1.1.7
Flash 2D Animation Software
Pictures of 2D digital animation materials and equipment
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Worksheet 1.1.1: Identifying animation requirements
Learning outcomes:
1. Identify animation requirements
Learning Activity:
1.1 Identify the meaning of each animation requirements by matching column A with column B
based on the watched video
1.2 Identify each picture of animation requirements with its correct term / name
Activity 1.1: Read column A carefully (description) and match it with column B (animation
requirement’s nomenclature). Write the letter only.
Column A Column B
a. It came from a script. It visually tells the story
of an animation panel by panel, kind of like a
1. Exposure sheet or x-sheet____
comic book and it is being pitched.
b. Drawing of background/s and poses
c. A set of front, side views, ¾ views, rear view
2. Script________
drawings of a character that being distributed
to all the departments of the animation studio 3. Lay-out drawing__________
after the approval of the relevant personnel
that serves as reference in drawing any pose
of that certain character. 4. Model Sheet_________
d. 2D digital animation equipment
e. Director’s instruction/notes, layers, number of 5. Storyboard__________
frames, sound track, mouth patterns for
dialogue are found in this sheet
f. The whole story and all the descriptions / 6. Pen tablet/display _________
details are written in this animation
requirement including the words to be spoken
7. Field size_________
and often also technical directions.
g. The measurement of screen that serves as
the boundary of all drawings.
h. It is the ability to dream up ideas of one's own
and ability to create in your own mind an
interpretation of other people's ideas.
i. A simulation of movement created by
displaying a series of pictures, or frames.
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Worksheet 1.1.1: Identifying animation requirements
Activity 1.2: Identify each animation picture /image with its correct term. Write its name in box
provided for.
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Worksheet 1.1.1: Identifying animation requirements
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Worksheet 1.1.1: Identifying animation requirements
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1.1 Information Sheet 1.1.2: Explain the principles and techniques of animation and
animation production
Learning outcomes:
1 Explain the principles and techniques of animation and animation production
Learning Activity:
1.1 Explain the principles and techniques of animation and animation production
Even though the hard work and cumbersome techniques of animation of yesterday have been
revolutionized by digital media of today, “the pioneering work in ‘traditional’ film animation done
by Walt Disney and Disney Studios on how to animate characters in a lifelike way still holds
good today”. (Walt Disney’s The Illusion of Life as reviewed by Natalya Kulishenk & Tito A. Belgrave)
Today’s animators still practice the following principles of animation introduced by Walt Disney
Studios decades ago.
• Squash and stretch – classic example is a bouncing ball that squashes when it hits the
ground and stretches just before and after. The stretching, while not realistic, makes the
ball appear to be moving faster right before and after it hits the ground.
Figure 1.1 (From: The Illusion of Life Disney Animation by Frank Thomas and Ollie Johnston, 1981)
Squash and stretch is useful in animating dialogue and doing facial expressions. It is used in
all forms of character animation from a bouncing ball to the body weight of a person walking.
This is the most important element nature-like animation requires
Figure 1.2
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1.1 Information Sheet 1.1.2: Explain the principles and techniques of animation and
animation production
• Anticipation – Is the preparation for the action, because each action consists of
preparation to the action, action itself and the termination of the action. A motion is
preceded by a motion in the opposite direction, as it is shown on the figure 1.3, before
hitting a ball you have to lift your arm in opposite direction.
• Staging – refers the set - or setting of the scene, and the way in which it is portrayed.
Staging deals with 3 aspects: readability, personality and mood. Readability is a clear
representation of the idea in completely clear and unmistakable way. To create
personality animator should use characteristics that clearly define the character. And to
tell about the mood set of consistence characteristics should be used. They are similar
to personality set, but they are temporal.
Figure 1.4. Clear staging keeps Minnie feminine even in broad reactions. There is no attempt at realism, but
considerable caricature of the attitude. (From: The Illusion of Life Disney Animation by Frank
Thomas and Ollie Johnston, 1981)
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1.1 Information Sheet 1.1.2: Explain the principles and techniques of animation and
animation production
• Straight Ahead Action and Pose to Pose – Straight ahead animation starts at the first
drawing and works drawing to drawing to the end of a scene. Pose to pose refers to the
key frame technique of animation, in which certain key frames, or poses, are drawn first,
and then in-between frames are added that “move” all the elements from one pose to
the next.
• Follow Through and Overlapping action– When the main body of the character stops
all other parts continue to catch up to the main mass of the character. The secondary
part could be arms, long hair, clothing, coat tails or a dress. Nothing stops all at once.
This is main rule of follow through principle.
Figure 1.5. In walking, the hip leads, followed by the leg and then the foot. As the lead part stops, the lagging
parts continue in motion.
• Slow In and Slow Out (aka Ease in, Ease Out, or Acceleration, Deceleration) – deals
with the spacing of the in-between drawings between the extreme poses. As action
starts, we have more drawings near the starting pose, one or two in the middle, and
more drawings near the next pose. Fewer drawings make the action faster and more
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1.1 Information Sheet 1.1.2: Explain the principles and techniques of animation and
animation production
drawings make the action slower. Slow-ins and slow-outs soften the action, making it
more life-like.
• Arcs - Most things don’t move in straight lines. If you throw a ball, it doesn’t fly
horizontally for a bit, and then drop vertically down. Gravity acts on it all the time, pulling
it in a downward arc. For body parts, if you swing your arm round, your hand doesn’t
describe a square shape - it follows a circle, an arc, centered on your shoulder.
Figure 1.6.
The action of a hand gesture with a
pointing finger follows a circular path. The
animator charts the position of his
drawing along this arc. (From: The
Illusion of Life Disney Animation by Frank
Thomas and Ollie Johnston, 1981)
• Secondary Action - This action adds to and enriches the main action and adds more
dimension to the character animation. Secondary actions are important in heightening
interest and adding a realistic complexity to the animation. Examples are: the twitch of
an ear, a foot tapping, hands rubbing together nervously. A sad figure wipes a tear as
he turns away.
Figure 1.7 (From: The Illusion of Life Disney Animation by Frank Thomas and Ollie Johnston, 1981)
• Timing - In its simplest form, timing refers to the choice of when an action is started and
how long it takes to perform. Timing is important because it gives the meaning to the
movement. Timing defines what the idea behind the action is. It reflects the weight and
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1.1 Information Sheet 1.1.2: Explain the principles and techniques of animation and
animation production
size of an object. For example, a giant has much more weight than normal person, so
its movement will be slower. It is possible also to express the emotion of the movement
varying the number of in-between frames. More drawings between poses slow and
smooth the action
Figure 1.7
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1.1 Information Sheet 1.1.2: Explain the principles and techniques of animation and
animation production
• Solid Drawing - The basic principles of drawing form weight, volume solidity and the
illusion of three dimensions apply to animation as it does to academic drawing (always
think of depth, weight & balance). Pencil academic drawings are transformed into color
and movement giving the characters the illusion of three-and four-dimensional life.
Figure 1.9 “We needed a shape that was a living form, ready to move – in contrast with the static form. We used
term “plastic,” and just the definition of the word seemed to convey the feeling of potential activity in the drawing;
“Capacity of being shaped or formed, pliable.” – quoted from The Illusion of Life Disney Animation by Frank
Thomas and Ollie Johnston, 1981
• Appeal and Character Personality - Appealing animation does not mean just being
cute. Appeal, includes an easy to read design, clear drawing, and personality
development that will capture and involve the audience’s interest.
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Job sheet 1.1.1: Perform lip-synch with given voice track
Learning outcomes:
1. Perform lip-synch with given voice track
Learning Activity:
1.1 Identify all the necessary equipment & materials to the task to be undertaken
1.2 Perform lip-synch with given voice track
Equipment / Resources
• Computer set with pen tab, installed with Toon Boom, Flash, video and audio editors.
• Voice track
• Mouth chart
• Traditional animation X-sheet (optional)
At the end of this activity you should be able to produce a demo reel of a talking character
(minimum is basic shapes / sketches only) which synchronizes with the given voice track.
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Worksheet 1.1.2: Explain the principles and techniques of animation production
Learning outcomes:
1. Explain the principles and techniques of animation production
Learning Activity:
1.1 Identify the principles and techniques of animation
1.2 Categorize animation production stages
1.3 Explain the principles and techniques of animation production
2. It is the principle of animation that starts at the first drawing and works drawing to
3. The principle of animation that states most things don’t move in straight lines. If you
throw a ball, it doesn’t fly horizontally for a bit, and then drop vertically down
______________________.
4. This principle of animation refers to the choice of when an action is started and how
long it takes to perform. It is important because it gives the meaning to the movement
5. The principle of animation that says, when the main body of the character stops all other
6. The basic principles of drawing form weight, volume solidity and the illusion of three
7. We remember this principle of animation when it refers to the set - or setting of the
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Worksheet 1.1.2: Explain the principles and techniques of animation production
8. A technique of animation used when live action actors wear special suits that allow
animation-staff_______________________.
10. A type of animation that is digitally modeled and manipulated by an animator. After the
model is done, you can readily rotate the model 360 degrees.
PRE PRODUCTION PRE PRODUCTION
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Worksheet 1.1.2: Explain the principles and techniques of animation production
POST PRODUCTION BOX A
review of the movement smoothness by
relevant personnel, rendering, flipping and
line testing, concept, storyboard, model
sheets, recording voice tracks,
compositing, defining the type of animation
production, exposure sheet, sound reading
on x-sheet, key drawings, labeling and
marking, in-between drawing, lay-out
drawings, breaking down of the voice /
sound tracks, animatics, fixing / redrawing
clean-up drawing, script
Activity 1.3: Explain the principles and techniques of animation (3 pts each)
Direction: In your own words explain the following principles of animation. (You can use
separate paper if your answers go beyond the space provided.)
1. Anticipation
2. Secondary action
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1.1 Information Sheet 1.1.3: Identify stages of animation production
Learning outcomes:
1 Identify stages of animation production
Learning Activity:
1.1 Identify stages of animation production
The sample below is an ideal flow of animation production in bigger studios. In contrast, the
procedures of outsourcing animation business in the Philippines may vary as they serve only
as one remote department of a bigger animation studio abroad. In view of this, they become
more dependent in terms of the script, model sheet, lay-out, sound tracks and other
descriptions / instructions. Mostly, the animatics, the animation and compositing are what they
are concentrating at the approval of the main studio or client. But the bottom-line is, either
remote or in-house, the animation procedure flow and processes are closely resemble.
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1.1 Information Sheet 1.1.3: Identify stages of animation production
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1.1 Information Sheet 1.1.3: Identify stages of animation production
18. Stacking and storing securely of final in-between drawings according the company’s
standards.
19. Forwarding the final in-between drawings to the clean-up artist.
20. Tracing and doing clean-up steps to finalize all the key and in-between (IB) drawings.
(Integrity of line, model sheet consistency, and mouthing are critical in this stage).
21. Checking the smoothness of movements / action including mouth patterns by flipping
and line testing by the in-between artist (preview in direct 2D digital animation).
22. Labeling and marking of the drawings (accurate file naming of scene in direct 2D digital
animation).
23. Review of the movement smoothness and accuracy / consistency of all key and IB
cleaned-up drawings with the model/s and integrity of lines by the key animator,
animation checker and other relevant personnel like the animation director, technical
director and production manager (depending to company’s standards).
24. Fixing / redrawing of deficient cleaned-up drawings.
25. Stacking and storing securely of cleaned-up drawings according the company’s
standards.
26. In traditional animation, all cleaned-up drawings will be scanned to convert it to digital.
27. Inking and painting of the digitized drawings.
28. All digitized drawing will be forwarded to the compositing artist and will be organized by
scene accordingly.
1. Compositing artist will collect and check all the scene folders and all the voice and
sound breakdowns.
2. By using a video editing software / compositing software, the compositing artist will
compose all the characters and backgrounds as described by the scene in the
storyboard and guidance of the x-sheet.
3. Compositing artist will then synchronize all sound/video tracks with its corresponding
digitized animated elements scene by scene with the guidance of storyboard and
exposure sheet.
4. The director will check the compositing outputs scene by scene. If there’s something
wrong the compositing artist fixes it. If he cannot do it, he will ask the assistance of the
technical director.
5. After scenes are being approved by the director and all relevant personnel, the
compositing artist will insert background sound, effects (sound and visual effects) and
appropriate transition of the scenes.
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1.1 Information Sheet 1.1.3: Identify stages of animation production
6. Finally, the compositing artist will integrate everything by rendering it to a format agreed
upon.
7. Approval of the director / client.
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Worksheet 1.1.3: Identify timing, soundtrack breakdown, & lip-synch
Learning outcomes:
1. Identify timing, soundtrack breakdown, & lip-synch
Learning Activity:
1.1 Identify timing, soundtrack breakdown, & lip-synch
What does this timing chart means in
animation principle? (Write your answer
inside this box)
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Worksheet 1.1.3: Identify timing, soundtrack breakdown, & lip-synch
3. An animated sequences that will break the "keys" and "inbetween" two element rules.
A) Animation breakdown
B) straight ahead animation
C) ease in – ease out animation
D) Action breakdown
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1.1 Information Sheet 1.1.4: Identify current animation methods and techniques
Learning outcomes:
1 Identify current animation methods and techniques
Learning Activity:
1.1 Identify current animation methods and techniques
The 20th century animation methods and techniques are ruled by the use of computer.
Although traditional animation was not eradicated, yet it is being blended with computer
applications. Computer animation encompasses a variety of techniques, the unifying factor
being that the animation is created digitally on a computer
Jeffrey Katzenberg believes that Disney would approve of the changes in the way cartoons
are made today. He has coined a term for the blending of computer animation with classical
cell animation techniques — "tradigital." And he says that the style, which burst on the scene
with such films as Toy Story, Antz, Shrek and Ice Age, is here to stay.—Roger Moore, "The
'Spirit' of Jeffrey Katzenberg," The Orlando Sentinel, May 24, 2002. Tradigital art most
commonly refers to art (including animation) that combines both traditional and computer-
based techniques to implicate an image. It is related to digital art, traditional art, information
art, new media art, video art, interactive art, and internet art. (en.wikipedia.org/wiki/Animation)
1. 2D animation - 2D animation figures are created and/or edited on the computer using
2D bitmap graphics or created and edited using 2D vector graphics. This includes
automated computerized versions of traditional animation techniques such as of
tweening, morphing, onion skinning and interpolated rotoscoping. (Flash animation and
Toon Boom are the most common 2D digital animation software used today.)
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1.1 Information Sheet 1.1.4: Identify current animation methods and techniques
techniques fall under the category of 3d dynamics. Many 3D animations are very
believable and are commonly used as Visual effects for recent movies.
3. Motion capture - is used when live action actors wear special suits that allow
computers to copy their movements into CG characters (3D Computer-Generated
characters). Examples include Polar Express (2004, USA), Beowulf, 2007), Avatar
(2009, USA).
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1.1 Information Sheet 1.1.4: Identify current animation methods and techniques
mechanical effects techniques have been superseded by CGI.
(http://en.wikipedia.org/wiki/Special_effects_animation)
5. Anime – a simplified Disney animation-techniques to reduce costs and to limit the
number of frames in productions originated by manga artist and animator Osamu
Tezuka - a temporary measure to produce material on a tight schedule with
inexperienced animation-staff. (en.wikipedia.org/wiki/Anime)
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1.1 Information Sheet 1.1.4: Identify current animation methods and techniques
Other animation techniques:
• Paint-on-glass animation is a technique for making animated films by manipulating
slow-drying oil paints on sheets of glass. Gouache mixed with glycerine is sometimes
used instead. The most well-known practitioner of the technique is Russian animator
Aleksandr Petrov; he has used it in seven films, all of which have won numerous
awards.
Aleksandr Petrov's 1999 The Old Man and the Sea (Academy Award for Animated Short Film)
1.1 Information Sheet 1.1.4: Identify current animation methods and techniques
• Pixilation - involves the use of live humans as stop motion characters. This allows for a
number of surreal effects, including disappearances and reappearances, allowing
people to appear to slide across the ground, and other such effects.
• Puppet animation - typically involves stop-motion puppet figures interacting with each
other in a constructed environment, in contrast to the real-world interaction in model
animation. The puppets generally have an armature inside of them to keep them still
and steady as well as constraining them to move at particular joints.
• Traditional animation, also referred to as classical animation, cel animation, or
hand-drawn animation, is the oldest and historically the most popular form of
animation. In a traditionally-animated cartoon, each frame is drawn by hand. The term
"traditional animation" is often used in contrast with the now more commonly used
computer animation.
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Information Sheet 1.1.5: Identify principles and techniques of animation on timings
Learning outcomes:
1.1 Identify principles & techniques of animation on timings
Learning Activity:
1.1 Identify key, in-betweens, and breakdowns
1.2 Explain timing techniques
2. What is between? - A drawing that is created between two other drawings. Whether
these drawings are keys or other inbetweens. Consider for example, a ball rolling from
A to C. The two key drawings in this case are "A" and "C".
Therefore an accurate inbetween (set precisely in the middle) of "A" to "C" is "B".
Occasionally, there are animated sequences that will break the "keys" and
"inbetween" two element rules. For example, "straight ahead" animation is where there
are no keys but the animator creates a "drawing one" then moves on to drawing "two",
drawing "three", drawing "four", etc… successively adding a slight change of movement
each time until an entire moving sequence is built up. Alternatively, a sequence of
movement might involve additional indirect elements such as "extreme" drawings, which
essentially define the extent of a moment within two key positions but are not
necessarily linked to either. (A perfect example of "straight ahead" animation is where
the fingers of a hand tap impatiently on a desk. It is virtually impossible to "key" and
"inbetween" such an action, therefore it needing to be animated frame-by-frame (i.e.
using a "straight ahead" technique).
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Information Sheet 1.1.5: Identify principles and techniques of animation on timings
(This is known as animation on "1s"). Therefore, to slow this action down, the
animator will need to add extra inbetweens... say for example, two more... as well as
maybe shooting each drawing for two frames of film each. (Known as animating on
"2s".) Therefore, in the case of our rolling ball, the typical key drawings would be "1" and
"9" and the required inbetween drawings would be "3", "5" and "7".
Note: When animating on 2's the animation numbering will always reflect the
accurate frame numbers wherever possible… i.e. "1", "3", "5", "7", "9", etc., rather than
"1", "2", "3", "4", "5" etc. when animating on 1's.
3. What is breakdown? - … the next most important transition point between those key
actions, and will often require shifting and fine tuning (e.g. anticipation principle).
Breakdown is not always placed at the perfect middle point between the two key
frames. (www.ehow.com)
Figure 1 Marking symbols
Other markings
for breakdown:
• (number)
• B/D
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Information Sheet 1.1.5: Identify principles and techniques of animation on timings
Activity 1.1.2: Explain timing techniques
Charts and Breakdown Drawings: To make sure that the animator's wishes are
adhered to accurately by the assistant there has to be a clear system of rapport and
communication between them both.
It is clearly not desirable, nor even possible in many situations, for the animator to
verbally communicate his wishes to the assistant on a key-by-key basis. Therefore, to help the
assistant understanding the intention, an animator will draw a "chart" on the first of two key
drawings to illustrate where the inbetween placements are to be. This chart will usually be
drawn on the first key drawing of two keys. Therefore, in the earlier example of the rolling ball,
the chart below will be drafted onto key "1". This chart indicates that the animator first wants an
inbetween "(5)" to be placed between keys "1" and "9" and then two further inbetweens be
added... "3" between "1" and "(5)" and "7" between "(5)" and "9". This will give three evenly
spaced inbetween drawings between the two keys.
Note that drawing "(5)" is indicated in parentheses. This is because it indicates the first
inbetween the animator requires the assistant to do "I" and "9 ". Because of its special
significance, this inbetween drawing is actually referred to as the "breakdown" drawing. Key
drawings are always charted as circled.
Studying the chart further, we can deduce that when the breakdown "(5)" drawing is
completed, the assistant must then put in the two other inbetween drawings... "3" in the middle
of "1" and "(5)", then "7" in the middle of "(5)" and "9". There can of course be more (or less)
inbetweens between two key drawings but it is the animator's chart on the lead key drawing
that defines just what the animator requires the assistant to do.
Slowing In and Slowing Out: It is very rare that an animator will want to have evenly
placed inbetween drawings between two keys.
Nothing in life, except maybe machines, moves at a consistent, even speed and
animation that moves well will have to reflect this fact. Most action involves a movement either
slowing down or speeding up. Check it out... observe people moving and doing things and you
will see this is true. Therefore, to achieve this naturalness of movement, an animator will draw
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Information Sheet 1.1.5: Identify principles and techniques of animation on timings
a chart differently from key to key. Ever aware of the enduring principle that the more drawings
there are between two keys the slower it will be... and the less drawings there are the faster is
it... an animator will devise a chart that arranges inbetweens in a way that the action will either
slow down, or speed up. Therefore, if the animator wants an action to slow down at the end,
their chart will indicate that there are more inbetweens towards the end of the action than at
the beginning.This setup is known as a "slow-in", because there are more drawings and the
end of the action, causing it to slow into the final key position.
Note that the breakdown drawing is number "(3)" in this chart, due to the parenthesis around it.
If, on the other hand, the animator places most of the inbetweens at the beginning of the
movement, emphasizing a speeding up of the action as it moves, then this is known as "slow
out". Note too that on this chart the breakdown drawing has changed to number "(7)".
Occasionally, with longer and larger movements, the animator may require that the
action speed up, then slow down, between the two keys. This is known as a "slowing-
out/slowing-in" movement. In such a case and depending on the nature of what the action is,
the animator would probably draw the breakdown drawing, in addition to the two key drawings,
simply to remove the heavy inbetweening burden from the assistant, if the action is complex.
Remember that the key drawings are always circled, and the breakdown drawing is always
indicated in parentheses or a triangle (B/D in some studios).
The exposure sheet and timing: As exposure contains all the details of the animation
process specially the timing, key drawing artist and the assistant animators should consider x-
sheet with prudence.
Frame rate should also be considered in timing. Frame rate is the frequency (rate) at
which an imaging device produces unique consecutive images called frames. The term applies
equally well to computer graphics, video cameras, film cameras, and motion capture systems.
Frame rate is most often expressed in frames per second (FPS) and in progressive scan
monitors as hertz (Hz). (en.wikipedia.org/wiki/Frame_rate )
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24 frames per second (fps) is a non-interlaced format, and is now widely adopted. When
transferred to NTSC television, the rate is effectively slowed to 23.976 frame/s, and when
transferred to PAL or SECAM it is sped up to 25 frame/s.
Flash has 12 fps. It is the reason why if one is intending to export flash movie to AVI or
MPEG he should change its frame rate to 24 fps.
In the x-sheet, it is general information that in 1 foot, there are 16 frames.
Figure 6. Traditional animation
exposure sheet
Figure 7. Toon Boom exposure sheet
16 frames
In 1 foot
24 frames
In 1
second
designer‐info.com
Desktopacademy.com
Figure 8. Toki exposure sheet
www.macupdate.com
NOTE: Traditional artist uses animation paper while 2D digital artist uses pen
tablet/display on software in drawing key, inbetween and breakdown drawings likewise slow
in and slow out control can be manipulated directly in the software. The principle remains the
same.
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Information Sheet 1.1.6: Identify timings and soundtrack breakdown
Learning outcomes:
1.1 Identify timings and soundtrack breakdown
Learning Activity:
1.1 Identify timings and soundtrack breakdown
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Information Sheet 1.1.6: Identify timings and soundtrack breakdown
Layer with
Sound
breakdown
Once you have your soundtrack recorded, edited, and properly timed out you can then
go about the process of breakdown. The voice track or soundtrack breakdown (in seconds) will
then be the reference of the animator in synchronizing the action and the lip-synchronization of
the character with the timelime. Breakdown simply put is finding out exactly what sound is
being made on every frame. To do this properly you need to have the soundtrack opened in
something like Premier or similar software. (www.natmax.com/ART292/Lip Sync Soundtrack
Breakdown).
Preliminary Slugging
Slugging is indicating the start and stop times of dialogue and relevant actions. It refers
to the editorial process of laying in blank footage (slugs) between lines of dialogue on a
soundtrack, accounting for action between lines so that you can come up with a continuous
length of footage for individual scenes or the entire cartoon. (Assigning times to scenes is
called "outside timing"; assigning times to slugs and dialogue within the scene is called "inside
timing.") The director "slugs" the storyboard by assigning those times; then those boards are
used as instructions for assembling the complete soundtrack.
Once the dialogue has been slugged and read, you get the tracks back from editorial
and actually begin the process of writing timing instructions into the action column on the
exposure sheets or, as they are sometimes called, "dope" sheets. Hence, that process was
called "doping." According to "The Illusion of Life," bar sheets (used by Disney and other
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studios to treat timing of action as a form of musical notation) were also called "dope sheets"
because they contained all the "dope" (slang for information) about the scene. That seems
plausible enough.
That info includes things like when and where the character should do things, cuts,
where camera moves should go etc. The far right column is the camera column. This is where
the technical information for the camera moves is located (this includes all of the information
written out as well as marks indicating where moves occur, tapers, and ends etc...) The
camera info is usually filled out by the animator or the assistant (depending on where you are
working).
The slugs - or the spaces between the dialogue. This is a necessary job done prior to an
animatic, track reading, and x-sheets. It can be as simple as generating basic footages
numbers or as complicated as writing in most of the details prior to sheet timing.
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Information Sheet 1.1.7: Explain mouth chart
Learning outcomes:
1.1 Explain lip synch & mouth chart
Learning Activity:
1.1 Explain lip synch & mouth chart
Lip Synching Creating sequential drawings that simulate what a character looks like
when they are talking.
Lip Synching is a powerful part of the Toon Boom tool set. It can be approached in a
few different ways, with different consequences in the final result and the amount of time put
into it.
While Toon Boom does have automatic lip-synching capabilities, it looses effectiveness
in longer clips. If your sound clip is longer than about thirty seconds, the lip synching may get
jumbled further along in the clip. One solution to this is to use separate sound elements, each
containing a portion of the overall sound clip. Now when you run the Lip Synching on the clip,
you'll have fewer adjustments to make.
The adjustments to lip synching can be made in a number of ways. The first way is to
make changes in the Sound Editor itself. This is the fastest place to do the work because it has
the fastest reaction and the quickest user interface, due to the simplicity of the design (this part
uses buttons) and the proximity of the parts of the interface used.
Using this process, the user can run the lip synching process on a sound clip, then
make any changes to the reading quickly in the Sound Element Editor.
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Information Sheet 1.1.7: Explain mouth chart
The limitation to this method is that it lacks the ability to include any user defined
visemes. However, it is the fastest place to make initial changes to any errors made by Toon
Boom in reading the lip synching.
Once the initial read is handled in the Sound Element Editor, the user can then use the
Modify Lip Synch Mapping to apply the synching to a drawing element. The drawing element in
question must be prepared ahead of time with frame names that match the A-G, X frames
used by the lip synching editor, It is possible to include additional drawings in this element, but
these basic eight lip synching drawings must be included.
Now the user can drag through the timeline and make further corrections using the Cells
tab in Properties. It may be tempting for the user to make all corrections with this method
instead of using the Sound Element Editor, but using the Cells Tab is actually slower, and
should be used only for fine tuning and including additional visemes not recognized by Toon
Boom, like L/D/Th.
A very useful tutorial can be found at Manual Lip Synch Toon Boom Tutorial. It gives
some very helpful info on basic approach to lip synching manually which is helpful for either
doing it by hand or fixing up the lip synching done automatically.
Mouth chart: It can be a difficult task to know how to draw a characters mouth so that it
matches the sound at the right frame. To help you solve this problem Toon Boom Studio
provides you with the lip sync feature which analyses the contents of a sound clip element and
generates a lip chart based on the eight animation phonemes (A, B, C, D, E, F, G, and X,
which represents silence). You can refer to the lip chart positions as you draw the shape of
your character’s mouth. Basically sounds can be broken-up phonetically. You don't want to try
to match your mouth positions to each letter in a word but rather to the sounds being made.
The letters represent phonetic sounds. So as you listen to dialog, listen for the sounds and
begin to relate your facial muscles to how you make those sounds you don't speak in letters
you speak in sounds. You spell with letters.
Lips charts have to be approached based on the orientation of the character speaking. If
the character is in profile that will require a different set of mouth positions than if the character
is face forward or in 3/4 perspective. The TBS lip sync functionality is a great tool to help you
with your lip sync animation but you also need to look at it as just a great starting point. The
final work is up to your own artistic skill. Many artists use in-betweening techniques to blend
the mouth movements as the character speaks as opposed to "snapping" the characters
mouth from position to position. Like any animation you want to first establish your keys and
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Information Sheet 1.1.7: Explain mouth chart
then you can apply in-betweens to smooth out the motions. Another important observation is
that facial muscles distort as a character speaks but teeth do not.
(toonboomcartooning.wetpaint.com / www.brighthub.com Avionne Akanbi & Michele Mc Donough)
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Information Sheet 1.1.8: Identify all necessary materials and equipment to be used and
prepared according to the task to be undertaken
Learning outcomes:
1.1 Identify all necessary materials and equipment to be used and prepared according to the
task to be undertaken
Learning Activity:
1.1 Identify all necessary materials and equipment to be used and prepared according to the
task to be undertaken
Activity 1.1 Identify all necessary materials and equipment to be used and prepared
according to the task to be undertaken (www.characteranimationin3d.com 2D skills for better 3D)
Light Box - In its most basic form, a light box is a flat sheet of opal Perspex over a light.
Professional light boxes use a rotating disk. They should also have the ability to change the
angle of the drawing surface. This makes drawing easier both on the wrist and on the back.
Simple light boxes are relatively straightforward to make. You could use a wooden storage box
with the top part cut off at an angle and mount a neon bulb inside. Then fasten a piece of 6mm
opal Perspex to the top with screws.
Animation Disc - A drawing disc is placed on a lightbox and used to work out camera moves
and panning walk cycles. It has two sliding peg bars at the top and bottom.
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Information Sheet 1.1.8: Identify all necessary materials and equipment to be used and
prepared according to the task to be undertaken
Peg Bar Professional peg bars are a strip of steel or plastic with three pins. These are industry
standard and are used with professional animation paper. These are used to register each
piece of animation paper against the next.
Figure 2. Pegbar attached on animation disc where animation paper is lock through it holes matched
up with peg bar’s pins / dowels.
Pencils - When doing drawn animation it's always best to work in rough with a col-erase blue
pencil and then "clean up" your drawings afterwards with a graphite pencil. This means you
can define the correct lines of the character and add details in graphite pencil on top of the
rough col-erase lines. (Also when you line test your animation the graphite line will show up
more distinctly than the blue lies underneath. An HB or B pencil is needed for the 'clean'
drawing whilst a coloured pencil is used for roughing out the animation. Sold under the trade
name of 'col-erase', these are coloured pencils that can be easily erased and are great for
drawing with. You can work rough with a graphite pencil but it can look get very confusing
when it comes to "cleaning up" the drawings.
Erasers – Generally ordinary eraser with good quality is used in time to time drawing while
auto eraser is used for erasing constricted part of a drawing especially in clean-up drawings.
Animation paper- When animating, you often find that you are working with four or more
layers of paper. A level of translucency is necessary to see all the drawings. Professional
animation paper is made with this in mind.
It also comes in different sizes. These are referred to as field sizes. 12 field and 15 field are the
most popular. 15 field is 15 inches wide, 12 field being 12 inches wide. Most professional
animation paper comes with 3 punched holes. Used with a peg bar, the holes allow accurate
placing of each piece of paper with the next. This is important, as the slightest movement in a
drawing will show when the sequence is shot.
Folder and bull clip – Use to stack all drawings by scene. The folder is labeled according to
the scenes sequence of the production and the drawings inside are marked in succession.
Line tester - is a device that captures your drawings and plays them back. It is a quick and
easy way to see if the roughly drawn sequence works. There are a number of ways to set up a
line tester. You could use a film camera, a video recorder that can record single frames or a
line testing software program and a computer. The movie examples on the CD ROM were
produced using a program like Toki, CTP etc.
Scanner – Used in scanning cleaned-up drawings to convert it digitally. (printer & photocopier
uses are self explanatory)
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Information Sheet 1.1.8: Identify all necessary materials and equipment to be used and
prepared according to the task to be undertaken
Electric / automatic pencil sharpener - Great for helping speed up your work.
Feather duster / paint brush – Used in clean-up drawing and the whole animation disc.
Animator’s glove – prevent numbness and dirt caused by hand perspiration that could
damage drawing.
Pen tablet / pen display – integrates the uses of color / graphite pencils and animation paper
of the traditional animation. Its strokes are already digital and vector drawings. Its stroke is
variable and can be changed as brush and or other capabilities that mouse can do like
invoking commands.
Computer set – Computer with high computer hardware specifications and big LCD monitor is
ideal for 2D digital animation.
Compositing software – After Effects / any video editing software, any audio editing software.
Figure 3. Some of the 2D
digital animation equipment
and software.
Pen tablet and pen display. Pictures from wacom.com
Flash software. Picture from
designer‐info.com
Toon Boom software. Picture from
www.computerarts.co.uk
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Information Sheet 2.1.1: Interpret creative concepts
Learning outcomes:
1.1 Interpret creative concepts
Learning Activity:
1.1 Interpret creative concepts
Imagination – The ability to create new things or ideas, or to combine old ones into new
forms; It is sometimes given the other name, synthetic memory, ‘synthetic’ being synonymous
to productive. (Learning Excellence by Philip T. Torres, 2009)
Art - is often intended to appeal and connect with human emotion. It can arouse aesthetic or
moral feelings, and can be understood as a way of communicating these feelings. Effective art
often brings about some new insight concerning the human condition either singly or en-mass,
which is not necessarily always positive, or necessarily widens the boundaries of collective
human ability. The degree of skill that the artist has, will affect their ability to trigger an
emotional response and thereby provide new insights, the ability to manipulate them at will
shows exemplary skill and determination. (en.wikipedia.org)
Visual Arts/Graphics - are art forms that create works which are primarily visual in nature,
such as ceramics, drawing, painting, sculpture, architecture, printmaking, modern visual arts
(photography, video, and filmmaking), design and crafts. These definitions should not be taken
too strictly as many artistic disciplines (performing arts, conceptual art, textile arts) involve
aspects of the visual arts as well as arts of other types. Also included within the visual arts [1]
are the applied arts [2] such as industrial design, graphic design, fashion design, interior
design and decorative art. [3]. (www.answers.com)
Graphic design - can refer to a number of artistic and professional disciplines that focus on
visual communication and presentation. The field is also often referred to as Visual
Communication or Communication Design. (en.wikipedia.org)
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Information Sheet 2.1.1: Interpret creative concepts
Figure‐2
Pictographs
created by
graphic
designers
Graphic symbols are often functionalist and anonymous, [1] as
these pictographs from the US National Park Service illustrate.
Radim Malinic
David Mascha | Showcase 2008
Figure‐3 Creative designs by graphic artists
Form analysis examines how two- and three-dimensional forms create a feeling of space.
Structure and system consider various ways to create order in space. For example, grid
system is one way to create a sense of harmony and order.
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Visual phenomena explore the intuitive response of the audience to form, color and texture.
Composition and visual framing involves deciding what to include in an image and how
elements of an image contrast with one another.
Visual abstraction identifies the key features of an object and simplifies them.
Unity of form looks at relationships among design elements, such as proportion, scale,
symmetry and contrast.
Visualizing techniques
Designers need to be familiar with basic tools, techniques and processes to produce images,
sketches, models and finished work. They need to use tools with skill and sensitivity. Students
learn photography, various kinds of drawing, model making and diagramming as ways to
develop their ideas.
Photography, although often regarded as a “truthful” rendering of the world, may convey
realism or emotion, as demonstrated in these examples.
Visual translation is the process by which the essence of an image is abstracted in a drawing.
Model making explores three-dimensional forms in order to plan and prototype an exhibition or
a new product.
Drawing teaches the student to look and to see as well as to put down meaningful marks on
paper.
Information Sheet 2.1.1: Interpret creative concepts
communicating how to get the job done technically: how to get the poster printed or how to
create the mechanicals for the package design. The designer must learn to clearly express
and transmit ideas and instructions as well as to receive and evaluate feedback. To this end,
the student learns to specify technical instructions; to write objectives, briefs and reports; to
present ideas verbally, graphically and with audiovisual support; and to listen carefully.
Visual metaphor studies symbols. For example, a torch can signal the abstract ideas of victory
or freedom.
Image, symbol and sign explores the ways in which graphic marks, such as handprint or a
target, communicate.
Design methodology provides a path for the designer in the search for solutions to
communication problems.
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Design evaluation judges reaction to a design through a testing procedure. For example,
observing a child’s reaction to a book might answer the questions: Is the book easy to read? Is
it appealing? Is meaning communicated effectively?
Design theory
Design theory explores the principles underlying what communicates and why. For example,
why does one color communicate happiness to you and fear to someone from another
society? What are the ways culture affects the designer and the audience? Design theory
seeks to find the unifying principles—which might be intuitive or deliberate—that are the basis
for all graphic design. It is where education and practice meet.
Letterform investigations look at the forms of logotypes and letterform found in everyday
objects and in typefaces.
Type and image explores the relationship between the two and the power of each to
communicate in relation to the other. Type also becomes images in some applications.
Design systems serve to unify appearance and coordinate production. Visual characteristics,
such as the 45-degree angle, the square on its tip, the color and the torn paper, are played out
over many pieces to guarantee an easily recognizable relationship.
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Symbol and identity systems seek to specifically identify an object for the public and to use that
identity in all communications.
Information design clarifies data, helps orient the viewer and guides the search for what is
important by establishing a clear visual hierarchy. These qualities are particularly useful in
computer interface design.
Diagrams, graphs and maps distill information to make it easily understood. For instance, a
three-dimensional form can show the relationships of solid, liquid and gas.
Publication and print design explores the overall structure—pacing, sequence and hierarchy of
information—as well as the particular use of text and image found, for example, in the editorial
material of magazines and newspapers.
Book design is concerned with both the exterior package of the book (the cover) and its interior
contents (the pages).
Poster design combines words and images in a powerful public announcement, whether for an
art exhibit, an election campaign, or a circus.
Film and video graphics organize ideas dynamically in time. They communicate by using
images in sequence with narration, music and text.
Package design serves multiple functions: to protect, display, dispense, store and announce
the identity and qualities of a product.
Environmental signage and graphics helps people find their way through streets and buildings
and gives clues to the nature of the environment people find themselves in.
Exhibition and display design seeks to involve an audience in exploring an idea in space and
time through the use of graphics, objects, text, sound effects and participatory opportunities.
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• Ring is a symbol of love and affection. That is because it is a circle unbroken, unending,
without beginning.
• Sun symbolizes God in a Christian perspective. It can also represent a king or emperor.
It is sometimes used in Christianity to symbolize resurrection.
• Broom is a simple object that has multiple different potential meanings. It can represent
home and hearth, cleanliness, witchcraft, marriage.
• Skull is as a representation of death and mortality, but such a reading varies with
changing cultural contexts.
• Lightning is symbol of loss of ignorance. It also represents the punishment of humans
from the Gods. In dreams, lightning is a symbol of a terrible event and negativity.
• Olive branch is a branch of an olive tree. In Western culture, derived from the customs
of Ancient Greece, it symbolizes peace or goodwill.
Its aesthetic appeal. This is probably the most basic; it's the factor that you would observe
once you come into visual contact with the design. Factors that are included are the font (its
type and size), colors, images, the layout, and the medium. One tip is to remember what your
impression is of a design the first moment you viewed it. Did the colors strike you as too
intense? Did the color combinations produce an effect that suggested weakness or
feebleness? Was the layout too confusing, or much too organized so as to be branded as
unimaginative? More often than not, first impressions produce the most lasting effect, so it's
important to note the design's first impression on you.
Its effectiveness to fulfill its purpose. What is the purpose of the design? Let's say it's for
marketing. If this were the case, you'd need to evaluate the design based on its effectiveness
as a marketing tool. Does it appeal to its target audience (for example, does it use words,
images, colors that the target audience commonly relates to)? Does it effectively reflect what
the product stands for - or in other words, is there consistency between product and design? If
you were a consumer, would you be moved to purchase the product because of the design?
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Remember, there are many questions you may ask yourself when you're analyzing the design,
based on its ability to fulfill its given purpose. The surest way here is to hold a brainstorming
session with trusted people, so you could list pertinent questions and criteria.
Its medium of presentation. Usually, when a designer submits his work, it's printed on the
best quality paper and in high quality ink. What if the design is intended to be enlarged to
billboard size? You have to supervise the construction of the final, final product to make sure
that it still maintains the highest level quality possible. Using the billboard example, you
wouldn't want it to come out all pixelated or bland-looking because it turned out that the design
isn't appropriate aesthetically for larger-than-life recreations. Also, check it out for minor errors
in printing (if there are spots in some areas, or some fine lines where there shouldn't be).
Other practical aspects. For example, if the design is meant to be mobile, it shouldn't have
heavy oak weighing 20 pounds as part of its components. Be sure to clearly state how the
design is to be used and presented, so the designer would be able to work with proper media.
Also, you may analyze the designer based on his ability to work within the given budget and
the given time frame. Of course, for your part, you'd have to be very clear about your
expectations and the guidelines that he has to follow. Remember, just because a graphic
designer is results-oriented, as he is hired in a professional capacity he is expected to
demonstrate proper work ethics and to comply with the specified instructions, as well.
These are just some guidelines to help you evaluate a graphic designer's work. As a final
word, be sure always to keep an open mind and to use your sound judgment.
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Job sheet 2.1.1: Draw and interpret design
Learning outcomes:
1. Draw and interpret design
Learning Activity:
1.1 Draw and interpret design
Equipment / Resources
• White cartolina
• Drawing materials
• Masking tape
At the end of this activity your group should be able to draw your own design and interpret it
before the class.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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TESDA RTC - KorPhil Davao
Operation Sheet 2.1.1: Use Toon Boom Auto Lip-Synch
Learning outcomes:
1.1 Use Toon Boom Auto Lip-Synch
Learning Activity:
1.1 Use Toon Boom Auto Lip-Synch
After learning previous lessons about sound reading and x-sheet (traditional animation),you
are now to use a 2D digital animation software (Toon Boom) for you to compare and relate
these two processes.
Steps:
1. Open Toon Boom software
2. At the “Exposure Sheet” window, click sound. You will notice that the default “Drawing
Tab” will go after a new “Sound tab”
Sound tab
Sound icon
3. Right click on the sound frame mouse over on “Import Sound” then click “From File…”
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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TESDA RTC - KorPhil Davao
Operation Sheet 2.1.1: Use Toon Boom Auto Lip-Synch
6. Right click on sound frame 1 when menu appears, click “Show Lip-sync”
8. If you created a layer where the mouth chart of your character is set, you can now
assign that mouth drawing layer to the sound layer so that Toon Boom will automatically
synchronizes.
Please watch video tutorial on YouTube
http://www.youtube.com/watch?v=cu46CYbhsRU for more comprehensive learning.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.2: Identify animated styles and graphic styles & techniques
Learning outcomes:
1.1 Identify animated styles and graphic styles & techniques
Learning Activity:
1.1 Identify animated styles and graphic styles & techniques
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.2: Identify animated styles and graphic styles & techniques
Much of the drawing in early times was done as part of the embellished artwork that was
attached to manuscripts. These 'illuminated' manuscripts are beautiful examples of
drawing, with gilt and scarlet, as well as other colors forming part of the decoration.
Today, another type of drawing is replacing much of the earlier types. Sophisticated
software allows you to draw pictures during the information developed through your own
artistic endeavors but translated by the computer. Of course, this means mastering a
much different set of controls and processes.
Drawing styles were adopted in traditional animation, stop motion, computer animation
(2D & 3D), even in Japanese anime in creating animated cartoons or animated films.
(Today we have flash charts animated styles, DC animated-style hero machine etc.
Buttons in web pages, games, software & even kids doing there works in computer are
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.2: Identify animated styles and graphic styles & techniques
Digital imaging or digital image
Digital imaging or digital image acquisition is the creation of digital images, typically from a
physical scene. The term is often assumed to imply or include the processing, compression,
storage, printing, and display of such images.
A digital image may be created directly from a physical scene by a camera or similar devices.
Alternatively, it may be obtained from another image in an analog medium, such as
photographs, photographic film, or printed paper, by an image scanner or similar device. Many
technical images—such as those acquired with tomographic equipment, side-scan sonar, or
radio telescopes—are actually obtained by complex processing of non-image data. This
digitalization of analog real-world data is known as digitizing, and involves sampling
(discretization) and quantization.
Finally, a digital image can also be computed from a geometric model or mathematical
formula. In this case the name image synthesis is more appropriate, and it is more often known
as rendering.
Digital image authentication is an emerging issue [citation needed] for the providers and
producers of high resolution digital images such as health care organizations, law enforcement
agencies and insurance companies. There are methods emerging in forensic science to
analyze a digital image and determine if it has been altered. (en.wikipedia.org)
www.pdngallery.com www.carletonsportsmed.com
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.2: Identify animated styles and graphic styles & techniques
The most current, industry-standard software for graphic design is Adobe Creative Suite CS5.
Adobe Creative Suite 5 (Adobe CS5) is a collection of graphic design, video editing, and web
development applications made by Adobe Systems (Dream weaver). The collection consists of
Adobes applications (e.g., Photoshop CS5, Acrobat, InDesign CS5, Illustrator CS5, Flash CS5)
Corel is one of the world's top graphic design software companies with more than 100 million
active users in over 75 countries. (www.corel.com)
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.3: Apply life drawing principles
Learning outcomes:
1.1 Apply life drawing principles
Learning Activity:
1.1 Identify life drawing principles
This drawing is a
male; the width
of the shoulders
is two heads
high. A female’s
shoulders are
narrower at two
heads wide
Accurate 8-
head-high adult
male human
figure, adjusted
for artists.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
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TESDA RTC - KorPhil Davao
Information Sheet 2.1.3: Apply life drawing principles
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.3: Apply life drawing principles
The Skeletal Structure:
• The skull - has the same proportions as the head. One can find the eye sockets
halfway between the top of the head and the chin.
• The collar bone (clavicle) protrudes enough that it is easy to see when drawing the
figure.
• The shoulder blades (scapulae) are also easy to discern in the upper half of the back.
The shoulder blades are important to activate and add interest to the back which has
very subtle variations.
• The top edge of the pelvic bone (iliac crest) shows up to give an indication of the
placement of the legs and lower torso.
• The knee (patella) and ankle bone (inferior extremity of the tibia) both protrude enough
for careful observation.
Character Drawing:
Starts with Basic Shapes
Human stick figures and basic shapes:
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.3: Apply life drawing principles
Let us draw characters in pose using stick figure (basing on the skeletal structure) and add
volume of the body through basic shapes.
In this example you will note that you do not need to draw the cylinders like actual cylinders.
Instead, you can just 'connect the joints'.
Here’s another example from “foxprints.com by Tracy J. Butler”. Cylinders look like actual
cylinders.
1 2
3 4
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.3: Apply life drawing principles
Drawing the human face
Standard Facial Proportion The eyes
are halfway between the top of the
head and the chin.
The bottom of the nose is halfway
between the eyes and the chin.
The mouth is halfway between the
nose and the chin.
The corners of the mouth line up with
the centers of the eyes.
The top of the ears line up above the
eyes, on the eyebrows.
The bottom of the ears line up with the
bottom of the nose.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 5
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TESDA RTC - KorPhil Davao
Information Sheet 2.1.3: Apply life drawing principles
Preston Blair a well known Disney animator who wrote Cartoon Animation has his way in
drawing character face that really effective specially in stressing the volume & mass of the
face, that goes like this: Think of a head as a rounded mass. It is either ball-shaped, pear
shaped, or egg-shaped. In animation, the head shape may change perspective and form many
times during a scene. To simplify matters, a framework in proper perspective must be drawn
first, and then the details are constructed over this form.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.3: Apply life drawing principles
Relatively, it is a fact that the face of woman differs with the man to enforce your learning
please refer eLM - to watch the differences between man and woman face.
Facial Expressions
The Most Important Features (refs: danidraws.com‐facial‐expressions‐and‐how‐to‐draw‐them, 2D‐digital‐ art‐
guide.com, & merrillk.com)
1. The Eyes – Probably the most important feature for evoking a clear emotion. Utilize the
eyelids and eyebrows to create your effect.
2. The Cheeks – The way they squash and stretch will affect the look and position of the
eyes.
3. The Mouth – The shape of the mouth is also very important. It affects how the cheeks
move and the shape of the entire face.
Additional Tips:
Note that when you move the shape and position of one feature, it affects everything else.
Nothing stands completely on its own.
4. For a stronger drawing and character, really push the expression. Instead of simply
drawing a happy person, draw one that is ecstatic; instead of drawing an angry person,
draw a furious one.
5. Have a mirror nearby. When I’m trying to nail down an expression, I often find my own
face making weird movements unconsciously. It can make for good reference.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.3: Apply life drawing principles
• Lower jaw can be forward to contract
• Eyebrows lowered and brought
together
Surprise Eyes Mouth
and Fear • Upper eyelids raised as
• Usually gapes (opens) and is very
high as possible still.
• Tensed lower eyelids
• Eyebrows raised and
slightly closer together
• Eyes staring straight
ahead
Happiness Eyes Mouth
• In a squint position • Pushes up on the cheeks
because the cheeks are • muscles expand when laughter
Pushing up against it augments
• Eyebrows are more
relaxed
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.3: Apply life drawing principles
Character Construction
Step 1- First begin with a LINE OF ACTION.
The LINE OF ACTION should always be active.
Avoid vertical lines — they are still and can
make your character wooden. Try a sweeping
curve, a diagonal or horizontal LINE OF
ACTION.
Step 2 - Add some simple shapes to the LINE OF ACTION. Think of these
shapes as three dimensional, i.e., as FORMS with
depth.
Step 4- Create forms around the line of structure for the arms and legs.
Most of the time you will be using cylinders.
Tip: Experiment with different shapes of cylinders. Curved lines against
curves or, better yet, curved lines against straight lines form more
dynamic and interesting shapes.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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TESDA RTC - KorPhil Davao
Information Sheet 2.1.3: Apply life drawing principles
Step 6 - Finally, hang the clothes over the forms. The details are the
last elements you add to a character design.
Tip: Work RUFF and LOOSE; it will add more action attitude and
spontaneity to your designs.
Here the model sheet of Matt is distilled into simple forms. (Pads for the hands and feet,
cylinders for the arms and legs, a ball for the body and a ball for the head).
Dynamic poses
(Alex Brax)
Artists push the poses
to the extreme - very
exaggerated. Those
make for the best
dynamic poses.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 10
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TESDA RTC - KorPhil Davao
Job sheet 2.1.3: Draw a model according to its descriptions
Learning outcomes:
1. Draw a model according to its descriptions (group activity)
Learning Activity:
1.1 Draw a model according to its descriptions (group activity)
Equipment / Resources
• Descriptions of the model (found below)
• White cartolina
• Drawing materials
• Masking tape
At the end of this activity your group should be able to produce a drawing of a model according
to its description (found in the story below) to apply what you had learned from the two
previous exercises in stimulating your creative mind.
After the dealings, a script came out and storyboard was pitched. However, that very
day the son of the lay-out artist reported that his father suffered a stroke. So, the director
challenged the poll of key drawing artists to create the model sheet of the mascot
accordingly to the description stated by the hotdog company manager and promised
additional remuneration for the one who got his nod. After the contest, Buknoy won and his
Model Sheet became official and distributed to all the studio departments to which all the key
drawings, in-betweened and cleaned-up drawings were basing from his work. Thereafter, the
director requested the background artist to draw the backgrounds and started to craft the
exposure sheet.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
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TESDA RTC - KorPhil Davao
Worksheet 2.1.3: Identify all necessary materials and equipment in drawing the mascot
in walk cycle
Learning outcomes:
1. Identify all necessary materials and equipment in drawing the mascot in walk cycle
Learning Activity:
1.1 Identify all necessary materials and equipment in drawing the mascot in walk cycle
Instruction: In 2 hours, your group will identify and acquire all necessary materials and
equipment for each of the member in drawing the mascot in walk cycle. (Identified equipment
and materials will be requested by the group leader to the tool keeper. Please fill-up entries
below).
No. Equipment or material Quantity Remarks
At the end of this activity your group should be able to identify all the necessary equipment and
materials needed for the task and distribute it to each member.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
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TESDA RTC - KorPhil Davao
Information Sheet 2.1.4: Draw a walk cycle
Learning outcomes:
1.1 Draw a walk cycle
Learning Activity:
1.1 Draw a walk cycle
Path of action
These four poses and a couple of inbetween drawings constitute a walk cycle. The single most
important frame of the four is the contact pose. Once you draw it you have already determined
80% of the rest of your walk. If you make a mistake on your contact pose, it can be very
difficult to correct later on. Therefore: pay close attention now and save yourself a world of
pain.
When the right foot is forward, the right arm is back, and vice versa. This is called
"counterpose". This is how nature keeps everything in balance when you move: one side of the
body "opposes" the other. Good animation has these "opposing actions" all the time. If
animation seems weak or unnatural to you, it is frequently because it lack opposing action.
You can think of a walk as a series of "falls". The character propels himself forward by leaning
into the walk as he moves forward. His trailing foot constantly swings forward to catch himself
before he moves on to the next "fall" in the sequence. It shares many attributes with the
bouncing ball…
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
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TESDA RTC - KorPhil Davao
Job sheet 2.1.4 Draw the mascot model in dynamic pose
Learning outcomes:
1. Draw the mascot model in dynamic pose
Learning Activity:
1.1 Identify & prepare all necessary materials and equipment to be used according to the task
to be undertaken
1.2 Draw the mascot model in dynamic pose
Equipment / Resources
• Model sheet (the hotdog mascot)
• Drawing paper
• Drawing materials
• Masking tape
At the end of the activity you should be able to apply your previous know-how in life drawing
and creativity by drawing the mascot (Job sheet 2.1.3) in dynamic pose.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
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TESDA RTC - KorPhil Davao
Worksheet 2.1.4: Practice sound reading
Learning outcomes:
1. Practice sound reading
Learning Activity:
1.1 Practice sound reading
Equipment / Resources:
X-sheet with voice track or dialogue instruction
Table 1 (questionnaire)
No. Question Answer Remarks
1. How many seconds does the x-sheet contains?
Approximately in this x-sheet, what are the
2.
syllables uttered in the 1st and 2nd footage?
How many frames do the syllables “I” and “can’t”
3.
have?
Which uttered longer; the syllable “help” or the
4.
syllable “I’m”?
5. Is there a syllable which has a timing of on “2s”?
At the end of this activity you should be able to specify the number of frames and seconds
allocated for each syllable in the exposure sheet (x-sheet) by sound reading.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
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Worksheet 2.1.4: Practice sound reading
X‐Sheet
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.5: Practice sound reading
Learning outcomes:
1.1 Practice sound reading
Learning Activity:
1.1 Practice sound reading
After the actor's dialogue is read, broken down and printed on the soundtrack during the sound
reading process, it must then be transferred to a paper log and divided into feet and frames
which are called the "greys"
1. At some point after the dialogue (dial) of a sequence has been read, the Editor will
approach you requesting that the dialogue be transferred onto a "set of greys". The
greys are a paper representation of the film.
2. At the top blank space on the grey sheets print the abbreviation SEQ.(sequence) and
the sequence number. Also fill out the day's date, the person who sound-read the
dialogue, and the type of reading (close-up or word placement).
3. Estimate how long a sequence is (the Supervising Editor will show you how this
estimation is done) and number the grey sheets in the following manner. On the last, or
sixteenth frame, of each foot, number the appropriate footage number in the right hand
corner. Do this for each consecutive sheet until you have the required footage amount.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
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TESDA RTC - KorPhil Davao
Information Sheet 2.1.5: Practice sound reading
In time, when you are used to the grey sheet's footage, you will be able to shorten the
numbering by only writing the first and last footage of each grey sheet page.
NOTE: There 6 frames in the shortest hold.
animaticus.com
There are 16 frames in one footage
There are 24 frames in one second
Dialogue to be sound read
soma‐blogs2.cofa.unsw.edu.au
4. With the numbered pages, return to the editing bench and place the pad to the right of
the synchronizer.
5. Frame one of the gang should now match up with the corresponding frame on the
greys.
6. Follow the counter on the synchronizer while writing the sound reading information from
each frame of mag onto the corresponding frame of the grey sheets. Once the first
sixteen frames have been read, the footage counter should read '1' and its onto the next
sixteen frames.
7. Always be attentive to the exact reading on the footage counter. Often, the counter can
be misread, resulting in a wrong transfer onto the greys. A wrong footage reading can
be aggravating when you consider that the pages and pages of greys are now useless
and need to be retransferred.
8. Along with the transfer of close up reading onto the greys, you should always print the
actual word being transferred to the left of the first frame of the word.
9. Leave enough room on the greys for more than one column of dialogue to be
transferred. Many times, two or even three characters will speak at one time.
10. When you are done transferring all the dialogue in the first reel, have your Supervising
Editor check the reel against the greys and, if all is correct, proceed with the next reel of
the sequence.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 2
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TESDA RTC - KorPhil Davao
Information Sheet 2.1.5: Practice sound reading
Click this button to watch a video of Ms. Grace Maranan of Top Peg Animation Studio
regarding sound reading
A 2D digital animation software (Toon Boom) with
dialog and correspond character
www.digicelinc.com
A 2D digital animation software (digicel) with sound A 2D digital animation software (flash) with voice
tracks and correspond character and other layers. track.
www.digicelinc.com
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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TESDA RTC - KorPhil Davao
Job sheet 2.1.5: Draw a live model
Learning outcomes:
1. Draw a live model
Learning Activity:
1.1 Identify & prepare all necessary materials and equipment to be used according to the task to be
undertaken
1.2 Draw a live model
Equipment / Resources
• Drawing paper
• Drawing materials
• Masking tape
At the end of the activity you should be able to apply your previous know-how in life drawing
and drawing skills gift by copying a live model.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao
Worksheet 2.1.5: Identify mascot’s mouth chart in Toon Boom
Learning outcomes:
1. Identify mascot’s mouth chart in Toon Boom
Learning Activity:
1.1 Identify mascot’s mouth chart in Toon Boom
Equipment / Resources:
• PC installed with Toon Boom
• Voice track of the hotdog mascot
• Drawing materials for sketching
• Toon Boom Mouth Position (found below)
• Activity sheet
You can use Information Sheet 1.1.7 and Operation Sheet 2.1.1 as references.
At the end of this activity you should be able to identify mascot mouth chart / lip chart using
Toon Boom.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Worksheet 2.1.5: Identify mascot’s mouth chart in Toon Boom
Table 1 (Activity sheet)
Toon Equivalent
Computed
Boom
Lip Synch Mouth
Frame Mouth
Mapping Chart Remarks
No Position
or Drawing
or
Phonemes (optional)
Viseme
1
2-6
7-9
10-15
16-18
19-20
21-22
23-24
25
26-27
28
29
30
31-38
39
40
41-49
50-53
54-55
56
57-76
68-73
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.6: Check for and implement slugging notes in x-sheet
Learning outcomes:
1.1 Check for and implement slugging notes in x-sheet
Learning Activity:
1.1 Check for slugging notes
1.2 Implement slugging notes
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.6: Check for and implement slugging notes in x-sheet
Remember also that when you read a track onto an exposure sheet you are writing the
sounds down (the phonics), not the true spelling. So a line of dialogue like "Howdy YA'LL!"
may look something like
Hh
ow
D
E
ee
Yuh
aw
L
l
There again that gets back to the style thing! As for timing this stuff in feet and frames
just remember this...To get feet-frames from seconds just multiply the seconds by 24 and then
divide by 16. The whole number equals feet and the remainder equals frames.
To do the actual slugging of lines etc you need to use an audio editing program so you
can get the exact lengths of the dialogue edits.
Then you would edit the "slugs" in with white leader to create the master. This really
gets to the core of why slugging is important. If you have a set amount of time you need to
know how long the dialogue and open spaces are so you do not go over or under your allotted
time (especially on TV). All of the footage must total up to the correct time so you are neither
over nor under. With digital however, editing audio to the correct length is pretty easy because
it is non-linear. Problems with things like synching the track to the picture shouldn't even be an
issue.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 2
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TESDA RTC - KorPhil Davao
Information Sheet 2.1.6: Check for and implement slugging notes in x-sheet
Slug: “says in pose”
Some slugging pointed‐out against the dialogue (at right of the drawings)
(frederatorblogs.com)
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Information Sheet 2.1.6: Check for and implement slugging notes in x-sheet
Some meanings of x‐sheet symbols; not to confuse the animator or assistant animator with slugging.
(minyos.its.rmit.edu.au)
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
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Job sheet 2.1.6: Draw the mascot model in walk cycle
Learning outcomes:
1. Draw the mascot model in walk cycle
Learning Activity:
1.1 Draw the mascot model in walk cycle
Equipment / Resources
In this activity it is expected that you were provided with the equipment and materials your
group has identified in worksheet 2.1.3.
At the end of this activity you should be able to draw the mascot model in walk cycle. You can
refer Information Sheet 2.1.4
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao
Work sheet 2.1.6: Identify & calculate how many breakdown/s and key drawings in the
given scenes of action
Learning outcomes:
1. Identify & calculate how many breakdown/s and key drawings in the given scenes of action
Learning Activity:
1.1 Identify & calculate how many breakdown/s and key drawings in the given scenes of action
Equipment / Resources
• PC with animation clips (scenes of action)
• Drawing materials (optional)
Instruction:
• Watch carefully the given animation clips (scenes of action) and analyze the action
• You are given the frames / drawings of each animation clip for your reference in this
work sheet.
• You can calculate, sketch and write over the drawings for your answers.
• Identify & calculate how many breakdown/s and key drawings in the given scenes of action.
• Write “straight-ahead action” if no breakdown/s in the animation.
Clip# 1
Clip# 2
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao
Work sheet 2.1.6: Identify & calculate how many breakdown/s and key drawings in the
given scenes of action
Clip# 3
Clip# 4
Clip# 5
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 2
ICT 313316
TESDA RTC - KorPhil Davao
Job sheet 2.1.7: Draw key drawings according to voice track
Learning outcomes:
1. Draw key drawings according to voice track
Learning Activity:
1.1 Draw key drawings according to voice track
Equipment / Resources
• Blank x-sheet
• Voice track / dialogue
• 2D traditional equipment and materials
At the end of this activity you should be able to use the x-sheet in calculating and
synchronization of your key drawings and voice track.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao
Work sheet 2.1.7: Identify & categorize production types and cost
Learning outcomes:
1. Identify & categorize production types and cost
Learning Activity:
1.1 Identify & categorize production types and cost
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao
Information Sheet 3.1.1: Identify animation personnel
Learning outcomes:
1.1 Identify animation personnel
Learning Activity:
1.1 Identify animation personnel
Activity 1.1 Identify animation personnel (en.wikipedia.org, www.skillset.org, Draw Animation by Paul
Hardman)
Note: The number of personnel depends on the size and level of the animation studio. Below
enumerates the number of personnel in bigger animation studio.
Production Designer – responsible to the overall look of the production. He has key creative
roles in the creation of animation. Working directly with the director and producer, they must
select the settings and style to visually tell the story. `
www.jedfilms.net
Production Manager – Report to producer, supervises the budget, hires the crew, approves
purchase orders & time cards, and generally makes sure all departments are doing their
respective jobs within the parameters of the budget.
Animation Director - is the in charge of all aspects of the animation process during the
production of an animated segment for a production. This may include directing the character
design, background animation, sound track dialogue or lip sync, approve layout and any
changes in it, and any other aspect of animation.
Animation director F. A.
Skycat (Rear) instructs an
animator on a cartoon
production.
english.peopledaily.com.cn
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao
Information Sheet 3.1.1: Identify animation personnel
Technical Director - is usually the most senior technical person within a theatrical
company/television/Animation studio. This person usually possesses the highest level of
competence in a specific technical field and may be recognized as an expert in that industry.
The technical director provides technical direction on business decisions and in the execution
of specific projects. He or she may be assigned to a single project, or may oversee a number
of projects with related technologies.
www.wkyc.com
Layout Artist - plans the action of scenes and is likely to draw both the background and
character elements within a shot. To do this, they take information from the storyboard and
translate it into a format and size that can be utilized by the Animation and Camera
Departments. Experienced Layout Artists will plot the camera moves and give clear technical
instructions.
Storyboard artist / Animatics artist – uses the script and approved designs to make an
accurate comic book style visual of how the production will look within the timeline.
Voice actors/actress – record character voices. Often recorded on their own with a video
taken of their actions to help the animators with their poses and timing (in outsourcing
business sometimes the clients produce their own character voices).
Animator - provides the key poses of a scene, he is also responsible to ensure smoothness of
movement or timing. Like an actor, he sees to it that the action is always according to the x-
sheet.
Head of Clean-up Department / Clean-Up and In-Between Checker – Observe how clean-
up artists finalize, or "clean-up", the Animator's rough drawings, making sure that the
characters are drawn accurately and maintaining consistency of design, style, and line quality.
Its department is broken down into two parts, "Key Clean-Up" and "Character Clean-Up".
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 2
ICT 313316
TESDA RTC - KorPhil Davao
Information Sheet 3.1.1: Identify animation personnel
Clean-up artist – an assistant animator assigned to clean-up the rough key drawings of the
animator and the rough IBs (in-between drawings). He has to painstakingly follow the model
sheets of the characters.
Musical scorer – composes melodies for the sound track. Often, the music has to describe
mood and the beats be synchronized with the action.
Sound effects artist – adds sound effects sound tracks as bangs and crashes are required in
the scene. These can be recorded in the studio, taken from a library of pre-recorded sounds or
recorded especially from an outside source.
Digital painting artist – uses painting techniques to create the digital painting directly on the
computer. All digital painting programs try to mimic the use of physical media through various
brushes and paint effects. This ability is very important in bridging the gap between traditional
and digital painting.
Compositing artist – edits and composes all the completed scenes, master sound track and
sound effects into a finished master copy. When this master copy is being approved by the
director and producer it is then ready for reproduction and distribution.
Visual Effects
Consultation
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 3
ICT 313316
TESDA RTC - KorPhil Davao
Information Sheet 3.1.1: Identify animation personnel
Compositing artist
I have tried with a style with depth, I
think it's because of that. The
rendering is really long, but, when I
make the render by elements, I can
render it (my new picture is made
like that, rendering on several pass,
by elements (character, ship1, ship
far, building near, building far....).
blenderartists.org
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 4
ICT 313316
TESDA RTC - KorPhil Davao
Job sheet 3.1.1: Fix or add more drawings to achieve smooth animation and
consistency of animated element
Learning outcomes:
1. Fix or add more drawings to achieve smooth animation and consistency of animated element
Learning Activity:
1.1 Identify the inconsistent drawings or eye irritating movement
1.2 Fix, redraw or add more drawings to achieve smooth animation
1.3 Fix or redraw inconsistent drawings of the animated element
Instruction:
1. Each group will scrutinize a set of drawings for an action (each group will organize a
team simulating animation production personnel) and write their comments in the
provided x- sheet regarding the movement of the animation derived from the given set
of drawings. Likewise, each team will also scrutinize the consistency of the animated
element/character (e.g. appearance, props, etc.)
2. Each group director will put slugging or instruction in the x-sheet basing on their
comment/s on the given set of drawings.
3. Each group animator will fix, redraw, or add drawings to produce a smooth animation.
4. Each group assistant animator will fix or redraw inconsistent drawings based on the
deficiencies found by the group.
5. Each group will reverse the role playing of the members so that the work of the group
will be reviewed without bias.
6. Each group will agree for the final and complete set of drawings to produce.
Equipment / Resources
• Series of drawings
• Animation clip (from the given set of drawings)
• Blank x-sheet
• Model sheet of the animated element/character
• Drawing materials and equipment
After the activity, your group is expected to able to identify inconsistent drawings and
eye-irritating movements of the animated element/character. Fix, redraw or add more drawings to
achieve smooth animation. Fix or redraw inconsistent drawings of the animated element.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao
Information Sheet 3.1.2: Arrange & stack completed drawing according to company’s
procedure
Learning outcomes:
1.1 Arrange & stack completed drawing according to company’s
Learning Activity:
1.1 Arrange & stack completed drawing according to company’s
Note: The procedures and standard of labeling of drawings may vary depending upon the
animation studio yet; generally it contains common practices.
• The assistant animators must finish a scene and package it for the next department.
• They make sure all drawings are exposed on the camera exposure sheet (x-sheet) and
are written in lead pencil.
• Check all drawings against x-sheet
• Make sure all drawings are labeled with scene and sequence number. All drawings
must have artist's name on upper right-hand corner.
• All drawings must have a number in lower right-hand corner, written with lead pencil.
• All drawings must have reinforcements.
• Blue sketch duplicate background must be in scene and labeled with scene and
sequence number.
• All drawings must be neatly stacked and arranged in order shown above, lowest
number on the bottom.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao
Job sheet 3.1.2: Check & secure completed drawings
Learning outcomes:
1. Check & secure completed drawings
Learning Activity:
1.1 Check & secure completed drawings
Instruction:
1. After each group has agreed to the final and complete set of drawings, the group will fix
and finalize each drawing then label and mark each again accurately according to the
sequence of the animation.
2. Completed drawings will be kept in an animator’s folder in apple pie arrangement with
correct number of scene sequence, production name, and name of the animator.
3. Use bull clip to make sure that the arrangement intact.
Equipment / Resources
• Drawing materials and equipment
• Blank x-sheet
• Model sheet of the animated element/character
• Animator’s folder
• Bull clip
After the activity, your group is expected to able to check & secure completed drawings.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao
Job sheet 3.1.3: Arrange & stack completed drawing according to company’s procedure
Learning outcomes:
1. Arrange & stack completed drawing according to company’s procedure
Learning Activity:
1.1 Arrange & stack completed drawing according to company’s procedure
Instruction:
1. After each group has organized final and completed set of drawings in the animator’s
folder, for the last time it will be checked again, rearranged if necessary and stack
according to company’s procedure. (please refer Information Sheet 3.1.2 as sample of a
company’s procedure).
Equipment / Resources
• Drawing materials and equipment
• X-sheet filled-in with slugging by the group
• Model sheet of the animated element/character
• Animator’s folder
• Bull clip
• Rubber bands
• Card board
After the activity, your group is expected to able to arrange & stack completed drawing
according to company’s procedure.
Code No. Produce Key Drawings for Animation Date: Developed Date: Revised Page #
Assigned topic of Mario “Yong” dela Cerna April 27, 2010 1
ICT 313316
TESDA RTC - KorPhil Davao