User
Story
All-Purpose Animation
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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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