Showing posts with label flash animation. Show all posts
Showing posts with label flash animation. Show all posts

Wednesday, August 26, 2009

How James Sugrue makes cartoons in Flash

via Cartoon Brew



A couple things to note. James starts with 7 drawings (his boards, essentially). His animation builds upon those drawings with more drawings (James likes drawing). And he uses a good mix of reuse and redraw. Just because its Flash, doesn't mean it has to tween.

Thanks, James!

Monday, April 13, 2009

Does dialogue-driven TV animation need animators?

This is the question posed over at Cartoon Brew by Amid Amidi in his latest post Xtranormal: A Glimpse Into the Future of TV Animation Production. The animation below was created using free web software available at Xtranormal.com (honestly, you can try it out right now), where their slogan is:

“If you can type, you can make movies.”



This isn't meant to be a fire-starter (or maybe it is) (edit: a heated debate has indeed sparked). Amid raises several points:

"I’ve long felt that the amount of effort invested into TV animation is disproportionate to the quality of work that appears on the finished screen. Too many production dollars are wasted on menial artistic tasks that could more efficiently be handled by a computer."


and:

"Dialogue-driven shows that are visually formulaic (i.e. Fairly Oddparents, The Simpsons, Family Guy, most pre-school and “Adult Swim” series) could easily be replaced with automated production systems. Crazy talk? Consider South Park, a half-hour show that uses automated systems to deliver finished episodes in as little as two weeks and doesn’t suffer with audiences one bit."


So really, what he's getting at is that so much of the animation on TV amounts to talking characters with repetitive movements (or no movement at all) that could be handled by trained technicians (not necessarily requiring a trained animator's touch). Amid posits that animators would be freed up to create truly unique material that requires an artist's hand, instead of tediously moving arms, choosing from a series of mouth shapes, canned expressions, etc...tasks that could in many ways be orchestrated by an editor/technician trained in the software. I don't believe any of this discussion is meant to slight the animators currently working on the shows (edit: it has). He simply puts the question out there: what is stopping this from coming to fruition?

I encourage everyone to chime in on this. Admit it, we're looking into auto-lipsync apps to handle the brunt of our educational games that feature talking heads because it is tedious and time-consuming to have to do something by hand that is so repetitive. We're always looking to optimize our processes by building organized libraries of characters and their parts. The philosophy built into Flash is all about cutting corners and creating efficiencies, so at what point do you need one artist to get the ball rolling, and then hand over the brunt of the work to smaller teams that know how to work the software?

This doesn't need to be the case. But it goes to show that certain forms of entertainment don't require the unique talents of individual animators. I would argue that there is a growing market for storytelling and animation where the hand-made (human) element is more evident. Both visually, and in the writing. I would argue that we offer it up at FableVision all the time, and it's why people flock to us. It's also what makes Animation-ish what it is—compare our version of the "anyone can animate" mission to that of Xtranormal and the differences are plain to see.

That's where I've landed. Discuss, or just think about it :)

EDIT: So, after an mere afternoon, Amid is definitely drawing criticism and protest from many an animator over at Cartoon Brew. Many of them working on shows targeted in his post, defending that they've been unfairly labeled as technicians when they are in fact animators. Definitely worth checking out the comments in the post. It's also important to note that some of his comments on shows have been labeled inaccurate or over-generalized (South Park is actually made by a small army of animators who work incredibly hard and fast for 2 weeks).

Some have asked if he purposely baited everyone (if he's half joking). I don't think so; this isn't the first time Amid has taken a point of view that has riled people up. But I still think it's a debate happening in the animation field worth highlighting over here at Creative Juices. For me personally, I think the more you give over to the computer, the more likely that processes can and will be automated. I also agree that the technology to do what he suggests is definitely coming, especially in the realm of CG.

Thursday, April 9, 2009

The Upstate Four: Flash Animation

GREAT discussion going on over at Cartoon Brew. HIGHLY recommended--> here. Nearly all of it is music to my ears. Even though the show didn't get picked up by Cartoon Network, it proves that there is a way to push through the shortcuts and tweens of Flash to approach something that has the vibrancy of hand-drawn animation. They also talk about the importance of voice talent and sound design. My highlights:

Describe the animation process a bit. Like Superjail, a Flash-animated series that both of you worked on, Upstate Four is refreshingly free of the Flash shortcuts that we’re so used to seeing nowadays. It feels more like a traditionally animated cartoon than Flash. Would it be budgetarily possible to maintain this level of quality throughout the entire run of the series?

Fran: It would definitely be possible - it’s what was done on Superjail, though the workflow was different. We started with an animatic of the boards, from which the key animators based their layouts and Will started the backgrounds. I tried to key out as much as possible to keep the style consistent. From there, it went to the animators to rough out the movement. The assistant animators handled the clean-up and lipsync, and the interns covered the in-betweens and coloring. Shadows were also blocked in with Flash. The scenes were composited in AfterEffects, at which point the camera moves and shadows were added. Oh! Also, this cartoon wa produced entirely in the USA! No outsourcing whatsoever! In fact, except for the music, which was composed and recorded in LA, the entire production, animation, voices and sound were completed in New York.

Will: We wanted to make a modern cartoon within our budget that didn’t look cheap. We had both worked with Flash on other projects and we’d learned a few tricks to make Flash produce animation that didn’t look like a web banner ad for home mortgages, like turning down paintbrush smoothing and avoiding motion tweens. “Utica Cartoon” was traditionally animated, and we figured that since we didn’t have to spend money on paint, film, cels, photocopying, re-registering, etc… that we could spend more time making full animation. Being animators ourselves, we wanted to get the project done without outsourcing since we figured that each job that wasn’t outsourced would lead to hiring another one of our skilled friends. New York is chock-full of animators that I would be psyched to work with.

Fran: I also have to add that the image alone can’t keep a production from looking cheap. The voices and music blew me away. The voice actors were all wonderful to work with and added a ton to the project. They’re creative and hilarious. They were a big factor in keeping this project from looking “Flashy.” The musicians, Miles Kurosky and Nik Freitas created about twenty-eight different songs to fill eleven minutes. I think there’s only about fifteen seconds that don’t have music. Not many cartoons these days have all real live instruments and real live musicians.

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Also to note that you can watch the the pilot, too. So head on over and read the full interview.

Friday, March 27, 2009

An Interview With Waltz With Bashir Animation Director Yoni Goodman

via Cold Hard Flash

One of the more engaging and interesting discussions on the process of animating in Flash that I've read in a while. I especially appreciated the shout-outs for Flash MX ;) They also mention exporting animation as a PNG sequence as a way of getting it into After Effects. I have yet to see Waltz With Bashir, but everything I've read and seen has been nothing but praise.

--> Read here

Also, many thanks to Aaron at Cold Hard Flash for doing a nice write-up on FableVision's animations for The Powder & the Glory.

Monday, January 5, 2009

Antic/Settle Abuses in Flash Animation

I'm gonna share a bit of wisdom/humor from "Bitter Animator" via a post reassembled on Flooby Nooby.

Here goes:

The Antic/Settle Abuse System

a) Antic. Take Pose 1. Stretch or squash slightly for anticipation (just move away from Pose 2 like it has the plague).

b) Sweep. Create sweep image that is somewhere roughly between Pose 1 and Pose 2. It doesn't matter if pieces are all over the place, you're only going to show this for one frame and nobody will ever see it.

c) Overshoot. Squash or stretch Pose 2 to overshoot the animation (just move your animation away from Pose 1 this time).

d) Hit Pose 2. Bounce up into Pose 2 proper. This is the settle.

e) Wobble. Move random piece. Hair perhaps. Doesn't really matter - just move something and let's say it's secondary action.

Use this system no matter what the mood is, action is, expression is.

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A further statement on "cheap" Flash animation:

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"You have one goal when animating in Flash for broadcast. To tell the story? No, that's what the writer is for. To convey emotion? What are you, some kind of poncy method actor?! No, the one true goal of broadcast Flash animation is to hide the symbol changes. That's it...This is the top way to animate in Flash."

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Anyway...good for a laugh, but definitely a ton of truth to it. Lets make sure as we continue to use Flash that we don't fall into any of these mindless traps and shortcuts! :)

For more rants, go directly to the source: the Bitter Animator's My Medicated Cartoon Life blog.

Special thanks to Ron at Flooby Nooby for calling our attention to it.

Thursday, October 23, 2008

Good sound design and cheesy pants



Via Cold Hard Flash:
For Fremantle’s (American Idol) web and mobile channel Atomic Wedgie, Camp Chaos’ Bob Cesca has embarked on a new animated series. It’s titled Unga Bunga Banana, and it stars “a weird antagonistic critter with big goggles who loves to wreck havoc wherever he goes.” Cesca created the series along with John Christian Plummer, and then he invited two of my favorite artists to join him in the production. Bob directed the series with Anton Bogaty who also animated the series. Both Bogaty and Joel Trussell helped Cesca with character design. The first episode, which you can see below, is titled Cheese Pants.


Via me:
I truly believe this is a great example of strong sound design. Watch how fast the animation goes by and notice how the sounds make it believable. Oh and, of course, the visuals are really fun to look at too. :)