2fish productions ltd are a 2D and 3D animation, graphic design, ecommerce, website creation and hosting UK company. Services include Video production, DVD authoring, duplication and design, as well as custom-graphics in vinyl for car, bike boat signs, decals.
2fish productions ltd are a 2D and 3D animation, graphic design, ecommerce, website creation and hosting UK company based in Porstmouth Hampshire. Services include Video production, DVD authoring, duplication and design, as well as custom-graphics in vinyl for car, bike boat signs, decals.
2fish productions ltd are a 2D and 3D animation, graphic design, ecommerce, website creation and hosting UK company. Services include Video production, DVD authoring, duplication and design, as well as custom-graphics in vinyl for car, bike boat signs, decals.
 
2fish productions ltd are a 2D and 3D animation, graphic design, ecommerce, website creation and hosting UK company. Services include Video production, DVD authoring, duplication and design, as well as custom-graphics in vinyl for car, bike boat signs, decals.
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2d animation


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2fish productions ltd are a 2D and 3D animation, graphic design, ecommerce, website creation and hosting UK company. Services include Video production, DVD authoring, duplication and design, as well as custom-graphics in vinyl for car, bike boat signs, decals.


Abstract

2D animation can only be automated to the extent that the computer acts as an interactive assistant to the animator. The key problem is that the 3D information which is implicit in the animated drawings is unavailable and this has encouraged the view of 2D animation being a subset of 3D animation in its fullest generality. However, introducing more than the absolute minimum of 3D information, essentially that contained in a hierarchy of drawing overlays, has matching advantages and disadvantages because animators, for aesthetic reasons, deliberately break the rules of geometry and physics as they apply to real-world objects. A software environment which only supports 2D functionality and drawing overlays is sufficient to promote cost-effectively the full range of effects that animators use while the state of the 3D animation art is as yet incapable of this. Essentially the same techniques can be used on live-capture images once they have had a structure similar to that required for animation imposed on them.


Story development


Whether from an original concept or by buying rights to a book, a story must be developed to fit the proposed duration of the movie. This in turn will be refined into a storyboard. A storyboard shows sketches of the envisaged movie, each of which represents perhaps 4-5 seconds of action, with the dialogue shown against each picture. A shooting script and a timing chart are also normally produced.

Model sheets are also prepared. These show the major characters in different poses, from various angles and with a variety of expressions. They will also show the colouring to be used. In effect, the model sheet is the nearest an animator usually has to a sculpture of the character. The model sheet is used to fix in the animator's mind how the character moves and what it looks like.

This completes the design phase.


Leica test or Animatic


Leica test a somewhat dated term is used for the first attempt to put together a film of the required length. As there is no animation available yet, it is filmed from stills corresponding to the storyboard, but each still is held for as long as the corresponding sequence will take. A soundtrack will be added because the animators will work from the timing of the sound, especially for dialogue but also for overall pace. The result gives an impression of the movie. Weaknesses can be spotted and a re-design can take place to rectify them.


Scene staging

Scene staging is the mapping out of each scene, in particular the relationship between the characters and the background elements. The backgrounds may well be prepared in full once this has stabilised. Backgrounds are those elements, typically scenic, which are unvarying across many frames and so can be painted in much more detail than can a character. A good background can give a lot of visual richness to a scene or can set a mood, as well as providing the correct context and contrast for the main action. Backgrounds are often much larger than the frame size, to allow for pan or zoom effects.

The term `staging' is usually reserved for the development of the viewpoint the animator is encouraging the viewer to take. Staging is really the clear presentation of an idea which includes avoiding anything which might distract the viewer's attention or placing characters, viewpoints, expressions etc, even the timing of a scene, so that the viewer's attention is engaged most directly. This use of the term `staging' really covers the design issues in setting a scene while scene staging is about how to implement the design and may involve questions of how to break down the scene into layers.


Drawing


The next stage is thus to produce the drawings for each cell in each frame. These are line drawings, not coloured, and were originally prepared on something which resembles tracing paper with accurately-located holes for mechanical alignment. In the computer environment a similar but more accurate process happens.

This is done in three phases. Firstly the extreme drawings are produced (key frames). These show the major features of the action and are drawn by the main animator. Next the computer creates the in-between frames, these then need careful checking and the motion between the key frames is adjusted to generate the desired movement.

Key frames and tween frames can be quite rough, with lots of experimental over-drawing, and will usually have to go through a clean-up stage.


Line test


A line test is shot (nowadays often onto video or reproduced on DVD) without the backgrounds, and still using the line artwork. The purpose is to verify that the movements are correct and that characters interact accurately. In some cases, this may reveal problems and those sections will have to be reworked. If the line test is accepted, and on film rather than video, it can then be spliced into the Leica test (animatic), replacing the corresponding section of stills. The animatic thus evolves towards the complete movie. Indeed those of us who are used to computers have to remind ourselves that the product at any stage is simply the current piece of film: the task of recreating this from the drawings is much greater than that of splicing together computer files. At the end of the process, the film is the totality of what is required: all of the drawings can be disposed of.


Ink and paint

The outlines are then coloured. In the computer environment colour consistency is no longer a practical difficulty: all characters will have their colours precisely defined so that they can be mixed in a digital palette. Special paints are no longer needed either as translucent and other special effects can now be controlled more accurately within the digital environment.

Rendering

The artwork for each frame is now illuminated and shot within the computer environment. Some special effects can be added at this stage but compositing and other effects are completed post rendering.

Unlike the original rostrum cameras which are physically massive and only offer limited facilities for moving backgrounds, the digital camera offers much greater flexibility and control, it also allows us to try ideas without committing to the final shot, thus saving time and a lot of money.


Soundtrack


The final soundtrack is then synchronised with, and added to, the movie. At the outset, the sound was used to drive the animation timing: in the end, the fine adjustments needed are made the other way round.

 
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