Have you ever walked through an animation studio and conducted a poll as to who is a storyboard artist, and who is not? I have, and the results were staggering. Apparently, EVERYONE is a storyboard artist. Or rather, everyone THINKS ā¦
In this brief but detailed tutorial on theĀ āDoās and Donātsā in Storyboarding, Wade Konowalchuk pitches the important rules of being a story artist to Skwigly the online animation magazine.
Wade discusses that he has seen a lot of story artists who believe theyāre story artists but are very sloppy and has also attributed this to himself in the past and so has complied a list of 13 rules that he goes through to make sure his boards succeed.
1. Every scene must serve a purposeĀ
Arbitrary cutting can confuse the user, rapid cuts are often used for action scenes but otherwise need to be used sparingly - the reason for the cut is that there must be something to show, cutting is used to focus on the important aspects of the story for audiences.
A common mistake Wade has seen is when there is a conversation between characters on the same screen and then a cut to a close up, then even closer still. These arbitrary cuts were used as an example as theyāre used wrong, the story artists would have done this to keep from having a static shot but the reason for closer cuts are to see an expression clearer, not for the sake of just cutting.
2.Do not move the camera unless necessary
Wade has observed inexperienced story artists conduct shots that move the camera a lot and doesnāt understand it himself and that if used excessively it can make the audience dizzy. He said he uses moving camera shots very sparingly unless their establishing shots or intended to give the audience a comprehension to whatās unfolding - like revealing a joke etc.
Itās interesting to see that Wade say the main culprits of extensive camera movement are those from a CGI area. He believes it to be a way for the team to show off their lovely environment but he states that this should only be done via an establishing shot and left as accompaniment after that. Iām inclined to agree as Iāve done this myself in my 3d modules.
Wade also states that heās seen people adjust the camera as the staging doesnāt work for an entire scene and sometimes it can pay off, most times itās lazy story artists not working hard enough.
3.Watch for ājump cutsā
As described by Wade and giving an example on the page, jump cuts are cuts that have similar framing and angles and that they are quite hard to use effectively, although some directors can use them for artistic purposes. When done wrong the effects of the jump cut can be very uncomfortable to the viewer as it doesnāt add any more information and it can appear as if the camera has popped from one angle to the next but with the same subject framed. To avoid this the story artist must cut to a dramatically closer or further away shot to give the audience an easier time and states that rotations will not help the composition if it is still very similar in scale.
So to avoid this problem, make sure your characters are framed differently in a noticeable way.
4.Watch your composition
Composition is a big rule and framing the focus is integral. Wade tell us to make sure that if itās a character shot to compose it in a way that we take the most of our negative space and that the characters actions can be portrayed in the shot too. Take advantage of the depth of field too, you can use people or items for this and avoid straight on shots or side profiles as they can really destroy the flow.
Wade adds that having an over the shoulder shot conversation/reaction between characters adds depth, awareness of positioning between characters and is a lot more interesting than a straight close up shot of one character.
5.Watch your axis
Also known as the 180% rule, Wade mentions that is is an imaginary line that the camera should never cross. Crossing the line can often disorient the audience so itās often not an option but there are exceptions to the rule such as a shot showing someone driving in a car, to do this though, you must cut.
6.Avoid complicated angles
Wade gives us more visual examples and says that angles that are uncomfortable such as an extreme down shot, these are hard to draw and doing this could consume time for very little pay off. Understand how the angles will work to your advantage and only use complicated shots if completely necessary.Ā
7. Be sure that your animation and camera instructions in your action columns are extremely clear
A good practice for story artists is to maintain a good level of communication and instructions for camera and animation. The reason for this is that sometimes you may not be working on your own, so people need help with guidance, especially if the animator is from overseas.
8.Watch your continuity
A common mistake in animation, wade mentions that consistency of character positioning and understanding where theyāre moving to along with placement of props and the environment and their sizes is important to be aware of between scenes.
In CGI it is less hassle as itās all rigged, modelled and mapped out but for 2d animation the items in the storyboard need to correspond correctly otherwise animators and layout artists will just follow what they see.Ā
9. Donāt be lazy with your poses
Animators in Wadeās experience (especially if theyāre from overseas and get payed practically nothing), dont see it as their job to make quality story telling poses and just follow the basic instructions. Wade says that creating starting poses and end poses will help figure out the movement along with acting out and videoing the scene to get the feel for the pose/action. Wade mentions that once the initial composition is done, additional work isnāt as hard.
I really like the little technique he give out mentioning that any additional action poses that you would like the animator to follow should be thumbnailed in the next panel, numbered and given a description in the dialogue box on how these work.
10.Ā When necessary, be sure that your light source is indicated
As with before, to avoid animators making lazy decisions or accidental placement of shadows, Wade concludes that by putting your own shadows in and where you want them to fall (if shadows are a big factor for your shot), it gives the animators direction. Wade says you can also add arrows with notes on saying where the light sources is coming from, but most times itās easier to just put the shadows where you want them to fall.Ā
I think that itās important to have an understanding of the light source regardless as lighting can affect your work significantly.
11. Make sure characters are acting in the correcting camera direction
The understanding with this is similar to the axis and jump cut rule, you want your characters to be responding to each other. Screen/stage right and left must be adhered to so that it doesnāt look like characters are jumping around the scene (axis rule). Another important bit of knowledge that Wade bestows is that when a scene ends on an exit and then an entry, itās better to have characters moving the same direction, for ease of the audience.
12.Ā Keep in mind that all important action should happen center screen
A very useful tip from Wade is to keep your wits about the framing. Because of aspect ratioās there are often parts of the screen that may be cut of, so understanding where to place the action is important. So to use a graphic design term, within the frame we need to draw or imagine a bleed to where the action will be cut off so then we can have an understanding of where itās safe to place it. Wade continues to say that if youāre focusing on a characters action and it needs to be central, then never put them directly in the middle as there is too much negative space framing them and it makes them feel static. By composing your character to stay more towards the left or right the rule of thirds comes into play and has a better weight and depth to the shot.
13.Ā Be sure that your posing is strong
The last rule to use is the understanding of gesture and posing. Does your characterās action read well? Wade comments that a good line of action with a silhouette that reads through this is the best example. You should be able to tell what the charactersā intentions are via their movement and thus the silhouette is the purist form of understanding the action. A great tip by Wade is to have any arm actions moving away from the character rather than in front, so that the gesture in the silhouette is easier to read.
Now that Iāve got these rules, I hope to use the knowledge gained to think carefully about my storyboarding technique. It wonāt be perfect but by using these rules they may be a lot better.