Each one is 1.5 seconds in length. Choose only One Female and One Male dialogue.
Once you've decided, come up with a character and scenario that goes with the audio. What lead up to the character saying that? Even though you will not be animating the events before the dialogue, it is important to give the animation intent and purpose.
Click Here to print the X-sheets for the dialogues.
I'll use the "Why, You" dialogue as an example of how to approach an Acting Gesture animation-
First thing to notice, is that the frame speed is 30 fps and the drawings will be shot on 2s, as indicated at the bottom left of the sheet. That means we can go ahead and number our drawings in one of the animation layers.
I've marked off 1.5 seconds and named the first animation column "Man". Since the animation will be shot on 2s, I filled in my drawing numbers skipping every other frame. 2s means we will only need 23 drawings, even though there are 45 video frames-
Click Here to see and listen to the dialogue, "Why you" (110 KB) Notice the peaks in the audio waveform. Also notice that it actually sounds like he says, "Why-ee you".
Those peaks are referred to in animation as Beats and usually indicate where a vowel sound occurs. The 'I' and 'EE' sound in "Why-ee" and the 'OO' sound in "you" are the highest peaks in the waveform and therefore are the Beats. Beats are a perfect place in the timeline to put extreme or Key poses!
Here, I have indicated the Beats in the dialogue and circled the drawings to be our Key Frames, as well as our first and last drawings-
Notice how the 'Y' in the Phonics column lands on frame 10 but there is no drawing in that row. When this occurs, simply use the frame before it as the Key (drawing 5 in this case).
With my Key Frames identified, I can start to layout my animation.
The scenario is simple enough- a grumpy guy gets shortchanged at a convenience store.
Here is a quick little storyboard of it-
And here are 1 and 23, my first and last Key drawings-
Now, let's look at our X-sheet again and work out those Beats-
Frame 5- The 'I' sound in "Why-ee". This is where the mouth is open the widest and Anticipation for him raising his fist will start. Frame 7- The 'EE' sound in "Why-ee". His fist snaps up in the air and he tucks his head in Anticipation to bring it forward. Frame 12- The 'OO' sound in "you". The perfect Beat to have his fist slam on the counter...notice the Squash. His face Stretches as his head scoops forward and up from the last Key, filling the screen as he peers at the cashier on the word "you".
Now, here is the Key Frame animation-
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Now, I'll add some more Keys and start to Tween here and there.
Frames 10 and 15 are Key changes in direction for the character. Drawings 3 and 19 are simply Tweens.
Here are their breakdowns-
Tween 3: A little more than just a simple Tween from Key 1(red) to 5(blue), this is the drawing where the mouth forms the 'W' in "Why".
Key 10: The 'Yuh' sound in "you" is formed as the head changes direction to scoop forward into Key 12(blue). The elbow also changes direction, lowering from Key 7(red), while the fist keeps going up and back in a follow-through to slam down hard in the next frame.
Tween 19:
A Tween from Key 12(red) to 23(blue).
Key 15: After coming forward in Frame 12(red), the head must go back, yet still be moving upward in the same scoop motion. Notice how the chin is slightly above Tween 19(blue) and the fist comes out of its Squash.
Here are the additional Keys and Tweens added into the animation-
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Now, here are some more animations using the remaining dialogues. Click on their names to view them.
1) The Flirt-(140 KB)
These Key Frames are really loose and have a lot of personality! The missing lip synch doesn't even take away from her performance.
2) Happy Jasper- (320 KB)
This was a character study for my little rabbit-doll guy, Jasper. There is really no intent or situation behind it...although, you can tell he is excited about something!
All the primary action was done before attempting the secondary ears and tail.
3) Goth Chick-(330 KB)
This was a character study as well. Take note of the Anticipation before she starts speaking and the shifting hips...subtle details in her body language that really gives off attitude.
4) Mr. Worried-(170 KB)
This guy just caused a big accident of some sort.
As you can see, animation happens in a single frame when you have strong Keys.
5) Unhappy Hydrant-(310 KB)
It's fun to get a performance out of inanimate objects. Even though this character is stuck to the ground, I was able to give her a wide range of motion. Notice the little head shake on the word, "no".