Forum Topic: The Making Of Little Aviator

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KartuneHustla

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Posted at: 11/25/08 05:51 PM

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*PLEASE READ BEFORE YOU CONTINUE PERUSING THROUGH THE MAKING OF LITTLE AVIATOR*
The files and images that are contained in this thread should be used only for educational purposes. Please do not copy and post them anywhere else. This is for you guys to get an understanding of the animation process and hopefully this will help you in the long run. You may manipulate the files, but please do not copy my work, post it in other places and profess that it's your own work. I will find you and murder you in your sleep. Lawls, just kidding! But seriously, please don't reuse my work in your flashes.

Welcome to the making of Little Aviator

INTRODUCTION:
Hello Newgrounders, my name is Xavier Palin (some people on the internet may know me as KartuneHustla). You can call me by either one... I don't mind. Anyways, you may be wondering what the deal is with a "making of" for a project that hasn't even been released yet. Well, I am pretty much complete with the animation. I just have to finish coloring, lip sync, and a few backgrounds, but it is in its final stages. But don't worry folks, it will be released. I decided it would be best to release a making of prior to the release (sort of like how movies make them for Showtime or HBO). So this is how it's going to work. Starting from today, I will split up this post into thirteen parts that will chronicle how I made my animation. Listed below is the order in which each part will be posted leading up to the release of Little Aviator on December 8th, Monday:

Day 1. Introduction and Character Design
Day 2. Creating Storyboards
Day 3. Creating Animatics
Day 4. Finding Voice Actors
Day 5. Cleaning up Animation
Day 6. Creating Backgrounds
Day 7. Coloring your Characters
Day 8. Lip Syncing
Day 9. Fixing Problems in Animation
Day 10. Creating Special Effects and Extra Visual Content
Day 11. Scoring the Piece
Day 12. Adding Sound Effects
Day 13. Stamp, Seal, and Submit

Hopefully you guys will bear with me since this is the first time I really tried to write up a tutorial type of guide. It will definitely be a fun writing exercise on my part. I will try to cover everything I know in this thread, but if I don't and you still have questions about techniques or anything really, then just leave a comment and I will be sure to answer it. So, without further ado, let us begin.

DAY ONE
CREATING YOUR CHARACTER DESIGNS
Now, I am assuming you have an idea of what sort of animation you want to create. If you don't, then just act like you came up with the idea for Little Aviator. I also am assuming that you have a script complete and ready for people to see. An easy way to construct your script is to make notes of ideas that pop up in your head or images that surface that you want to portray onto your project. I can't tell you how many times I sit in class and just start writing whatever comes to mind out of habit.

So, grab your complete script and list your characters. These are the materials you may need to start drawing out your characters:
%u2022 Sketchbook
%u2022 Script
%u2022 Pencil or graphic pen (I personally use a graphic pen)
%u2022 Ruler (this isn't necessary, but it is recommended to make measurements of your characters to get a good since of height)

You are ready to start drawing out your characters. Right now you may be asking yourself where to start with how the characters suppose to look, or maybe you have a hard time making good drawings on your first go around. Well, I sometimes have the same problem, but as long as you understand how shapes fit into a character design, then you will zip through this process as easy as cake. It makes it even easier when you finally developed a style of how to draw your characters and everything in an animation in general. A style is sort of like the cinematography in your piece. It sets the mood and overall appeal in the eyes of the person watching it. A style separates you from the competition. If you don't have one, then it's hard for people to remember you. It's good to get influences from other artist to find your niche, but just make sure you aren't plagiarizing their work. If it's a parody or a tribute, then those are the only understandable situations. Just be careful how you go about creating your own way of drawing.

Alright, well let's get into shapes for a second before I sort of get off topic. When you are dealing with a character design, it is good to break up body parts into three simple shapes: squares, triangles, and circles. When you understand that the design starts with basic shapes before you break it into complex shapes, then that's when you learn how to construct your character.
Personally I start with the head and draw a circle. Then I draw my precision lines within the circle in order understand where my eyes, nose, ears, and every other feature on the face will go. I call it the "madness models". When I first draw my characters, they just look like complex madness characters. So once I have this madness head, then I move on to the arms and upper body. Now, you don't have to do everything exactly like I do it, but hopefully you can take something away from the technique.

So first, I draw the hands in whatever position I see fit. Then I draw arms that connect the bottom sides of the head with his hands. This makes it easier for me figure out how the elbows will bend according to how far it should be in-between the head and the hands.
When you are drawing your character, it's a good idea to draw him in positions he will mostly likely be in the final animation by reading your script. If you aren't good with drawing the body performing certain actions, just sit or stand in front of a mirror and act it out. It may make you look weird, but I always do it and it definitely helps to get the precise look down.

So, we got the arms, head and hands. It is time to draw the body. People have different ways of drawing bodies and it is all based on your style. Some people like large upper bodies and short legs. Some like it the other way around. Some line it evenly for both parts. It all depends on how you want to do it. For this project, I tried to keep it anatomically correct for the most part. I draw the body and legs as squares and rectangles, marking off the waist and knees.

(CONTINUED IN POST BELOW)

The Making Of Little Aviator

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KartuneHustla

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Posted at: 11/25/08 05:56 PM

KartuneHustla DARK LEVEL 16

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Now you have a madness character made of simple shapes. Now it's time to add the complex shapes in order to create your first character design. Because there are so many different ways to draw a character, I will just reflect on how I drew the lead character Howard "Howey" Hughes. First, I erased my precision lines in the face and add my nose, making it tiny to fit how I saw the character in my mind. Then I added the hair. It took me at least 5 times before I found a good way his hair should look. The fifth time was when I added the Aviator goggles on his head. Then I just added the other facial features.

For the legs, I added curves on the upper part of his legs to create knickerbockers. I would go into detail, but it's hard to describe how I drew it.

I'll say this though. In order to figure out clothing to draw to put on your character, do some research online. Because I am dealing with a period piece set in 1940, I had to do some research to figure out what I can't and can put on my character and what type of fashion was popular. That's why I put trouser straps and knickerbockers on my lead Howard. Research will help get rid of inconsistencies that may exist with the time period you are portraying (if you are even portraying a time period at all). You wouldn't want a remote control in the background of a 1940's animation.
After I put the finishing touches on my character, I go through the same process at least 7 more times until I come up with a finished character design. Then, I scan it into the computer to use for when I need a reference when I create my animation.

If you are naturally good at drawing, then you already know how to make characters easily. Make sure that you take the descriptions from your script and apply it to your character so it reflects on your vision.

Now, I'm going to quickly go over how I scan my character design. When I scan it, I set my settings to 300dpi or over. You probably don't need anything higher than that, but if you do then just change it in your settings. Personally, I keep the scan on color so it won't mess up my line quality. Usually it messes up your lines if you change it to black and white.

So now you have your character design. Hopefully it's as easy of a process for you as it was for me. I didn't have many characters to create for this animation, so I didn't have much of a problem.
Tomorrow I will be going over how to go about creating your story board for the project and an easy way to streamline the process in order to hurry up and finally get to open your flash file and begin.

Because I have a limit on images i can place on the thread, here are two more example to check out:

Example of my designs

Example of my designs 2

The Making Of Little Aviator

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Toonimated

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Posted at: 11/25/08 06:12 PM

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lol he looks really dumb with those awkward eyes xD... now finish the flash so we can all be shocked O_____O

The Making Of Little Aviator


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KartuneHustla

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Posted at: 11/26/08 09:40 AM

KartuneHustla DARK LEVEL 16

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DAY TWO
STORYBOARDING

Welcome back! Well, it's time to get into the second part of the animation process which is storyboarding. This was my first time making a thorough storyboard for an animation. I've learned along the way that it is a real time saver when you plan out your scenes on paper before you decide to enter flash. Now, storyboarding differs with certain people. Some people like to draw out complex storyboards so they can just trace it in flash. Some draw a decent representation of scenes. Others just draw stick figures to represent the characters to get the down the stage direction. Either one of these are fine when it comes to planning. That's why they call it planning. You don't have to go super hardcore on the storyboards if you don't want to. I just make mine decent representations. I tried stick figures, but when you import them into flash to use, it's hard to grasp how the expressions of a character should look. So I draw mine out fairly detailed

To start, you need these materials to make a storyboard:
%u2022 Sketch paper
%u2022 Pencil or graphic pen
%u2022 Straight edge or regular ruler
%u2022 Tape or tacks (I use this for when I need to hang my storyboards on the wall to follow scenes accordingly)
%u2022 The dimensions of your flash movie

When it comes down to storyboarding, it is crucial that you have the dimensions of your movie already figured out so when you storyboard, you can make rectangles that reflect your movie stage. For my dimensions, I went with a 16x9 look (which in flash I decided to turn it to 592 x 333). This is the dimension many movies you watch in a movie theater go by. If you are making an animation for television, I think the dimensions come out to about 4x3. That's just a guess though, I'm not entirely sure. Make sure you do the research if you are going for a specific look dimension wise. If you are sticking with the default setting, then write it down on paper.

Now that you got your dimensions, you need to translate your dimensions from flash to paper. The easiest way to do this is to divide your numbers by hundreds or tens and then whatever number you get... round it. You need to make sure it comes out small enough so when you make your storyboards, you can at least fit 6 or more squares on your sketchbook paper.

It's time to grab your ruler. Mark your boxes off according to your new dimensions and make sure they are as accurate as you can make them. Once you have your squares, take your script and read over it again. Make note of the key points in your story so then you can transfer that to the storyboard. I usually make a square for each new camera angle I have in my head or a new scene. Keep an eye out for scenes that may be a challenge to animate. I remember watching Boogley Bus Stop and there was a part where the whole camera shifted, moving the character and the bench. He had to animate both the bench and the character to make it look like the camera moved in 3d space. That's the type of scene you want to plan out and right on your storyboard.

I'm gonna take you through how I draw my storyboards. I mainly focus on the characters. I draw the backgrounds with barely any detail because it always changes when I get into flash, so I don't really bother with detail. After I finish my drawings, I use arrows to show camera motion and character actions. It is the easiest way to understand how everything will move in flash.

Now, as everything in life, things change. In my storyboard, only 50% of what I drew made it into the animation. There are scenes that I felt needed changing during the process. Don't be afraid to go off tangent if you really need to. Sometimes scenes look better on paper than in flash. It happens!

When you finish you story board, take quick notes along the side and in between boxes to remind yourself of why certain things are in the scene. When you finish your notes, then scan them into the computer using whatever settings you prefer. In my case, I used the same settings as my character design.

Finally, we can open flash and import the all of our scanned images from both the character designs and storyboards. I'm gonna assume that you know the basic functions of flash. If you don't and you would like to see a quick tutorial on flashes interface, then check this one out by Tom Fulp:

Flash Interface

BEFORE WE GO INTO FLASH, I WANT TO SAY THAT THE VERSION I AM USING IS FLASH 8. IF YOU ARE USING ANY OTHER TYPE, THAN THINGS MAY BE A TAD DIFFERENT WHEN I EXPLAIN THINGS.

Now, to import your images, you will go to FILE-IMPORT-IMPORT TO LIBRARY. Then you find your scanned images. It's good that you name your images the same, that way flash will ask you if you want to bring the entire group of images in. If it asks you this, then say yes. Now you have all your images in your library.

Now it's time to set up your animatics. Tomorrow I will be going over how to accomplish a simple animatic or a timing animatic. See you later!

The Making Of Little Aviator

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KartuneHustla

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Posted at: 11/26/08 12:45 PM

KartuneHustla DARK LEVEL 16

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Please let me know if you guys are getting anything out of this. No one has been commenting, so It's hard for me to tell. It takes me a while to compile this stuff and write out everything for you guys to see

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LaserKarl

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Posted at: 11/26/08 01:09 PM

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At 11/26/08 12:45 PM, KartuneHustla wrote: Please let me know if you guys are getting anything out of this. No one has been commenting, so It's hard for me to tell. It takes me a while to compile this stuff and write out everything for you guys to see

I took time reading this, and its very intresting, im definetly bookmarking this thread so i can have it as a guide if i'm ever to animate a movie of this kind.

Great step by step so far, keep at it!


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GustTheASGuy

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Posted at: 11/26/08 02:08 PM

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You're doing an excellent thing. :)
Set up a real blog as soon as possible!

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haXe | Keel imperative | Spyro! | Thru you


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KartuneHustla

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Posted at: 11/26/08 02:17 PM

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hahah thanks man. Yeah, I never really thought about making a blog until now

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KartuneHustla

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Posted at: 11/27/08 12:48 PM

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Happy Thanksgiving everyone! Hope you guys have fun today whatever you choose to do. Anyways, before I get into animatics, I want to repost the link to where you can learn the flash interface if you don't know already. It doesn't seem to work in the other post and it stinks that I can't edit it. Here is the link to the tutorial created by Tom Fulp:

Flash Introduction

DAY THREE
ANIMATICS

Now that we have flash open and our scanned images in our library, we can start to create our animatic. Usually animatics are made when you already have your recorded voices. However, because it takes a while to get voice actors, it is a good idea to just jump into animation and base the timing on your script and mimicking the voices yourself. Sometimes I record lines myself and just put them in flash until I find the right voice actor for the job. If you don't need voices and you are just doing a music video, then it's easier for you to jump in.

There are two ways of making your animatic. You can do the slideshow type of animatic that consist of just images, or (like me) you can do an animatic that is made of very rough animations for timing sake. I'll go over the slideshow method first.

In flash, you want to make a layer exclusively for your scanned images that are underneath every layer in your timeline. That way, you'll have an easier time tracing your images. Because I do frame by frame, I only use three layers for my character. Here is a breakdown of the layers:

1. The upmost layer in my character folder (make sure you make a folder to contain all your layers for you one character) I have a mouth layer. This mouth layer is for my lip sync. The last thing I ever do is lip sync. It's like the icing on the cake in my opinion
2. The middle layer is for my eyes. I draw my eyes on a separate layer because sometimes you always are likely to change the way you want the eyes. You might want to make the character blink, but its hard if it's already in your character layer
3. The last layer is everything else. I animate my entire character in this layer

In your character layer where you want the fbf for your entire character, you will trace the scanned images. For right now, we will focus on one scene. Since you are doing one scene, you will probably only be tracing one image, unless you did more because the scene happens to be the most complicated. When you are tracing a scanned image, you don't have to be super perfect. This is your animatic and will not be included in your final product. Also, you should never trace in black. The best color to trace in is a light color. Stick with primary colors such as, red blue and yellow. The colors I use when I do an animatic are red and green. Some people use blue. I see blue as the most used color for an animatic, but it's your choice really. Also, don't worry about the background if you have it in your scanned images, we will be going over backgrounds later. The main thing you want to focus on is your character.

Example1

Once you finish tracing your character, you can pretty much stop right there. If all you want is a slide show, then you have your image ready. But I recommend adding your key frames at the very least so you can get a good sense of movement. Key frames if you don't know are the frames in your animation where the most extreme changes occur. These are the starting and ending points of a smooth transition, where in between are your frames known as... well in-betweens. Here is an example of my scene with just key frames:

Example 2

Now, for this project, my animatics were made into very rough animations. I made my character into a "madness model" for the rough animation because you don't need to go into super detail. Since you have your key frames, it makes it easier to fill in your in-betweens.

Before we start in-betweens, I want to go over the quick keys in flash that I use frequently when I animate:
F5 - Add frame
Shift F5 - Delete Frame
F6 - Add Key Frame
F7 - Add Blank Key Frame
F8 - Make Symbol
Enter - Play
Space Bar - Move Stage Freely
Ctrl Z - Undo
Ctrl Y - Redo

Before you start your in-betweens, turn you your onion skin so you can follow every frame to make sure it comes out nicely. Now in frame by frame, drawing in-between is the easiest part. All you are doing now is drawing one image between your two key frames. Then you draw an image in between your new in-between and your key frame- and so on and so on. If you have a hard time figuring out the movement of a certain action, act it out for yourself and see how your body moves. I can't tell you enough how much that helps.

When you finish your in-betweens, it's time to add some additions to really make the frame by frame shine. Now, you don't really have to add them now if you don't want it. It's better to insert these when you are doing the clean/final animation. The two techniques I'm about to show you are things that I do. I'm not sure if everyone does it, but I'll just tell you guys anyways just because.
The first technique is called BOUNCE and STRETCH. For my animation, it was good to keep it realistic; to I didn't add that much of the technique. So, I would copy an existing frame, select my transform tool, and slightly skew the image to add a really nice bouncy effect.

The second technique is the BUILD UP technique. Sometimes in real life, you will notice when you walk, that there is a build up moment that happens when you lift your foot. Most of the time because you are making in-betweens, things come out to evenly and you need to add frames to slow things down and add build up. To do this, just onion skin only one frame whether it's a key frame or in-between. Then you slightly change the movement. If his hands are by your characters mouth, you move it slightly to his ear or just a tad away so it looks like he barely moved at all. This will add a nice transition to help make the movements more realistic.

Now that you have your animatic for this one scene, you repeat what you did for each scene until the whole animation is filled with animatics. That way, you can start looking for voice actors and show them what you have so far to get them interested. Here are some examples of my animatics. You will notice during the days that the timing will change just a tad from the final, which will happen most likely for all of you when you finish.

Well, that's about it for your animatics. You can save your project and start looking for voice actors. Tomorrow I will show you how to go about doing that. Again, have a nice thanksgiving everyone.

*fun fact really fast*: I was just watching An Extremely Goofy Movie and in the credits, I just saw Adam Phillips (the creator of brakenwood) as the special effects director/ or supervisor (I forgot which) for the animated film. Just thought I post that since it was awesome seeing his name.

The Making Of Little Aviator

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KartuneHustla

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Posted at: 11/28/08 12:16 PM

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Day Four
FINDING VOICE ACTORS

Now we are at the point in the animation process where you can take a rest for the day while you look for voice actors to play your characters. This will probably be the shortest out of all the other chapters. So first and foremost, you want to make sure your script is solid with no errors before you start looking for voice actors. You don't want to send the VA you choose a script that looks like a kindergartener wrote it. Fix as many errors as you can find. Some voice actors are very forgiving.
Immediately you might be thinking to yourself, "Well Xavier, where do I go about finding voice actors? Are they free? Do I have to pay? What's the deal?"

To answer these questions, it just really depends on who you are looking for to voice in your project. Do you want well known voice actors who do this type of thing professionally and wouldn't mind throwing out the cash. You probably aren't this kind of person, but if you are then it wouldn't be hard finding a voice actor anyways. If you are looking for free voice actors, then this guide may help you a bit.

Below is a list of two websites I visit and love to browse. The voice acting club is the one I love to visit the most. I've met a lot of phenomenal people there, and I constantly try to come up with projects to help each of them get known. Here are the links
www.voiceactingclub.com
www.voiceactingalliance.com

Again, there may be other websites, but these are the ones I visit regularly. Before I get into how to post an audition, I want to lay out a tip really fast. A good thing to remember is that when you treat a voice actor with respect, they will treat you with respect. It's good to get active in the community and try to befriend as many voice actors as you can, especially the people you love to work with. I have a list of voice actors I chat with all the time. Getting to know a voice actor means that you can exchange favors with them. If you have an animation you want to do, but don't feel like posting auditions and you feel a VA you know can fit the bill, then check your contacts and let him know what the project is about. Once you get to know VA's, then you won't have to post auditions ever again. You have a list of contacts to select from. For this project, my friend Deven Mack was the first person I had in mind for the roles of Howard and Jonathan Hughes. Listening to his demo, he had a huge range for any type of role. He's definitely one of the guys I turn to when I need a voice. Tomamoto is another VA I have in my contacts. He's really cool, and he is getting into coding which is something I hope he can become a master at so I can ask him to make a game with me :)

So, now I can start talking about posting auditions. Posting auditions in any forum requires you to follow the forum rules. Please don't go into the forum and just post without reading the rules. There are a lot of useful things you can take away from them.

So, you read the rules and are ready to make an audition thread. The things that you want to keep in mind when you are posting an audition are:

1. Number of characters
2. What your project is about
3. Your experience (if you don't have experience, then try to wow them with as much art as you can find. Even practice animations you've done will work. Try showing your animatics)
4. Summary of your project
5. Lines for each character (please don't pos the entire script. They hate that)
6. Pictures for the characters (voice actors like to see what the characters look like so they can get a feel for how they are suppose to sound)
7. A deadline (it is imperative that you make a deadline. If there is no deadline, then the actors can't take your project seriously. You need to make a deadline and stick to it. Also, don't pick a voice actor until the deadline has ended. You want to give everyone a fair chance at snagging the role. Who knows, you might find out that your first choice wasn't your best choice)
8. Where are you posting the role (will it be newgrounds, YouTube... stuff like that)
9. Your email
10. What format do you want the audition lines in (wav... mp3.. etc)

The more information you have in your audition post, the more professional you will look. You will definitely get more auditions than the producer who makes an audition that doesn't follow any rules.
So hopefully the audition lines are pouring in. Its deadline time and it is time to pick a voice actor. It's up to you to pick the best actor for the job. And when you finally choose, make sure you post the voice actors who will be playing the role for others to see if the roles are taken or not.

Another option i want to add really fast is that you can scout for talent. Check voice actor demos to see if there is a specific actor or actress you feel that can do the job right. It may take a little longer to get throug all the demos, and there is no guarantee that they will ever email you back, but its just another option i wanted to list

Now you have your voice actors. It is time to send out your script through email and wait for the lines to be sent to you. If lines aren't coming in as fast as you need them to, don't be afraid to check in with your voice actors. Just make sure you aren't badgering them to hurry up. Remember, always treat them with respect and wait patiently. They will come, trust me.

And when you get the lines, then you can finally import them into flash, and line them up with your animatics. Once you finish this, then it's time to start your clean up animations.

As a little note, it's a good idea to keep your actors updated as you continue to work.
Tomorrow I will go over making clean/ final animations.

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