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SIP at BIG Animation (I) PVT LTD
SIP at BIG Animation (I) PVT LTD
SIP at BIG Animation (I) PVT LTD
On
At
By
SHUBHANK GUPTA
Batch XIII
PGDM 2007-2009
DEED OF DECLARATION
“Animation Pipeline – Planning & Maintenance” and truthfully declare that the above-
titled report is a product of my sincere efforts & study.
I further declare that a substantial portion of my report is lifted, from original sources, using
the words of the author and other statistical & graphical data’s from Survey Reports.
This Summer Internship Report is being prepared & submitted by me, in two copies, one at
BIG Animation (I) Pvt. Ltd, Pune & the other at Dr. Gaur Hari Singhania Institute of
Management & Research (GHS IMR), Kanpur, for the partial fulfillment of the
requirements of Post Graduate Diploma in Business Management (PGDBM).
It is a great pleasure to record my thanks and gratitude to persons and organizations whose
generous help and support enabled me to complete this project within the stipulated time
period. To complete a project of this magnitude requires a network of support, and I am
indebted to many people.
I take this opportunity to thank Mr. Vikas Verma; Line Producer, Mr. Shambhoo Phalke,
VP; Flash-2D Production at BIG Animation (I) Pvt. Ltd, Pune and other studio members
for making this endeavor possible and sharing the long-term vision for the production studio.
I would like to thank Prof. Prithvi Yadav, Director, Dr. Gaur Hari Singhania Institute of
Management & Research (GHS IMR), Kanpur for granting me an opportunity to do my
Summer Internship Project at BIG Animation (I) Pvt. Ltd, Pune and concomitantly gain a live
industrial experience. It was indeed a matter of pride & privilege to work as trainee with one
of the India’s leading groups.
I am equally grateful to my Faculty Guide, Mr. R.K. Singh, GHS-IMR and also all other
faculty members for guiding me throughout my summer internship project.
And lastly I give my heartiest thanks to my batch mates & colleague trainees for supporting
me.
Shubhank Gupta
2. Training Certificate
3. Acknowledgement
4. Executive Summary
5. Introduction
6. Roots Of Animation
9. 12 Principles Of Animation
a. Pre-Production
b. Production
31. Conclusion
32. References
a. Books
b. Films
c. Internet
33. Appendix
India ranks among the top five economies of the world in terms of purchasing power parity,
while its GDP ranks eleventh in absolute terms. Combined with the fact that India has the
second largest population in the world with over a billion people, this makes India one of the
most exciting marketplaces for any consumer products or services industry.
The Indian entertainment industry is on the threshold of emerging as a large market globally.
Future growth of the industry is expected to be led by rising spends on entertainment by a
growing Indian middle class, regulatory initiatives, increased corporate investments and the
industry's dynamic initiatives to make strategic structural corrections to grow. In addition to
the Indian middle class’ enhanced spends projected towards entertainment, the rising global
interest in Indian content is expected to fuel growth in this industry.
The summer internship at BIG Animation (I) Pvt.Ltd. gave me a good idea on how an
animation studio functions and how the 2D Feature Film Pipeline is managed.
I also got to spend time in various departments like Animation, SFX, Lip sync, Light &
Shadow, Compositing and Editing, where I developed bit technical knowledge of film and
animation production equipments and procedures, as well as instructional and organizational
skills, while providing managerial support, maintenance and planning aspects in the film and
animation facilities.
There were various assignments that I was made to do, that also helped me in building my
skill sets and exposed me to working in a studio environment.
The analyses presented in the report have been arrived at through a combination of in-house
knowledge base of the Indian Entertainment Industry and extensive discussions with key
members and other experts of the BIG Animation (I) Pvt. Ltd.
INTRODUCTION
Over the last few years, there have been discussions on the Indian entertainment industry
being on the verge of take-off, powered by new delivery platforms and technological
breakthroughs, increasing content variety and favorable regulatory initiatives. This is
expected to transform the entertainment landscape, with more players entering and traditional
players being forced to adapt or perish. One can already witness changes that have the
potential to alter the industry structure and the planning procedures for managing the
industry.
New forms of content are emerging to cater select viewers, as the industry evolves.
Content innovation is necessary to sustain the interest of the urban population.
Regulatory initiatives
The regulatory framework for media is still evolving. Looking at the policies announced by
TRAI, it seems that a liberal framework is likely to be developed in order to allow the
industry to flourish.
Alongside regulating broadcasting and distribution, it will be important to create stronger
protection mechanisms for copyrights and royalties. If intellectual property is protected
The entertainment industry is thriving on the current economic upswing and is currently
estimated at INR 432 billion. Due to its sheer size, television has been the main driver for the
industry's growth, contributing 62 percent of the overall industry's growth. Films contributed
another 27 percent, while other segments like music, radio, live entertainment and interactive
gaming constitute the balance 11 percent.
While India's GDP ranks eleventh in the world in absolute terms, it ranks among the top five
economies of the world when assessed in terms of purchasing power parity.
It is the growing consuming class with the ability to spend that will drive the growth of the
Indian entertainment industry.
Adding to this positive outlook is the fact that the average Indian is getting younger and is
showing a greater propensity to indulge and entertain him.
Animation is a complex and immersive art, with science as its backbone. It takes a great deal
of practice and dedication for an artist to master it.
Animation is a type of optical illusion; it is the process by which we see still pictures move. It
involves the appearance of motion caused by displaying still images one after another at the
rate of 24 frames per second.
The most common method of presenting animation is as a motion picture or video program,
although several other forms of presenting animation also exist. Often, animation is used for
entertainment purposes. In addition to its use for entertainment, animation is considered a
form of art. It is often displayed and celebrated in film festivals throughout the world.
Also used for educational purposes, animation has a place in learning and instructional
applications as well.
Frames per second: the rate at which sequential frames are displayed under a given display
system
So, a 90 minute feature film requires 90 min. x 60 sec. x 24 fps = 129600 frames, many of
which may require some routine, iterative procedures to produce.
ROOTS OF ANIMATION
SLUMBER
In 1935, when Disney had released its first feature film "Snow White and the Seven Dwarfs",
Indian animation was still at its infancy stage. Late Dadasaheb Phalke - the founder of Indian
film Industry was attempting to make the first animation short film with matchsticks. The
film was never screened.
CLAIR WEEKS
In the late 50s Clair Weeks, an animator at Disney Studios, came to Bombay and trained a
core group of animators, the principles of classical animation at Films Division, a
governmental organization, under the ministry of Information and Broadcasting. This was the
time that Indian short animation films actually got started and was exposed in the theaters.
THE 60’s
The late 50’s and early sixties saw the production of some good animation shorts. Some of
the films won International awards. All these films were essentially produced by the
government organization - Films Division, which had Indian stalwart animation film-makers
Came the 70's and a whole group of people trained under Clair Weeks deserted the ailing
Films Division and started Independent Animation Studios of their own. Among them were
the two pioneers of Indian animation Bhimsain - who headed Climb Films and Ram Mohan,
started Ram Mohan Biographic. Some really good films were made during this time and
some International recognition came in. Again this was merely compensating for the decline
in production of films at Films Division and in no manner represented a boom.
By 1976, the independent studios were doing commercial work with little or no funds for
animation shorts. Bhimsain diversified into Feature films production and Ram Mohan
immersed himself almost totally in ad films.
THE DEPRESSION
The 80s saw a virtual cessation of animation films. There were no new entrants in this
unviable field. A few ad films were the only productions to show in the name of animation
and that couldn't have sustained more studios or harnessed new talent. However, with T.V.
growing at a tremendous rate, the possibilities of producing animation films could be seen in
the horizon once again. Bhimsain submitted a proposal and got approval for a 26 episode
animated series in 1989. Animation of this vast quantity was unheard of being attempted in
India.
The 90s has seen a relatively unprecedented boom for the Indian animation Industry.
Ram Mohan ventured into a Indo-Japanese collaboration animated feature based on Indian
epic Ramayana. After about 10 years of labour, the film was finally released in 1997 amidst
bad publicity and virtual non-awareness among the general media and people and didn't do
well commercially in India.
Past
Cave paintings
Early examples of attempts to capture the phenomenon of motion into a still drawing can be
found in palaeolithic cave paintings, where animals are depicted with multiple legs in
superimposed positions, clearly attempting to convey the perception of motion.
Spinning pottery
A 5,200-year old earthen bowl found in Iran has five images painted along the sides. When
the bowl is spun, it shows a goat leaping up to a tree to take a pear.
Frieze reliefs
One of the earliest successful depictions of an image in motion is evident in the Greek era.
Ex. A Parthenon frieze relief which depicts a series of horses that appear to gallop at
increasing speeds as they progress.
Seven drawings extending over two folios in the Windsor Collection, Anatomical Studies of
the Muscles of the Neck, Shoulder, Chest, and Arm, show detailed drawings of the upper
body (with a less-detailed facial image), illustrating the changes as the torso turns from
profile to frontal position and the forearm extends.
The magic lantern was classed as the inventor of the modern day projector. It consisted of a
translucent oil painting and a simple lamp. When put together in a darkened room, the image
would appear larger on a flat surface.
Thaumatrope (1824)
A thaumatrope was a toy used in the Victorian era. It was a disk or card with two different
pictures on each side that was attached to two pieces of string. When the strings were twirled
quickly between the fingers the two pictures appear to combine into a single image. The
creator of this invention may have been either John Ayrton Paris or Charles Babbage.
A zoetrope is a device which creates the image of a moving picture. This contraption was
produced in 1834 by William George Horner. The device is basically a cylinder with vertical
slits around the sides. Around the inside edge of the cylinder there are a series of pictures on
the opposite side to the slits. As the cylinder is spun, the user then looks through the slits
producing the illusion of motion. No one thought this small device would be the initial
beginnings for the animation world to come. As a matter a fact in present day beginning
animation classes the Zoetrope is still being used to illustrate early concepts of animation.
Praxinoscope (1877)
The first flip book was patented in 1868 by a John Barns Linnet. This was another step closer
to the development of animation. Like the Zoetrope, the Flip Book creates the illusion of
motion. A set of sequential pictures seen at a high speed creates this effect. The Mutoscope
(1894) is essentially a flip book in a box with a crank handle to flip the pages.
Present
Stop motion
Stop motion is used for many animation productions using physical objects rather than
images of people, as with traditional animation. An object will be photographed, moved
slightly, and then photographed again. When the pictures are played back in normal speed the
object will appear to move by itself. This process is used for many productions, for example,
clay animations such as Chicken Run and Wallace and Gromit, as well as animated movies
which use poseable figures, such as The Nightmare Before Christmas and James and the
Giant Peach. Sometimes even objects are used, such as with the films of
Stop motion animation was also commonly used for special effects work in many live-action
films, such as the 1933 version of King Kong and the 7th Voyage of Sinbad.
CGI animation
Computer-generated imagery (CGI) changed animated films forever. The first fully
computer generated feature film created was Toy Story, produced by Pixar Animation
Future
Animated humans
Most CGI created films are based on animal characters, monsters, machines or cartoon-like
humans. Animation studios are now trying to develop ways of creating realistic-looking
humans. A couple films that attempted this were Final Fantasy: The Spirits Within in 2001,
and Beowulf in 2007. However, due to the complexity of the human body functions,
emotions and interactions, this method of animation is rarely used. Of principal complexity is
the creation of a convincing human face model. Of secondary complexity but still a modern
approach are techniques for the production of convincing hair or cloth movement. Later this
form was tried again by scanning humans into computers such as the movie Beowulf in 2007.
1906 -J. Stuart Blackton made the first animated film which he called "Humorous phases of
funny faces." His method was to draw comical faces on a blackboard and film them.
1908-In France Emile Cohl produced a film, Phantasmagorie which was the first depicting
white figures on a black background.
1910-Emile Cohl makes En Route the first paper cutout animation. This technique saves time
by not having to redraw each new cell, only reposition the paper
1911-Winsor McCay produced an animation sequence using his comic strip character "Little
Nemo."
1913-Pat Sullivan created an American cartoon series called "Felix the Cat." J.R. Bray
devised "Colonel Heeza Liar," and Sidney Smith created "Old Doc Yak."
1914-John R Bray applies for a patent on numerous techniques for animation. One of the
most revolutionary being the process of printing the backgrounds of the animation
1914-Winsor McCay produced a cartoon called "Gertie, The Trained Dinosaur" which
amazingly consisted of 10,000 drawings
1917-The International Feature Syndicate released many titles including "Silk Hat
Harry"Bringing Up Father", and "Krazy Kat".
1923-Walt Disney extended Max Fleischer's technique of combining live action with cartoon
characters in the film "Alice's Wonderland".
1926-The first feature-length animated film called "El Apostol" is created in Argentina.
1927-Warner Brothers released "The Jazz Singer" which introduced combined sound and
images
1928-Walt Disney created the first cartoon with synchronized sound called "Steam Boat
Willy".
1934-Urb Irwek creates a multi-plane camera. This camera is capable of filming several
separate layers of cels giving the final frame a truly three dimensional look.
1957-John Whitney used 17 Bodine motors, 8 Selsyns, 9 different gear units and 5 ball
integrators to create analog computer graphics
1961-John Whitney used differential gear mechanisms to create film and television title
sequences
1972-University of Utah, Fred Parke creates first computer generated facial animation.
1984-Porter and Duff at Lucusfilm publish paper on digital compositing using an alpha
channel.
1985-Girard and Maciejewski at OSU publish a paper describing the use of inverse
kinematics and dynamics for animation.
1985-Ken Perlin at NYU publishes a paper on noise functions for textures. He later applied
this technique to add realism to character animations.
1992-Beier and Neely, at SGI and PDI respectively publish an algorithm where line
correspondences guide morphing between 2D images
1993-Chen and Williams at Apple publish a paper on view interpolation for 3D walkthroughs.
12 Principles of Animation
This action gives the illusion of weight and volume to a character as it moves. Also squash
and stretch is useful in animating dialogue and doing facial expressions. How extreme the use
of squash and stretch is, depends on what is required in animating the scene. Usually it's
broader in a short style of picture and subtler in a feature. It is used in all forms of character
animation from a bouncing ball to the body weight of a person walking.
2. ANTICIPATION
3. STAGING
A pose or action should clearly communicate to the audience the attitude, mood, reaction or
idea of the character as it relates to the story and continuity of the story line. The effective use
of long, medium, or close up shots, as well as camera angles also helps in telling the story.
There is a limited amount of time in a film, so each sequence, scene and frame of film must
relate to the overall story. Staging directs the audience's attention to the story or idea being
told. Care must be taken in background design so it isn't obscuring the animation or
competing with it due to excess detail behind the animation. Background and animation
should work together as a pictorial unit in a scene.
Straight ahead animation starts at the first drawing and works drawing to drawing to the end
of a scene. You can lose size, volume, and proportions with this method, but it does have
spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more
planned out and charted with key drawings done at intervals throughout the scene. Size,
volumes, and proportions are controlled better this way, as is the action. Many scenes use a
bit of both methods of animation.
When the main body of the character stops all other parts continue to catch up to the main
mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a
long tail (these follow the path of action). Nothing stops all at once. This is follow through.
Overlapping action is when the character changes direction while his clothes or hair
continues forward. The character is going in a new direction, to be followed, a number of
frames later, by his clothes in the new direction.
As action starts, we have more drawings near the starting pose, one or two in the middle, and
more drawings near the next pose. Fewer drawings make the action faster and more drawings
make the action slower. Slow-ins and slow-outs soften the action, making it more life-like.
7. ARCS
All actions, with few exceptions (such as the animation of a mechanical device), follow an
arc or slightly circular path. This is especially true of the human figure and the action of
8. SECONDARY ACTION
This action adds to and enriches the main action and adds more dimension to the character
animation, supplementing and/or re-enforcing the main action.
9. TIMING
Expertise in timing comes best with experience and personal experimentation, using the trial
and error method in refining technique. The basics are: more drawings between poses slow
and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow
and fast timing within a scene adds texture and interest to the movement. Most animation is
done on twos (one drawing photographed on two frames of film) or on ones (one drawing
photographed on each frame of film). Twos are used most of the time, and ones are used
during camera moves such as trucks, pans and occasionally for subtle and quick dialogue
animation. Also, there is timing in the acting of a character to establish mood, emotion, and
reaction to another character or to a situation.
10. EXAGGERATION
Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the
time. It¹s like a caricature of facial features, expressions, poses, attitudes and actions. In
feature animation, a character must move more broadly to look natural. Exaggeration in a
walk or an eye movement or even a head turn gives more appeal.
The basic principles of drawing form, weight, volume solidity and the illusion of three
dimensions apply to animation as it does to academic drawing. These are transformed into
color and movement giving the characters the illusion of three-and four-dimensional life.
Three dimensional is movement in space. The fourth dimension is movement in time.
12. APPEAL
An animated character has appeal. Appealing animation does not mean just being cute and
cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute.
Appeal, as you will use it, includes an easy to read design, clear drawing, and personality
development that will capture and involve the audience¹s interest.
2. Retain production
Series production involving 2D digital techniques (like Cel Action and Flash) is currently
flourishing.
Every country has lent its own flavor to animation through the years. The style is unique to
each region, influenced mostly by the cultural and political atmosphere of each place. Below
is a look at the evolution of animation in each region:
2. The segment has the potential for job creation through the generation and exploitation
of intellectual property.
3. According to NASSCOM study, the forces that are shaping the development of the
animation industry in India include technical manpower to meet the 2-D and 3-D
animation requirements, lower costs of animation production, the expected
demand from domestic Indian television channels and the formation of domestic
animation studios and training centres.
4. Animation solutions are also finding a place in niches such as film titling, special
effects, Web entertainment programs, TV broadcast graphics, 3D modeling and
background development. In each of these areas the extent or scopes of services for
an animation production company include offering services in animation production
services, Co-production and content creation.
5. India today has more than 200 animation, 40 VFX and 35 Game Development
studios.(Acc. To Industry Reports)
6. According to industry sources, the business volume of animation industry in India
would be making an annual turnover of US $ 950 million by the year 2009-10.
Although India is lagging behind the world in terms of productivity in the Animation and the
Gaming sector, India in recent years is slowly and gradually trying to positioning itself as a
significant provider of animation production services.
There are a number of factors which can act as India's strengths and help it get an edge in the
international market:
Website http://www.relianceadagroup.com/
Reliance Anil Dhirubhai Ambani Group is a group of companies headed by Anil Ambani.
The companies under the group are:
• Reliance Capital
• Reliance Communications
• Reliance Energy
• Reliance Power
• Reliance Health
• Reliance Entertainment
o Big Animation
o Adlabs Films
o BIG92.7FM
o Reliance Big Entertainment
o Zapak
o BigFlicks
o Bigadda
o Big Motion Pictures
o Jump Games
o Big Music & Home Entertainment
• Tech Reliance
• DA-IICT
It has 8 million shareholders, making it one of the world's most widely held stock.
Dhirubhai H. Ambani
Big Animation, a venture of Reliance ADA Group with Mr. Ashish S.Kulkarni as its
C.E.O, is a technologically superior digital animation content creation company. It’s
State-of-art; high-end digital animation studio in Pune creates next-generation animation
for theatre, television, direct-to-home and other platforms. Company’s core business
commitment is to create feature films for international and domestic markets. Its team excels
in producing world-class, award-winning digital animation shows by blending technology
and creativity. Big Animation aims to create content for the entire audio-visual spectrum and
keep the global audience informed and entertained. The studio has been planned after careful
benchmarking and evolved CG production pipelines aimed at creating animated
entertainment products to be released nationally and internationally. Apart from latest
technology, the company has approximately 600 human asset’s working for the
organization.
BIG Animation, short film ‘The Bad Egg’ won the TBS Digicon 6+2 Awards (pan Asian
CG competition) in Japan l July,06 and was also nominated at Ficci- BAF 2006, 24 FPS
006 & Anifest 2006, further took a pride of place by winning the World Gold Medal at New
York Festivals 2007 International Film & Video Competition.
Big Animation offers the entire range of services for animation production like layout,
cleanup, animation, background, in-betweening, scanning, ink and paint, compositing, and
editing. It also provides pre-production services including key animation, key background,
character design, color models, and key layouts.
Animating in Flash can be fun, and can be as easy as just a few clicks.
• Motion Tween
• Shape Tween
• Frame-by-Frame Animation
• Guided Motion Tween
PRE-PRODUCTION
This stage is probably the most important stage of any film production. Without a good script,
a project is destined to fall flat, no matter how flashy or clever it may be in other aspects.
Animated films in particular rely more heavily on the visual scripting at this stage where as a
live action film would be more concerned with dialogue.
----Storyboard
At this stage, the actions dictated in the script are visualized graphically. A lot of changes take
place during this early stage before getting too far into the production to correct anything
easily.
----Designs
Every character, background and prop from the script must be assigned a visual
interpretation. At this stage they are by no means final however. A few preliminary character
sketches later turn into character ‘model’ sheets portraying the character from every angle and
in a number of different ‘action’ poses, adding an element of life to the initial sketches. These
model sheets make it easier for the team of animators to be consistent with regards to the
character’s appearance.
----Animatic
An animatic is basically a filmed version of the storyboard which has been edited to give an
impression of the final cut film. It serves as an excellent test of not only the script, but also
the timing, action planning and soundtrack of the animation prior to starting the costly
process of final production. This is the stage where the director will make most changes.
----Animation Layout
This step is used in setting up extremes for character to be used by the key animator. It
conveys different information to the storyboard as it gives you an idea of the action required
in the sequence of motion and shows the most extreme character poses in the sequence.
----Pencil Tests
After the animatic is approved and all animation layouts completed, work is passed on to the
animators to begin this two-stage process. The first stage involves a key animator who must
first decide which method of animation he or she will be using.
1. STRAIGHT AHEAD
It is basically the idea that you just start drawing and see what happens. It is a natural
progression from frame to frame without much forward planning.
Advantages:
- It’s very creative to ‘go with the flow’ taking all the action as it comes along
Disadvantages:
In this approach, one first decides the most important drawings, or the story telling drawings,
then puts them in. Then one must put in the extremes or contact positions and any other
important poses. Then it is a case of working out the nicest transition between two poses,
known as the breakdown or passing poses.
It is also advisable to make clear charts to ease in and out of positions and add any finishing
touches or indications for the assistant before any in-betweens are created.
Advantages:
- Clarity
- It’s in order - the right things happen at the right time, in the right place
Disadvantages:
This method involves first planning out what one is going to do in thumbnail sketches. Then
making big key drawings and big extremes, placing in all the important poses along the way.
This forms the structure of the animation but is only there to act as a guide for things and
places to aim at. It is then time to do several straight ahead runs on different parts. This may
mean having to revise some keys and extremes along the way. The point is to keep adding to
the detail; continually adding more runs (e.g. legs first, then body, then arms, then head, then
hair or drapery bits).
Advantages:
- Combines the structured planning of the ‘pose-to-pose’ method with the natural freedom of
the ‘straight ahead’ method
Disadvantages:
- None
A quality animator has already given the character ‘life’ at this stage, even through just a few
keys and extremes. They want to make sure nothing is left for change when passing the work
on to the inbetweener.
This animation can be tested along the way either by ‘flipping’ the sheets like a flick-book or
sending the frames off for printing and reviewing as a film clip.
----Clean-up
As no two animators draw exactly alike, the clean-up artist is required to make overall work
from animator to animator consistent from a design and drawing point of view. It is there job
removing some of the ‘testing’ scribbled lines that occur naturally when conveying a sense of
motion through drawing. Through doing this, they ultimately reduce every drawing to single
tidy lines. This process allows animators to be freer with their work without having to
concentrate on the tiniest of details concerning the design of the character, as these can be
corrected or picked up on during the clean-up stage. After cleaning, the drawings are then re-
shot to ensure no errors have crept in which may throw off the animation.
----Inking
----Checking
The checker must catch any mistakes before the project enters the final stages of production.
These might include broken lines, dirt on the acetate, painting mistakes or accuracy of written
instructions for the compositor / cameraman.
----Compositing
Once the checker is satisfied, all the artwork and camera instructions are passed on to the
cameraman or the digital compositor in more modern day productions, whose job it is to
bring together all the digital elements including animation, backgrounds and special effects.
----Final Edit
Unlike with live action filming, the animation final edit isn’t very creative, in that the director
has essentially made all the timing and filmmaking decisions during the animatic stage. It
serves more as a technical compilation process. Simply slotting all the finished scenes into
the initial animatic framework and replacing the pencil tests with final prints ready for
viewing on the big screen.
The Art Director works with the storyboard department to make a comic book sort of
version of the script. Here, the story is broken up into scenes and sequences and the
animation director decides and marks the time duration of each scene.
Characters are developed according to the story requirement. It has to be kept in mind that
the characters have to be such as can be animated. The layout and background department
develops the backgrounds according to the style of animation chosen for the specific
project. Different layouts for all the scenes are created in consultation with the Art
Director. The animation director prepares the X-sheet which is a very important tool in
streamlining, regulating and coordinating the works of different departments and
completing work within the scheduled time. X-sheet is a chart, which contains the way in
which the frames are arranged, specifies which frame is to be repeated how many times,
how long a specific frame is to be given ‘hold’ and so on.
Now the work starts on Lightbox. Referring X-sheet, the key frames are drawn for all the
sequences depicting the whole action pose-to-pose through pencil drawings on specially
punched papers. Line test is then done to see whether the actions are coming out properly
or not and deciding on what is to be done to increase the impact more. After the line test is
satisfactory and necessary changes are made, in-betweens of the key frames are drawn.
In-betweens make the action smoother by removing the jarring jerks. To sync dialogues with
the mouth movement and face expression of the characters, a bar sheet is made. Bar sheet
contains the readings of dialogues and expression sounds. Lip sync done by the animator
ensures that the dialogues seem to be really being delivered by the characters. To bring out a
realistic effect, the animator combines proper lip movements with expressions and complete
body language of the characters.
The special effects animator takes care of the special effects elements like fire, waterfall,
different kinds of smoke, lightning and also the light & shade effect of the characters. All
this work is transferred to the computer through scanning, for further process.
Winding up
After all the work is transferred to the computer, the digital ink & paint department starts
working on the project. All the frames are colored using software’s specially developed for
this purpose. All the work is then compiled and proper compositing done to give it a
somewhat complete form.
Editing ensures that no unnecessary bit remains to ruin the overall effect, and every scene is
in its proper sequence for the perfect duration of time.
Sound effects and background music is added at this stage. Sound effects and background
music improve the overall impact of the actions to a great extent and is an invaluable asset
for any animated sequence.
To be a good animator one should have creativity, patience, persistence and should be a
good team player.
Four broad categories in animation industry where human resource caters the need.
1. Pre-Production
2. Production
3. Post Production
4. Administrative
Pre-Production
This consists of the creative team which includes Creative directors, art directors, character
and art designers, script writers, prop designers, color key artists, storyboard artists, sound
Production
This consists of the hands-on team. Members that are added to the pre-production team
include Junior animators, assistant key animators, cleanup artists, breakdown artists, in
betweeners, line testing assistants, production controllers, graphic designers, render and
transfer assistants, model animators, model makers, mould makers, senior and junior
programmers, ink and paint artists, compositors, checkers, scanning assistants, visual effects
directors, background artists, set creators, computer model makers, riggers, computer
animators, computer imaging directors, light-men, assistant cameramen, trainees, helpers etc.
Almost everyone involved in the actual creation of the project is part of this team.
Post Production
Post-production consists of all activities that take place after the product comes through the
production department. This includes music recording, editing, addition of extra special
effects, conversion to various delivery formats and specifications. Certain key personnel are
required for this category. Creative directors, music directors and their assistants, off-line and
on-line editors and their assistants, machine operators and scheduling executives to aid the
studio managers and effects directors.
Administrative
This team consists of the suits that run the studio. From the chief executive to the managers,
all administrative staff falls under this category. It would be interesting to note here that
running an animation studio is quite a different experience from running a similar facility
with a few hundred people. Creative arts require a knowledgeable head of operations and a
flexible financial officer. Artists cannot be termed workers if high standards have to be
maintained because they are the real assets of the studio.
The process starts from the Manpower Requisition Form signed by Head of Department and
then submitted to the H.R Department
3. From consultant
For selections:
2. For the production department candidates need to give a technical evaluation test
which needs to be evaluated from the technical head of the department.
3. Finally as per the results of test candidate is selected / rejected as the case may be.
2. Fun @ Work : - organizing various events and activities within and outside
the studio to inculcate sense of belongingness among the artists.
3. Artists are always encouraged and supported to enhance their creative skill through
various workshops & training sessions
Performance Management
c. Competency ratings
There are many forms of report prepared for the production tracking & all the production
trackings are maintained in MS Exel.
The Database is eventually programmed in JAVA ASP & SQL Backend, enabling SECURED
internet as well as intranet access of the whole production process.
All files in the SERVER are interlinked, so any changes done in any of the one files, reflects
automatically in the other one.
MIS is getting generated with the help of all production executives who daily punch in the
updates of the data.
Some important reports which are taken into consideration while preparing MIS:
It is evaluated on a monthly basis which automatically gives the result for weekly &
daily output. Depending upon their daily average per second outputs the artists are
given Red, Blue and Green ratings.
2. Projection Report
Gives the numerical interpretation of the time lag, project completion etc.
Scene No.
Seconds
Starting date
Ending/Deadline date
Submitted On
Approved On
In Production
Team Lead
Sequence Director
And other necessary aspects which are need for final output record as well as remarks
and comments given.
The best performer within the tem is encouraged every month which results in
motivation and also creates healthy competitive environment.
1. Adobe
Photoshop, After Effects, Premiere, Flash
2. ToonBoom
Studio, Digital Pro, Storyboard, Harmony
5. Shake – compositing
7. Maya – animation
8. RealFlow
Simulation of fluids, fibres and particles
10. Animo
Animation software
The world of animations, which offers entertainment as a form of visual art, has evolved into
a character-based business with the potential to expand its business base through offering
digital content to media such as the Internet and mobile phones.
Yet, the future of the Indian animation industry is necessarily bright. Competition as such has
not yet evolved much since its only a beginning.
Current problems of the animation industry have been analyzed , and hereby four strategies
are proposed to develop comprehensive measures under the partnership of the public and
private sectors.
[Current Status]
India has the world's largest Film Industry where more than 700 feature films and 100
documentaries are produced each year.
The Indian animation industry today stands at Rs 12 billion, and the market is
projected to grow to Rs 42 billion by 2009 including the production of animated TV
shows / movies, sales of video titles, and sales of merchandize featuring animation
characters.
India today has more than 200 animation, 40 VFX and 35 Game Development
studios.(Acc. To Industry Reports)
[Problems]
The industry lacks the structure for developing creators, IT technicians and other
human resources including the creative talent pool.
India falls behind other countries in the development of financial systems for
financing the production of animated TV shows and movies.
Piracy & Copyright situations have created complicated business practices that hinder
business development.
The industry suffers the absence of funds and producers capable of producing major
works on the international level, and the underdevelopment of systems for supporting
joint international projects.
[Four Strategies]
Public and private sector organizations must have their roles clearly assigned, and work
together in coordination and cooperation for a comprehensive approach toward solving
industry-related issues.
This is the pre-production phase. First, have your idea or get commissioned with a brief. Then
produce a written treatment to sell the project, write a script, do an outline budget, pitch the
concept and - get a go-ahead (aka The Green Light). Now you can finalize the budget and
schedule and start putting your crew together.
Concept Design
Concept Design often starts during the pre-production phase. This is the first stage of design,
doing preliminary work to illustrate both the narrative and possible visual treatment of the
project, a time to experiment with characterization and style.
Storyboarding
The Production Designer and/or Art Director develops the style of the production and
produce the final designs for both characters and environments.
For 2D, model sheets and turnarounds of characters together with key backgrounds are
produced;
For CG, designs for characters, environments and special effects are be produced.
The Producer and Director casts the voices and the Director supervise the recording session,
usually attended by the Editor. Often, all the actors assemble and the script is recorded in one
or more sessions. However, producers work in various ways and there can be many good
reasons for recording all the actors individually and assembling the dialogue track afterwards.
A dialogue track is edited before animation starts and, if it involves character lip synch, those
voices will be pre-recorded to a final production standard. If possible, actors like to see a
storyboard and designs of the character whose voice they are providing and it can be very
helpful to their performance. Voice over guide tracks will be needed for timing but can be
rough recordings which will be replaced at a later stage. If it is necessary to animate to a song
or music track, it is important for the composer to provide an accurate demo.
The Editor will assemble the selected takes and produce a soundtrack to length for approval
by the Director before the track breakdown is done.
Already a library set of 13 mouths is made and it is used for the purpose of lip
synchronization.
Especially for the process of voice recording many a time’s celebrities or prominent
voices are hired to increase the market value of the movie.
In Stop Frame, the Model Making Department uses the approved designs to build models,
puppets and sets.
On larger CG projects there are often be two phases of layout, Rough and Final.
Animation
Animation starts when there are approved layouts (if applicable), designs or models, voice
track and timings for the Animator to work with. The Director or Animation Director assigns
scenes to Animators who produce the images which, when recorded in sequence, create the
illusion of movement. Depending on the project and technique, there can be a single
Animator working alone or a large team in which there may be a range of talents and skills
from lead animator down to junior assistant. The Director approves the animation or, on a
larger project, this may be done by the Animation Director or Supervisor.
The formula for shadow is --- Alfa 15 % black and rest is skin tone
In deeper shadow another 15% black layer is put on the previous shadow layer.
Only black is used for shadow and rest all is done at compositing level.
Person in this department needs to examine the light source which is already done in
animatics.
When the rendering is been done for the shadow approved file, the transparency is been
removed and the character animation is made 100 % black
These effects are further broken into sub categories, for example the water could be of a deep
water body like an ocean, or it could be just a splash. Fire could be of various kinds like, fire
on the wood, on oil etc. Different techniques are implemented to achieve desired results and
the final look and feel.
Working on the SFX is a very tedious tasks and requires not only the high level artistic
skills but also a good knowledge of the hardware and software capabilities and their
limitations.
Compositing
Compositing can apply to all techniques of animation and is the point at which various visual
elements including animation, backgrounds and effects are combined into the final image. It
is a very necessary part of the production pipeline where all hook ups, corrections are
matched up and end results come in. The final composited frames are sent to editing where
the final trimming or audio video timing adjustments are done.
Editing
At the editing level a negative is required for the feature film. When the file is been send
from compositing then the line up for all the files acc. to animatics
Is made to make a new composited file. The final trimming or editing is been done on that
lined up files. After the trimming is over, film gets in with the dialogue
Then the file is given to the music director to score the music or for re-recording & along
with it one copy is given to the SFX department. Once it’s all gets finished off, the final mix
track goes to laboratory to be developed as a sound negative and as well as in all other
formats like DTS, Dolby etc. After this the system files i.e. compositing files are given to lab
for colour corrections etc. And when the movie is confirmed, they refer it with edit and den
DI-negative is made. Finally it all gets mixed up and they make a married print i.e. picture
negative and sound negative copy
Post-Production
During the post production phase music is recorded, sound effects added and the soundtrack
finalized. The digital picture is combined with the completed soundtrack as an Edit Master
and can then be output either at broadcast standard or onto film, depending on the delivery
requirements.
STRATEGY
PLANNING
EXECUTION
It is a two & fro process from the part of line producer to animation director and vice versa.
PROCESS QUALITY/
MONITORING/ PRODUCTION
CREATIVE
PRODUCTION APPROVALS
Animation is a sector in which there is great potential for creativity and innovation, although
some people find it difficult to adapt to fast paced production environments.
Sector specific issues depending on the nature and extent of evolution fall under the
following four categories:
1. Structural issues, including issues relating to distribution of value amongst value chain
participants, extent of competition and level playing field.
2. Resource related issues with regards to the industry's difficulties in attracting resources
like investment, talent, etc.
To unlock the value, the Indian animation industry would need to:
1. Develop marketable products keeping in mind the socio-economic realities of the
Indian market
2. Improve operational effectiveness through global benchmarking, adoption of practices,
technology and strategic innovation
3. Leverage the capabilities thus developed in international markets
Animation studios need to blend artist creativity with consumer tastes and preferences. In this
pursuit they need to constantly define new/ changing genres based on the demographic
profile of the market and a surveyed understanding of consumer likes. Creativity needs to be
channelized in the right direction so that its commercial attractiveness can be exploited.
Most characters' designs were based on the work of caricaturist Al Hirschfeld. Aladdin was
drawn originally based on actor Michael J. Fox but during production it was decided that he
wasn't "appealing enough" and they decided to make him resemble actor Tom Cruise instead.
Computer animation was used to develop some features of the movie, such as the tiger
entrance of the Cave of Wonders, the magic carpet, the scene where Aladdin tries to escape
the collapsing cave, the full view of Agrabah, and the clouds in "A Whole New World".
Watching this film will give animation buffs the opportunity to study and admire the fine
animation work. The film mixed a variety of animation and art styles to come up with a
unique look. Though some influence from Richard Williams’ “The Thief and the Cobbler”
(made from 1968 to the early 1990s) is apparently present, the crew of “Aladdin” borrowed
motifs from Tex Avery cartoons, Al Hirschfeld drawings, and Arabian design. The colors,
used in the film are rich and almost three-dimensional. The film has the traditional touches
many people associate with classic Disney animation. The first element is story, the story of
a young boy who wants to become somebody. The sidekick characters are another element of
Disney animation, and there are many in this film and most of them are strong
characterizations.
The strengths of this film are many and overshadow any minor gripes one might have.
Musker and Clements’ direction is solid. The animation and voice casting is nearly perfect.
Image detail and contrast are superb, and really bring the colorful world of Aladdin to life.
Only a few minor nitpicks kept this presentation from being perfect, namely a few instances
of very mild edge enhancement and a few traces of interlacing. Otherwise, this visual
presentation is up to the high standard of Disney’s Platinum Collection.
CONCLUSION
Though the growth prospects for the Indian film industry are quite strong, it is still
performing below its underlying potential. It is a fact that India's per capita monthly spend on
films is less than INR 4, which is extremely low for an entertainment-crazy country like ours.
Concerted efforts undertaken by the industry participants can launch the industry on an
accelerated growth path, so that it can beat the forecasts.
Some of the key drivers that can enable such accelerated growth could be:
1. Corporatization
2. Developing economies of scale
3. Organized film financing
4. Piracy and its control
5. Outsourcing to India
6. Training and Education
7. Government incentives.
Corporatization
A corporatized approach to production implies and includes the following mix of initiatives
or actions:
1. Intelligent selection of scripts which factors in an understanding of consumer
preferences and market trends
2. Project feasibility analysis for target audience preferences, box office results talent
popularity and story viability in domestic and international markets
3. Active participation and consent of each activity head at the green-lighting stage
4. Investing in equipment, technology and management information systems to bring
down costs and build in flexibility in shooting schedules
5. Control over production timelines, budgets and quality with periodic monitoring
6. Outsourcing non-critical functions to focus on the core aspects of filmmaking
In these ways, it could help make the film-production process much more efficient.
The film producers will have to change their mantra from 'make the costliest film of the year'
to 'make a portfolio of cost-effective films in a year'. They will have to blend films of
different genres and budget segments aimed at different markets and different audiences to
dissipate their risk profile. It is estimated that the producers can reduce their costs by 10-12
percent by:
1. Owning studio infrastructure and equipment
2. Signing long-term contracts with creative talent
3. Signing multiple contracts with distributors and exhibitors.
They can also raise their revenues by signing long-term contracts with distributors and
exhibitors. This will enable them to get a higher share of the domestic theatrical revenues and
also help in plugging leakages. On a simple estimate, a 10 percent reduction in costs in the
medium term, coupled with a 15 percent increases in revenue can more than double the
industry profits. It is expected that the combination of key drivers at play could bring the
industry closer to its optimal level of profit generation in the near future.
It is estimated that by developing a portfolio of films, it is possible to shave 10 percent off the
artist's costs, reducing it from 30 percent to around 27 percent of the overall filming cost. The
distribution costs (print and publicity) can be cut by approximately 14 percent, reducing it to
19 percent of the overall cost. The production expenses can also be similarly reduced to 30
Organized funding has significantly reduced the average financing cost in this sector.
However, institutional lending rates are still high compared to other sectors, since film
financing is perceived to be riskier. Limited or non-recourse financing, akin to project
financing, is not common. It is believed that institutional financing could bring in stipulations
like completion bonds, insurance, well-defined contracts, etc. The production houses'
willingness to accept these conditions will determine the comfort level of the financiers. Once
financiers earn reasonable returns for a sustained period, the risk-perception could change.
Then one may even see sophisticated financial structures like securitization, credit enhanced
bonds, etc being introduced into the market.
In the existing model of funding, financing is done on a project-wise basis. The bank finances
upto 50 percent of the cost of a project and retains the negative rights as collateral. The
producer brings in the rest of the money from his own sources. The bank also insists on a
completion guarantee from the producer and insurance against delay.
Initiatives to reduce piracy in the years to come, either due to digital encoding mechanisms or
better enforcement of the law, can also lead to an increase in domestic theatre viewership
revenues. In the US, a typical theatrical window spans six months, where collection amounts
to 25 percent of the total gross. In India typically 70 percent is collected over three months,
after which piracy catches up and virtually nullifies any further theatre revenue potential.
There are a large number of video rental shops across the country, many of which thrive on
pirated videos. It is difficult to estimate the combined revenues of these rental shops but the
impact it has on eroding theatrical revenues is significant.
Outsourcing to India
Given the fact that India has a talent pool of world-class software professionals which is
available at much lower cost compared to the West, India could have been at the forefront of
film related software and graphics production.
India is steadily growing into a major hub for cost-effective outsourcing for animation and
special effects. According to industry experts the size of the Indian visual effects industry is
currently estimated at around INR 30 billion and has grown at around 30 percent over the last
few years. According to NASSCOM, the size of the animation industry itself is INR 25
billion, while special effects and other services account for the remaining INR 5 billion.
However, India still forms an insignificant part of the global visual effects value chain. Over
the last couple of years, many new post-production studios have been set up in India, aided
by the fact that the infrastructure requirements for a medium sized visual effects studio are
not very high. Most of these establishments operate well below their true capabilities and at a
relatively low end of the value chain.
With prospects of increasing domestic and overseas business in the future, it is imperative
that the Indian post production and animation houses make the necessary investment in
technical and human capital to be globally competitive in terms of quality and creativity and
not merely on costs alone.
India is now maturing as an outsourcing destination in terms of its ability to offer end-to-end
services of the desired quality to discerning international customers.
For the industry to reach global standards of film-making there is an urgent need to develop
and align film education to the requirements and opportunities of mainstream cinema. India
needs to develop creative and technical courses which are focused and simultaneously,
responsive to the current market environment.
For example, computer graphics, animation and special effects courses designed to match
global industry standards are needed in order to take advantage of the outsourcing potential of
the market. A professional approach will also go a long way in providing the right balance of
classroom instruction, hands-on workshops (learning-by-doing), and academic interaction
with likeminded peers, further driving the more knowledge-oriented and systematic approach
to film-making.
Government incentives
Based on a comprehensive understanding of the industry, the interplay between its drivers
and interactions with various stakeholders, the following initiatives are recommended to be
undertaken by industry and the regulatory authorities.
4. THOMAS, Frank & JOHNSTON, Ollie (1981): The Illusion of Life: Disney
Animation. New York
5. WHITE, Tony (1986): The Animator’s Workbook. London: Phaidon Press Ltd.
6. WILLIAMS, Richard (2001): The Animators Survival Kit. London: Faber & Faber
Ltd.
Films
Internet
1. http://www.ultimatedisney.com
2. http://www.toonboom.com/company/animationlinks.php
3. http://blackwingdiaries.blogspot.com/
4. http:// www.skillset.org/animation/overview
5. http://www.cgtantra.com
6. http://www.idanimations.com
7. http://www.sciencenews.org/articles/20020126/bob10.asp
8. http://www.clickthecity.com/movies_article.asp?p=737
9. http://reports.siggraph.org/articles/the-legacy-of-disney-animation
10. http://www.animationmeat.com
Appendix
3. General queries regarding animation industry.
Appendix 1
1. What is animation?
5. How different is making an animation movie rather than a live action one?
10. Reveal some important measures to be taken while planning the animation
pipeline & its maintenance?
Appendix 2
The Animation Society of India (TASI) has been formed with a view to increase
awareness of the medium of animation in India. It aims to educate the emerging
generation and the public at large and at the same time provide a platform for the
exchange of creative and technical information within the Indian art and animation
fraternity in order to strengthen existing talent and encourage growth by educating
and guiding prospective artists in India.
NASSCOM is India’s premier trade body and the chamber of commerce of the IT
software and services industry in India, with over 1100 members, of which over 250
are global companies from the US, UK, EU, Japan and China. NASSCOM’s
member companies are in the business of software development, software services,
software products, IT-enabled/BPO services and e-commerce.
ASIFA India received its official charter on November 25, 2000, and it aspires to
the same ideals and goals as the international organization. By staying true to the
spirit and upholding one of its mottos of blending art and technology, making
available invaluable knowledge and information, ASIFA India throughout the year,
arranges several free workshops, namely the CG-Meetup.
ABAI was formed by likeminded people to have an association that would regulate
the Animation business activities in Bangalore & contribute towards the greater
good of the regional animation industry. Their vision is to create a platform and
bridge the gap between, production facilities and qualified manpower and to
promote Animation, Gaming and VFX professionals and production houses in
Bangalore.