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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,337 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:05,772 --> 00:00:06,573 Hello, everyone. 3 00:00:06,573 --> 00:00:07,607 Havtza here. 4 00:00:08,441 --> 00:00:10,477 Now that we're finished with the pre-production 5 00:00:10,477 --> 00:00:12,312 and have a better understanding 6 00:00:12,312 --> 00:00:14,748 of animation and camera movement, 7 00:00:14,748 --> 00:00:18,018 it's time to move to the last section of the course, 8 00:00:18,018 --> 00:00:21,621 making an independent animation from start to finish. 9 00:00:22,522 --> 00:00:23,490 In this section, 10 00:00:23,490 --> 00:00:27,093 I'm going to teach you how I make my own animation 11 00:00:27,093 --> 00:00:30,697 with my iPad as my main work station 12 00:00:30,697 --> 00:00:32,932 using FlipaClip and Procreate. 13 00:00:33,466 --> 00:00:38,038 These softwares are not very usual in the animation field, 14 00:00:38,038 --> 00:00:40,373 and in fact they lack a lot of features. 15 00:00:40,740 --> 00:00:43,543 But the techniques that I'm going to teach you are applicable 16 00:00:43,543 --> 00:00:46,046 to any other type of animation software 17 00:00:46,046 --> 00:00:50,650 as long as you have an animation feature and onion skin 18 00:00:50,650 --> 00:00:52,552 and layer blending modes. 19 00:00:53,019 --> 00:00:54,754 Some parts of the production 20 00:00:54,754 --> 00:00:57,857 can also be made by any other type of software 21 00:00:57,857 --> 00:01:00,326 even without these features, 22 00:01:00,326 --> 00:01:03,730 or they can even be done by hand on paper. 23 00:01:04,464 --> 00:01:08,101 Today's lesson can be done with any type of medium, 24 00:01:08,101 --> 00:01:10,870 and we'll be focusing on storyboards. 25 00:01:14,007 --> 00:01:19,279 The storyboard is usually the first step in animation production, 26 00:01:19,279 --> 00:01:21,881 also really any type of video production. 27 00:01:22,782 --> 00:01:27,487 When working with a team, or presenting an animation to a possible client, 28 00:01:27,487 --> 00:01:29,989 the first step is having a storyboard. 29 00:01:30,790 --> 00:01:32,759 The storyboard is used as a reference 30 00:01:32,759 --> 00:01:35,628 for your team, your client, and for yourself 31 00:01:35,628 --> 00:01:37,530 so that everyone is on the same page 32 00:01:37,530 --> 00:01:40,867 about the composition, movement and timing of everything 33 00:01:40,867 --> 00:01:42,202 in your animation. 34 00:01:42,202 --> 00:01:44,370 In essence, this is the way to show 35 00:01:44,370 --> 00:01:45,805 the most information 36 00:01:45,805 --> 00:01:48,074 with the least amount of work involved. 37 00:01:48,741 --> 00:01:50,343 This might sound easy 38 00:01:50,343 --> 00:01:55,081 because technically the amount of work is much lower 39 00:01:55,081 --> 00:01:57,417 than making the entire animation. 40 00:01:58,151 --> 00:01:59,719 But without a good storyboard, 41 00:01:59,719 --> 00:02:02,055 the people working on your team 42 00:02:02,055 --> 00:02:05,492 will have a hard time understanding the project, 43 00:02:05,492 --> 00:02:07,527 and it can also help you keep track 44 00:02:07,527 --> 00:02:10,630 on your project in independent animation as well. 45 00:02:11,664 --> 00:02:15,602 This job also has a lot of responsibility attached to it 46 00:02:15,602 --> 00:02:19,672 because everything else will be done based on the storyboards. 47 00:02:19,672 --> 00:02:24,310 So if they're bad, you might derail the entire project. 48 00:02:25,745 --> 00:02:29,983 The first thing you're going to need is, of course, the storyboard template. 49 00:02:30,283 --> 00:02:33,486 This is a template which is composed of black frames 50 00:02:33,486 --> 00:02:36,222 in the correct aspect ratio of your video, 51 00:02:36,222 --> 00:02:40,460 meaning that you have the right proportion of your canvas for each frame. 52 00:02:40,860 --> 00:02:43,663 And you also need a short line below each frame 53 00:02:43,663 --> 00:02:47,300 for you to describe action, camera movements and speaking line 54 00:02:47,300 --> 00:02:49,569 for each part of your storyboard. 55 00:02:50,103 --> 00:02:52,539 You can either get the template from the Internet 56 00:02:52,539 --> 00:02:56,976 or create your own based on what you need for your aspect ratio. 57 00:02:57,710 --> 00:03:00,446 If you're only using them for independent production, 58 00:03:00,446 --> 00:03:02,916 you can just sketch your frames by hand. 59 00:03:03,550 --> 00:03:08,288 This is also good for when you have unusual composition and layouts 60 00:03:08,288 --> 00:03:10,423 as we're going to see later on. 61 00:03:13,993 --> 00:03:15,328 To create a storyboard, 62 00:03:15,328 --> 00:03:16,863 we first need to understand 63 00:03:16,863 --> 00:03:20,233 the several most commonly used shot within the industry 64 00:03:20,233 --> 00:03:23,903 and for when and what purpose are they used. 65 00:03:24,270 --> 00:03:26,673 There are two main categories of shots. 66 00:03:26,906 --> 00:03:30,810 One is a category of the subject distance from the camera 67 00:03:30,810 --> 00:03:33,179 and the second is the camera angle. 68 00:03:34,113 --> 00:03:37,517 In the distance category we have the establishing shot. 69 00:03:37,750 --> 00:03:40,620 This shot is the furthest away from the camera 70 00:03:40,620 --> 00:03:43,022 and focus on the entire environment. 71 00:03:43,423 --> 00:03:47,460 It shows the entire location of the scene from a neutral perspective 72 00:03:47,460 --> 00:03:49,262 so that your audience can understand 73 00:03:49,262 --> 00:03:51,197 where everything is taking place 74 00:03:51,197 --> 00:03:54,334 and the relative location of everything on set. 75 00:03:56,369 --> 00:03:59,005 Traditionally you will draw this establishing shot 76 00:03:59,005 --> 00:04:01,941 as the first frame in your storyboard sequence 77 00:04:01,941 --> 00:04:06,179 to make it obvious for you and your audience and your team 78 00:04:06,179 --> 00:04:09,249 where everything is taking place within the scene. 79 00:04:10,083 --> 00:04:13,720 It is acceptable that after you draw this shot once, 80 00:04:13,720 --> 00:04:17,657 you leave any subsequent frames from the same angle blank 81 00:04:17,657 --> 00:04:21,060 to focus on the changing action of your characters, 82 00:04:21,060 --> 00:04:23,630 as long as the composition and camera angle 83 00:04:23,630 --> 00:04:26,699 don't change too much throughout the scene. 84 00:04:27,967 --> 00:04:30,703 That being said, in independent animation 85 00:04:30,703 --> 00:04:33,239 where you are the only artist on the team, 86 00:04:33,239 --> 00:04:36,242 you might not need to have a full establishing shot, 87 00:04:36,242 --> 00:04:38,778 as you already know all the details yourself 88 00:04:38,778 --> 00:04:40,680 and might not feel like you need it 89 00:04:40,680 --> 00:04:44,183 if you're not actually going to use it in your animation. 90 00:04:44,684 --> 00:04:48,421 This can still be used as a reference for your client, 91 00:04:48,421 --> 00:04:53,126 so it might depend on what purpose you're making it for. 92 00:04:54,594 --> 00:04:57,430 The next shot type in the distance category 93 00:04:57,430 --> 00:05:00,600 are shots that only show parts of your subject. 94 00:05:01,000 --> 00:05:02,402 You have the full shot 95 00:05:02,402 --> 00:05:05,204 which shows the entire body of your character. 96 00:05:05,471 --> 00:05:06,939 A medium shot, 97 00:05:06,939 --> 00:05:11,177 which generally shows a closer view of the body from the waist up 98 00:05:11,177 --> 00:05:13,146 and lets you focus more on the face 99 00:05:13,146 --> 00:05:16,716 while still keeping the character fairly distance from the camera. 100 00:05:17,517 --> 00:05:20,186 A close shot will focus on the face much more, 101 00:05:20,486 --> 00:05:23,656 while also keeping part of the upper body in view. 102 00:05:24,090 --> 00:05:27,460 This shot allows both clear expression and body acting 103 00:05:27,460 --> 00:05:30,396 without creating awkward compositions. 104 00:05:31,531 --> 00:05:34,567 And extreme close shot will focused mainly on the face 105 00:05:34,567 --> 00:05:37,136 without any additional body parts, 106 00:05:37,136 --> 00:05:40,306 or on specific parts of the face shot, 107 00:05:40,306 --> 00:05:42,408 such as the eyes or the mouth. 108 00:05:42,775 --> 00:05:45,311 These shots give special attention to the details in the expression 109 00:05:45,311 --> 00:05:48,981 and work well with subtle micro acting. 110 00:05:50,149 --> 00:05:51,784 The general close up shot 111 00:05:51,784 --> 00:05:54,921 will focus on any other body part or object 112 00:05:54,921 --> 00:05:57,690 which is important for the narrative of the scene, 113 00:05:57,690 --> 00:06:00,093 to which you want to give special attention 114 00:06:00,460 --> 00:06:02,228 or show additional details 115 00:06:02,228 --> 00:06:04,964 that are important for the audience to know. 116 00:06:06,332 --> 00:06:08,801 These distances are part of a range 117 00:06:08,801 --> 00:06:11,337 and can be relatively closer and further away 118 00:06:11,337 --> 00:06:13,673 depending on the composition of the scene. 119 00:06:14,374 --> 00:06:18,978 The only rules to them is not cut your characters on a joint, 120 00:06:18,978 --> 00:06:23,783 because it creates awkward framing and movement with animation. 121 00:06:28,888 --> 00:06:30,423 The next category of shots 122 00:06:30,423 --> 00:06:34,026 relates to the angle of the camera in the environment, 123 00:06:34,026 --> 00:06:36,996 and the dynamics between the objects in the scene. 124 00:06:37,730 --> 00:06:40,900 An up shot looks at your subject from below 125 00:06:40,900 --> 00:06:43,836 and will give the object a sense of grandeur. 126 00:06:44,170 --> 00:06:46,639 With the most extreme version of the up shot 127 00:06:46,639 --> 00:06:48,508 being the 'worm eye view' 128 00:06:48,508 --> 00:06:51,310 which is looking at the object from the floor. 129 00:06:53,846 --> 00:06:57,350 These types of shots usually use extreme perspective 130 00:06:57,350 --> 00:07:00,620 and actually deform your character model quite a lot. 131 00:07:01,187 --> 00:07:04,323 As we've seen with the perspective animation lesson, 132 00:07:04,323 --> 00:07:07,360 this might mean that your entire prospective 133 00:07:07,360 --> 00:07:11,864 is going to be shifted and deformed as needed, 134 00:07:11,864 --> 00:07:15,535 depending on the effect that you want to have within your scene. 135 00:07:16,869 --> 00:07:20,039 The down shot is the opposite of the upshot 136 00:07:20,039 --> 00:07:22,708 and it looks on your subject from above. 137 00:07:23,075 --> 00:07:27,146 This is usually used to emphasize the smallness of a character 138 00:07:27,146 --> 00:07:30,750 with the most extreme version of it being the 'bird's eye view', 139 00:07:30,750 --> 00:07:33,820 which is looking at your subject directly from above. 140 00:07:34,120 --> 00:07:38,191 But it can also be used to show some details 141 00:07:38,191 --> 00:07:42,395 that are not possible to view from a regular angle 142 00:07:42,395 --> 00:07:44,163 or that they are possible to view 143 00:07:44,163 --> 00:07:46,566 but they don't have the right emphasis. 144 00:07:47,667 --> 00:07:52,238 Again, this type of shots might use distorted perspective 145 00:07:52,238 --> 00:07:55,241 to enhance the overall purpose of the shot. 146 00:08:14,760 --> 00:08:16,295 An over the shoulder shot 147 00:08:16,295 --> 00:08:20,032 is positioned behind and slightly above your character 148 00:08:20,032 --> 00:08:22,935 and will emphasize the face of one character 149 00:08:22,935 --> 00:08:25,538 or the details in the environment 150 00:08:25,538 --> 00:08:29,108 while obscuring the face of the character that we're following 151 00:08:29,675 --> 00:08:33,813 These types of shots create depth and can have interesting dynamics 152 00:08:33,813 --> 00:08:37,016 between characters and object in the environment. 153 00:08:37,583 --> 00:08:41,521 Using the size imbalance of different objects on your screen, 154 00:08:41,521 --> 00:08:46,959 you can actually show some narrative points with the positioning 155 00:08:46,959 --> 00:08:50,229 and staging of your characters and object themselves. 156 00:08:51,697 --> 00:08:55,268 The two shot is a shot which usually gives equal emphasis 157 00:08:55,268 --> 00:08:57,336 to both objects in a frame. 158 00:08:57,904 --> 00:09:00,573 These shots tend to be quite flat-looking 159 00:09:00,573 --> 00:09:02,875 as opposed to the over-the-shoulder shots 160 00:09:02,875 --> 00:09:05,144 and might need additional background details 161 00:09:05,144 --> 00:09:08,047 or interesting composition and body language 162 00:09:08,047 --> 00:09:09,949 to make them look more appealing. 163 00:09:11,083 --> 00:09:12,184 On the other hand, 164 00:09:12,184 --> 00:09:17,757 they are pretty useful to show emotions and interactions between characters 165 00:09:17,757 --> 00:09:21,727 as well as give some symmetry to certain scenes 166 00:09:21,727 --> 00:09:26,666 and are very useful, especially when making abstract animations. 167 00:09:27,533 --> 00:09:30,937 The two shots also have additional frames 168 00:09:30,937 --> 00:09:33,472 which use the same type of composition 169 00:09:33,472 --> 00:09:36,642 of adding equal emphasis on different subjects. 170 00:09:36,976 --> 00:09:38,344 But the name will change 171 00:09:38,344 --> 00:09:41,314 depending on the number of subjects within the scene. 172 00:09:41,747 --> 00:09:44,884 So three objects will be a three shot, 173 00:09:44,884 --> 00:09:47,853 multiple objects will be a group shot, etc. 174 00:09:49,221 --> 00:09:53,192 The last type of shot in this category is the POV shot 175 00:09:53,192 --> 00:09:55,428 which stands for Point of View. 176 00:09:56,095 --> 00:09:59,165 These are seen from the characters perspective, 177 00:09:59,165 --> 00:10:01,434 and depending on the narrative in the scene 178 00:10:01,434 --> 00:10:03,402 and the character's position, 179 00:10:03,402 --> 00:10:05,204 we can have many different moods 180 00:10:05,204 --> 00:10:06,906 and atmospheres to them. 181 00:10:07,807 --> 00:10:10,409 This type of shots are usually using 182 00:10:10,409 --> 00:10:14,714 the track in and track out composition and camera movements 183 00:10:14,714 --> 00:10:18,084 and actually can be quite difficult to recreate 184 00:10:18,084 --> 00:10:20,319 because we're going to make 185 00:10:20,319 --> 00:10:23,656 somewhat random abstract movements 186 00:10:23,656 --> 00:10:27,126 depending on the actions that the character is performing. 187 00:10:28,260 --> 00:10:31,764 I haven't really covered it in the camera lesson, 188 00:10:31,764 --> 00:10:32,898 but basically, 189 00:10:32,898 --> 00:10:39,005 this is just an extreme version of using both track in or out 190 00:10:39,005 --> 00:10:42,575 as well as these track follow techniques. 191 00:10:43,342 --> 00:10:45,144 And you might even need to use 192 00:10:45,144 --> 00:10:49,749 additional perspective pens to create certain effects 193 00:10:49,749 --> 00:10:54,720 depending on your character positioning and actions within the scene. 194 00:10:55,321 --> 00:11:01,293 Basically, a POV shot is just an exercise in camera movement. 195 00:11:05,097 --> 00:11:08,934 A good storyboard will only contain the relevant information 196 00:11:08,934 --> 00:11:12,271 which is needed for the team, client and yourself 197 00:11:12,271 --> 00:11:15,775 to understand the idea behind each shot and movement. 198 00:11:16,308 --> 00:11:18,244 When creating a storyboard, 199 00:11:18,244 --> 00:11:21,347 you would want to have variation between the shots 200 00:11:21,347 --> 00:11:24,250 in a way that both engages and emphasizes 201 00:11:24,250 --> 00:11:26,619 the point of the scene or sequence 202 00:11:26,619 --> 00:11:28,654 and allows your audience to understand 203 00:11:28,654 --> 00:11:30,556 what is happening throughout it. 204 00:11:31,524 --> 00:11:34,460 This is achieved by the staging of your scene. 205 00:11:34,860 --> 00:11:35,928 You need to make sure 206 00:11:35,928 --> 00:11:39,665 that the important information is presented clearly. 207 00:11:40,566 --> 00:11:41,534 This can be done 208 00:11:41,534 --> 00:11:45,738 by changing the position of the object in the environment, 209 00:11:45,738 --> 00:11:47,073 making the composition 210 00:11:47,073 --> 00:11:50,810 which draws the eyes of the viewer to the focus point 211 00:11:50,810 --> 00:11:52,978 or use dynamic lighting in your scene 212 00:11:52,978 --> 00:11:55,448 to emphasize certain parts of it. 213 00:11:58,584 --> 00:12:00,252 When creating your storyboard, 214 00:12:00,252 --> 00:12:03,222 you want to make sure that you're choosing the optimal view 215 00:12:03,222 --> 00:12:05,391 for the subject of your animation 216 00:12:05,391 --> 00:12:10,129 and emphasize the idea of each shot as clearly as possible, 217 00:12:10,129 --> 00:12:13,232 while also keeping the entire sequence 218 00:12:13,232 --> 00:12:17,570 varied, engaging and aesthetically pleasing with good flow 219 00:12:17,570 --> 00:12:19,905 as we've learned in the last lesson. 220 00:12:21,207 --> 00:12:24,210 Following the guidelines for editing in the cuts, 221 00:12:24,210 --> 00:12:26,345 you need to express the dynamics 222 00:12:26,345 --> 00:12:31,250 between the character or any type of object in the scene correctly. 223 00:12:32,418 --> 00:12:33,552 In this example, 224 00:12:33,552 --> 00:12:37,523 you can see that we have two variations for each sequence. 225 00:12:38,457 --> 00:12:41,761 One which uses standout and somewhat boring shots, 226 00:12:41,761 --> 00:12:46,298 which although they convey the idea in a way that we can understand, 227 00:12:46,298 --> 00:12:48,033 they don't look very dynamic 228 00:12:48,033 --> 00:12:51,604 and don't emphasize the point of the scene quite as clearly. 229 00:12:52,872 --> 00:12:57,243 Basically by using flat compositions, 230 00:12:57,243 --> 00:13:02,548 with a somewhat blend staging of the characters and blend acting, 231 00:13:02,982 --> 00:13:05,251 we do understand the scene, 232 00:13:05,251 --> 00:13:10,489 but it doesn't look quite as impressive or have quite the same impact. 233 00:13:11,090 --> 00:13:12,758 In this first shot, 234 00:13:12,758 --> 00:13:16,462 I want to make the characters seem like they're gossiping 235 00:13:16,462 --> 00:13:18,998 so I'm going to use the expressions 236 00:13:18,998 --> 00:13:21,567 and the body language of the character 237 00:13:21,567 --> 00:13:27,573 to make it seem like one character is being shocked by what she's hearing 238 00:13:27,573 --> 00:13:31,677 while the other is talking while having bad intentions. 239 00:13:33,045 --> 00:13:36,048 So by focusing more on their expressions, 240 00:13:36,048 --> 00:13:39,318 I can show this body acting more clearly, 241 00:13:39,318 --> 00:13:41,854 as opposed to just having the character 242 00:13:41,854 --> 00:13:46,592 seen from longer distance and missing all those smaller details. 243 00:13:47,827 --> 00:13:49,328 In the second shot, 244 00:13:49,328 --> 00:13:53,799 I want to make the other girl which is the subject of the gossiping, 245 00:13:53,799 --> 00:13:57,636 look like she's very sad and was hurt by the gossiping. 246 00:13:58,070 --> 00:13:59,705 This time, 247 00:13:59,705 --> 00:14:03,175 instead of focusing on the character expression, 248 00:14:03,175 --> 00:14:04,910 I want to create a variation 249 00:14:04,910 --> 00:14:09,615 in both distance and the depth of the scene 250 00:14:09,615 --> 00:14:13,085 while emphasizing the powerlessness of the girl. 251 00:14:13,352 --> 00:14:14,653 So in this case, I'm 252 00:14:14,653 --> 00:14:18,624 going to take advantage of the down shot 253 00:14:18,624 --> 00:14:21,961 and make the characters seem like she's smaller 254 00:14:21,961 --> 00:14:25,264 and use clear body language to show that she's sad 255 00:14:25,264 --> 00:14:28,767 and is outcasted from the rest of the group. 256 00:14:30,035 --> 00:14:33,772 Also, pay attention to how I keep the continuity 257 00:14:33,772 --> 00:14:36,876 by placing on the side of the screen 258 00:14:36,876 --> 00:14:40,846 where the characters are looking at in the previous shots. 259 00:14:42,114 --> 00:14:47,086 This helps us keep track of the movement and the point of focus 260 00:14:47,086 --> 00:14:51,590 while switching between different types of shots and different subjects. 261 00:14:52,958 --> 00:14:54,093 In the last shot, 262 00:14:54,093 --> 00:14:57,463 I want to show how the gossiping girls are caught 263 00:14:57,463 --> 00:15:01,133 and are being yelled at by the friend of the bullied girl. 264 00:15:01,600 --> 00:15:04,169 The important part is the friend 265 00:15:04,169 --> 00:15:06,038 which is a new character 266 00:15:06,038 --> 00:15:08,540 so instead of using a three shot 267 00:15:08,540 --> 00:15:12,778 which has equal emphasis on all three characters 268 00:15:12,778 --> 00:15:15,414 and it's also somewhat flat 269 00:15:15,414 --> 00:15:19,485 and doesn't show clear dynamics between the characters, 270 00:15:19,485 --> 00:15:25,124 I chose to use a combination of an over-the-shoulder shot with an up shot 271 00:15:30,296 --> 00:15:33,699 Making the composition more appealing and interesting 272 00:15:33,699 --> 00:15:36,001 gives more depth to the shot, 273 00:15:36,001 --> 00:15:39,471 and also shows clear dynamics of power and importance 274 00:15:39,471 --> 00:15:41,573 for the characters in the scene. 275 00:15:41,907 --> 00:15:44,543 This also lets us play around a little bit more 276 00:15:44,543 --> 00:15:48,380 with the body language and expressions of the characters, 277 00:15:48,380 --> 00:15:50,482 because we can see them more clearly 278 00:15:50,482 --> 00:15:53,752 as opposed to just having them all in a straight line. 279 00:15:54,787 --> 00:15:56,655 In general, you can see 280 00:15:56,655 --> 00:16:01,093 that by changing the angles and distance of your camera between each shot, 281 00:16:01,093 --> 00:16:04,697 we have a more dynamic sequence with more impact. 282 00:16:05,064 --> 00:16:07,566 Changing the shot types allows us to have 283 00:16:07,566 --> 00:16:10,069 a more energetic scene overall 284 00:16:10,069 --> 00:16:14,206 as the focus point of each shot will shift in position. 285 00:16:14,206 --> 00:16:16,775 Giving the overall scene its on flow 286 00:16:16,775 --> 00:16:20,646 as opposed to keeping at the point of focus static on the screen. 287 00:16:22,114 --> 00:16:25,351 You do need to be careful to keep the point of focus 288 00:16:25,351 --> 00:16:29,722 moving in a smooth flow between each shot though. 289 00:16:30,122 --> 00:16:33,592 Because bouncing it around might make it difficult for your audience 290 00:16:33,592 --> 00:16:37,496 to understand what is going on, if you're using quick cuts. 291 00:16:38,097 --> 00:16:39,164 In this storyboard, 292 00:16:39,164 --> 00:16:42,701 you can see how using varied expression and body language 293 00:16:42,701 --> 00:16:46,071 can make your scene look more dynamic and engaging, 294 00:16:46,071 --> 00:16:48,841 as opposed to just relying on simple expressions, 295 00:16:48,841 --> 00:16:50,576 or simple positioning. 296 00:16:51,543 --> 00:16:54,947 Now that we know the base composition of the shots, 297 00:16:54,947 --> 00:16:58,117 we want to give them more life and make them more dynamic 298 00:16:58,117 --> 00:16:59,852 by using camera movements. 299 00:17:00,185 --> 00:17:01,186 We've already learned 300 00:17:01,186 --> 00:17:04,323 how to create the camera movements in a previous lesson, 301 00:17:04,323 --> 00:17:08,027 but now we'll see how to represent them in the storyboard itself. 302 00:17:08,327 --> 00:17:11,263 Each camera movement has its own symbol, 303 00:17:11,263 --> 00:17:13,399 which is usually conveyed by arrows 304 00:17:13,399 --> 00:17:15,968 that dictate both the camera movement type 305 00:17:15,968 --> 00:17:17,302 and its direction. 306 00:17:18,437 --> 00:17:19,972 These arrows will be drawn 307 00:17:19,972 --> 00:17:23,776 between the first and last frame of the camera movement 308 00:17:23,776 --> 00:17:26,845 with the movement drawn on the storyboard itself 309 00:17:26,845 --> 00:17:29,314 and sometimes we have written notes 310 00:17:29,314 --> 00:17:32,818 such as when to use slow in and slow out 311 00:17:32,818 --> 00:17:35,287 or the duration of the entire shot. 312 00:17:37,623 --> 00:17:40,759 The first and most basic move is the pan, 313 00:17:40,759 --> 00:17:45,064 in which the camera moves in a straight line in one direction on the screen, 314 00:17:45,064 --> 00:17:50,035 in a constant or changing speed while employing the ease in or ease out motions. 315 00:17:50,836 --> 00:17:54,673 This type of smooth movement can be in any direction 316 00:17:54,673 --> 00:17:58,043 without affecting the actual technical process of the camera, 317 00:17:58,043 --> 00:18:00,712 as we've seen in the camera movement lesson. 318 00:18:01,180 --> 00:18:05,050 But by drawing your background with different layouts and perspective, 319 00:18:05,050 --> 00:18:07,553 you can either achieve a follow tracking shot 320 00:18:07,553 --> 00:18:09,755 or a perspective changing shot. 321 00:18:10,722 --> 00:18:13,992 Like we've learned in the camera movement lesson, 322 00:18:13,992 --> 00:18:18,831 you'll have to draw the correct perspective for each part of your storyboard. 323 00:18:19,398 --> 00:18:21,667 So as you can see here, 324 00:18:21,667 --> 00:18:25,337 because we have connecting frames 325 00:18:25,337 --> 00:18:28,173 between each part of the storyboard, 326 00:18:28,173 --> 00:18:30,742 it looks like I have a complete layout, 327 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 329 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 332 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, 337 00:19:42,481 --> 00:19:44,583 the final result will look different. 338 00:19:45,517 --> 00:19:46,885 With the zoom in technique, 339 00:19:46,885 --> 00:19:49,154 the character itself will change its size 340 00:19:49,154 --> 00:19:51,423 in the same rate as the background, 341 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, 344 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 346 00:20:07,606 --> 00:20:10,075 are both moving in a 3D environment. 347 00:20:11,043 --> 00:20:12,277 In each case, 348 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, 359 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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