User
Story
All-Purpose Animation
Mixing
broadcast and Web media: then and now
by
Bob Self
Special
to Digital Media Designer
myself@bobself.com
In
the summer of 2000 I was hired by David E. Kelley Productions to
produce character animations for the Fox series Boston Public.
The animations would be photographed practically while playing back
on a computer screen as part of a fictitious Web site.
To achieve this
effect many Web designers would turn to Flash, but the Flash format
restricts Animators in their use of certain types of graphics and
effects. Flash features are limited in controlling and manipulating
motion over time and achieving certain looks and textures due to
bitmap versus vector issues, and simplified keyframe and time controls
restrict subtle or last minute changes. Instead, I used several
products to achieve the visual results and flexible workflow I wanted.
I created the art in Adobe Photoshop, animated in Adobe After Effects
and delivered the final product using Apple Quicktime. Unfortunately,
I didn't prepare for Fox.com asking me to post the animations as
low bandwidth files on the show's real Web site.
How
it was
At the beginning of the 2000/2001 television season there were limited
tools for creating character animation for both television and the
Web. In the 2001/2002 season, things are looking a lot better. Following
is the process used to make the original animations for the show
and repurpose those animations for the Web. I have also outlined
how I would go about this differently today given the advances in
current software.
I created five
human characters, a horse and a gorilla based on the script for
the first episode. The clothing on the human bodies was to look
like simple line art. The character heads, horse and gorilla would
be photographic.

Bob Self: The man and his gorilla.
Each body part
was created on its own layer in Photoshop making the character setup
in After Effects a breeze. A typical forward-facing character would
consist of one layer each for torso, upper right arm, lower right
arm, right hand, upper right leg, lower right leg, right sock, right
shoe, with the same parts on the left side. The head would be several
head layers with different expressions such as a smile or a frown
and opened and closed eyes.

The horse's beginnings in Adobe
Photoshop
I saved a flattened
copy of my layered setup files as a jpeg and e-mailed it from my
workstation to the show's producers. When the producers wanted changes
such as "make the vice principal's coat a different color" or "change
the shape of the English teacher's torso," I made alterations to
the corresponding layers and sent out a new .jpeg within minutes.
Photoshop's adjustment layers feature makes nondestructive changes
to the hue and saturation of body parts, so I could always return
to previous versions. The characters' photographic heads were to
be black and white, but I had the actors photographed in color and
used adjustment layers to desaturate and adjust levels in case the
producers decided to use color heads later.
I imported my
layered Photoshop files into After Effects as compositions to begin
animating. A comparison of my layers palette in Photoshop and my
timeline window in After Effects illustrates the benefits of this
workflow. The layers in both programs retain their naming and stacking
order, and settings for transparency. My intended output would be
640x480 or 480x360 pixels depending on which of the prop department's
computers the animation would be playing back on, but I built my
Photoshop layouts at 720x540 so I could retain the option of scaling
them for broadcast quality output with non-square pixels at 720x486.
I used two different import approaches depending on the complexity
of a given layout. If a layout involved complex interactions between
two characters or between a character and his environment, I would
import the entire scene (characters, props, foreground overlays
and backgrounds) as one file with anywhere between 30 and 60 layers.
Although organizationally complex, it allowed me to see and manipulate
any element in the scene. If a layout were more simplistic, I would
import each character as a separate comp so that I could cut down
on the number of layers I had at one time. After Effects allows
you to precompose any number of layers at any time (thus creating
an intermediate composition within the main composition), so I could
rearrange my layer groupings as needed.

The animated horse in Adobe After
Effects
After the character
set up was achieved in Photoshop, I moved each layer's anchor point
using After Effects' pan behind tool so that body parts would pivot
at the intended location rather than at the geometric center. After
Effects 4.1 did not allow parent/child relationships between layers.
This was an annoying limitation to character animation that forced
clumsy workarounds to character set up. To move a character's arm
required animating the rotation of the upper arm, then animating
the position of the lower arm to maintain the illusion that the
two objects were connected at the elbow. This workflow meant that
all joints downstream from an animated joint had to be animated
as well.
To deliver work-in-progress
samples to the producers, I rendered DV Quicktime files out of After
Effects, which I output through Firewire and a DV/Analog converter
to VHS tape. Sending VHS insured that the production team could
easily view the animations in any office at the studio. As the production
dates drew closer and the animations became more polished, I rendered
them to Sorrenson video and burned the files to CD. The producers
could see the cartoons in the proper context on the same type of
screen that would be used on set.
On occasion,
the producers would come to my studio for over the shoulder fine
tuning of the details or timing of the animation. My choice of After
Effects and Photoshop really paid off. While developing the look
of some chunky vomit, I was able to quickly alter the source art
in Photoshop and have the results instantly update in my After Effects
composition. When minute timing changes of two or three frames were
requested on actions that were nested deep within other actions,
After Effects' time remapping feature allowed me to assign new frame
numbers to existing frames, allowing complete control over the pacing
and order of the entire sequence. The combination of round trip
Photoshop editing, time remapping and RAM previews allowed me to
provide the producers with what seemed like real time results on
what was actually not a real-time system.
The final Quicktime
files were delivered to set on CD for playback within a dummy Web
page. The night before one sequence was scheduled to work, the director
asked for a significant change in timing to tie in with his intended
staging of the live action scene. The new version was on set and
ready to go first thing the next morning.
I was ready
if the need for a broadcast version of the sequences arose; instead
I needed a low bandwidth version of the animations to play on an
actual Web site. I was unable to simply hand over an acceptable
Web format for the animation. The download time for a Quicktime
file would be too long considering that the animation looked like
Flash. A streaming version could be made for RealPlayer, but the
image size would have to be much smaller than what viewers saw on
TV to accommodate streaming on slow connections.
What fox.com
really wanted was a Flash animation, and the only way to make one
was to reanimate the sequences in a program that could generate
Flash format (.swf) files.

Repurposing animation in Adobe
LiveMotion
Adobe had recently
released a new Web animation product called LiveMotion that could
output .swf files, and could import layered Photoshop files in a
manner similar to After Effects. LiveMotion's timeline was also
similar to After Effects' timeline. I reduced a copy of my Photoshop
layouts to 480x360 pixels, the size I wanted the on-line versions
to be. I imported the layered files into LiveMotion then, using
my After Effects timeline as a guide, placed the necessary keyframes
into the LiveMotion timeline. Once my LiveMotion animation matched
my original animation, I used LiveMotion's export settings to convert
my Photoshop (.psd) art to web friendly JPEG (.jpg) art and output
the whole shebang to a small, self-contained .swf file. But it wasn't
small enough for Fox.com. Fox.com wanted as many bitmap objects
as possible to be redrawn as vectors. The actors' heads would have
to remain bitmaps, but all body parts, props and background elements
were to be recreated as vector art to reduce the final .swf file
size even more.
I had to start
animations for future episodes of the Boston Public, so Fox.com
took on the task of making the .swf files. They used my original
layered Photoshop files as templates for tracing the art with vector
tools, and a copy of the final Quicktime movie for use as a timing
guide. The results were very low bandwidth copies of my original
art and animation. There were a few artistic compromises made here
and there, but they were simply the result of an imperfect process.
And that imperfect
process is the reason for this history lesson.
How
it is
Since last year, both Macromedia Flash and Adobe After Effects
have evolved to version 5. Flash has added features that make character
animation easier and After Effects has added the ability to output
.swf files. Given the same Boston Public assignment, here is what
I would do today....
In order to
generate vector objects, I would create most of my art in Illustrator.
I would still use Photoshop for character heads and other photographic
elements. I would import my layered Illustrator and Photoshop layouts
into After Effects, maintaining a round trip relationship and a
high level of artistic and editorial control. After Effects 5 can
now work with parent/child hierarchies, so rotating a character's
upper arm automatically moves the lower arm without needing to set
additional keyframes or set up non-intuitive nested compositions.
This feature alone would have saved hours. I could still output
Quicktime movies, but now I would be able to output .swf files also;
and, with the use of vector art, the file sizes would be appropriately
small to meet Fox.com's delivery requirements. Features like motion
blur that I might have used in the final Quicktime renderings can
simply be turned off when I output the .swf file since some effects
are not possible or practical in Flash.
If I had After
Effects 5 last spring, animation for both the television show and
the related Web site would have required considerably less work.
Software companies have been working hard to meet the needs of the
animation industry. It is only a matter of time until digital animators
can stop focusing on creation and delivery limitations and get back
to issues like squash and stretch and overlapping action.
Bob Self
is a freelance animator whose clients include 20th Century Fox,
Warner Bros., Sony and Imagine Media. He can be reached at myself@bobself.com.
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