Previsualization in Computer Animated Filmmaking THESIS

Total Page:16

File Type:pdf, Size:1020Kb

Previsualization in Computer Animated Filmmaking THESIS Previsualization in Computer Animated Filmmaking THESIS Presented in Partial Fulfillment of the Requirements for the Degree Master of Fine Arts in the Graduate School of The Ohio State University By Nicole Lemon Graduate Program in Industrial, Interior and Visual Communication Design The Ohio State University 2012 Master's Examination Committee: Maria Palazzi, Advisor Alan Price Dan Shellenbarger Copyright by Nicole Lemon 2012 Abstract Previsualization (previs) is a pre-production process that uses 3D animation tools to generate preliminary versions of shot or sequences. This process is quickly gaining popularity in live action film, and is beginning to be used in animation production as well. This is because it fosters creativity by allowing for designers and artists to experiment more freely and intuitively with visual design choices, and insures efficiency in production and post-production. Previs is also able to provide a means to communicate and test plans visually in the pre-production stage which enhances clarity and understanding. The intention of this thesis is to make available information about previs that is, for the most part, unpublished or unknown by all but those already deeply involved in the process, and to explore and document the application of a previs process of my own in the production my first short film. To begin I will describe the previs process from several perspectives. Previs will be presented in historical context in order to provide insight into its development. Next I will present the results of an industry professionals survey conducted in late 2011 and early 2012 as a way of revealing an insider’s viewpoint on the use of previs in commercial computer animation production. A major element of my study in previsualization has been the production of a short film. Following the industry survey results I present an analysis and reflection of ii my own experiences in making my short film, Wonder. By comparing my process to the process as described by the surveyed professionals, I write in depth about the process of making Wonder, and how previs was used in this context. The concluding chapter is used to present the analysis and to summarize the information I have gathered through interviews and practice. From my experiences, I will present my observations and describe new ideas that have since been developed in the course of this work. It is my intention that this information will serve to document a particular moment in the state of the art of previs (early 2012) in light of the rate at which previs is growing. However, I feel that this snapshot will serve as a starting point for those who might want to learn more about this uncelebrated piece of the animation practice, whether they are students, educators, collaborators or simply interested in the topic. iii This document is dedicated to my mum. iv Vita 2003………………………………………………………...Upper Arlington High School 2009………………………………B.F.A Art and Technology, The Ohio State University 2009 to present ………Graduate Research Assistant, ACCAD, The Ohio State University Fields of Study Major Field: Industrial, Interior and Visual Communication Design v Table of Contents Abstract ............................................................................................................................... ii Vita ...................................................................................................................................... v Table of Contents ............................................................................................................... vi List of Figures .................................................................................................................... ix Chapter 1: Introduction ...................................................................................................... 1 Project Focus and Scope ................................................................................................. 1 Professionals Survey to Discover Previs Methodology and Techniques ........................ 4 Independent Filmmaking Project: Wonder ..................................................................... 5 Analysis and Summary.................................................................................................... 6 Chapter 2: Previsualization and Industry Professionals Survey ......................................... 7 What is Previsualization? ................................................................................................ 7 Historical Context of Previsualization in the Production Process .................................. 8 Advances in Animated Feature Previs .......................................................................... 13 Differing Approaches to Previs in Animated Film by Studios ..................................... 14 Sharing Live-Action and Animated Filmmaking Techniques in Previs ....................... 15 Previs Finding a Place in Animated Feature Filmmaking............................................. 19 vi Extending the Previs Process in Animation .................................................................. 20 Using Previs in Story Development .............................................................................. 24 How Previs Changes the Filmmaking Process .............................................................. 27 Chapter 3: Previs in my Animated Short Film.................................................................. 31 Proof of Concept ........................................................................................................... 31 Short Film Methodology ............................................................................................... 41 The Story ................................................................................................................... 43 Storyboards ................................................................................................................ 45 Layout and Animatics ................................................................................................ 47 Camera and Character Blocking ................................................................................ 51 Cinematographic Design Choices ............................................................................. 52 Wonder .......................................................................................................................... 55 Visual Style – Inspirations and Motivations.............................................................. 57 Early Visual Development......................................................................................... 62 Previs in Wonder ....................................................................................................... 67 The Beginning (Opening Shots + Mural) .................................................................. 68 The Middle (Courtyard) ............................................................................................. 71 The End (Rooftop) ..................................................................................................... 74 Reflection................................................................................................................... 75 vii Chapter 4: Analysis ........................................................................................................... 78 Initial Reactions............................................................................................................. 78 Addressing Initial Questions ......................................................................................... 82 The Future of Previs ...................................................................................................... 95 Next Steps ..................................................................................................................... 97 Appendix A: Interview Responses from Industry Professionals about Previs ............... 100 Works Cited .................................................................................................................... 136 viii List of Figures Figure 1 – Storyboards from The Birds, drawn by Harold Michelson, compared with the final shots of the film. ......................................................................................................... 9 Figure 2 - Minimized visuals in an attempt to create a neutral style ................................ 33 Figure 3 - Ambiguous gender character model................................................................. 34 Figure 4 - Early storyboards from Wonder ....................................................................... 47 Figure 5 – Temporary character models are placed and posed during layout .................. 49 Figure 6 - Blocking the action and experimenting with camera angles ............................ 51 Figure 7 - Flutter - Zeppelins ............................................................................................ 59 Figure 8 - Flutter - Grafitti ................................................................................................ 60 Figure 9 - Backwater Gospel - concept art ....................................................................... 61 Figure 10 - Backwater Gospel - concept ........................................................................... 62 Figure 11 - Muralist .......................................................................................................... 63 Figure
Recommended publications
  • UPA : Redesigning Animation
    This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. UPA : redesigning animation Bottini, Cinzia 2016 Bottini, C. (2016). UPA : redesigning animation. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/69065 https://doi.org/10.32657/10356/69065 Downloaded on 05 Oct 2021 20:18:45 SGT UPA: REDESIGNING ANIMATION CINZIA BOTTINI SCHOOL OF ART, DESIGN AND MEDIA 2016 UPA: REDESIGNING ANIMATION CINZIA BOTTINI School of Art, Design and Media A thesis submitted to the Nanyang Technological University in partial fulfillment of the requirement for the degree of Doctor of Philosophy 2016 “Art does not reproduce the visible; rather, it makes visible.” Paul Klee, “Creative Credo” Acknowledgments When I started my doctoral studies, I could never have imagined what a formative learning experience it would be, both professionally and personally. I owe many people a debt of gratitude for all their help throughout this long journey. I deeply thank my supervisor, Professor Heitor Capuzzo; my cosupervisor, Giannalberto Bendazzi; and Professor Vibeke Sorensen, chair of the School of Art, Design and Media at Nanyang Technological University, Singapore for showing sincere compassion and offering unwavering moral support during a personally difficult stage of this Ph.D. I am also grateful for all their suggestions, critiques and observations that guided me in this research project, as well as their dedication and patience. My gratitude goes to Tee Bosustow, who graciously
    [Show full text]
  • VIEW Nominates Its Keynote Speakers!
    This page was exported from - Digital meets Culture Export date: Wed Sep 29 3:14:46 2021 / +0000 GMT VIEW nominates its keynote speakers! Pixar's short "Lava" Italy's premiere computer graphics conference proudly announces: Mark Osborne, director of "The Little Prince" and two-time Oscar nominee Randy Thom, director of Sound at Skywalker Sound and two-time Oscar winner Jorge R. Gutierrez, director of "The Book of Life", Annie and Emmy award winner Shannon Tindle, director of the Google Spotlight Story ?On Ice? and a Primetime Emmy award winner. Turin, Italy, September 2, 2015 ? «We are honoured and thrilled to welcome these four amazing artists to Turin for the VIEW conference» Professor Maria Elena Gutierrez, director of the annual conference, declares. «I know their presence will inspire our audience of students and professionals». The VIEW conference will take place on October from 19 to 23 in Turin, Italy. The curated conference, which celebrates its 16th year, features talks, panel sessions, workshops, awards for outstanding work and this year four remarkable keynote speakers: ?Mark Osborne, multiple award-winning director of a beloved animated feature film, recently directed the animated feature film version of a beloved novel. Osborne received Oscar nominations for directing the animated feature film "Kung Fu Panda" and for the short animated film "More". He also won an Annie award for directing "Kung Fu Panda" as well as many film festival awards. His latest film is "The Little Prince", based on Antoine de Saint-Exupéry's novel. After initial screenings, the animated story of a pilot who meets a little boy from another planet received a 100% approval rating from critics, tallied on the Rotten Tomatoes website.
    [Show full text]
  • Suggestions for Top 100 Family Films
    SUGGESTIONS FOR TOP 100 FAMILY FILMS Title Cert Released Director 101 Dalmatians U 1961 Wolfgang Reitherman; Hamilton Luske; Clyde Geronimi Bee Movie U 2008 Steve Hickner, Simon J. Smith A Bug’s Life U 1998 John Lasseter A Christmas Carol PG 2009 Robert Zemeckis Aladdin U 1993 Ron Clements, John Musker Alice in Wonderland PG 2010 Tim Burton Annie U 1981 John Huston The Aristocats U 1970 Wolfgang Reitherman Babe U 1995 Chris Noonan Baby’s Day Out PG 1994 Patrick Read Johnson Back to the Future PG 1985 Robert Zemeckis Bambi U 1942 James Algar, Samuel Armstrong Beauty and the Beast U 1991 Gary Trousdale, Kirk Wise Bedknobs and Broomsticks U 1971 Robert Stevenson Beethoven U 1992 Brian Levant Black Beauty U 1994 Caroline Thompson Bolt PG 2008 Byron Howard, Chris Williams The Borrowers U 1997 Peter Hewitt Cars PG 2006 John Lasseter, Joe Ranft Charlie and The Chocolate Factory PG 2005 Tim Burton Charlotte’s Web U 2006 Gary Winick Chicken Little U 2005 Mark Dindal Chicken Run U 2000 Peter Lord, Nick Park Chitty Chitty Bang Bang U 1968 Ken Hughes Chronicles of Narnia: The Lion, PG 2005 Adam Adamson the Witch and the Wardrobe Cinderella U 1950 Clyde Geronimi, Wilfred Jackson Despicable Me U 2010 Pierre Coffin, Chris Renaud Doctor Dolittle PG 1998 Betty Thomas Dumbo U 1941 Wilfred Jackson, Ben Sharpsteen, Norman Ferguson Edward Scissorhands PG 1990 Tim Burton Escape to Witch Mountain U 1974 John Hough ET: The Extra-Terrestrial U 1982 Steven Spielberg Activity Link: Handling Data/Collecting Data 1 ©2011 Film Education SUGGESTIONS FOR TOP 100 FAMILY FILMS CONT..
    [Show full text]
  • Toy Story: How Pixar Reinvented the Animated Feature
    Brown, Noel. " An Interview with Steve Segal." Toy Story: How Pixar Reinvented the Animated Feature. By Susan Smith, Noel Brown and Sam Summers. London: Bloomsbury Academic, 2017. 197–214. Bloomsbury Collections. Web. 2 Oct. 2021. <http:// dx.doi.org/10.5040/9781501324949.ch-013>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 2 October 2021, 03:24 UTC. Copyright © Susan Smith, Sam Summers and Noel Brown 2018. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 1 97 Chapter 13 A N INTERVIEW WITH STEVE SEGAL N o e l B r o w n Production histories of Toy Story tend to focus on ‘big names’ such as John Lasseter and Pete Docter. In this book, we also want to convey a sense of the animator’s place in the making of the fi lm and their perspective on what hap- pened, along with their professional journey leading up to that point. Steve Segal was born in Richmond, Virginia, in 1949. He made his fi rst animated fi lms as a high school student before studying Art at Virginia Commonwealth University, where he continued to produce award- winning, independent ani- mated shorts. Aft er graduating, Segal opened a traditional animation studio in Richmond, making commercials and educational fi lms for ten years. Aft er completing the cult animated fi lm Futuropolis (1984), which he co- directed with Phil Trumbo, Segal moved to Hollywood and became interested in com- puter animation.
    [Show full text]
  • Re-Imagining Animation the Changing Face of The
    RiA cover UK AW.qxd 6/3/08 10:40 AM Page 1 – – – – – – Chapter 05 Chapter 04 Chapter 03 Chapter 02 Chapter 01 The disciplinary shift Approaches and outlooks The bigger picture Paul Wells / Johnny Hardstaff Paul Wells Re-imagining Animation RE-IMAGINING RE-IMAGINING ANIMATION ANIMATION – The Changing Face of the Moving Image The Changing Face Professor Paul Wells is Director of the Re-imagining Animation is a vivid, insightful Re-imagining Animation Other titles of interest in AVA's Animation Academy at Loughborough and challenging interrogation of the animated addresses animation’s role at the heart THE CHANGING THEAcademia CHANG range include: University, UK, and has published widely film as it becomes central to moving image of moving-image practice through an in the field of animation, including practices in the contemporary era. engagement with a range of moving-image Visible Signs: The Fundamentals of Animation and Animation was once works – looking at the context in which FACE OF THE FACEAn introduction OF to semiotics THE Basics Animation: Scriptwriting. constructed frame-by-frame, one image they were produced; the approach to their following another in the process of preparation and construction; the process of Visual Research: Johnny Hardstaff is an internationally constructing imagined phases of motion, their making; the critical agenda related to MOVING IMAGE MOVINGAn introduction to research IM established, award-winning designer, film- but now the creation and manipulation the research; developmental and applied methodologies in graphic design maker and artist. He is the creator of The of the moving image has changed. aspects of the work; the moving-image History of Gaming and The Future of With the digital revolution outcomes; and the status of the work within Visual Communication: Gaming, and innovative popular music videos, invading every creative enterprise and form contemporary art and design practices.
    [Show full text]
  • The Uses of Animation 1
    The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator.
    [Show full text]
  • DIGITAL Filmmaking an Introduction Pete Shaner
    DIGITAL FILMMAKING An Introduction LICENSE, DISCLAIMER OF LIABILITY, AND LIMITED WARRANTY By purchasing or using this book (the “Work”), you agree that this license grants permission to use the contents contained herein, but does not give you the right of ownership to any of the textual content in the book or ownership to any of the information or products contained in it. This license does not permit uploading of the Work onto the Internet or on a network (of any kind) without the written consent of the Publisher. Duplication or dissemination of any text, code, simulations, images, etc. contained herein is limited to and subject to licensing terms for the respective products, and permission must be obtained from the Publisher or the owner of the content, etc., in order to reproduce or network any portion of the textual material (in any media) that is contained in the Work. MERCURY LEARNING AND INFORMATION (“MLI” or “the Publisher”) and anyone involved in the creation, writing, or production of the companion disc, accompanying algorithms, code, or computer programs (“the software”), and any accompanying Web site or software of the Work, cannot and do not warrant the performance or results that might be obtained by using the contents of the Work. The author, developers, and the Publisher have used their best efforts to insure the accuracy and functionality of the textual material and/or programs contained in this package; we, however, make no warranty of any kind, express or implied, regarding the performance of these contents or programs. The Work is sold “as is” without warranty (except for defective materials used in manufacturing the book or due to faulty workmanship).
    [Show full text]
  • CA Chart of Accts Film
    CALIFORNIA CHART OF ACCOUNTS Qualifying and Non-qualifying Accounts Films - Movies of the Week - Mini-Series Effective July 1, 2014 Revised March 2014 The chart below is intended as a helpful guide, and not an exact list of what are considered Qualified Expenditures. Qualified Expenditures are for pre-production, production, and post-production - not for development, marketing, publicity, or distribution . The following listing assumes where "yes" is designated that the service is performed or property is used in the state of California. Items used or personnel services employed both within and outside of California can be qualified only for the prorata portion of costs incurred directly in California. Any expenditures incurred prior to issuance of the tax credit allocation letter are not qualified expenditures. Account # Description Qualified Comments 101-00 STORY & RIGHTS 101-01 Story Rights - Purchase NO 101-02 Acquisition Expenses NO 101-06 Title Report YES If work performed in California. 101-08 Copyright Fee NO 101-99 Fringe Benefits NO 102-00 WRITING 102-01 Writers NO 102-03 Editor and Consultants NO 102-05 Research YES 102-06 Script Timing YES 102-07 Secretaries YES 102-08 Script Duplication YES 102-18 Script Clearance Research YES 102-19 Clearance Fees YES If paid to CA company 102-20 Clearance License Fees NO 102-40 Materials & Supplies YES 102-45 Box Rentals YES On Qualified Labor Only 102-47 Car Allowances, Mileage YES On Qualified Labor Only 102-50 Rentals YES 102-80 Writer Entertainment & Meals YES 102-85 Script Publication
    [Show full text]
  • The Performance and Materiality of the Processes, Spaces and Labor of VFX Production
    Sarah Atkinson Interactive ‘making-of’ machines: The performance and materiality of the processes, spaces and labor of VFX production Abstract This article analyzes and interrogates two interactive museum installations designed to reveal behind-the-scenes visual effects (VFX) materials from Inception (2010) and Gravity (2013). The multi-screen, interactive, and immersive installations were both created in direct collaboration with the VFX supervisors who were responsible for pioneering the new and innovative creative solutions in each of the films. The installations translate these processes for a wider audience and as such they not only provide rich sites for textual analysis as new ancillary forms of paratextual access, but they also provide insights into the way that VFX sector presents itself, situated within the wider context of the current global VFX industry. The article draws together critical production studies, textual analysis, and reflections from the industry which, combined, provide new understandings of these interactive forms of ancillary film “making-of ” content, their performative dimensions, and the labor processes that they reveal. Context their conception and presentation within the wider context of the current global VFX industry. This article analyzes and interrogates two interactive The decadent displays of VFX excess and access museum installations that were designed to reveal presented in both installations are representative of behind-the-scenes materials from Inception (2010) the currently flourishing VFX industry within the and Gravity (2013) in order to showcase the UK which has been boosted in recent years, by a acclaimed, breakthrough visual effects (VFX) of system of tax incentives which have been in place 3 each of the films.
    [Show full text]
  • College Choices for the Visual and Performing Arts 2011-2012
    A Complete Guide to College Choices for the Performing and Visual Arts Ed Schoenberg Bellarmine College Preparatory (San Jose, CA) Laura Young UCLA (Los Angeles, CA) Preconference Session Wednesday, June 1 MYTHS AND REALITIES “what can you do with an arts major?” Art School Myths • Lack rigor and/or structure • Do not prepare for career opportunities • No academic challenge • Should be pursued as a hobby, not a profession • Graduates are unemployable outside the arts • Must be famous to be successful • Creates starving artists Copyright: This presentation may not be reproduced without express permission from Ed Schoenberg and Laura Young (June 2016) Art School in the News Visual/Performing Arts majors are the… “Worst-Paid College Majors” – Time “Least Valuable College Majors” – Forbes “Worst College Majors for your Career” – Kiplinger “College Degrees with the Worst Return on Investment” – Salary.com Copyright: This presentation may not be reproduced without express permission from Ed Schoenberg and Laura Young (June 2016) Art School Reality Projected More than 25 28 million in 2013 million in 2020 More than 25 million people are working in arts-related industry. By 2020, this is projected to be more that 28 million – a 15% increase. (U.S. Department of Labor) Copyright: This presentation may not be reproduced without express permission from Ed Schoenberg and Laura Young (June 2016) Art School Reality Due to the importance of creativity in the innovation economy, more people are working in arts than ever before. Copyright: This presentation
    [Show full text]
  • COLLEGE of LIBERAL ARTS in All Respects, the College of Liberal Arts Is Engaged In
    DEPARTMENT OF ECONOMICS COLLEGE OF DEPARTMENT OF ENGLISH AND LANGUAGE ARTS LIBERAL ARTS DEPARTMENT OF FINE AND PERFORMING ARTS (Fine Art, Music, Theatre Arts) DEPARTMENT OF HISTORY AND GEOGRAPHY DEPARTMENT OF MILITARY SCIENCE DEPARTMENT OF PHILOSOPHY AND RELIGIOUS STUDIES DEPARTMENT OF POLITICAL SCIENCE AND PUBLIC POLICY DEPARTMENT OF PSYCHOLOGY DEPARTMENT OF SOCIOLOGY AND ANTHROPOLOGY DEPARTMENT OF WORLD LANGUAGES AND INTERNATIONAL STUDIES COLLEGE OF LIBERAL ARTS In all respects, the College of Liberal Arts is engaged in Dr. Pamela E. Scott-Johnson, Interim Dean Creating Opportunities to Reach Excellence. CORE VALUES The College of Liberal Arts is the largest academic division at the University. In addition to offering twelve According to its philosophy and values, the College of undergraduates degree programs that represent Liberal Arts is a learning community that offers a corps of disciplinary focuses, it also offers a large portion of the educational programs and services that promotes: courses in the General Education Program administers the Intellectual curiosity University’s Writing Proficiency Examination. All Independence Morgan students, regardless of major, take courses and engage in other activities which reflect the historical Interdependence foundations of liberal education. Self-awareness Service LIBERAL COLLEGE MISSION Commitment to problem-solving Leadership The mission of The College of Liberal Arts, consistent A Commitment to life-long learning O with that of Morgan State University, is to offer high- R F quality academic programs and to promote effective Competency in written and oral communication, TS student-centered teaching and learning, outstanding Achievement student achievement, cutting edge faculty research and GOALS scholarship, and broadranging service to the professions and the community.
    [Show full text]
  • Duties of a Cinematographer in Creating a Film
    Journal of Literature and Art Studies, July 2016, Vol. 6, No. 7, 824-827 doi: 10.17265/2159-5836/2016.07.013 D DAVID PUBLISHING Duties of a Cinematographer in Creating a Film Ikboljon Melikuziev State Institute of Arts and Culture, Tashkent, Uzbekistan The present article deals with the duties, role and methodical peculiarities of a cinematographer in creating a feature film. The development of creating artistic works in the high creative level and its process is comparatively analyzed within the progress of the Uzbek cinematography. Keywords: cinematographer, film director, critic, image, lightness, recurs, production, picture, plastics, rhythm, composition, editing, scenario, method Introduction The art of cinematography has not been studied widely. It is very difficult to express the description of a film by words. One must see the picture and just for this case a cinematographer’s artistic activity of many years needs careful study. They say, it is not written much about a cameraman’s work yet. In our opinion, the essence of their creativity involves expressing the method, plastics and descriptive decision of a ready feature film. The film supposedly is connected only with the name of a director as a single filmmaker. While criticizing a film they usually speak just about a director and leading actors. You can hardly find anything about a cameraman’s work. Naturally, it is not enough. However, a cameraman’s work spent for artistic picture demands a serious analyses and careful study. Undoubtedly, the right stylistics, artistically completeness of the form which strengthens the effective power of a feature film and accepting the film by the audience depends on the cinematographer’s skills.
    [Show full text]