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Hello, everyone.
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Havtza here.
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Now that we're finished with the pre-production
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and have a better understanding
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of animation and camera movement,
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it's time to move to the last section of the course,
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making an independent animation from start to finish.
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In this section,
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I'm going to teach you how I make my own animation
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with my iPad as my main work station
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using FlipaClip and Procreate.
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These softwares are not very usual in the animation field,
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and in fact they lack a lot of features.
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But the techniques that I'm going to teach you are applicable
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to any other type of animation software
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as long as you have an animation feature and onion skin
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and layer blending modes.
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Some parts of the production
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can also be made by any other type of software
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even without these features,
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or they can even be done by hand on paper.
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Today's lesson can be done with any type of medium,
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and we'll be focusing on storyboards.
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The storyboard is usually the first step in animation production,
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also really any type of video production.
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When working with a team, or presenting an animation to a possible client,
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the first step is having a storyboard.
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The storyboard is used as a reference
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for your team, your client, and for yourself
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so that everyone is on the same page
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about the composition, movement and timing of everything
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in your animation.
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In essence, this is the way to show
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the most information
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with the least amount of work involved.
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This might sound easy
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because technically the amount of work is much lower
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than making the entire animation.
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But without a good storyboard,
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the people working on your team
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will have a hard time understanding the project,
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and it can also help you keep track
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on your project in independent animation as well.
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This job also has a lot of responsibility attached to it
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because everything else will be done based on the storyboards.
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So if they're bad, you might derail the entire project.
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The first thing you're going to need is, of course, the storyboard template.
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This is a template which is composed of black frames
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in the correct aspect ratio of your video,
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meaning that you have the right proportion of your canvas for each frame.
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And you also need a short line below each frame
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for you to describe action, camera movements and speaking line
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for each part of your storyboard.
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You can either get the template from the Internet
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or create your own based on what you need for your aspect ratio.
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If you're only using them for independent production,
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you can just sketch your frames by hand.
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This is also good for when you have unusual composition and layouts
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as we're going to see later on.
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To create a storyboard,
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we first need to understand
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the several most commonly used shot within the industry
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and for when and what purpose are they used.
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There are two main categories of shots.
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One is a category of the subject distance from the camera
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and the second is the camera angle.
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In the distance category we have the establishing shot.
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This shot is the furthest away from the camera
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and focus on the entire environment.
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It shows the entire location of the scene from a neutral perspective
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so that your audience can understand
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where everything is taking place
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and the relative location of everything on set.
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Traditionally you will draw this establishing shot
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as the first frame in your storyboard sequence
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to make it obvious for you and your audience and your team
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where everything is taking place within the scene.
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It is acceptable that after you draw this shot once,
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you leave any subsequent frames from the same angle blank
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to focus on the changing action of your characters,
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as long as the composition and camera angle
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don't change too much throughout the scene.
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That being said, in independent animation
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where you are the only artist on the team,
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you might not need to have a full establishing shot,
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as you already know all the details yourself
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and might not feel like you need it
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if you're not actually going to use it in your animation.
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This can still be used as a reference for your client,
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so it might depend on what purpose you're making it for.
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The next shot type in the distance category
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are shots that only show parts of your subject.
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You have the full shot
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which shows the entire body of your character.
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A medium shot,
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which generally shows a closer view of the body from the waist up
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and lets you focus more on the face
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while still keeping the character fairly distance from the camera.
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A close shot will focus on the face much more,
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while also keeping part of the upper body in view.
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This shot allows both clear expression and body acting
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without creating awkward compositions.
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And extreme close shot will focused mainly on the face
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without any additional body parts,
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or on specific parts of the face shot,
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such as the eyes or the mouth.
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These shots give special attention to the details in the expression
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and work well with subtle micro acting.
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The general close up shot
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will focus on any other body part or object
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which is important for the narrative of the scene,
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to which you want to give special attention
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or show additional details
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that are important for the audience to know.
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These distances are part of a range
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and can be relatively closer and further away
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depending on the composition of the scene.
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The only rules to them is not cut your characters on a joint,
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because it creates awkward framing and movement with animation.
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The next category of shots
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relates to the angle of the camera in the environment,
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and the dynamics between the objects in the scene.
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An up shot looks at your subject from below
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and will give the object a sense of grandeur.
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With the most extreme version of the up shot
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being the 'worm eye view'
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which is looking at the object from the floor.
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These types of shots usually use extreme perspective
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and actually deform your character model quite a lot.
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As we've seen with the perspective animation lesson,
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this might mean that your entire prospective
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is going to be shifted and deformed as needed,
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depending on the effect that you want to have within your scene.
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The down shot is the opposite of the upshot
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and it looks on your subject from above.
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This is usually used to emphasize the smallness of a character
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with the most extreme version of it being the 'bird's eye view',
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which is looking at your subject directly from above.
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But it can also be used to show some details
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that are not possible to view from a regular angle
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or that they are possible to view
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but they don't have the right emphasis.
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Again, this type of shots might use distorted perspective
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to enhance the overall purpose of the shot.
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An over the shoulder shot
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is positioned behind and slightly above your character
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and will emphasize the face of one character
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or the details in the environment
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while obscuring the face of the character that we're following
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These types of shots create depth and can have interesting dynamics
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between characters and object in the environment.
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Using the size imbalance of different objects on your screen,
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you can actually show some narrative points with the positioning
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and staging of your characters and object themselves.
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The two shot is a shot which usually gives equal emphasis
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to both objects in a frame.
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These shots tend to be quite flat-looking
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as opposed to the over-the-shoulder shots
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and might need additional background details
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or interesting composition and body language
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to make them look more appealing.
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On the other hand,
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they are pretty useful to show emotions and interactions between characters
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as well as give some symmetry to certain scenes
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and are very useful, especially when making abstract animations.
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The two shots also have additional frames
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which use the same type of composition
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of adding equal emphasis on different subjects.
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But the name will change
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depending on the number of subjects within the scene.
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So three objects will be a three shot,
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multiple objects will be a group shot, etc.
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The last type of shot in this category is the POV shot
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which stands for Point of View.
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These are seen from the characters perspective,
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and depending on the narrative in the scene
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and the character's position,
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we can have many different moods
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and atmospheres to them.
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This type of shots are usually using
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the track in and track out composition and camera movements
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and actually can be quite difficult to recreate
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because we're going to make
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somewhat random abstract movements
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depending on the actions that the character is performing.
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I haven't really covered it in the camera lesson,
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but basically,
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this is just an extreme version of using both track in or out
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as well as these track follow techniques.
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And you might even need to use
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additional perspective pens to create certain effects
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depending on your character positioning and actions within the scene.
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Basically, a POV shot is just an exercise in camera movement.
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A good storyboard will only contain the relevant information
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which is needed for the team, client and yourself
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to understand the idea behind each shot and movement.
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When creating a storyboard,
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you would want to have variation between the shots
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in a way that both engages and emphasizes
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the point of the scene or sequence
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and allows your audience to understand
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what is happening throughout it.
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This is achieved by the staging of your scene.
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You need to make sure
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that the important information is presented clearly.
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This can be done
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by changing the position of the object in the environment,
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making the composition
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which draws the eyes of the viewer to the focus point
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or use dynamic lighting in your scene
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to emphasize certain parts of it.
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When creating your storyboard,
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you want to make sure that you're choosing the optimal view
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for the subject of your animation
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and emphasize the idea of each shot as clearly as possible,
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while also keeping the entire sequence
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varied, engaging and aesthetically pleasing with good flow
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as we've learned in the last lesson.
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Following the guidelines for editing in the cuts,
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you need to express the dynamics
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between the character or any type of object in the scene correctly.
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In this example,
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you can see that we have two variations for each sequence.
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One which uses standout and somewhat boring shots,
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which although they convey the idea in a way that we can understand,
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they don't look very dynamic
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and don't emphasize the point of the scene quite as clearly.
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Basically by using flat compositions,
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with a somewhat blend staging of the characters and blend acting,
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we do understand the scene,
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but it doesn't look quite as impressive or have quite the same impact.
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In this first shot,
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I want to make the characters seem like they're gossiping
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so I'm going to use the expressions
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and the body language of the character
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to make it seem like one character is being shocked by what she's hearing
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while the other is talking while having bad intentions.
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So by focusing more on their expressions,
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I can show this body acting more clearly,
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as opposed to just having the character
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seen from longer distance and missing all those smaller details.
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In the second shot,
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I want to make the other girl which is the subject of the gossiping,
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look like she's very sad and was hurt by the gossiping.
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This time,
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instead of focusing on the character expression,
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I want to create a variation
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in both distance and the depth of the scene
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while emphasizing the powerlessness of the girl.
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So in this case, I'm
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going to take advantage of the down shot
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and make the characters seem like she's smaller
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and use clear body language to show that she's sad
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and is outcasted from the rest of the group.
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Also, pay attention to how I keep the continuity
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by placing on the side of the screen
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where the characters are looking at in the previous shots.
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This helps us keep track of the movement and the point of focus
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while switching between different types of shots and different subjects.
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In the last shot,
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I want to show how the gossiping girls are caught
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and are being yelled at by the friend of the bullied girl.
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The important part is the friend
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which is a new character
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00:15:06,038 --> 00:15:08,540
so instead of using a three shot
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which has equal emphasis on all three characters
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00:15:12,778 --> 00:15:15,414
and it's also somewhat flat
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00:15:15,414 --> 00:15:19,485
and doesn't show clear dynamics between the characters,
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I chose to use a combination of an over-the-shoulder shot with an up shot
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Making the composition more appealing and interesting
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gives more depth to the shot,
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and also shows clear dynamics of power and importance
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for the characters in the scene.
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This also lets us play around a little bit more
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with the body language and expressions of the characters,
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because we can see them more clearly
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00:15:50,482 --> 00:15:53,752
as opposed to just having them all in a straight line.
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In general, you can see
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00:15:56,655 --> 00:16:01,093
that by changing the angles and distance of your camera between each shot,
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00:16:01,093 --> 00:16:04,697
we have a more dynamic sequence with more impact.
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Changing the shot types allows us to have
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00:16:07,566 --> 00:16:10,069
a more energetic scene overall
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as the focus point of each shot will shift in position.
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00:16:14,206 --> 00:16:16,775
Giving the overall scene its on flow
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as opposed to keeping at the point of focus static on the screen.
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00:16:22,114 --> 00:16:25,351
You do need to be careful to keep the point of focus
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moving in a smooth flow between each shot though.
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00:16:30,122 --> 00:16:33,592
Because bouncing it around might make it difficult for your audience
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00:16:33,592 --> 00:16:37,496
to understand what is going on, if you're using quick cuts.
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In this storyboard,
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00:16:39,164 --> 00:16:42,701
you can see how using varied expression and body language
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00:16:42,701 --> 00:16:46,071
can make your scene look more dynamic and engaging,
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as opposed to just relying on simple expressions,
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or simple positioning.
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00:16:51,543 --> 00:16:54,947
Now that we know the base composition of the shots,
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we want to give them more life and make them more dynamic
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by using camera movements.
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00:17:00,185 --> 00:17:01,186
We've already learned
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00:17:01,186 --> 00:17:04,323
how to create the camera movements in a previous lesson,
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00:17:04,323 --> 00:17:08,027
but now we'll see how to represent them in the storyboard itself.
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00:17:08,327 --> 00:17:11,263
Each camera movement has its own symbol,
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00:17:11,263 --> 00:17:13,399
which is usually conveyed by arrows
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00:17:13,399 --> 00:17:15,968
that dictate both the camera movement type
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00:17:15,968 --> 00:17:17,302
and its direction.
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00:17:18,437 --> 00:17:19,972
These arrows will be drawn
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00:17:19,972 --> 00:17:23,776
between the first and last frame of the camera movement
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00:17:23,776 --> 00:17:26,845
with the movement drawn on the storyboard itself
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00:17:26,845 --> 00:17:29,314
and sometimes we have written notes
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such as when to use slow in and slow out
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or the duration of the entire shot.
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00:17:37,623 --> 00:17:40,759
The first and most basic move is the pan,
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00:17:40,759 --> 00:17:45,064
in which the camera moves in a straight line in one direction on the screen,
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00:17:45,064 --> 00:17:50,035
in a constant or changing speed while employing the ease in or ease out motions.
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00:17:50,836 --> 00:17:54,673
This type of smooth movement can be in any direction
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00:17:54,673 --> 00:17:58,043
without affecting the actual technical process of the camera,
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00:17:58,043 --> 00:18:00,712
as we've seen in the camera movement lesson.
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00:18:01,180 --> 00:18:05,050
But by drawing your background with different layouts and perspective,
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00:18:05,050 --> 00:18:07,553
you can either achieve a follow tracking shot
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00:18:07,553 --> 00:18:09,755
or a perspective changing shot.
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00:18:10,722 --> 00:18:13,992
Like we've learned in the camera movement lesson,
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you'll have to draw the correct perspective for each part of your storyboard.
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00:18:19,398 --> 00:18:21,667
So as you can see here,
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00:18:21,667 --> 00:18:25,337
because we have connecting frames
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00:18:25,337 --> 00:18:28,173
between each part of the storyboard,
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00:18:28,173 --> 00:18:30,742
it looks like I have a complete layout,
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00:18:30,742 --> 00:18:34,213
but depending on the length of the entire shot,
328
00:18:34,213 --> 00:18:39,218
you might need to change the layout and make it even longer
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00:18:39,218 --> 00:18:44,323
to fit the duration or action of your characters throughout the shot,
330
00:18:44,323 --> 00:18:48,794
and this is the job of the actual layout and background artists.
331
00:18:49,495 --> 00:18:53,465
You don't need to make sure that your entire layout is connected
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00:18:53,465 --> 00:18:56,401
between each separate frame in the storyboard.
333
00:19:28,600 --> 00:19:30,502
The next type of camera movements
334
00:19:30,502 --> 00:19:33,672
are the zoom in and out and the track in and out.
335
00:19:35,207 --> 00:19:38,944
Although the technique to achieve each of them is similar
336
00:19:38,944 --> 00:19:42,481
done by enlarging and shrinking your background image,
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00:19:42,481 --> 00:19:44,583
the final result will look different.
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00:19:45,517 --> 00:19:46,885
With the zoom in technique,
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00:19:46,885 --> 00:19:49,154
the character itself will change its size
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00:19:49,154 --> 00:19:51,423
in the same rate as the background,
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00:19:51,423 --> 00:19:55,360
giving the impression of the camera changing lenses and focal points
342
00:19:55,360 --> 00:19:59,498
to enlarge the details without the camera changing position in the environment.
343
00:20:00,265 --> 00:20:02,634
In the track in or out option,
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00:20:02,634 --> 00:20:05,170
the character size will stay the same,
345
00:20:05,170 --> 00:20:07,606
giving the impression that the camera and the character
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00:20:07,606 --> 00:20:10,075
are both moving in a 3D environment.
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00:20:11,043 --> 00:20:12,277
In each case,
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00:20:12,277 --> 00:20:16,982
the final and initial frame will be done inside the base frame,
349
00:20:16,982 --> 00:20:20,319
with an additional arrow indicating the type of movement
350
00:20:20,319 --> 00:20:22,254
and the start and finish frame
351
00:20:22,254 --> 00:20:28,227
indicated in the corner as to not to confuse the compositors later on.
352
00:20:29,228 --> 00:20:30,462
You need to make sure
353
00:20:30,462 --> 00:20:34,666
that you are labeling your starting and ending frames correctly
354
00:20:34,666 --> 00:20:37,469
within the frames of the storyboard
355
00:20:37,469 --> 00:20:38,637
because later on,
356
00:20:38,637 --> 00:20:43,242
when you're going to export the smaller frames into actual animatics,
357
00:20:43,242 --> 00:20:46,678
you want to make sure that you know which frame is correct.
358
00:20:47,045 --> 00:20:49,748
So in order not to cut that information out,
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00:20:49,748 --> 00:20:52,351
you need to draw that inside the actual frame.
360
00:21:10,936 --> 00:21:13,739
The third type of camera movement is a combination
361
00:21:13,739 --> 00:21:16,275
between the previous two movements,
362
00:21:16,275 --> 00:21:20,345
meaning that you have a movement both on the x axis
363
00:21:20,345 --> 00:21:24,016
where you have the track on the pan shots
364
00:21:24,016 --> 00:21:25,617
and the y axis
365
00:21:25,617 --> 00:21:28,854
where you have the zoom and track in and out shot.
366
00:21:30,155 --> 00:21:32,224
To show that on the storyboard
367
00:21:32,224 --> 00:21:34,259
you can either make an arrow
368
00:21:34,259 --> 00:21:37,696
and draw the frames in the actual template
369
00:21:37,696 --> 00:21:40,032
if the composition allows it
370
00:21:40,032 --> 00:21:43,001
or you might need to create a completely different layout
371
00:21:43,001 --> 00:21:47,172
if the path of the movement is not clearly understood
372
00:21:47,172 --> 00:21:49,641
with the storyboard template.
373
00:21:51,343 --> 00:21:52,744
This is usually the case
374
00:21:52,744 --> 00:21:57,516
where you have some wheeled track follow shots,
375
00:21:57,516 --> 00:21:59,518
which requires a lot of movement
376
00:21:59,518 --> 00:22:02,354
in many different directions in the environment.
377
00:22:03,221 --> 00:22:07,492
Another type of camera movement is the rotating camera.
378
00:22:07,492 --> 00:22:11,663
It can be achieved by using a similar technique to the pan movement,
379
00:22:11,663 --> 00:22:15,834
with an overlay moving in the opposite direction of your background,
380
00:22:16,401 --> 00:22:20,105
and it will be indicated by a spinning arrow
381
00:22:20,105 --> 00:22:23,375
or by in arrow direction on the storyboard itself,
382
00:22:23,375 --> 00:22:25,043
accompanied by writing.
383
00:22:26,578 --> 00:22:30,649
Once you have your template, your narrative, and your camera works,
384
00:22:30,649 --> 00:22:33,151
it's time to create your actual storyboard.
385
00:22:34,353 --> 00:22:37,522
The storyboard itself serves two purposes.
386
00:22:37,823 --> 00:22:41,727
The first is to understand the technical aspects of each shots.
387
00:22:42,094 --> 00:22:46,865
The layout, composition, lighting and atmosphere of each frame
388
00:22:46,865 --> 00:22:49,634
and how they'll connected with camera movements.
389
00:22:50,836 --> 00:22:54,773
The second is to have an overall view of your sequence
390
00:22:54,773 --> 00:22:58,910
and to see if your narrative and continuity holds up and works
391
00:22:58,910 --> 00:23:01,046
between different types of shots.
392
00:23:01,747 --> 00:23:03,014
For these purposes,
393
00:23:03,014 --> 00:23:05,384
you would want to create a new frame
394
00:23:05,384 --> 00:23:09,554
for each big change in your character action or camera position.
395
00:23:10,055 --> 00:23:12,491
You want to make sure that the movement
396
00:23:12,491 --> 00:23:16,061
between shots and cuts is clearly linked.
397
00:23:16,561 --> 00:23:17,996
There needs to be a reason
398
00:23:17,996 --> 00:23:21,166
why we moved for one cut to the other,
399
00:23:21,166 --> 00:23:24,903
otherwise your audience might get disoriented,
400
00:23:24,903 --> 00:23:27,339
since they wouldn't know why a cut occured
401
00:23:27,339 --> 00:23:32,811
and might have some difficulty focusing on the correct subject of the new shot.
402
00:23:48,727 --> 00:23:50,829
When changing shots between cuts
403
00:23:50,829 --> 00:23:53,298
that have the same subject in them,
404
00:23:53,298 --> 00:23:56,802
you need to have connected movements between each cut
405
00:23:56,802 --> 00:24:00,272
so that there is a feeling of continuation of the movement.
406
00:24:02,574 --> 00:24:04,976
When switching subject between shots,
407
00:24:04,976 --> 00:24:07,312
you want to make the change motivated.
408
00:24:08,413 --> 00:24:13,151
You need to show the interactions of the subjects before the cut,
409
00:24:13,151 --> 00:24:15,187
otherwise you might risk making it
410
00:24:15,187 --> 00:24:17,889
look like you've changed the scene between shots.
411
00:24:18,256 --> 00:24:20,492
Because there wouldn't be clear interactions
412
00:24:20,492 --> 00:24:24,296
or indications of the subjects being in the same environment,
413
00:24:24,296 --> 00:24:27,999
even though they should interact and be aware of each other.
414
00:24:29,267 --> 00:24:33,438
Every new frame within the storyboard will need to contain a depiction
415
00:24:33,438 --> 00:24:36,675
of your layout and composition within the shot,
416
00:24:36,675 --> 00:24:39,311
while keeping the characters' relative heights,
417
00:24:39,311 --> 00:24:42,581
interactions and movement consistent and connected.
418
00:25:24,122 --> 00:25:26,525
You will also need to give the environment details
419
00:25:26,525 --> 00:25:28,994
and lighting consistent with your camera work.
420
00:25:29,194 --> 00:25:32,797
So if you're switching points of views or angles,
421
00:25:32,797 --> 00:25:34,065
you need to make sure
422
00:25:34,065 --> 00:25:38,203
that the environment details are in the correct positions
423
00:25:38,203 --> 00:25:40,906
with the correct lighting directions on them.
424
00:25:41,473 --> 00:25:44,209
This relates to the 180 (degree) rule
425
00:25:44,209 --> 00:25:46,778
that we've talked about in a previous lesson.
426
00:25:47,913 --> 00:25:51,182
When using a traditional sheet template view,
427
00:25:51,182 --> 00:25:55,353
it's better not to draw the background from scratch for each frame,
428
00:25:55,353 --> 00:25:57,289
because the squiggling of the background
429
00:25:57,289 --> 00:25:59,658
will distract from the character movement.
430
00:26:00,025 --> 00:26:05,297
But if you're creating a storyboard animatic with a digital software
431
00:26:05,297 --> 00:26:08,433
that display the action on top of the background,
432
00:26:08,433 --> 00:26:10,802
it's better to leave the background in
433
00:26:10,802 --> 00:26:13,805
in order to avoid a blinking effect
434
00:26:13,805 --> 00:26:16,575
when actually viewing it as an animatic.
435
00:26:26,851 --> 00:26:31,189
If you are going to use your backgrounds with the animatic,
436
00:26:31,189 --> 00:26:37,095
it's important to clearly show your general lighting and values within the scene
437
00:26:37,095 --> 00:26:38,930
to make sure that your team understand
438
00:26:38,930 --> 00:26:42,167
the vision, mood and atmosphere for each shot
439
00:26:42,167 --> 00:26:46,605
and keeps it correct when trying to animate or create backgrounds.
440
00:27:25,243 --> 00:27:27,345
On the description line below,
441
00:27:27,345 --> 00:27:30,548
you can describe both the character and camera movements
442
00:27:30,548 --> 00:27:33,051
associated to each frame.
443
00:27:46,631 --> 00:27:48,700
You also need to use clear arrows
444
00:27:48,700 --> 00:27:52,737
to show the direction of your character actions in the scene.
445
00:28:01,446 --> 00:28:02,614
For my project,
446
00:28:02,614 --> 00:28:06,451
I actually only create one frame of each scene
447
00:28:06,451 --> 00:28:08,787
in the storyboard template format.
448
00:28:09,154 --> 00:28:11,122
While making the rest of the storyboard
449
00:28:11,122 --> 00:28:15,627
with the correct timing, camera movements and character acting
450
00:28:15,627 --> 00:28:19,698
within a separate file in an animatic format.
451
00:28:21,466 --> 00:28:22,567
I actually do it
452
00:28:22,567 --> 00:28:26,805
because it's easier to later export and work on the storyboard
453
00:28:26,805 --> 00:28:31,509
with multiple software on the iPad with the animatic format
454
00:28:31,509 --> 00:28:37,716
as opposed to just exporting each frame in the storyboard template format individually
455
00:28:37,716 --> 00:28:41,653
and later adjusting the timing with the animation software itself.
456
00:28:43,521 --> 00:28:45,757
I still use the template format
457
00:28:45,757 --> 00:28:48,259
to make it easier to see the overall story
458
00:28:48,259 --> 00:28:51,196
and how each shot connects to the next one,
459
00:28:51,196 --> 00:28:53,732
as well as seeing that they make a good flow
460
00:28:53,732 --> 00:28:56,801
with the actual focus points in each shot.
461
00:28:57,335 --> 00:28:59,304
This is also easier to make
462
00:28:59,304 --> 00:29:04,109
when trying to come up with ideas for a new project
463
00:29:04,109 --> 00:29:07,212
because you can see the entire story with one look.
464
00:29:07,846 --> 00:29:10,048
The template also makes it easier
465
00:29:10,048 --> 00:29:13,818
to make changes to the base composition of each shot
466
00:29:13,818 --> 00:29:16,054
in a way that is connected
467
00:29:16,054 --> 00:29:18,456
to the other shots in the sequence.
468
00:29:29,334 --> 00:29:31,803
When creating my own storyboards,
469
00:29:31,803 --> 00:29:34,572
you can see that sometimes I make changes
470
00:29:34,572 --> 00:29:38,076
between this storyboard in the template
471
00:29:38,076 --> 00:29:40,945
and the actual animatic version.
472
00:29:41,980 --> 00:29:45,850
With the bigger canvas of the animatic versions,
473
00:29:45,850 --> 00:29:51,122
I can make more detailed and precise compositions with the background,
474
00:29:51,122 --> 00:29:56,928
which are later going to be used as a base for our actual background,
475
00:29:56,928 --> 00:29:59,164
because these are essentially the thumbnails
476
00:29:59,164 --> 00:30:02,567
that are going to be used to later create the background
477
00:30:02,567 --> 00:30:06,871
the same way that we did in the first background lesson.
478
00:30:07,672 --> 00:30:09,707
And also, because this time,
479
00:30:09,707 --> 00:30:14,479
I'm actually going to try and capture the character movement
480
00:30:14,479 --> 00:30:16,681
within the storyboard itself,
481
00:30:16,681 --> 00:30:18,383
meaning that I need to create
482
00:30:18,383 --> 00:30:22,854
both the background and the characters on separate layers,
483
00:30:22,854 --> 00:30:26,157
and that the overall composition of the single frame
484
00:30:26,157 --> 00:30:28,126
that I've done in the template
485
00:30:28,126 --> 00:30:33,998
might not be kept throughout the entire animation in each shot
486
00:30:33,998 --> 00:30:38,670
because the character itself is going to move and change the composition.
487
00:31:12,003 --> 00:31:14,939
However, this type of animatic
488
00:31:14,939 --> 00:31:19,143
is important for the timing aspect of the animation
489
00:31:19,143 --> 00:31:22,780
because in the actual storyboard template,
490
00:31:22,780 --> 00:31:26,217
we don't have the possibility to show it at all.
491
00:31:27,685 --> 00:31:29,354
So in this case,
492
00:31:29,354 --> 00:31:32,223
you need to basically break down the movement
493
00:31:32,223 --> 00:31:34,092
to what you want it to be
494
00:31:34,092 --> 00:31:36,494
and match it to the length of the shot.
495
00:31:37,462 --> 00:31:40,131
In this case, you're just going to draw
496
00:31:40,131 --> 00:31:43,001
the most basic and important frames
497
00:31:43,001 --> 00:31:45,403
for the creation of the movement
498
00:31:45,403 --> 00:31:48,273
and try to hold them for the correct amount of time
499
00:31:48,273 --> 00:31:51,643
using the frame delay feature in Procreate.
500
00:31:52,443 --> 00:31:56,381
This is also why I like creating my storyboard animatics
501
00:31:56,381 --> 00:31:59,384
in Procreate as opposed to FlipaClip
502
00:31:59,384 --> 00:32:02,787
because it is much easier to duplicate frames
503
00:32:02,787 --> 00:32:05,790
and hold them for the correct amount of time
504
00:32:05,790 --> 00:32:08,126
without it taking too much work.
505
00:32:08,459 --> 00:32:12,597
Because in FlipaClip, we don't actually have a hold feature.
506
00:32:13,965 --> 00:32:18,403
It is also easier to create the atmosphere of the scene
507
00:32:18,403 --> 00:32:20,672
using the built in soft brushes.
508
00:32:21,306 --> 00:32:25,443
The animatic also lets you play around with camera movement
509
00:32:25,443 --> 00:32:29,614
because you're basically creating a very rough approximation
510
00:32:29,614 --> 00:32:33,651
of what type of animation you want to have.
511
00:32:34,585 --> 00:32:36,821
And it is quite easy to play around
512
00:32:36,821 --> 00:32:40,191
with the 'object transformation tool' in Procreate
513
00:32:40,191 --> 00:32:44,762
because the quality of it is kept for a lot longer
514
00:32:44,762 --> 00:32:47,966
than the 'transformation tool' in FlipaClip,
515
00:32:52,804 --> 00:32:57,475
You also have more variations with your object transformation
516
00:32:57,475 --> 00:33:03,314
so sometimes, just squishing or deforming your object a little bit
517
00:33:03,314 --> 00:33:07,385
will be enough to indicate the type of movement that you want to create
518
00:33:07,385 --> 00:33:11,189
instead of just having to draw it from scratch for each frame,
519
00:33:11,189 --> 00:33:13,925
as you would need to make in FlipaClip.
520
00:33:14,726 --> 00:33:16,060
Basically,
521
00:33:16,060 --> 00:33:20,898
each type of storyboard method has its own strengths and weaknesses.
522
00:33:21,699 --> 00:33:24,002
The regular template lets you see
523
00:33:24,002 --> 00:33:28,039
the compositions of each shot and the entire sequence,
524
00:33:28,039 --> 00:33:29,574
which helps you see
525
00:33:29,574 --> 00:33:33,544
what possibilities you have to enhance your narrative,
526
00:33:33,544 --> 00:33:36,814
create a good flow between each shot,
527
00:33:36,814 --> 00:33:40,118
and make sure that your story and cuts
528
00:33:40,118 --> 00:33:42,520
are understandable to the audience.
529
00:33:43,521 --> 00:33:45,656
While using the animation format
530
00:33:45,656 --> 00:33:49,494
lets you have more details and an actual understanding
531
00:33:49,494 --> 00:33:52,263
of the timing and changes in composition
532
00:33:52,263 --> 00:33:55,199
that are created by the movement of the characters.
533
00:33:59,137 --> 00:34:03,241
The exercise for this lesson is to create your own storyboard
534
00:34:03,241 --> 00:34:07,578
based on your character and background designs from the last video.
535
00:34:08,846 --> 00:34:13,284
Try and see how you can create a narrative and a flow
536
00:34:13,284 --> 00:34:16,554
using your existing animations and angles
537
00:34:16,554 --> 00:34:19,057
and see how you can improve them.
538
00:34:20,758 --> 00:34:25,863
Start with your storyboard format as a still image
539
00:34:25,863 --> 00:34:29,967
and then move on to create your storyboard in animatics.
540
00:34:31,803 --> 00:34:36,774
Make sure that you make your entire video 5 seconds or less.
541
00:34:36,774 --> 00:34:40,745
And if you're a beginner, make it 3 seconds or less
542
00:34:40,745 --> 00:34:43,381
because we're going to be working on this video
543
00:34:43,414 --> 00:34:45,817
for the entirety of the last section.
544
00:34:46,918 --> 00:34:49,887
When creating your storyboards and animatics,
545
00:34:49,887 --> 00:34:52,356
make sure that your line quality is clear
546
00:34:52,356 --> 00:34:57,261
and that your perspective is correct, even if not precise.
547
00:34:58,262 --> 00:35:03,101
You want to make sure that understand what's going on in your frame,
548
00:35:03,101 --> 00:35:05,670
even with it being small in size.
549
00:35:07,038 --> 00:35:09,874
Also, when creating your storyboard,
550
00:35:09,874 --> 00:35:12,643
make sure that you're not actually animating.
551
00:35:13,044 --> 00:35:18,683
Just create the important poses and ideas behind each scene
552
00:35:18,683 --> 00:35:21,419
and hold them the necessary amount of frames
553
00:35:21,419 --> 00:35:22,854
for the animatic.
554
00:35:25,056 --> 00:35:26,190
To recap,
555
00:35:26,190 --> 00:35:28,860
today we learned about the purpose of the storyboard
556
00:35:28,860 --> 00:35:31,863
in the production, various types of shots
557
00:35:31,863 --> 00:35:34,866
and the effects on the scene atmosphere dynamics
558
00:35:34,866 --> 00:35:37,201
between the characters and subjects,
559
00:35:37,735 --> 00:35:39,103
how to make your storyboard
560
00:35:39,103 --> 00:35:41,772
more appealing and fitting to your idea,
561
00:35:42,340 --> 00:35:46,611
and how I specifically do this stage in my production,
562
00:35:46,611 --> 00:35:49,046
as well as the strengths and weaknesses
563
00:35:49,046 --> 00:35:51,916
of each type of storyboarding method.
564
00:35:53,651 --> 00:35:54,418
Next time
565
00:35:54,418 --> 00:35:56,454
we're going to learn the different techniques
566
00:35:56,454 --> 00:36:00,024
I used to make the storyboard into actual animation,
567
00:36:00,024 --> 00:36:05,963
as well as some exporting and importing methods between softwares.
568
00:36:07,465 --> 00:36:10,001
Thank you for watching and see you next time.
569
00:36:10,001 --> 00:36:10,902
Bye.
48304
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