User
Story
All-Purpose Animation
[Page 2 of 3]
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.
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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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