Chapter 2: 3D Character Leads 2D Character

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Chapter 2: 3D Character Leads 2D Character Printing and Pegging Process for 3D leads If you can plan on drawing your 2D with pencil and paper you will need to export 3D images to use as reference. The following is a method to print and peg up, or register, your images for the 2D animator. There are many methods. We ll come up with one together here that uses software you might already have, versus using a batch, python script or C++ utility. Crosshairs and Frame Number Whether you prepare your reference images to print through a 3D package or as a post-process script that runs over the rendered images, you will need to do the following to your images: Create crosshairs in each corner of the image. Create the image name and number in the bottom of the image. Print each image with the crosshairs and image number. Put the first image on the animation disk and tape a pegstrip (or header strip) to the bottom of it. Each image after that should be placed so that the registration marks match the first image s registration marks, and tape a pegstrip to the bottom of them. Roll through the images as you go to ensure proper registration Shoot a pencil test of the pegged prints to make sure you have done a good job. If there is too much wiggle in the reference images when shot, isolate the issue (printing or pegging problems) and re-do. It is possible to have wonderful 2D animation registered to 3D animation; however, the above process must be near perfect in order for that to be accomplished. This is the process that separates the perfectionists from others (or displays how much budget you have to do re-dos). You could try printing directly onto pegged paper. You might be lucky enough to have a printer that does not shift during the printing process. I had one printer that had perfect registration, but it finally died. It was an Epson. There are a few issues that might come up with printing directly onto punched paper: 1. image shift caused by punched holes or the printer itself 2. paper jams caused by punched paper It is worth a test to see if your printer will do a good job. Print directly onto punched paper and shoot a pencil test to see how well it registered the images. If you have a great printer, let us know on the forum because you just saved yourself a lot of time. Don t trust it though, always shoot a pencil test to make sure the images are not moving or popping throughout the animation. Longer printing runs might cause heating and thus expansion of the printer s components. Over time, the printer with perfect registration can start to go astray. Be vigilant in your watch. What is a pegstrip or header strip? They come in a few varieties and can be found at any animation supply store (online). It is a strip of paper or polyester that has peg holes punched in it. The strip is usually only an inch high. This strip sometimes comes with adhesive tape on it so that it can be taped to your un-punched drawing or print. The reusable polyester strips do not have adhesive. You have to use your own tape. Personally, I am cheap. I take strips of paper, cut them to size with a paper cutter,

and punch them. I use my own tape to tape them onto the un-punched prints. I would rather spend the money on peg reinforcers. You can t do without those. How Can We Use the Tools We Have to Let Us Print Reference Images? I will bet there are many ways to approach this problem. You could make crosshairs in Maya and then render and print out the images. You could probably use After Effects or any other software on your desk. Personally, I have been wanting to try something out. This is an excuse to do so and I ll show you a little bit of my learning process along the way. I used to learn so much just watching people solve problems. The end solution was nice, but watching them think taught me a bundle. I would like to use Photoshop for creating registration marks and putting image names on our reference renders. I don t know JavaScript and only have a clue that Photoshop can be scripted. I saw a class at EA where they had absolutely automated Photoshop. It was an amazing time saver. I ve never had a reason to try it, until now. So, I have set out to make a script to do what we need. Join me on this learning journey. (Those not caring, skip ahead to the hands-on portion. Us geeks will meet you there.) Learning to Automate Photoshop First, I wrote some pseudo-code of what it was I wanted to do. I d be lying to you if I didn t admit I do know how to code a bit. set endframe set variable for framenum //set how many frames I have //set start frame for i <= endvariable, i++ //a for loop that will do the following for each frame set text layer to framenum //create a text layer with the frame number on it save image seqeuence for framenum //save that image framenum++ //up the frame number count Knowing what I wanted to do helped me look at code snippets to piece together the syntax of JavaScript. This is an easy enough script, I could cut and paste lines from various scripts for my needs. I looked at these sites to help me learn the syntax of JavaScript: http://www.outbackphoto.com/workflow/wf_a102/essay.html http://www.kirupa.com http://www.ps-scripts.com/bb/ Within a few minutes I was able to write the first bit of code: var AD = activedocument; var endframe = 10; var framenum = 1; //refers to the open document //end frame //beginning frame number var TextLayer = AD.artLayers.add(); //Add a layer TextLayer.kind = LayerKind.TEXT;//Make it a text layer var txtref = TextLayer.textItem; txtref.font = "Impact"; txtref.size = "14"; txtref.position = [.1,.5]; for ( i=0; i <= endframe; i++) { //Set that text layers attributes //A loop that will do the following for each image

txtref.contents = framenum; //Change the text to say the frame number //save image sequence for framenum } framenum++; //Up the frame number by One. This little script does the numbering but does not save the image. I could find how to save a normal image, but not a video layer, using Export > Render Video. Hmm. I turned toward the documentation. Documentation can seem scary at first, especially for scripting languages. Honestly, after the first language, you will find that the second language and others will start to seem similar. I looked at the Photoshop CS3 JavaScript Reference that was installed with Photoshop. I was dismayed to not find all of the features of Photoshop included, but not surprised. I could post a request out on a forum to see if anyone knows that answer. That would take a bit of time, but worth the effort. However, there isn t only one solution, or one way to look at the problem. So, in the meantime, I decided to look for another way to solve this problem. I looked at it another way. Here is the new pseudo-code: View the image as a video layer in Photoshop Create Registration Marks Save image sequence Run batch on images Batch opens each file and calls Action Action runs script that adds image name Batch saves the image Job done This actually makes the script much smaller and only handles the updating of the file name on the image. It uses functionality that already exists in Photoshop. With just a little research (and some understanding of what objects are, but that is beyond the scope of this book) I came up with the following simpler script to use in combination with batch processes: //You set these variables var myfont = "Impact"; var myfontsize = "10"; var myxposition =.1; var myyposition =.5; //font to use //font size //X position //Y Position ////////////// var AD = activedocument; var imagename = AD.fullName; //Active Document //returns the file object

var TextLayer = AD.artLayers.add(); TextLayer.kind = LayerKind.TEXT; //Adds Layer //Makes it a text layer var txtref = TextLayer.textItem; //Sets font, size and position txtref.font = myfont; txtref.size = myfontsize; txtref.position = [myxposition, myyposition]; txtref.contents = imagename.name; //Sets file name Hands On Everyone back together now? Now to test out our new creation: Load in the reference images as video layer(s) Figure3.IN.1 Video Layers in Photoshop Using the Text tool create registration Marks. In Figure3IN.1 we used Webdings font and used r to get the X marks. Create Registration Marks in the four corners of your reference image.

Figure3.IN.2 Duplicate Text to create X registration marks Save out an image sequence by clicking on File > Export > Render Video No alpha channel is needed for this print. Figure3.IN.3 Save an image sequence Now you could go ahead and print these images and begin pegging them up, or you could opt to do the next few steps to put the image name on them. This next step could be done many ways. I wanted to show off scripting in Photoshop. First let s make an action that runs our script: Locate or open the Actions panel by clicking on Window > Actions. Create a New Action by clicking on the new icon. Give the Action a name. We called ours RunScript

Figure3.IN.4 Creating an Action Click on File > Scripts > Browse. The new action that you created is recording all of your steps automatically, indicated by the red circle at the bottom of the Actions Panel. Figure3.IN.5 Opening a Script Locate the JavaScript (remember to change the File type to.js, else you will not find what you are looking for!) imagename.js. Click on Load. Figure3.IN.6 Our imagename.js script. This will run the script. The script will create a text layer with the name of the image. See Figure

3IN7.tiff Click on the stop button in the Actions panel (see Figure 3IN7.tiff). Figure3.IN.7 After the Script has run Where do you want that text to go? Use the Move Tool to position the text. Look in the Info panel to see the position of the text. Mine is: X = 2.222 Y = 3.174. The position is based on where your cursor is. Pick the left hand bottom of the text. Figure3.IN.8 Getting position of text Write that down. We ll adjust the script to put the text in the correct spot on our image sequence. Open the imagename.js in Wordpad or Notepad or a text editor of your choice. Change the X and Y variables to the position you found in step two above (see Figure 3IN.9.tiff).

Save the script. Figure3.IN.9 Customizing script with text position After all of that, you are ready to batch call this script. For just 18 images, it doesn t seem that magical. If you had, 300 images times 25 shots: this workflow of batch running a custom script is mystically magical fun. The last section of this will not use Adobe Bridge as we have before for renaming. Though its batch function seems to be the same as Photoshop s, it will not work with this script. It does not suppress command pop-ups. Odd and sad. Instead we will use Photoshop itself. That works just as well. In Photoshop: Click on File > Automate > Batch In the window that opens, select the following: o Action > RunScript (the action that we created before) o Source > Folder and select the image sequence with crosshairs that we saved. Mine is in a folder titled: Image_Sequence_Reg_Marks Click on Suppress File Open Option Dialogs Click on Suppress Color Profile Warnings Set the Destination Folder Starting Serial # does not matter in this case Click on OK

Figure3.IN.10 Batch running script on image sequence The batch process will open each image from the image sequence and run the custom script. The custom script adds the image name. The batch file saves the image into the destination folder. The only thing that pops up to annoy one is the TIFF save option box. You will have to click on OK for each image. Figure3.IN.11 Tiff save option box As an exercise you can come up with a way to streamline that even further. What is it about that first image that kept us from being able to save a jpg sequence? A trick to problem solving is always asking why, and give yourself time to figure it out, instead of giving up and saying I don t know why it did x, y, or z. I took a moment to look at another automating function in Photoshop. You can create a droplet that is an executable file. Then you are able to drag and drop an image or a folder on top of the executable and it will run automatically. In Figure 3IN12.tiff I created a droplet to call the script. This created an executable. To run, I simply drag the folder of images onto the executable. I still get save option pop-ups, but it was a few less clicks. Figure3.IN.12 Creating a droplet At this point I will live with the option boxes that pop up. Another trick to problem solving is knowing when you are spending more time to fix a problem than simply moving ahead and completing the task at hand. (I say this, like I am some wise, old problem solver. I just have rules and tips I live by, and tell them to anyone who will listen. I can t wait until I m 60... I ll be incorrigible then.) The crosshairs and image names could have been achieved many different of ways. I would much rather have a Python script or use Shake, but I chose to use something that was more accessible to

students. After Effects might be a good choice to see if it can auto-update names or frame numbers and save an image sequence. In fact, I ll bet that would work great. Now you can print the images and begin the pegging process. You will need some supplies: Printed images Blank punched paper or header strips Tape Disk with peg strip and back light Figure3.IN.13 Your supplies. Pegging is easy, but take your time to make sure the registration is near perfect. Place the first image on the disk with the header strip Tape it into place Place the second image and header strip onto the disk Line up the registration marks with the previous image Tape down.

Figure3.IN.14 First image pegged. Preparing to peg second drawing Make sure to flip between the two images to make sure the registration marks are aligned. Figure3.IN.15 Flipping between images to see registration marks line up. You can turn on the backlight to help see the registration marks. Continue with the third image. Remove the stack of images from the pegbar when it gets full. Keep a pegged-up image on the pegbar and continue with the next set of images. Repeat until done.

Shoot a pencil test to make sure that the registration was done well.