Turn in completed images to the Google Classroom Assignment
Friday, October 3 @ 11:59 pm: WIP =1-paragraph character description, and at least one reference image or video (Google Classroom Assignment)
Tuesday, October 7: Reading pg. 1-28 in Character Animation Crash Course by Eric Goldberg
New: Thursday, October 9 @ end of class: Sketches for Character Design
For this project, you will design an original character you will work with in multiple subsequent projects, including a resolved color palette and shading. The deliverables for the Character Design Project include:
Model Sheet and animated character turnaround
Expression sheet (at least 5 expressions)
pose sheet (at least 5 poses) (see separate assignment & deadline)
Step one is to brainstorm and sketch to generate ideas for your character. Start with simple shapes, and add one or two distinctive details. Avoid characteristics that overcomplicate the character - articulated fingers, long flowing hair or clothes, multiple tentacles, etc.
When you have something you'd like to move forward with, scan the drawing and work in OpenToonz, Photoshop, or Illustrator to draw your character digitally. For the first pass, design your character with arms in a relaxed pose, at a ~45 degree angle from the body, as in the image below. This is what you'll use for the turnaround.
WIP #1: At least one reference image or video, and a 1-paragraph written description of your character. This description should not be only visual, but should consider questions from the reading (included below) to define who your character is. See some examples here. By "reference" I mean something like the examples in the slide show - Divine inspired Ursula, etc. Your reference should not be another animation or comic strip - you're doing the translation/ transformation here. As Glen Keane said, "you learn the most about animation when you...look at another field." (He was presuming mastery of fundamentals, but it remains true.)
Most important: What does your character want? What is their driving motivation?
What makes your character who they are?
What excites them? Makes them mad?
How do they look at life?
What are their basic attitudes?
What makes them unique?
How do you show them thinking, changing mood?
How does your character walk? Run? Rest?
How does your character interact with others?
What properties of movement express aspects of their character?
How old is your character? What is their weight and mass, and how does that affect his movement? How physically fit is your character? How weak?
What are the psychological ground rules for your character that you should never, ever break? When should you break them?
Is your character cocky, authoritative, meek, oily, insincere, warm, indignant, recalcitrant, caring, mischievous? Etc.
Keep in mind the tips from the BAM Animators, who say that good character design depends on CLARITY, which is made up of 3 things:
Silhouette
Palette - should be limited and with a clear hierarchy and wide value range
Exaggeration
Other tips for Character Design:
Avoid excessive detail! Points of distinction (hair, accessories, etc.) should be easy to re-draw.
Identify a clear shape language; commit to one shape motif
Flip the canvas while you draw
Check the silhouette to make sure it's readable
Find references (and use them!)
Think beyond a realistic human presentation - how can you use simple shapes or stylized drawing to create a humanoid or animal character?
"Design your character with the intent to pose them strongly - the fussier the detail, the less inclined you'll be to animate them dynamically, and the less an audience will read the attitudes." - Preston Blair
The Character Turnaround should include the following views (8 drawings total). Create an animated gif of these drawings as the final step. Note that if your character is symmetrical, you can flip the drawings for the 45- and 90-degree turns.:
Front view
Back view
45- degree turn right & left, front view (2 drawings)
45- degree turn right & left, back view (2 drawings)
90-degree turn right & left
One goal of the character turnaround is to keep characters consistent, and readable from all sides. When creating your character turn, first do the front view. Then create guides on a separate layer: vertical guides for a central feature, like their neck, and horizontal guides for important height markers: top of the head, bottom of the feet, eyes, chin, shoulders, waist, knees, etc. Regarding composition, make use of as much of the frame as possible.
Make use of layers! You can duplicate the 45- and 90-degree angles and flip them horizontally. You may need to edit or add asymmetrical features (like the scarf in the animation below), but it still saves you a lot of work.
The Expression Sheet should be a digital image (not in your sketchbook) that includes at least five different facial expressions for your character, from multiple angles. You don't need to draw the full body for this. See the Character Design Sheet slides for examples.
Turnaround: 3600 x 1200
Expression sheet: 1500 x 1500
Both @ 300 dpi
Matt Groening quote: Matt Groening, the creator of The Simpsons and Futurama has a theory of good character design that has helped him create some of the most iconic characters in the history of animation. “The secret of designing cartoon characters — and I’m giving away this secret now to all of you out there — is: you make a character that you can tell who it is in silhouette. I learned this from watching Mickey Mouse as a kid. You can tell Mickey Mouse from a mile away…those two big ears. Same thing with Popeye, same thing with Batman. And so, if you look at the Simpsons, they’re all identifiable in silhouette. Bart with the picket fence hair, Marge with the beehive, and Homer with the two little hairs, and all the rest. So…I think about hair quite a lot.”
Assignment slide presentation
Inside Out - starting with simple shapes!
Past student character designs
Recent grad Chloe Tolson's character designs
BAM Animators
Preston Blair, Cartoon Animation
The Bear Head instructions (head construction)
Beauty & the Beast - developing animation
Video demo of exporting an image from OpenToonz - instead of entering a frame range, enter only one frame!