Tdw64 Storyboard
Transcript of Tdw64 Storyboard
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A storyboard is a visual script that helps everyone
involved in a production to understand exactly
whats required for each shot. While the basic
concept may be universal, the exact function of
a storyboard will vary according to the type of project for which
it was created. For example, traditional 2D animated series use
storyboards as templates for the animators to follow. As 2D
animation is typically produced in a different country to the
boards themselves, its vital that they include as much
information as possible. Typically, this will include every key
pose of the animation, where the camera should be positioned,
and how each shot should be composed.
By comparison, the storyboards for a 3D or live-action film
will usually be far less polished, and will be stuck to less rigidly.
Live-action filmmakers typically use storyboards only for
complex scenes, or those including visual effects work that
needs to be planned out in advance of the shoot; while some
directors prefer to board out an entire film, this is rare. By
contrast, TV commercials tend to be boarded out as part of the
pitch process. Sometimes the boards can be used as one
of the marketing tools to help green-light a project, especially
if the investors are having trouble envisaging how a complex
script might be translated onto the screen.
These days many productions also use storyboards to
create an animated storyboard, or animatic a version of the
finished film made from the storyboard images, which is used
to test edits and scene timings. The animatic is a draft version
of the final film; as shots are completed, theyre dropped into
the animatic, replacing the storyboard image. Without this
simple tool to save time, money and confusion, most modern
feature films could never be made.
While most storyboard artists still use basic tools such as
pencil, paper and marker pens, you dont necessarily need to be
a great artist. Some people use toys or action figures to create
their storyboards; others simply pose actors or friends, then
video or photograph the results. Whatever your medium of
choice, the five tips on the right should contain much of the
information you need to get started.
Storyboarding an animation saves time and confusion later on. These tips shouldgive you valuable pointers for planning out your first project BY NIEL BUSHNELL
Our expertthis issue
Niel Bushnellis the founder ofQurios Entertainment,
a UK-based studio specialisingin storyboarding, illustration,concept design and animation.He has worked on numerouscommercials, feature films,television series and computergames. His most recentstoryboarding work was fora series of pop videos andQurios second short film,
All Colours Grey.[w] www.qurios.com
Board control
TUTORIALS | Storyboarding tips
054 | 3D WORLD3D WORLD May 2005
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have space for yourdrawing, the scene or
sequence number, and
notes, dialogue or scene
descriptions. I prefer not
to work too large; the
bigger the picture, the
longer it will take you to
draw! Try putting two to
four of your templates
on an A4 sheet and see
which size youre most
comfortable with. Onceyouve got a template you
like, print out lots of copies.
OBEY THE RULES OFCOMPOSITIONThe best films follow the same basic rules of composition as
classical painting and architecture. Make sure that your shot
makes maximum use of the frame; allow the image to
breathe, dont overcrowd it. Dead space or bad composition
can make a scene distracting, and cause the viewer to lose
track of whats going on. If you dont know much about
composition, take a trip around your local art gallery;
drawing inspiration from sources outside of film and TV will
also help to keep your work fresh, and may just give you the
jump on the next guy.
ABOVE Making a plan of your scene can help you to position
your cameras and create a good board sequence. Think of how
to cover the action what are the best places to view it from?
May 2005 3D WORLD3D WORLD | 055
Storyboarding tips | TUTORIALS
INSIDE TRACK |Storyboarding a two-shot
A typical two-shot
Heres a simple scene featuring two actors and
filmed by two cameras. All the action will be
captured from one side of an imaginary line, and the
cameras wont cross this line
01
The camera two view
Despite the change of angle, the bald actor still
appears on the left of the screen, so the relative
positions of the characters are maintained throughout the
scene, enabling the viewer to follow the action
03
The camera one view
Note that the bald actor appears on the left of
the screen in this shot. This establishes one side
of the line of action, and also establishes the geography of
the scene from the viewers perspective.
02
ABOVE Good composition. There are mathematical reasons
why some compositions look better than others, but most
artists are able to judge this instinctively
ABOVE Not so good composition! This is an exaggerated
example, but its a common mistake to put a persons head in
the bottom half of the frame, with lots of dead space above
ABOVE One possible layout for
a storyboard. Experiment with
your own dont work too large,
and keep the images numbered
DONT CROSS THE LINE!When storyboarding, its important to know something
about staging for film and television. One classic rule is
known as crossing the line. This is important in a two-shot,
where two actors are filmed from either side by two
cameras. To help the viewer understand the geography of
the scene, the two cameras should not cross an imaginary
centre line. In other words, Actor 1 should always be on
the left-hand side of the screen when viewed from either
camera. If you cross over this imaginary line, the viewer will
have difficulty following the action. See the boxout below
for an example of how to storyboard a two-shot.
CREATE A PLAN VIEW
Take the time to sketch out your scene as a plan view(looking down on it from above), and think about where
youll need to place your cameras. Its a good idea to treat
the animation as a live-action shot, and think about where
the best positions for a camera would be. Also envisage
how the action moves around the set. Youll soon realise
that particular scenes look best from certain angles, soexploit these positions. Much like live-action, some 3D
projects only use partial sets, so you may be limited in the
directions from which you can shoot, but a good boarder
can make the best of a small or partial set.
RATIO, LENSES ANDTECHNOBABBLEKnow what aspect ratio (the ratio of the width of the screen
to its height) youre working in before you start drawing. If
the shape of the storyboard panels dont match that of the
animation, youll be severely limiting the usefulness of the
board. Standard formats include 4:3 or 16:9 for TV, and2.35:1 for cinema, although there are many others. Its also
helpful (although not, in my experience, vital) to know a little
about camera lenses and their effects. Finally, familiarise
yourself with camera-speak! Words like pan, dolly, locked-off,
flip and flop should become second nature to you. And dont
forget to compensate for TV cut-off. All film and video loses
a portion of its outer edge due to cut-off during the
transfer from drawing to screen.
GET ORGANISEDIt sounds obvious, but you can quickly become swamped in
drawings for a project: a complex sequence might require
dozens, or even hundreds of images. Establish a numbering
sequence early on and stick to it. Its worth creating a
template for your boards, too (see image, right). This should
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