Created from best studies or keys from the most successful scenes that have been animated of the character. They often show action, expressions, and attitude that best display the character's personality
Rough dialogue model sheets
Shows various mouth shapes that are created when the character is speaking, also showing a range of emotions
Final line or Clean up construction model sheet
Helps animators to see volume as well as structure for even most cartoony characters
Turn Around model sheets
A standard reference of a character drawn in different views such as: front, side, square, and back views
Final Line turn around model sheet
Also known as cleaned-up turn-around model sheet, considered as final model sheet of a character
Rough Construction Model sheet
Shows the underlying structure of the character or the same poses fully clothed, great help for building 3D characters, can focus on details such as hair, eyes, and even spots
General Final Lines Model sheet
A single character is portrayed in turn around drawings that give us a sense on how to draw the character from any angle, along with some facial expressions, attitude and action poses
Rough Character Concept Model Sheets
The general design concept of a character needs to be approved before the character was fully finalized, gives a sense of the basic design of the character, along with attitude poses that help to tell the story of just he is, in case of a character with unique anatomy requires unique reference for artist working on the team
Anatomical Study Model Sheets
Gives the animators a better idea of the structure that exists under all that hair
Model sheets are templates of the character used by the animation staff, they provide the construction, structure, proportion, design, etc. for each character
Breakdown
A pose between keys to help the key frame animator to describe the action to in between
Breakdowns
Describe rotation trajectories
Describe timing eases
Describe elbow bending
Extra drawings used to make the animation smooth
Breakdowns
The gap between the keys
Placing key action on breakdowns
Loosens up your animation, and offloads a lot of your animation work onto an in-between drawing, which is far easier than creating another key drawing
Exposure sheet
Also known as x-sheet or Dope sheet when animator is planning a scene
Using the exposuresheet
1. The animator enters data in different columns (layers)
2. Allows you to see the animation timing in detail
sheets
Composed of columns corresponding to the layers
Each column is split into rows representing the frames (images) in the scene
Paper X-sheets usually has 80 rows and 10 columns
Enables the animator to associate a layer with a certain element like character, props, lip sync, etc. and make a record of the frame at which each drawing appears
Traditional X-sheets
Createdfortheanimatortocommunicatewiththecameraman regarding the scene's timing, the camera moves and element trajectories
Still used today to express the same information to other people who are working on the studio
In-betweening
The process of creating transitional frames between two separate actions in order to show the appearance of movement from the first drawing to the second drawing
In-betweens
The frames between the key frames
Timing
Refers to the impacts, rhythm of where things happen or accents, beats, and hits happen
Spacing
Refers to how close or far apart those clusters is. The bouncing ball overlaps itself when it's at the slow part, but when it drops fast, it's spaced further apart
Keydrawings
The essential drawings for animating a character that represent the extremes of the actions
Key drawings
Represent a moment of rest and no acceleration
Represent a moment of maximum position
Represent zero velocity and maximum acceleration
Show what's happening in the story
Breakdown
A pose between two key drawings that describe rotation trajectories, timingeases, elbowbending, etc. These are extra drawings used to make the animation smooth.
In traditional animation
Breakdown is an in-between that requires a special interpretation, it does not have to be drawn exactly in the middle of the two key drawings but it has to be drawn a bit like a key drawing.
We must understand the value of a "second of time" - 24 frames of a film per second of that movie screen.
Break our actiondown into
1. Seconds
2. Frames
3. Onesecondfor24frames
4. Onehalfsecondfor12frames
5. Onethirdsecondfor8frames
In a single presentation there are 24 drawings per second, while in double presentation there are only 12 drawings per second.
Timingchart
A clue to the animators thinking and guide for the in-between artists to where the drawings are to be placed between the extremes. It indicatesthesmallincrementalmovements that get you from one extreme to another.
Path of action
a. Straight
b. "C" curve
c. "S"curve
Timingandspacing
Must stick to even spacing, all in-betweens must be either halves or thirds, and occasionally the oddfavor or cushion.Cushion is not the same as a slow-in or slow-out in its spacing.
Slow in
Actions pick up speed gradually
Slow out
Actions slow down speed gradually
Even halves/Thirds
Keep action in a constant speed
Slow-in/slow-out
Actions pick up speed and slow down gradually
Appeal
An appealing look or "extra something" that makes a character drawing stand out
Appeal
Applies to a character's pose, expression, movement, and even props
Drawing characters using basic shapes
1. Start with basic shapes like circle, ovals, squares, and triangles
2. Use basic shapes that can be easily duplicated and rotated in 3D space
3. Avoids compromising proportion and volume of the drawing
4. Allows for easy and quick drawing without wasting time
Characters using basic shapes
Even without details, you get an idea of what the characters are like