Posts Tagged ‘workflow’

Cheating

Sunday, April 8th, 2012

Today I want to talk a little about the ways we cheat at drawing. ^__^

When you start drawing a characters you usually have “front” and “side” concept reference images. And when you need 3/4 view at some gradation it’s always a bit tricky part. And here’s Synfig to the rescue! No, it’s not a tracing time yet, but we can use Synfig’s tweening capabilities to extend our concept references. For example, this is how we get guides for Ivan’s head at particular angle.

Notice how your brain rebuilds the inbetween positions of the head basing the guide lines as references.

The next helpful trick is to use photos as references. Yes, sometimes to figure out the correct look of some elements at certain angles or positions we have to go with shots like you see below.

Hands position on the photo...

...turned into this.

And of course we cheat by using 3D models. Of course the easiest way would be to have 3D models for all characters and do all drawings on top of them. But there is a bad part about that. My experience shows that when you rely much on 3D models in drawing, the characters loose some flexibility or some kind of “creative sparkle”. And it’s not about “uncanny valley” only. Using model clarifies your image, it allows you to make the “right” image, according to “right” rules, “right” perspective, etc. But at the same time it puts your imagination to the limits and that’s bad. Because, you know, the hand-drawn animation takes much of its effect from the exaggeration and the most cool and exciting images come exactly when you breaking some rules. Understanding that is very important and that’s why we tend to use 3D models very carefully.

Currently we started to experiment with the soldier model. The funny thing happened with shot 35 – it’s the shot where the camera makes a long dolly out and all soldiers are thrown into the air. Initially we wanted to use soldier model as a base for drawing keyframes on top. But when we put the model into animation we found that the model looks very naturally as it is.

Considering that it will be masked with some vector elements, effects and dust we decided to use soldiers as pure 3D models in this shot. Of course that saved Nikolay a lot of efforts in the keyframes drawing.

Keyframes marked as to be done with 3D models

That’s everything I wanted to confess about our cheating. ^___^ As usual, you can see our progress for keyframes drawing on the image below. Don’t forget to check the gallery page to see the recent images of this week. We hope you like them. Stay tuned and have a great week!

Keyframes production sheet (08.04.2012)

Keyframes drawing workflow

Sunday, March 11th, 2012

Today I want to write a little about our keyframes drawing workflow.  The described workflow is not something that we come up at once, but this is something that formed up spontaneously during the last week.

Nikolay uses MyPaint to draw the keyframes and some edits are done in GIMP or Krita. Thanks to the GIMP’s ora plugin and native support for ora files in Krita we can seamlessly edit MyPaint files everywhere. Well, in fact Krita’s ora support isn’t that perfect (2.3.3 here), but we can live with that.

So, our basic working format is OpenRaster (ora). My task is to prepare all animatic images – compose them together with all reference data into ora files, so Nikolay can proceed directly to the drawing. We have a special production sheet to identify pending, prepared and finished keyframes. I also mark keyframes which are considered relatively “easy”.

Keyframes production sheet

Nikolay looks at this sheet when he needs to choose next keyframe to draw. After the keyframe is drawn he sends me ora file for review. My job is to look for style consistency and general quality issues. If the keyframe is accepted then Nikolay moves to next one in the list. If there is a issues then I put my notes onto separate layers together with some explanation sketches, send the file back and process repeats. On the images below you can see how it’s usually looks like.

Typical "work-in-progress" screen

Having a production sheet allows Nikolay to proceed with other keyframe while I’m doing review, so the work keeps to be intensive.

Also we can’t go without phone conversations – although Nikolay is quite familiar with the matter it takes from 10 to 30 minutes for discussions on each keyframe. Discussion can take place at any moment, so the mobile phone is an only option for that.  Although Nikolay lives in other town, we are lucky to reside in the same region – that allows us to have all talks at the flat rate.

Needless to say that we have certain conventions about file naming which allows us to keep all data in the order. I will not cover them here as it may sound boring and there is a high probability that those conventions will change with a time.

That’s all my notes about the current workflow. If you would like to see the finished keyframes please watch the recent images page at our wiki. Cheers!

Remake 0.4 released

Saturday, February 18th, 2012

I am proud to announce new version of “Remake” – unified build system for animation projects. “Remake” is an utility that automatically tracks changes in the project files and renders them.

Download remake-0.4-1.noarch.rpm
Download remake_0.4-1_all.deb
Download remake-0.4.tar.gz

This release delivers a number of major improvements and bugfixes. See full list of changes below.
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Stickman Tutorial

Wednesday, February 1st, 2012

For a long time people asked for the tutorial explaining how to use Stickman Template and finally I have come up with something that might be called a tutorial. In fact those videos were recorded in different time (you might notice the differences in interface elements), but watching everything in sequence should give you the whole picture. Big thanks to Anna Orlova for translation and subtitling.

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Remake 0.3 released

Friday, May 27th, 2011

I am proud to announce new version of “Remake” – unified build system for animation projects. It’s purpose to automatically track changes in your project files and render footage.

Download remake-0.3.tar.gz

This time we have delivered a number of major improvements, and “3″ in release number have some symbolic meaning – among rendering of Blender and Synfig files we got support for rendering third type of animation – Pencil, we got new rendering mode that allows to get stereo 3D output and finally files of mp3 audio format are supported as well.

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Remake – Version 0.2

Tuesday, August 31st, 2010

I am proud to announce new version of “Remake” – unified build system for animation projects. It’s purpose to automatically track changes in your project files and update rendered footage.

Download remake-0.2.tar.gz

What’s new:

  • Support for the Blender 2.5x.
  • New “-t” option to run multiple jobs in parallel when rendering footage.
  • New “snapshot” feature – you can save the current rendering as video file to track your “work in progress” changes. This feature is especially useful when your project is under version control. See manual page for more information.

See also:

Goodbye git-submodule, hello git-subtree

Saturday, July 31st, 2010

During the process of adaptation of Morevna repositories for the new build system we have decided to get rid of complex repository structure involving submodules. The purpose of using submodules was to have the ability to watch the histories of many repositories in sync. I have to admit now, that “git-submodules” approach is a fail.

Now all repositories are the “same level” – there’s no “super-repository” anymore. The “production” repository is replaced  by the “lib” repository, which is now of the same level as the “demo” one. For the cases when we need “synced” history view, that problem is gracefully solved by “git-subtree” and that results in much simpler structure and workflow.

Current repository users need to re-fetch all data according to new structure. Please wait while we updating “Contributor’s Guide” with new instructions.

EDIT: “Contributor’s Guide” updated. Have fun!

Remake – Version 0.1

Wednesday, July 28th, 2010

I am happy to announce the first release of “Remake” – unified build system for animation projects.

As I wrote some time ago, it’s purpose to automatically track changes in your project files and update rendered footage where needed.

“Remake” is released under GNU GPLv3 and available for download here.

There’s also nice tutorial about its usage.

For more information please visit project homepage.

Private or not private? That’s the question…

Friday, June 25th, 2010

Sometimes people ask me why do we keep Morevna’s repositories private? Why not have them out in the open the way free-software projects do? I decided to write this post to clarify the situation.

We are successfully applying the principles of free software development to animation production, and for that reason some people used to think that those processes should be followed completely, but I think this is not correct. Let me point to some differences between the two activities.

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Random Thoughts

Saturday, June 5th, 2010

It’s been a long time since I’m wrote something useful here. Though, lots of things happened during that period and I feel a need to share with you, my dear readers, some random thoughts.

Last time I have a lot of work with Synfig Studio. Making Production Cuts video and directing some external Synfig animation projects lead me to the idea of improving morevnaproject’s rendering system.

Currently the rendering system is based on pure “make” and works the same way as typical build system used to compile Linux software: you write rules in special “Makefiles”, describing how to compile (in our case – render) your files. (more…)