CGI for Television: Don't End Up In The Cartoon Graveyard

DCDC's Josh Prikryl relates ten years of experience and gives us advice about how to produce a successful full-CGI show for the crushing requirements of television.

2. The scene count problem, and the model quantity, is one of the least understood areas of CG production for animated TV producers. Studios must set parameters early enough so the writers can structure the stories in a strategic way for CG production. To be safe, keep it under 400 scenes total, and 10% retakes are a good standard for which to try. There is also a problem of storyboarders not following the look and design of sets, which slows down the animation process greatly, so we need storyboarders to follow a model guide, and work with a more cinematic style when storyboarding. Ultimately what CG houses do is to interpret the 2D vision of the producers, via storyboards, and turn it into a comparable and quality 3D product. For that reason the importance of storyboard quality cannot be underestimated.

3. It cannot be stressed enough that the software chosen must be able to render effortlessly for CGI television production. Certainly more than a few productions have fallen victim to this incorrect software trap. Think about it -- one half-hour show has close to 40,000 individual frames. If you're doing four render tests per scene, you have a severe situation if the software can't render efficiently, to say nothing of attempting multiple episodes per month.

4. Maintain animator morale. It is my opinion that animators will more easily follow a leader, who can him or herself animate any scene in the production in a way to which the animators can aspire. It doesn't work to have a 2D storyboarder direct the animators, at least one on one, because there is no understood empathy or practicality toward problem solving in regards to the animator's workload and creative issues.

A few good rules for a CG director to follow to maintain animator morale is: listen to them, don't yell at them, and if they are having trouble with an assignment, try and empathize with them. Also, if they have a great idea, let them do it! That's common sense. How many times in past jobs have we been asked to do something, which we KNEW our bosses could not or would not do? Grumble, grumble! Your director and team leaders must lead by example, and be good animators themselves. Follow these rules, and the animators will work harder than you can imagine for the show, week after week. Oh, and plenty of treats for the animators now and then can't hurt.

CGI's look is widely accepted by both children and adults; it has a quality that we instantly relate to because it looks somehow real. I believe that CGI has an important role in the future of animation as it can be rendered to look real, stylized, or even just like a 2D cartoon. Probably the most exciting aspect of CGI is, it is still developing as an art form, and we have only scratched the surface with the possibilities of the art's direction. There are very few limits -- beyond the budget and schedule.

I hope that Butt-Ugly Martians, and shows like it, will help prove to the world that indeed CG television can be as predictable and profitable a production as any successful 2D animated show. By consistently turning in episodes on time, and always striving for increased quality, CG studios can prove to producers that CGI is as dependable as any 2D show.

Josh Prikryl is the CG animation director for Butt-Ugly Martians at DCDC in Hong Kong. He has supervised a total of 52 half-hours of CGI animation production for both Voltron and Butt-Ugly Martians with over 18,000 scenes combined. Other CG TV shows he has worked on include: Nascar Racers, Xyber 9, Starship Troopers, Max Steel and Dan Dare. Before you start writing letters (!) -- he is a great fan of both 2D and 3D animation of all styles.







Comments


Cutting Corners in 3D Render at a lower resolution and upres in Photoshop. Render at 24 or 15 FPS. and if you need ones you can use Retimer to create them. Motion blur can be added as POST (Reelsmart motion blur for after effects) as well as DOF effects using depth maps. Good animation will cover everything else. Animate using Low res version of your high res models. then switch at rendertime. Far away objects can be less detailed. and the main thing is dont be afraid to cheat...just make sure that what does get seem doesnt suck. And while i hate to criticize anyone, and i only saw 2 minutes of BUM....the martians didnt have any life to their motions...i believe they should be animated more like ANTZ. SNAP, Squash and stretch!! hope this helped out someone.
Tom Lillehoff (not verified) | Wed, 01/30/2002 - 01:00 | Permalink
Having seen Butt Ugly Martians on T.V. and been thoroughly astounded at how terribly poor it is in both story-line and animation, I cannot understand how it managed to get onto T.V. in the first place when there are so many good companies who are not getting the commissions. CGI is a tremendous and effective tool if used well and is sensitive to the context in which it is employed. Looking to the Film world, Toy Story and Antz, etc. prove this case wonderfully. So also do many commercials on U.K. T.V. Without intending any personal offence towards Josh Prikryl, I unfortunately have to fall in line completely with what Vic Debaie had to say on the matter in his letter on December 11/01, where he stated "The show is terrible, the animation is weak, the stories are lame and the characters look as stiff and dead as their movement". I would also add to his this that the lip-sync and sound effects are completely dead in the water and unconvincing. I myself am an animator and am well aware of the restrictions of time, budget and commissioning- bodies. However, if there are to be CGI T.V. shows, then please could they be good, with well developed story lines and not loosing any quality in animation. In terms of source material, one can take a good long look at British animation of the seventies with it's treasure-trove of magical gems.
Tim Chapple (not verified) | Sat, 01/12/2002 - 01:00 | Permalink
I haven’t seen BUM but there is good stylized and bad stylized. I’m sure the 2d world was horrified to see Pokemon or Neon Genesis for the first time. I think these are really good examples of where we should be pushing TV 3d animation.
JAy Kyburz (not verified) | Sat, 01/05/2002 - 01:00 | Permalink
Great Info: I would like to know more specifics i.e. from experience where are good places to cut corners...(rendering with no shadows, lower paid animators, modelers?)....and where are good places to spend money (i.e. storyboards, higher paid animators, modelers?)...and so on. Very good article
Scott Jones (not verified) | Fri, 01/04/2002 - 01:00 | Permalink
I understand the fact that "Butt Ugly Martians" was done on time and on budget, but come on....if that is the type of show that producers want, then fine, I officialy quit the industry. The show is terrible, the animation is weak, the stories are lame, and the characters look as stiff and dead as their movement. I refuse to believe that this is the type of production that people need to work on....this is the type of production I need to stay away from. What can an animator learn by working on a series that's motto seems to be "don't worry it's good enough, and besides kids are too stupid to notice that (insert problem here)!" I have seen all of the productions that Josh Prikryl has worked on.....remind me again why motion capture is considered animation....it turns the animator into a mouse monkey "tweeker". I am sure Josh Prikryl has alot of experience and I agree with alot of things in his article, but the fact that a terrible series like "Butt Ugly Martians" has been plastered all over the net, and is use as an example on how to do a cgi tv series for kids......ill put up with the advertising of the series, but there is no way I will look at it as some sort of goal to attain.
vic debaie (not verified) | Tue, 12/11/2001 - 01:00 | Permalink
Really, it was a very interesting read. I am greatful to have such a wealth of knowlege to draw from. Re: the show itself.... we'll, it's terrible. It's fodder for the masses. I've never seen such terrible animation and production values... BUT... Kids love it. THAT's what counts. Animators (including myself) are snobs. We can't help it... Good article, terrible show, and congralations for getting it done on budget and on time! (serisouly, congrats :) We need to see more on telly (admittedly better than this, but we need more, like you say, successful productions).
Larry Dickens (not verified) | Tue, 12/11/2001 - 01:00 | Permalink
Great summary, Josh! And great job on the BUM Series. Gary Selvaggio
gary selvaggio (not verified) | Wed, 12/05/2001 - 01:00 | Permalink
Hmmmmm...this article began with what seemed like a valid and interesting topic. However, he is CG director for, IMO, the worst animated series in terms of visuals, story (everything) i have ever seen. AWN, don't put people like this in the firing line! BUM is absolutely terrible! It is guilty of all the crimes this Prikle is going on about and more! He needs to take a step back and stop congratulating himself on signing off 4 millions scenes...because most of them are awful! Sorry for all the exclamation marks. I am surprised that he cannot see what utter drivel he is involved in producing himself. On the positive side, i did wonder when i accidently was tortured by watching Butt Ugly, whether those art criminals who were involved in it realised it was poo and now I have my answer. It is a shock to me that a reasonable human being could think that it was of an acceptable standard. The strange things money does to your artistic sensibilities...please beat that guy round the head with some art and tell him to shut up.
Allessandro Del Piero (not verified) | Wed, 12/05/2001 - 01:00 | Permalink

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