Characters in an animation can be used in a variety of ways. They can embody a brand: a large, solid character can exude confidence and stability. A softer, smaller one could be a helpful friend by your side.
Alternatively, a character could represent a customer on their journey, allowing the audience to empathise and relate with their struggles and needs.
A character allows a film to instantly connect with its audience. An anthropomorphic Rhinoceros or a sentient mattress can automatically grab our attention and engage us right from the start, in a way that is hard to contend with.
Although it can be a very powerful method of speaking to an audience, when producing a character animation, there are a number of extra stages and processes that need to happen. Before any characters can be animated, they need to be designed. This means that, as well as the usual brief or script for the film, we also need a character brief.
This brief should describe the character and answer questions such as: Who are they? What do they like? What motivates them? The more detailed this is the better. It may never be revealed what their favourite flavour of ice cream is, but a well rounded backstory and biography helps build a more believable character.
The character design stage can be lengthy, but tends to be an enjoyable and collaborative process between the client and ourselves. The importance of getting the character design right before production starts cannot be overstated as the knock on effect of character amends while in the animation process can be significant.
The design is just the first stage, once this is signed off there are still a number of stages we need to complete before animation can begin.
A 3D character will need to be modelled and textured. A 2D character will need to be broken
apart and redrawn in sections so that each part can be individually animated. Both methods require rigging, where we build a virtual skeleton in order to be able to move the characters when animating.
Once these stages have been completed, then we’re just about ready to begin where a non-character animation would start. Scripts, VO, storyboards, animatics, styleframes etc… In reality, and where possible, we will be working on these stages alongside the character development, but it serves to highlight the extra stages we need to take.
Do get in touch if you want to see more of this work, and explore any character ideas you have.