Director and After Effects: Storyboarding Innovations on The Iron Giant
A Perpetual Battle
While I'm very proud of having been part of The Simpsons for so
many years, I missed the finesse of full animation, on which all of my early
training had focused. Many of my ambivalent feelings about the animation business
spring from a Sophie's Choice between:
A) the project with plenty of time, money and resources to execute beautifully
a narrow range of tired old material...or...
B) the project with almost no time and money to execute fresh and exciting
material.
Given this awful choice, I've reluctantly chosen the latter, and found myself
in television (i.e. The Simpsons), more often than not with material
superior to anything I'd encountered in feature animation. Then, however,
I was tied to a schedule that allowed us only to fill a few boxes with drawings
and detailed instructions before we had to send it overseas.
Fortunately, with The Iron Giant, Warner Bros. has offered me my first
opportunity to do something in feature animation outside of "the familiar
tale set to Broadway music" formula, but with a budget sufficient to
execute it here, in this country, under one roof and in full animation. Still,
our parameters are tight. With a production schedule a year shorter and a
budget less than half the size of our friends at either of the two D's (Disney
and DreamWorks), our margin for error is minuscule. However, we are determined
to tell our story as effectively as we can.
Enter the New Technology
One of our most useful tools has been the use of After Effects, an off-the-shelf
software technology by Adobe. My first exposure to this technology was several
years ago, when I was up North visiting a friend of mine, Matthew Robbins,
who, when not writing or directing feature films often directs commercials
for Industrial Light & Magic.
He asked me if I wanted to "see something cool" and proceeded to
show me a "moving storyboard" that had been executed just the night
before by I.L.M. effects supervisor John Knoll, co-author of Adobe Photoshop.
Using only the pre-existing storyboard drawings Matthew had been faxed by
the ad agency, a Macintosh computer and the program he'd co-created, Knoll
had added tremendous dimension and motion to the sketches, quickly transforming
them into real movie shots.
Tree limbs swayed in the wind as leaves blew through the air. Camera moves
turned flat drawings into dimensional multi-plane shots. I was hooked. I began
to imagine how I could use this fabulous technology in animation and now,
with The Iron Giant, I've finally gotten the chance.
Using camera moves on pose test reels is certainly nothing new, (we even used
them on The Simpsons to try to get our timing down before we shipped
the shows overseas), however, they have significant limitations; the artwork
is semi-transparent, and has to be carefully registered on animation paper.
Traditionally in feature animation, camera moves were developed much later
in the process, most often after animation was complete, and if the idea of
the shot wasn't solid, much more time and money had been wasted.
What is unique about After Effects, and another comparable program Macromedia's
Director (which we actually began with before switching to After-Effects full-time),
is the speed and flexibility of the program. One can simulate complex camera
moves with remarkable accuracy, using simple, unregistered artwork that is
opaque like finished animation.
























Hey my name is Marvin Gray, soon to become an Animator. I attend at Kendall College of Art & Design my major is 3D Animation. I want to know is how much time and work, and people does it take to create a Animation, and how can I, mybe when I am done with college to work for the company.
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