Showing posts with label construction. Show all posts
Showing posts with label construction. Show all posts

Sunday, June 29, 2008

Bullwinkle Shows Good Design Principles: 1 Asymmetrical Construction

How about if I use this drawing to do a few posts, each one pointing out a separate aspect of good cartoon drawing?

ASYMMETRY IN THE LARGEST CONSTRUCTED FORMS

These characters have good construction, BUT notice that the forms that make them up are not perfect ovals or circles. They are ORGANIC shapes, asymmetrical.

Not mirror images left and right, or top and bottom.
This is a hard technique do right. First you have to understand basic construction. Then you have to be free enough that you can draw shapes that are not mathematical, but still look convincingly solid.
The asymmetry has to be subtle, not wild and wonky, without any form at all.
Real things in nature have form, yet hey are not perfectly symmetrical, and a god cartoonist applies this concept to his drawings to make them feel natural. Warm and not clinical.

Sunday, January 27, 2008

First Steps For Ross - Basic Construction

This blog is getting so big now and so full of every level of cartooning concepts that it might be hard for students to find some of the basic lessons.

Here are what I think are the most important first tools of cartoon drawing. Constructing the body and the head. Without understanding these, almost every other artistic concept will be vague and mysterious. You can't really understand any of this stuff just by reading it. You have to actually do it, and do it a lot. Practice and self-criticism will help ram the understanding into your head for good.


Whether you want to do animation, inbetweening, story, storyboards, layout or almost any other aspect of cartooning for animation, the key to all those concepts starts right here:
http://johnkstuff.blogspot.com/uploaded_images/pbanimation02-745508.jpg

Sunday, January 06, 2008

don't forget to use the labels!

I'm sure most of you know, but for those who haven't tried it.

At the bottom of each post is a label or more.

If you click the label, many more posts on the same subject will come up.

So if you wanna find all the construction posts, just click "construction" below.
etc.

I've been going back in time and trying to organize as many subjects as possible, so give the labels a whirl...



happy hunting!

Sunday, December 09, 2007

Toy Construction 2 - Advanced -Knickerbocker toys - Jinks

Knickerbocker toys are more detailed than the cartoons they are based on. This is Jinks the cat. Draw him and reap the rewards of a better understanding of cartoon construction.

http://johnkstuff.blogspot.com/2007/09/top-cat-turnaround-toy-construction_19.htmlIf you have already constructed Top Cat, you are now ready for a Knickerbocker toy.
The Knickerbocker toys have more elaborate forms than the Top Cat Toy we drew. The same general construction, but more complicated, so don't start with this exercise if you haven't done Top Cat yet.



I'm forcing myself to learn to draw in Flash. It's hard. The drawing tools suck. Yu can see how wiggly my lines are. Doing this in Flash though has its advantage. I can draw each level of construction on a separate layer, so that I can show them to you.
Work your way through each level, by drawing the biggest forms first. With each new level add the next biggest forms.
Note the perspective. The eyes curve around the round face and get smaller and thinner.

Each form, in turn has sub-forms-the muzzle is split into two balls in front and a wrinkle between the muzzle and eyes.

Here's the top layer of details, without the construction underneath. Sorry about the wiggly lines. Anyone have a secret to tell me how to get better lines in Flash?

Here are some more angles of Jinks for you to practice on.







Sunday, October 21, 2007

Heckling Hare: step-by-step construction lesson

ROD SCRIBNER LOVES WRINKLES!
Here is a really cool frame from Tex Avery's "Heckling Hare". It's a hilarious scene animated by Rod Scribner.

Scribner loves to draw lots of extra wrinkles and brow folds on his characters, yet he still keeps them appealing and solid. They are not just arbitray lines and details floating around on the head. They make sense.

They wrap around the structure of the head and they describe certain things-expressions, eyebrows.

At first glance all the wrinkles make the drawing look complicated, but if you break it down to its forms first, then it will help you understand the drawings better.

Scribner uses the same classic principles that Bob McKimson and all the old animators used, but he applies them to his own style.



HOW TO STUDY OTHER PEOPLE'S ART
You can learn a lot by copying frames and animation from old cartoons. But the way to do it is:

Don't draw straight ahead.

Build up the drawing using proportions and construction. The Preston Blair Book explains this method of drawing very well, but I will help demonstrate it for you.


STEP 1 - PROPORTION + ANGLES

First, I measured the proportions of the characters and copied the proportions. Then I sketched in the rough forms that make up the poses, and drew straight lines through the forms to check that the angles the heads and bodies are tilted on look like the film frame.

Bugs is made up of 3 major forms in the drawing:
1) Head
2) Neck)
3) Body

Download this zipped quicktime to your desktop:
JOHN K TUTORIAL, STEP 1 (20.8mb)


STEP 2 - 2ND LAYER OF FORMS

After breaking down your characters into their first level of forms, then take each of those forms and find the next level of forms.

Start with the heads.

Bugs has one head.
The one head is made of of 2 major parts:
1) The cranium -upper part of head
2) The muzzle- lower part of head

Each of those levels is then further broken down into sections.

Upper head is made up
1 eyes,
2 eyebrows and
3 space around them.

all these sub forms have to wrap around the larger form that they are stuck to.

Lower head (muzzle) is broken into
1 nose area,
2 cheeks and
3 mouth

Each of those layers is in turn broken down into more parts.

Get it?
If not, watch me do it.

Download this zipped quicktime to your desktop:
JOHN K TUTORIAL, STEP 2 (28.4mb)






STEP 3 - EXPRESSION
Expressions are made up of

Eyes,
Eyebrows
Mouth,
Cheeks,
Jaw

To get the eyebrow expression I usually just draw one line right through both eyebrows to describe the expression in one connected stroke.

Later I can erase the middle unibrow section. This way the eyebrows are related to each other in the final drawing and not just floating independently of each other.

When drawing the mouth expression, you have to make sure that the cheeks and jaw all relate to the mouth. They are all part of the same mechanism.


Once you have your basic expression wrapped around your head and muzzle, the last step is to add the details that help solidify the expressions.

Eyebrow wrinkles above the eyebrows. They follow the same direction as the main eyebrow line. They wrap around the head too, the same way the eyebrows do.

The mouth cheek area: The lower lip has to relate to the mouth shape and so do the cheeks.

Teeth: Draw them as blocks of teeth first, not as individiual teeth. Make the blocks be in the same perspective as the head.

Once the blocks look solid, them break them into individual teeth.

Download this zipped quicktime to your desktop:JOHN K TUTORIAL, STEP 3 (53.9mb)




Straight Ahead Drawing VS Constructed Drawing
Now I drew this first drawing without first constructing it. I already know how it works so it only looks half crappy. But compare it to the below that I drew with construction first. See how much more solid and convincing and powerful it is?


ALL THE DETAILS FOLLOW LARGER FORMS


When you know your principles of drawing well , then you will be able to draw with much more confidence and you won't be afraid of details and you will have a lot more creative choices you will be able to make in your own work.


Download this zipped quicktime to your desktop:
DOG - SPEED DRAWING (32.1mb)


REALLY IMPORTANT POINT! _Use Empty Space!


Look at all the empty space left in the drawings. The whole head is not filled with wrinkles and details.

If it was, you wouldn't see the expressions at all. You would just see a busy mess.

In order to see something important-you need to leave areas of space around the details that let you see the important stuff.

Make sense?

If you do this lesson, post a comment and I'll put it up in another post and critique it.

Thanks To Kali for making the films, and Marc for getting them in here.

Tuesday, October 09, 2007

Amir Avni's Progress

Amir has been taking my advice and learning from the masters. To learn construction, he is copying frames from Bob McKimson scenes.

http://aapractice.blogspot.com/2007/10/falling-hare.html


His first copy is not bad, but a little on the flat side. I gave him some tips and then suggested he do it again, this time fixing the mistakes.
http://aapractice.blogspot.com/2007/10/pulling-my-hare.html
He compared it to the original to see how accurate he was. I also suggested that he write down what he is learning from each drawing he copies, so he can apply the general knowledge to his own drawings.http://aapractice.blogspot.com/2007/10/wellgulpnow-ive-seen-everything.html
If you are planning to be a cartoonist, you'd better get your suicide drawings down, because there is a huge call for this in our business. It's always good for a laugh. Almost as funny as stereotypes.
After he copied some drawings, I told him to try to draw the characters in his own poses to see if he was learning anything from the copies. When you study something, it's not enough to merely copy. You should be trying to understand what you are copying so that you can apply it to your own work.
http://aapractice.blogspot.com/2007/10/more-to-see.html

Amir is advancing fast and now he's all cocksure, so he's decided to jump all the way up to Frank Frazetta.
http://aapractice.blogspot.com/2007/10/frazetta-girl.html

Go to Amir's site and see his progress and see how is studying. Maybe it will help you to understand the value of learning from the best cartoonists.

The quickest way to learn is to be extremely methodical and logical about it. If Amir keeps this up, he could sail ahead of the competition.

Saturday, September 22, 2007

Top Cat Turnaround Toy Construction Exercise


Toys are Better Than Life Drawing for Cartoon Construction Studies
Life drawing in theory can be useful to an animator. It can teach you perspective and construction, foreshortening and the like, but in reality, it's very hard to look at very complicated structures of human beings and break them down into fundamentals you can use for cartoon shapes.

You get too easily distracted and confused by the tons of details on real live creatures. You can't see the underlying forms easily.

Most cartoons don't show any important influence from life drawing anyway. Even the ones that are supposed to be "realistic". They suffer from the confusion between detail and form. Form is more important than detail.

I'd put some examples up, but some folks will freak out.

The details need to follow the physics of the forms, and the more detailed your cartoon design is, the harder it is to control - especially if the underlying form is faulty to begin with. Drawing well sculptured toys makes the fundamentals of construction and perspective much easier to grasp, and just as importantly to then be able to instantly apply them to your cartoon drawings.

When you turn a toy around, you can see how the features change shape as they bend around the curved surfaces.If the head tilts up, then the features that stick out (noses) start to obscure the features above. You see more of the underside of the form than the top. This may sound obvious, but try to draw it!


Construction is not something that comes natural to me. I naturally draw "by design", that is to just put shapes that balance well together in 2 dimensions. That's a fault, because it doesn't mean the characters will turn well when animated.

Some folks have a natural eye (or brain) for construction - like Jim Smith, who just somehow sees the structure of something instantly. I see the details first and have to force myself to think about forms. (Squinting your eyes helps blur details and allows you to see the underlying structures better)

When I draw toys, it helps me to get more used to the logic of structures in space. If I did it a lot, it would start to become second nature and I wouldn't have to think about it so much.

Today, when almost everybody draws ridiculously flat, real animation can't even exist. We have to rely on silly tricks to zip characters from one abstract flat pose to the next. This severely limits what we can achieve creatively.


WHEN YOU COPY, DRAW SLOW, CAREFUL AND THINKNote on the 3/4 poses, the feet have no perspective...(except for that pink stumpy thing on the right)



When you copy something, there is a purpose to it: to learn something. If you draw too fast, you will not learn anything.

You want to carefully study your model.

When I am learning something, I tend to draw stiff, because I am thinking about what I am trying to learn. The drawings don't come out all pretty with clean flowing lines and stuff.

When you study, you are trying to be accurate, as opposed to beautiful and flowing.

Once you have done your stiff drawings, you can loosen up a bit and then try again from memory and see if what you learned sunk in.

I did this quick sketch at a pizza joint a couple days after my Top Cat study. It's a little wonky, but some of what I sketched slowly 2 days earlier sunk in.


If you also start to study and you draw slowly and carefully, and critique your own studies honestly, then you will absorb much information that later you can apply to your own work.

If you want to learn construction well, this is a very good exercise. Draw toys. You can draw the same angles that I did above and compare them to mine, then try these new angles below.

If you want me to critique them, put links in the comments to your drawings.You can also take your drawings into Photoshop along with the photos and lay them on top of each other at a % to check how accurate your copies are.

See, Kali is doing it:
http://kalikazoo.blogspot.com/2007/09/muskie-soaky.html

Friday, August 17, 2007

12 posts on CONSTRUCTION for Ben Forbes and Chet






This is your most important cartoon-drawing principle. Get this down and everything else will be a lot easier!


http://johnkstuff.blogspot.com/search/label/constructionhttp://johnkstuff.blogspot.com/search/label/construction

Read the page from the bottom post 1st and then work your way up.

Friday, July 20, 2007

Animation School 7 - When Generic is a Good Thing

Remember when I talked about the two different types of cartoonists?
One conservative, the other wild and crazy?
http://johnkstuff.blogspot.com/2006/04/2-types-of-cartoonists-origin-of.html
These two types worked together all through the 30s and came up with a blended style-the 40s style of pears and spheres and sausages style which is my favorite type of animation.

If you are a young cartoonist (or a geezer who wants to improve his skills) who wants to learn the best way to draw and animate, you should study this approach in its most generic form.

GENERIC 40S CARTOONS


When is "generic" good?
When it is highly skilled as in these Tom and Jerry model sheets below.Generic is good for study.
If you are trying to teach yourself the principles of good cartoon drawing for example, it's best to study bland cartoons that don't have individual style. Strong style will distract your attention away from the underlying principles that are more important.

Disney helped popularize a style in the late 30s that most other studios adopted-the pear shaped, squash and stretch style.


It's not really a "style" though.

It's a drawing method that makes animation fluid and sensible.

It's a collection of principles that everyone in animation used in the 1940s.
It developed out of the rubber-hose style but added some techniques to help smooth out the animation and give it weight.


3-dimensional but cartoony construction:
The characters are rounded and turn in space like real objects.
But unlike real anatomy, the characters are built out of simple shapes-mostly pear-shaped bodies and round or oval heads with sausages for limbs.
In a strange way, they are real because they are 3-dimensional, but they are also cartoony, because they are made up of forms that aren't anatomical.
All the details of the characters wrap around the major forms that the characters are built from.
The eyes obey the perspective and direction of the position of the head, etc. They don't exist on their own planes.


Squash and Stretch:
These 40s characters bend and stretch and squash like soft rubber.


Line of Action:
The poses are usually strong and simple and all the details of the characters flow along the line of action.

Clear Silhouettes:
The poses usually have strong silhouettes-which helps them read, especially when the actions can be so fast.

Organic Forms:
Unlike rubber-hose cartoons which have very simple curves that have the bends right in the middle of the curve, these 40s style characters have more complex flowing curves which makes them feel more organic like skin and guts-although no bones.

The 7 Dwarfs are perfect examples of this style of animation. They are completely generic designs-meaning they really have no design at all-but they do have all the principles that make up the classic cartoon style.


Here's a frame from Chuck Jones' Barbary Coast Bunny, one of my favorite cartoons. The design and style is a more modern 50s approach, yet it still retains all the principles of 40s style cartoons. This type of cartoon is not good for beginning cartoonists and animators to study from, because the shapes are more specific, and they have angles and more complex design elements.

This is much harder to study and grasp than a Tom and Jerry or earlier Disney or Warner Bros. cartoon. It's more interesting graphically for sure, but the more complex design elements will distract you from learning the principles underneath.

Here are some frames from Bob Clampett's Gruesome Twosome. This is a scene by Rod Scribner. It's much more exaggerated than a Tom and Jerry cartoon and has slightly more complex design elements in it.

It's still based on all the same principles though, so once you understand the principles you will be able to then start exploring your own style and variations of designs.

I always recommend to animation students to draw Elmer Fudd, Porky Pig and Tom and Jerry when learning.

Why?
They are fairly simple and very rounded.
When you are animating you have to turn out a lot of drawings.
The more complicated the drawing, the longer it will take you to make the animation work.
NEVER use your own character designs when you are learning to animate.
It will slow your progress.

Use characters that were designed by top Hollywood professionals that already work in 3 dimensions and are simple. You will progress much faster that way.

This frame is from Chuck Jones' Elmers' Candid Camera. Jones hasn't developed his strong personal style yet and is just trying to make the characters look solid and move well. This cartoon is a great one to study for rounded smoothly moving characters.

This is from a later Chuck Jones cartoon and is much more complex, but again it still is based on the same principles. It has angles and more complex forms-but the angles are all in sensible places - unlike today's angular cartoons that have arbitrary and inconsistent designs that don't work well for animation. -think MULAN.

That's why the best cartoons to study are the cartoons from the early to mid forties.
They are all very rounded and do not have really distracting angular styles. Study Jones, Clampett, Avery, Disney, Tom and Jerry.
Avoid Freleng and other 40s styles. They are all trying to imitate what the stars were doing but the drawings and animation are much sloppier in the rest of the cartoons being done at the time.

(By "avoid" them I mean, avoid copying them if you are trying to learn to draw good principles. Watch them, because they are all fun, but study from the best!)

Beware of 50s cartoons!
I'm not saying I don't like 50s cartoons-I do, but in order to do those styles well, you need to understand how they came to be.
If you start by drawing angular characters before you understand your principles, you will put the angles all in the wrong places and not have any control over your designs and animation-like most modern cartoons.

Principles are the most important thing!

Saturday, July 07, 2007

Constructing Bugs Bunny

This Bugs Bunny model sheet uses all the classic principles of good drawings together and is appealing too.
Bugs looks simple but is really pretty tricky.

Do you ever wonder why the modern versions of Bugs don't look like the real Bugs from the classic cartoons? Not only does he have mushy construction now, but there are some subtleties in his face that are just really hard to draw. Not even all the original animators could catch them.

We won't start with the subtleties today. Let's just look at the broad forms, two ways.
Same basic construction, less a couple subtle nuances

1) Generic on model 40s Bugs







I thought at first these scenes were by Bob McKimson, but after looking closely, I' don't think so. It's almost on model, but the features seem to be just slightly out of place. Maybe it's Virgil Ross?

Greg Duffel, help me out here!

Anyway, they're still very good, very conservative and conservative on purpose. Clampett contrasted everything in context to help tell his stories better. Conservative against stylish and wild or specific.

Here's McKimson for sure:
Note how almost perfectly solid his construction is.

Clampett cast his animators according to their natural strengths and personalities. He wanted this scene to be Bugs in control and confident - the Bugs the audience was used to, so that when Bugs started to lose to the turtle, he could show you what would happen to a cool confident character when he's no longer in control. Someone used to winning would obviously lose control in a big way, so those scenes he gave to the funnier animators like Scribner.

Clampett told me he hated formula and every time he and his cohorts would discover a formula that worked, everyone would want to just make the same cartoon over and over again and not screw with the formula. This would make Bob want to make fun of the formula in rebellion, which he did in this and other cartoons.

But to make it work, he couldn't just have Bugs be wild and out of control all through the cartoon. He had to set it up so that the audience would see Bugs as they knew him, and then take them on a wild ride out of the formula.


2) Exaggerated fun Scribner 40s Bugs

This Scribner drawing uses the exact same construction and cartoon drawing principles as the other scene, but it has way more contrasts in the shapes. And more imagination in the shapes and expressions and poses.

Here's a flatter, less contrasted design from another cartoon:Everything is even proportions.

Scribner's Bugs in this scene is actually even more solid than the "on-model" Bugs. Scribner was a wizard! he could draw all the classic principles better than any other animator at Warner's, but he was also the most creative animator there. Maybe he was from space or something.





Here's Kali's first tries at the conservative on-model Bugs and my translations of the construction.

Bugs' head in the left drawing is veering off to the upper right and his cheek doesn't seem quite attached to his head, so I roughed in Bugs' basic construction next to it.




Here I tried breaking down the drawing. I need to tilt the head back more to make it closer to the pose in the frame grab. But note how all the details flow along the the larger forms.

Toes are same direction as feet. Fingers fit in direction of hands. Eyes wrap around head, etc.


Now here's a Scribner frame:Look how solid even the ears are. Everything is solid and complex. And sensible. The smaller forms ride along the bigger forms. They obey the same perspective and physics.

Different directors experimented with Bugs' proportions and details, but used the same principles as the 40s Clampett Bugs.


Compare to this modern Bugs. You can tell the artist is being real careful, but even so, a lot of the lines and forms are just floating and don't follow the larger forms they are riding. Like the wrinkle lines above his nose.

There are perfectly straight lines and parallel lines in the drawing too, which instantly kill the volumes.
This one too is much flatter than the original Bugs:

Want to become a better cartoonist? Learn these classic methods and watch your control and results dramatically improve. Try drawing the other frame grabs.

Want more Scribner stories? Wanna know how he upped his style when he went from Avery to Clampett? He actually asked permission from Bob to let him be more creative!

Friday, July 06, 2007

Ramjet Construction

LEARN BY COPYING AND ANALYZING
I always encourage young cartoonists to absorb many styles by copying them and trying to understand what makes them work...

rather than falling in love with a single current trendy thing and crippling your ability to see the difference between truly good and merely trendy. The more styles you copy AND ANALYZE AND UNDERSTAND, the better you will be as an artist and as a judge of what's skilled as opposed to just current.Kali has been copying some of my favorite artists like Fred Crippen, Johnny Hart and Brant Parker.

Those artists superficially have simple, flat styles. But there is much more to them than meets the untrained eye.

STRAIGHT AHEAD VS CONSTRUCTION AND PLANNING

Kali has a really good natural eye and like many young talented cartoonists tends to copy things "straight ahead".


That is, starting at one end of a drawing and then continuing to the other until it's finished. If you have a really good eye for copying you can make a decent copy...but you won't learn anything.

You don't absorb an understanding of the WHY something looks the way it does. Then you can't use those principles to aid your own original drawings.

I encourage young artists-usually against their stubborn wills to use planning in their drawings. To use a method.

CONSTRUCTION MEANS CONTROLLING YOUR DRAWINGS AND MAKING THEM HAVE A SENSIBLE PLAN

Starting with "Construction". The most important tool you need.


I started taking Kali's eyeballed copies and drawing over them to build the drawings out of large forms that in turn are carrying smaller forms and details.

Then I thought, maybe I should show her how to construct even a stylized drawing.

CONSTRUCTING A GRANNY

This is a beautiful, well planned design.

It has:
Contrasts in shapes, sizes, angles, positions.
Negative shapes to draw your eye to the positive shapes. Her cheek compared to her eyes and mouth, for example.
Room for the features to move.
Silhouette
Line Of Action
Shapes are well balanced
Details fit into the forms; they don't exist in their own planes

On top of all those skilled, planned artistic principles, it's funny.