Although much in animation can
be communicated entirely via action - such as the pantomime-based
performances of Charlie Chaplin's tramp character of
silent picture fame, and Mr
Bean, for example - there are times when dialogue is the
most efficient means of expressing the desires, needs and thoughts
of a character in order to progress the storyline. Dialogue can be
as profound as a speech that changes the lives of other characters
in the plot, or as mundane as a character muttering to itself in a
manner that fleshes out its personality making it more believable to
the audience.
Choosing the right voice is
vital. Much of a character and its personality traits can be quickly
established by the performance of the actor behind the drawings
thereby taking a huge load off the animator. If the real-life actor
who is supplying the voice to your drawings understands the part,
they can very often make significant contributions to a scene
through ad libs and asides that are always 'in character'. If you
have given your character something to do during the delivery of
their dialogue, you must inform the voice talent. If your character
is doing some action that requires effort, for example, that
physical strain should be reflected in the delivery of the line.
Just as the
designs for any ensemble of animated characters should look
distinctive, so should their voices. Heavy, lightweight, male,
female, husky, smooth or accented voices are some of the dialogue
textures that need to be considered when thinking about animated
characters. Using professional talent who can tune and time their
performance to the animator's requirements usually pays dividends.
It is immensely inspiring to animate to a well acted and delivered
dialogue. It is interesting that if you ask practicing animators
about what they actually do, most will describe themselves as actors
whose on-camera performance is realised through their craft.
Unfortunately drawings,
clay puppets and computer meshes don't talk, so when our synthesised
characters are required to say something, their dialogue has to be
recorded and analysed first before we can begin to animate them
speaking. Lip synchronisation or 'lip-sync' is the technique of
moving a mouth on an animated character in such a way that it
appears to speak in synchronism with the sound track. So how is this
done?
Still in use today is a method
of analysing sound frame by frame which dates from the genesis of
sound cartoons themselves during the late 1920's. Traditionally,
this involved transferring the dialogue tracks for animated films
onto sprocketed optical sound film, and later from the 1950s,
sprocketed magnetic film. The sprocket holes on this sound film
exactly match with those of motion picture film enabling sound and
image to be mechanically locked together on editing and sound mixing
machines.
A
'gang synchroniser' was used to locate individual components of the
dialogue track with great precision. This device consists of a large
sprocketed wheel over which the magnetic film can be threaded. The
sound film is driven by hand back and forth over a magnetic pick-up
head until each part of a word can be identified. This process is
called 'track reading'. The dialogue track is analysed and the
information is charted up onto camera exposure
sheets, sometimes called 'dope sheets' or 'camera charts',
as a guide for the animator.
Dialogue can now be accurately
analysed using digital sound tools such as 'SoundEdit16' or
'Audacity' which allows you to 'scrub' back and forth over a
graphical depiction of a sound wave. When using a digital tool to do
your track-reading, its vital that the frame-rate or tempo is set to
25 fps (frames per second), otherwise your soundtrack may not
synchronise with your animation.
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The timeline
of 'Flash' showing a sound waveform, individual frames and the
25 frames per second
setting. |
Dialogue is charted up in the
sound column of the dope
sheet. Each dope sheet represents 100 frames of
animation or 4 seconds of screen time. Exposure sheets have frame
numbers printed down one side making it possible to locate any
sound, piece of dialogue, music beat or drawing against a frame
number. This means that when the animation is eventually
photographed onto motion picture film, it will exactly synchronise
with the soundtrack.
Dope sheets and the information charted
up on them provide an exact means of communicating the animator's
intent to those further down the production chain so that everyone
in the studio understands how all the hundreds or thousands of
drawings are to come together and how they are to be photographed
under the camera. (See your 'Exposure Sheet' notes for an example of
a typical dope sheet). Dope sheets employ a kind of standardised
language and symbology which is universally understood by animators
around the world. Even computer animators use dope sheets! Get to
know and love them.
There is an art to analysing
dialogue. Sentences are like a continuous river of various sounds
with few obvious breaks. More often than not, the end of one word
sound flows directly into the next. It is our understanding of the
rules of language that gives us the key to unlock the puzzle and to
resolve each individual word.
English is not a
phonetic language and part of the art of good lip-sync is the
ability to interpret the sounds (phonetics) you are hearing rather
than attempting to animate each letter of a word. For example, the
word 'there' consists of five letters yet requires only two mouth
shapes to animate, the 'th' sound and the 'air' sound. The word 'I'
is a single letter in its written form but also requires two mouth
positions, 'Ah' and 'ee'. Accents can also determine which mouth
shapes you choose. Its actually easier to chart up dialogue in
foreign language even though we can't understand it.
The
simplest lip-sync involves correctly timing the 'mouth-open' and
'mouth-closed' positions. Think of the way the Muppets are forced to
talk. Their lips can't deform to make all of the complex mouth
shapes required for true dialogue, but the simple contrast of open
and shut makes for effective lip-sync if reasonably timed. More
convincing lip-sync requires about 8 to 10 mouths of various shapes.
(See the attached sheet for some typical mouth positions).
As you work through a dialogue
passage, it quickly becomes apparent that the key mouth shapes can
be re-cycled in different combinations over and over again so that
we could keep our character talking for as long as we like. We can
use this to advantage to save ourselves work. If a character's head
remains static during a passage of dialogue, we can simply draw a
series of mouths onto a separate cell level and place these over a
drawing of a face without a mouth. Special care should be taken to
design a mouth so that it looks as though it belongs to the
character. Retain the same sort of perspective view in the mouth as
you have chosen for the face to avoid mouths that look as though
they are merely stuck on over the top of the face. Remember too,
that the top set of teeth are fixed to the skull and its the bottom
teeth and jaw that do the moving.
Sometimes the whole head
can be treated as the animating 'lip-sync' component. This enables
you to have a bottom jaw that actually opens and drops lower and
also allows you to work stretch and squash distortions into the
entire face. Rarely does any one mouth position have to be on screen
for less than two frames. Single frame animating for lip-sync
usually looks too busy. In-betweens from one mouth shape to the next
are mostly unnecessary in 'limited' animation unless the character
speaks particularly slowly. Therefore the mouth can snap directly
from one of the recognised key mouth shape positions to the next.
Talking heads can be
boring and, without the richness of detail and texture found in
real-life faces, animated ones are even more so. Gestures can tell
us something about the personality of a particular character and the
way it is feeling. Give your character something to do during the
dialogue sequence. The use of hand, arm, body gestures and facial
expressions, in fact involving the whole body in the delivery of
dialogue, makes for something far richer to look at than just
watching the mouth itself move. These gestures may wild and
extravagant, a jump for joy, large sweeps of the arms, or as small
and subtle as the raising of an eyebrow.
Pointing, banging the
table, a shrug of the shoulders, anything may be useful to emphasise
a word in the dialogue or to pick up a sound accent which helps
gives the audience a clue as to what the character is feeling and
absolutely gives the animated character ownership of the words. The
delivery of the dialogue during recording will often dictate where
these accents should fall. Mannerisms help establish character too.
A scowl, a scratch of the ear, or some uncontrollable twitch or
other idiosyncratic behaviour.
Use quick thumbnail
sketches to help you develop the key poses that you believe will
best help express the meaning and emotional content of the words and
they way they have been delivered. Broadly phrasing the dialogue
into sections where a key poses seems appropriate is a good starting
point. Some times these visual accents (key poses) might occur just
on one word that you want to emphasise. At other times the gesture
might flow across an entire sentence.
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Disney
animator, Frank Thomas, uses rough thumbnail sketches to work
out key poses for a dialogue sequence for Baloo in Jungle
Book. |
Character animators often refer
to themselves as actors. All actors must understand what motivates
their characters and what kind of emotional context is required for
any given scene. More on this later, but suffice to say that you
must try and animate from the inside out. That is, to know the inner
thoughts and feelings of your character, and to try and express
these externally.
When charting up 'dope sheets',
always use a soft pencil and keep an eraser at hand. You'll be
making plenty of mistakes to start with. The best way to begin
mapping out a dialogue sequence is to divide the dialogue into its
natural phraseology. Draw a whole lot of thumb-nail sketches in
various expressive poses and decide which ones best relate to what
is being said and which might usefully underpin the way a line of
dialogue, or a word, is delivered. Animate gestures and body
language first, then, when you are happy with the action test, go
back and add in the mouth afterwards.
Having arrived at
several expressive gestural poses, don't throw this effort away by
having them appear on the screen for too short a time. Save yourself
work by wringing out as much value from these strategic poses as you
can before moving on. Disney rarely stopped anything moving for too
long exploiting a technique his studio developed called the 'moving
hold' in which the characters almost, but never quite stopped moving
when they fell into a pose. Loose appendages come to a stop after
the main mass of the character had reached its final position, and
before any part of the character stops entirely, other parts begin
to move off again. That's great if you have a vast studio to back up
the production where each animator had an assistant and an
inbetweener to do a lot of the hack work. You are a one person band,
so learn the value of the 'hold'.
Unless your character is a
particularly loud and overbearing soul, most lip-sync is best
underplayed, except for important accents and vowel sounds. This is
especially true where a film's style has moved character design
closer to realistic human proportions. In this case minimal mouth
movement is usually more successful. Much lip-sync animation is
spoiled not so much by inaccurate interpretation of the mouth shapes
required, but by undue emphasis on the size and mechanics of the
mouth. Been there done that to my embarrassment.
The
audience often watches the eyes, particularly during close-ups, so
emphasis and accents and can be initiated here even before the rest
of the face and mouth is considered. Speak to me with thine eyes -
its a powerful way of getting a character to communicate inner
feelings without actually saying anything. Even the act of thinking
of words to speak can be expressed in the eyes. See notes on
animating eyes
Animated characters need to breath too,
especially where indicated on the sound track. Its also a good idea
to anticipate dialogue with an open mouth shape that lets the
character suck in some air before forming the first word.
Approaches to lip-sync can be
just as varied as the different stylistic approaches to character
design - simple, elaborate, restrained, exaggerated - busy with
teeth and tongue, or just a plain slit. Every individual animator's
approach to lip-sync is different too. In large studios where more
than one animator is in charge of the same character, extensive
notes and drawings will instruct the team how to work the mouth to
keep it looking the same throughout. The way a mouth might work is
very often determined by the design of the head in character model
sheets. Think of five o'clock shadow on the faces of Homer Simpson
or Fred Flintstone and the way this bit of design can pulled off to
make the mouth move. Sometimes mouths are simply hidden behind a
wiggling mustache.
The Simpsons, South Park, Reboot, UPA
stuff (Mr McGoo), Charlie Brown (you never see teeth), the
distinctive lip-sync of Nick Park's Creature Comforts and Wallace
and Gromit (since parodied by one of our graduates, Nick Donkin, in
a Yogo commercial) are all based on a stylistic solution than fits
their characters' designs. I'm always amused by the Japanese
approach to lip-sync. A petite young lady will have a tiny mouth
which occupies about .01% of her face, but sometimes it can open up
to become a gross 60% when she gets agitated!
Along with the
application of computer technology to nearly every aspect of
animated film production, not only 3D but also in tools for 2D
animation, has come an increasing effort to automate the process of
lip-sync. "Why", software designers and producers are asking, "can't
the computer analyse a sound wave form automatically and then
determine which mouth shapes to use?" There are lip-sync plug-ins
for 3D animation that create a muscle-like structure in the mouth
area of a 3D character which can be made to deform according to a
predetermined library of shapes or 'morph targets'. The children's
animated series, 'Reboot' uses this
technique. There are also tools which allow the animator to quickly
try out mouth shapes against a piece of dialogue.
Well
blow me down and shut my mouth! Now there is a piece of software
which will do the analysis for you and chart up the phonetic
breakdown into an electronic dope sheet. You can throw away that old
gang synchroniser. Its called dubAnimation
dubAnimation www.dubstudio.com/ english/dubAnimation.htm
Look at the way
dubAnimation writes up its electronic exposure
sheet. Some letters of the cursive writing are extended to indicate
the length of that particular phonetic. This is just the way
animators used to write up their exposure sheets. What a clever
little tool!
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A PRACTICAL EXAMPLE: When it comes to lipsync, beginners
often get overly fussy with their mouth shapes. Experienced
character animators usually work out the body gestures first
and put in the actual mouths once the acting works. There is
usually very little need to inbetween mouth shapes. There is
certainly none in the example below. Each shape just pops to
the next giving a very snappy look to the face. Besides, our
brain does all the inbetweening for us. It is also usually
unnecessary to animate on single frames unless the character
is talking extremely fast indeed.
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This is an example of very limited
animation where nothing moves except the mouth. It took only
the 7 mouth shapes below to lip sync the dialogue "Hello mum!
How are you? Nice day isn't it? Hah hah
hah"
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The sound wave form used in
the above example. You can see the phrasing of the words,
including the three 'hah, hah, hahs' at the end. Those
waveforms which are greater in amplitude, roughly correspond
with those mouths shapes which are more wide
open.
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| The character in
this example says "How are ya" rather than "How are you" which
would require a different set of mouth shapes. Note the way
the 'A' mouth shape hangs after "...ya" until the next line
"Nice day..." It does not look natural to try and return the
mouth to a neutral resting position between each line of
dialogue. |
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Shere the tiger from Jungle Book |
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Medusa, the villian, from 101
Dalmatians |
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The above three examples from Disney Studios
demonstrate a very rich approach to animation in which the
whole face and body are involved in the delivery of dialogue.
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This is an example of limited posing tied to
the phrasing of sentences and the accent placed on specific
words. |
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Although when working with
paint-on-glass animation the lipsync shapes are the same,
because of the technique, the mouths are smudged away as other
shapes are painted in anew. There is no library of shapes to
reuse. |
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A lipsync sequence by
Julian
Chapleusing photographic collage
and various mouths sourced from magazines. |
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