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Suzanne Robertson
06-22-2011, 10:40 AM
3) Character Design:

What makes characters interesting? For me, it?s when they remind me of someone that I know. It could be in the way they wear their clothes, or in the way they walk, or laugh.

But, how do you communicate with the audience, and how do you create a fabulous character design? Ideas are so much easier to present when people speak the same language. Language is one of the ways we humans communicate, and in the world of graphic arts there is also a language; drawing is that language, and it takes time to master it. The more you practice the better your drawing ability will get. Of course you will make mistakes, but that?s how you learn. Correct the mistakes and move on.

Make it a point to study nature?s living creatures; the animal and human forms are essential in building the mental file you will need for reference when you draw. It is best to base your drawings on your observations of the real world, but avoid being caught in the realism trap; you must caricature what you see, or even better, give us your impression of it. Caricature is an exaggeration of an imitation of a person or animal, his/her parts, characteristics and movements. Just like it is an animator?s job to caricature action and not imitate it; so it is the designer?s job to caricature a person?s physical features, or an animal?s. Leave the realistic version to the camera.


4) Scene:

In the traditional 2D animation world, a scene is a term that refers to an indeterminate length of film in which the cameraman has photographed an action from a single camera position. Whenever the camera assumes a different angle to view the next bite of the action, it is considered a new scene. Several scenes dealing with related material constitute a sequence. All through the Golden years, that was the terminology, scene and sequence. It was perfectly clear until the software for live-action film editing hit the
market, and CG animated movies began using live-action terminology to build animated films. A scene was now renamed a shot. That?s a live action term.

A sequence, strictly an animation term, was thrown out and renamed a scene. In other words, several shots make up a scene.


There is something else you should know. Every scene/shot should have a physical focal point, that is to say, a point on the big movie screen where you want the audience to look. Also every scene/shot should have a story focal point, in other words, a purpose or something to reveal about the story or the characters. Ask yourself this question as you deal with each scene/shot individually: ?What is the purpose of this shot?? Don?t proceed to animate until you know the answer. If you can?t find it, maybe the shot should be thrown out.


5) Sequence:

This is old animation term. Several scenes that are assembled in continuity to reveal a broader story point are called a sequence. In live-action this same thing is called a scene. So, here?s how it works: In animation during the classical years several scenes made up a sequence. Currently, CG animation is using live action terminology; several shots make up a scene.

My mother loved jewelry and wore lots of it. If one strand of pearls looked nice, three strands, with diamond earrings, a bracelet and a saphire ring just made it better. Having seen the Secret of Nimh, and pronouncing Jeremy Crow their favorite character, my young children, thereafter, referred to her accessories as "sparklies." As Don's list of movies grew so did our list of characters. Memorable lines spoken by unforgettable voices became part of our family vernacular.

Suzanne