A Scene Setup drawing to prepare for layout
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Here are some storyboard panels from the first chapter of Slab's First Fist. These are all shots that use the same "setup". - In other words, the camera is at the same angle and distance from the same background and characters.SC 1
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LAYOUT is a BALANCING ACT!
Planning your scenes and staging them - or "layout" is a complicated and frustrating process.
It's not merely a matter of doing a bunch of pretty drawings in a row (although that's the last step)
FIND THE FURTHEST POINTS OF ACTION IN THE SCENE: top, bottom, left, right.
SC 4 is the first scene I roughed out
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So plan all the scenes and poses very roughly at first.
Make sure the biggest shapes fit into the scene and flip nicely from pose to pose, and have room left over to move into if needed.
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MAINTAIN THE GUTS OF THE LARGE SHAPES!
While you are functionally staging the characters and the BG, you also have to be aware of the guts of the storyboard poses, and try to maintain, or even better - push them. That means you have to analyze the lines of action, the expressions, the actions and story and make sure all those things are being maintained.
This is why layout is so demanding. You have to balance a pile of restrictive concepts at the same time-while making the drawings appear free and unrestricted.
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This is why layout is so demanding. You have to balance a pile of restrictive concepts at the same time-while making the drawings appear free and unrestricted.
Here is another main pose, this one from scene 6. I roughed it out to make sure everything fit in place and is clearly composed.
then I went back and added a couple poses to hook up with scene 5 ( a different setup). These heads will use the same body pose for the scene, because only Ernie's head is moving. His body remains still.
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I have to tell you, that this use of layout is the most important ingredient of the so-called "creator-driven" revolution of cartoons that happened in the late 80s and early 90s. It's every bit as important as the creativity of the ideas behind the cartoons, probably even more so.
Without it, all the ideals of cartoons written by cartoonists, directors heading up units, individual artists' styles being recognizable and the input of each creative person's personality and ideas actually appearing on-screen could never have happened. Could never and would never have.
Animation itself, the kernel of what we are supposed to be doing was forever banished to far-away shores, away from the control of the few wanna-be cartoon creators. In television, using layouts to control what you see on screen was the only way possible to give cartoons back to the cartoonists.
It freed the story artists to once again concentrate on story, allowed the top artists, draftsmen and stylists an avenue for their creativity and brought back the job of "director" to cartoons. Not merely a "sheet-timer" as many people think of direction, but a true director who could follow the creativity of the film from beginning to the end of production and make the cartoon unique and filled with original specific ideas and drawings, not just another assembly line product.
The rest of the Spumco production system was built around this fundamental part of the creative process.
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BTW, I added an overview of my ideal cartoon college curriculum:
http://johnkcurriculum.blogspot.com/2009/12/cartoon-college.html