The Digital Eye: Why Storyboards Still Work

In response to a previous “Digital Eye” column on why storyboards don’t work, veteran previs artist Peter Rubin offers a counter argument about why they are not obsolete.
Posted In | Magazines: VFXWorld

So what’s good about 3D? So many things.

When you need to see exactly how a vfx shot times out, what the relationship of objects over time actually might be in the real world, and how those objects and their movement would react to different lenses, well, the 3D animatic beats the static boards.

When you want to produce a precise-as-possible edit in advance of a shoot, the 3D animatic wins again. (Untrue, though, if the scene you are pre-visualizing involves lots of dialog or is heavily dependent on an actor’s performance in some other way.)

If you have accurate designs to work from, you can show a director exactly how his cameras will interact with things that have only been imagined, never seen. That’s immensely valuable. Storyboards don’t usually give you that (although, once upon a time, it was incumbent upon story artists to learn the math that would do this on paper. A lost aspect of the craft — see the last pages of Steven Katz’ Shot by Shot and you’ll see what I mean). 3D just does this better, and faster. And it’s perfect when you need to fill a “missing shot” slot in an edit, when the vfx won’t be ready for weeks or months. If you need to simulate big-budget action in order to beg for that budget, 3D is great. Just storyboard first.

And 3D has its pleasures for the artist as well. When I get an animatic to work right, the combination of movement and light and space and objects just… so… it’s very satisfying (well, all right, it makes me giggle like a kid). And working in 3D has been of enormous benefit to me in my 2D work — having the freedom to play dp, and experiment with camera moves that I could in no other way have afforded, was a boon to my imagination.

So which should the director/producer choose if there’s only money for one? (A hypothetical question — it will always be cheaper to storyboard, at least until the day that video iPods come down to the price of paper. But let’s pretend.) All else being equal, animatics or storyboards? That depends, and not on technology. It depends on the personal preferences of the director, the schedule, and the gifts of the available artists. 2D or 3D, in motion or static, a previsualized sequence will only be as good as the person executing it. I would argue that if you can afford previs, you can’t afford not to storyboard as well.

Let’s look directly at some of the assertions in Holmes’ article.

The article starts off by saying that “storyboarding is so far removed from real camera work that probably 90% of shots and moves simply can’t be drawn in this format.”

This is hard to comprehend. Storyboards have been used to effectively plan camera work for what — 85 years? The language of film has worked hand-in-hand with the storyboarding craft for nearly the entire life of the industry. Think of one of the most innovative directors in the history of cinema, Alfred Hitchcock, who began his career as an illustrator, and achieved his signature style through storyboarding.

The circular logic of his argument is Escheresque. Holmes says on his website that he learned what he knows by “reverse engineering” Hollywood movies (by which I assume he means watching and taking notes. Well, good. I recommend this for anyone). Those Hollywood camera moves — particularly the most kinetic, complex and lengthy ones — were planned using storyboards. Now, he offers to teach the world what he has learned, and he begins by asserting “storyboarding doesn’t work.”

He later contends it’s unfortunate that storyboards are still in use, because “for this reason alone there’s very little camera work in 3D animated features.” Now I really have to wonder — has he seen the same 3D features that I have? The Incredibles, anyone? Anyone who knows animation knows that storyboards are an irreplaceable part of the process.

Another statement he makes is that “a car chase, being inherently sequential, would be frustrating to block from this mindset of ‘multiple cameras.’” Great Googly Moogly, my man, multiple cameras are a staple of car chases.

Well, OK, this article is aimed, not at live-action filmmakers, but at struggling artists who may be trying to make their own 3D-animated films. Fair enough. All the more reason to ash-can this advice:

“Don’t storyboard! Block it out in 3D right away! And then, once you’ve blocked your scene — and rebuilt your environment several times and rigged your cameras twice, because you didn’t know, until you were already deep into it, what you’d need — then, and only then, should you start to, um, ah, block it out in 3D.”

Huh?

All of this would be merely academic, and darn funny, if the livelihoods of some outstanding film professionals (and, some would argue, the quality of the final work) were not already being adversely affected by opinions like this. Storyboards are still widely in use — but some productions are now starting to deny it, so that they won’t seem behind the times (this recently happened to one of my ex-ILM colleagues). That should make us, artists and directors of all dimensions, just a little bit alarmed.

Peter Rubin was born in Texas and raised in Southern California, Arizona and Manchester, England, and currently lives in the San Francisco Bay Area with his wife and three daughters. He has been working as an artist in various aspects of film production for the past 17 years.







Comments


I read your article and I am with you all the way. I have been in 2D animation since 1989 and was hailed as a pioneer in digital based 2D animation in India when I used primitive presentation softwares to create all my animated TV commercials. Over the years I have moved on from TV commercials to series in animation and being an artist I personally story board ouranimated shows. Using the digital medium to present ideas/concepts would probably excite the new wave of producers/investors but God forbid the creative expression of an idea will always be confined to hand drawn storyboards.A classic can never be replaced.Period. N.K.Narasimhan CMD/Executive Producer Acropetal Animedia Ltd. www.acroanim.com
narasimhan krishnaswamy (not verified) | Sun, 06/25/2006 - 00:00 | Permalink
I have to agree with Peter, the storyboard IS essential. For me as a director and VFX supervisor, I instist on storyboards, even if we are going to do pre-viz. When I shoot I have my boards on a board for the entire crew to see, and buy into what we are doing. I may not stick to the boards, perfectly. There may be a more flexible way to accoplish the shot on the day, but the objective stays the same. We use pre-viz very often when working out complex problems, such as lighting rigs and camera placements etc... Long live the storyboard
Hilton Treves (not verified) | Sun, 06/25/2006 - 00:00 | Permalink
Here here. Good article.
joe Daniels (not verified) | Fri, 06/23/2006 - 00:00 | Permalink
Thank you Peter! Somehow I missed Per's article, but I was very impressed with his Hollywood Camera Work DVDs. In fact, having seen them I was shocked at his stance on storyboards. OK, first *my* credentials (and a disclaimer). I worked at ILM for almost eight years, the last four of which were spent as Previsualization Supervisor. I have worked with Peter Rubin many times (and learned much of what I know about camera movement and shot composition from his storyboards, 3D animatics and from watching his hand move around action figures). Once animatics were established as a normal part of ILM's production pipeline, every visual effects producer preparing a bid would call me and ask if they could do without a storyboard artist since we were doing 3D previz. Every time my answer was "No." Let me reinforce two points that Peter made in his article: 1.) Performance - Drawn storyboards easily convey emotion. While this is especially useful in the animation story development process, it's useful in live action preproduction as well. Those dead Poser people can not express what Peter or Benton Jew or any other skilled artist can render in ten lines. In his own Hollywood Camera Work DVD, Per mentions that the expressionless 3D models used in their examples would help the viewer concentrate on the camera work and composition. Well, in a real film, the performance of the character or actor is an important part of the equation, and one the client is usually concerned with. 2.) Speed - The fastest 3D artist in the world will never be able to change gears as fast as a storyboard artist. If a director decides to change his/her mind about the location or set or actors, a storyboard artist can make that change from one panel to the next. A 3D artist needs time to make any changes, and if the change is major--"Let's try staging this scene *outside* the bar, next to the lake in the boathouse."--can take the better part of a day. One of the points of storyboarding (and previz) is to try things out and generate iterations of shots and sequences before you get to the set. Peter, you are right on target with your assessment of the usefulness of storyboards. As an art form, storyboards hold their own in a way that 3D animatics simply can't do (yet?). I am always excited to see animatics as a bonus feature on a DVD, but I'm not sure that that many people would buy a DVD of just the animatics from X-Men or Lord of the Rings. On the other hand, I have an entire shelf of books which are just reprinted storyboards. If nothing else, Per has sparked a great discussion and I'm glad that Peter picked up the gauntlet.
Tad Leckman (not verified) | Fri, 06/23/2006 - 00:00 | Permalink

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