Home: The Light Princess

Updated 2005-8/2.

This is a test of the animation style I wanted to pursue in The Light Princess, particularly for the "conversation" interface. The idea is to create a range of expressions and animation events that can be triggered from the conversation, ambient conditions, and the character agents "emotion registers". For simple "state-machine" characters these states can be triggered simply by event states, but for emotive agents, they could be more subtle.

In any case, the redesign (simplification) of the engine in 2005 means that this will be the principle 2D animation challenge of the game. We no longer have to deal with characters changing angle and pose, just expression. This makes the characters a lot simpler to animate (the price being simply that we have to also do 3D character animation, but there are many resources for doing that).

Nothing has really changed about my goals here. I have decided that AutoManga should become focused on this one problem, though, and I've gained the necessary experience with Skencil scripting to get started on it.

Chancellor's Daughter

(This page may take awhile to load because of the animations)

Animation Clean-Up and In-Betweening (January 2001)

After a long delay, I finally got back to cleaning up this animation test:

It was a royal pain, due to a nearly complete lack of automation -- which has got me really motivated to writing an animation script/plugin for Sketch (Sketch, and scripts for it are written in Python, which makes this a fairly simple task).

Improvements you can see include:

Manual "Cleaning" of Captured Curve Objects
This involves using the "curve" tool in Sketch to smooth over rough control points, delete unnecessary ones and add new ones where needed. This sounds hard, but it's actually not too bad. The hardest part is keeping track of all the cels that have to be modified.
Coloring
This was done mainly by copying the outline objects and deleting the "interior" curve. Then you squash it in a little to insure it doesn't "peek" outside the lines. The colors were matched by memory to Rosalyn's colors in her recent Gimp comparison picture (February feature picture). I probably didn't get it exactly right. Facial skin tone is extremely finicky -- I spent a long time before settling on this color.
Re-Drawing Eyes and Jewelry
The eyes and jewelry are very finely drawn, so it is actually easier to re-create them in Sketch than to use the traced curves (the traced curves are useful as a guide to size, shape, and placement, though). The jewels are also very geometric, so they lend themselves to being drawn with circles and ellipses as well as curves. Both objects have added highlights in this animation. The jewels use a gradient fill effect, while the eyes where drawn at higher resolution with manually added pupil and iris with shadow and highlights. (I don't know what you call the radial pattern in most people's irises, but I drew this as well, though you probably can't tell as it's presently rendered).
In-Betweening with Blend Tool
The Sketch blend tool has a few problems as an in-betweening tool -- mainly that it requires a strict, one-to-one correspondence between nodes. This means you usually cannot draw two independent curves and then expect the blend to work smoothly.

I have some ideas about how to improve this, but for this test I coped by adjusting the "base" curve to match the "animated" position (instead of creating a new curve). This was actually somewhat convenient, since the "animated" scan were really bad for the locks of hair. I was unable to do this for the second set of locks, which is why they are still rendered without in-betweening. I tried out a "fade" effect on them, but it was a disaster!

Right now, the in-betweened elements are: front locks (6), eyebrows (2), scarf (4), and jewel (1) (i.e. the pendant jewel on the ornament she's wearing at her neck). The numbers in parentheses are the number of in-betweens I made for each. The jewel in-betweens were created by doing a simple rotation about the connection point, since it's supposed to be a rigid object.

So, what's left?

This is probably good enough animation for the game as is, but I'm going to try two other things with it:

Lip-Synch Positions
Although the present "open"/"closed" mouth positions create an impression that the character is talking, they were not meant to be complete. I'm going to try using a more complete set of mouth positions. The presentation engine design should allow us to do correct lipsynching in whatever language the user selects, using a simple messaging system between the "voice_line" object (containing audio, text, and lipsynch data) and the animation presentation object, so it's worth trying it out

For a quick introduction to this subject, you might want to look at Lip Sync -- Making Characters Speak by Michael Comet. This article assumes you are animating 3D characters -- oddly I couldn't find a 2D character lip-synch chart on the web (though I didn't really look that hard).

Shadow and Highlight
Except for the eyes and the jewel, there's no shadow or highlight in this image. This is typical of American TV animation, but Japanese Anime, for example, usually uses a simple three-tone approach -- each colored object has a base level, a shadow level, and a highlight level. Obviously, on the computer we have the option of using palette effects during animation, so I'm going to work with that in mind. I think there's going to be a fair jump in quality once these are added, and I don't think it will be too painful to add them in Sketch (but I'll tell you when I'm done :) ).

Animation Test Using AutoTrace and Sketch (November 2000)

First, here's the result:

The explanation of how I did it is below

Okay, I was pretty unhappy with my manual capture test (which you can see below). But my previous experiences with autotracing programs had not been very favorable, so I wasn't sure what would work.

However, progress marches on, and it looks like the Free AutoTrace program is pretty good. My initial tests with running AutoTrace on the original sketches were, however, complete failures. The program doesn't cope well with the pencil or pen line drawings as they stand.

I used a semi-traditional approach, in which I could take advantage of the relative ease of hand-inking the pictures, and still get vector output that was easier to handle on the computer.

For this first test I did little or no clean-up and coloring. For production work, I expect to spend more time cleaning the drawings up in Sketch, and I will be working on a cleaned up and colored version of this test next. What I wanted to show was that I could handle all the technical steps involved and produce a somewhat pleasing result. Here's my procedure:

  1. Load original in Gimp, print out multiple copies at a very low density (about 40% or less). It would've been better, most likely to use an ink jet and print in Cyan ink only, but I only have a laser, so I just had to make it faint.
  2. On these printouts, I used a permanent marker (a Sharpie (TM) ) to make nice, black inking over the components of the drawing that I wanted to use in Sketch. I made fourteen separate inkings for this project, using separate sheets to keep all the elements separate. Some of these were also in "animated" positions, drawn slightly shifted from the original drawing.
  3. Then I scanned each of these fourteen sheets back into the computer using a regular flatbed scanner.
  4. With ImageMagick, I thresholded out the original drawing, leaving only the inking. There's some finesse required here, and as I mentioned above, it would probably be more efficient to use cyan ink on the inking printouts. Then I could've color filtered the input, using the cyan channel (or masking out the red channel), so that the cyan image would disappear leaving only the black inking). This might've required using Gimp rather than ImageMagick.
  5. Once you have the inks, you run AutoTrace on the files to produce Sketch output from them (it can also do SVG). These are pretty clean when done this way.
  6. Load each traced ink into Sketch. First, delete "fluff" -- AutoTrace will often put in invisible or nearly invisible curves which just add to the file size, but don't contribute to the drawing. Select regions of the drawing, being careful not to select any whole object that you want to keep (typically you'll see a bunch of curve points spring up out of "nowhere"), and hit "delete". This usually produces no visible impact on the image, but now you don't have all that fluff in the way.
  7. Now, explode the drawings -- save a separate copy of the file for each element of the drawing that you want to edit separately. I divided this drawing into 52 elements, including a few "animated positions" of the same elements (hair, scarf, eyes, etc). Make a table of all the available elements.
  8. I wrote a short script, SketchMerge which uses tail, cat, and sed to merge Sketch files. I used the table from the previous step to decide which elements needed to be in which cels. I made a "lower hold cel", an "upper hold cel" and various cels for face and mouth, eyes, eyebrows, and hair. In principle, the idea is to put together the parts that will be animated together.
  9. Then I planned out the animation, using the cels I had (decided when to blink the eyes, open the mouth, have the hair blow, etc). From this, I wrote the script which makes each frame of the animation, using SketchMerge to assemble the correct cels. No in-betweening was done on this animation.
  10. Running the script produces a long list of Sketch images, then converts them to postscript, using the sk2ps program that comes with Sketch, then converted to gif by ImageMagick, and lastly, combined into an optimized, animated gif using GifSicle (I used the Debian 2.2 version).

As you can infer from the description above, I can now edit each of the element files in Sketch to clean up the elements and add a color fill objects to them. This is roughly analogous to the step of going from "pencil-animations" to finished "cel-animations" in traditional cel animation. I can also add highlights and shadows that way. The scripts that I've already written will then take care of assembling all the elements into an animation.

Another thing I can do to improve the output is to in-between the frames. I'm thinking of trying out the curve blend tool in Sketch for this -- it isn't designed for in-betweening, but it might work. Otherwise, I should be able to add at least one manual in-between for some of the elements. Some other areas need artistic work, the lowered-chin is a little off from what it should be, and there seems to be a small registration problem between the irises and the eyelash line, but I'll work on those.


SVG Capture by Terry Hancock (September 2000)

I tried using Sketch (v0.6.4, from a Debian 2.2 Package) to hand capture Katherine Chi's Chancellor's Daughter design into an SVG vector graphic document.

This test took about one hour to accomplish, and there are noticeable failings. I incorrectly interpreted the brow line as the hairline, and so she has no eyebrows, but that's not that difficult to fix. What remains is a large amount of clean up work to smooth out all the lines. I haven't tried this yet, although with my present skill level this could be quite time consuming indeed. I'd be really interested to see the results of a proficient person doing it (any volunteers?). Please if you do, make a note of how much time you spend on it, as that's critical to determining practical contraints on using SVG for animation (as has been proposed).

Here's my test picture:
SVG capture test of Chi's Chancellor's Daughter