1 00:00:00,000 --> 00:00:03,753 Morevna Project presents 2 00:00:07,370 --> 00:00:10,522 “Pepper & Carrot” is an animated adaptation of a comic 3 00:00:10,553 --> 00:00:13,234 created by a French artist David Revoy. 4 00:00:13,714 --> 00:00:17,536 David makes the comic and our team produces its animated version. 5 00:00:17,561 --> 00:00:20,085 Now we are working on a new episode, 6 00:00:20,126 --> 00:00:22,641 And it is already at the phase of Production. 7 00:00:23,325 --> 00:00:27,251 I can describe in general terms the steps we go trough 8 00:00:27,276 --> 00:00:31,584 To make a comic an animated one. 9 00:00:34,000 --> 00:00:37,444 Firstly, the director makes a draft animation 10 00:00:37,469 --> 00:00:43,273 out of moveless pictures, decides on the duration of each frame 11 00:00:43,298 --> 00:00:47,614 and on the general directions of moves made by the characters and other objects in the frame. 12 00:00:47,639 --> 00:00:52,110 The author draws some picture and it does already imply 13 00:00:52,135 --> 00:00:56,270 Some movement in itself. The director has to track this movement 14 00:00:56,295 --> 00:00:59,180 and to understand what did the author mean by it. 15 00:00:59,275 --> 00:01:02,724 Meanwhile we record a draft voice acting 16 00:01:02,749 --> 00:01:06,875 We just record reading the text aloud. 17 00:01:06,876 --> 00:01:08,391 Good morning, Sir 18 00:01:08,416 --> 00:01:10,868 Could I have eight of these pumpkin stars? 19 00:01:10,893 --> 00:01:13,851 Here. 60 Ko for all of them. 20 00:01:13,876 --> 00:01:16,169 oops... 21 00:01:17,574 --> 00:01:21,362 I am sorry I will have only four of them. 22 00:01:21,387 --> 00:01:22,553 Rhrr! 23 00:01:22,578 --> 00:01:25,849 We read aloud and record the words to understand 24 00:01:25,874 --> 00:01:29,593 How much time the dialog would take and get its tempo right. 25 00:01:29,634 --> 00:01:32,325 Simultaneously, we choose the music. 26 00:01:32,350 --> 00:01:35,831 That is to say we create a soundtrack draft and 27 00:01:35,856 --> 00:01:38,139 Combine it with the draft visual. 28 00:01:38,164 --> 00:01:41,331 That's what they call an animatic. 29 00:01:41,356 --> 00:01:43,482 It gives us the overall picture 30 00:01:43,507 --> 00:01:47,507 and the general idea of what we need to do. 31 00:01:48,506 --> 00:01:50,230 The potion contest 32 00:01:50,255 --> 00:01:53,059 Lucky me, I still have a whole day to prepare! 33 00:01:53,084 --> 00:01:55,409 Let's win this challenge! 34 00:01:55,434 --> 00:01:58,980 Sometimes we add some new scenes, we discuss how to get 35 00:01:59,005 --> 00:02:02,508 the best of some things that can be perfectly understandable in the comic 36 00:02:02,533 --> 00:02:06,291 But need some correction when turned into an animation. 37 00:02:06,316 --> 00:02:10,316 We have the comic, and it has already been directed, hasn't it? 38 00:02:10,341 --> 00:02:14,341 The artist drew all of these scenes and arranged them in the right order. 39 00:02:14,756 --> 00:02:19,178 However while editing I understand that some of these scenes 40 00:02:19,203 --> 00:02:24,125 need an interlink to connect the previous one to the next. 41 00:02:24,150 --> 00:02:30,204 That why sometimes I have to come up with something and to draw some extra details. 42 00:02:30,229 --> 00:02:34,378 Take for instance this scene with Saffron and coins. 43 00:02:34,403 --> 00:02:37,354 I thought it would be great to take a close-up 44 00:02:37,379 --> 00:02:39,775 of them and her tossing them. 45 00:02:39,959 --> 00:02:44,338 There's nothing of this in the comic, but it links the frames 46 00:02:44,363 --> 00:02:48,862 that were there quite well. 47 00:02:48,887 --> 00:02:51,894 All these done, we take up the phase of Production. 48 00:02:51,919 --> 00:02:55,919 I am the director of the project. I know which aim 49 00:02:55,944 --> 00:02:59,632 every single scene serves. Having arranged all of them, I assign 50 00:02:59,657 --> 00:03:03,657 the tasks for the animators and artists. 51 00:03:08,759 --> 00:03:12,077 Every picture is to be cut into several parts. 52 00:03:12,102 --> 00:03:15,861 The characters should be separated from the background. 53 00:03:15,886 --> 00:03:20,569 Then we must add some details to the objects or characters, 54 00:03:20,594 --> 00:03:23,905 As, characters removed from the background, 55 00:03:23,930 --> 00:03:26,513 We must fill the empty space left behind them. 56 00:03:26,538 --> 00:03:30,997 If a character is meant to move, then some parts of this character 57 00:03:31,022 --> 00:03:34,450 are also to be added and drawn by us. In a moveless picture someone's 58 00:03:34,475 --> 00:03:37,267 can be hidden by another object but if the character is walking 59 00:03:37,292 --> 00:03:39,251 the hand must be also drown by us. 60 00:03:39,276 --> 00:03:41,712 Blinking is an ordinary case. We have to draw 61 00:03:41,737 --> 00:03:44,656 Closed eyes, opened eyes and half-opened eyes. 62 00:03:44,681 --> 00:03:47,037 I always try to assign as little work as I can 63 00:03:47,062 --> 00:03:50,450 as it would be done faster, as I already now what is to be moved 64 00:03:50,475 --> 00:03:53,228 And what is not. I just ask 65 00:03:53,253 --> 00:03:56,331 For this head to be cut and that part not to be. 66 00:03:56,356 --> 00:03:59,029 This is what our artists do. 67 00:03:59,054 --> 00:04:02,482 My task is to draw the lacking parts 68 00:04:02,507 --> 00:04:05,974 and prepare all materials for the animation. 69 00:04:06,823 --> 00:04:11,694 We use an open source program Krita for drawing and editing pictures. 70 00:04:12,062 --> 00:04:16,534 I draw the characters, the position of eyes and mouth 71 00:04:16,559 --> 00:04:21,337 the background and some other details 72 00:04:21,362 --> 00:04:26,297 for everything to be smooth and for the animator to be more comfortable to work. 73 00:04:26,322 --> 00:04:31,077 Sometimes I have to edit some frames from the comic 74 00:04:31,102 --> 00:04:36,672 and the changes can be quite dramatic. 75 00:04:36,697 --> 00:04:40,680 Sometimes we can change the lighting 76 00:04:40,705 --> 00:04:45,521 or composition of the frame. For instance in the sixth scene 77 00:04:46,769 --> 00:04:48,791 I am sorry I will have only four of them. 78 00:04:48,816 --> 00:04:50,339 Rhrr! 79 00:04:50,364 --> 00:04:51,847 Good morning, dearest sir! 80 00:04:51,872 --> 00:04:57,085 We decided to remove the fruits and veg to make an emphasis on the character 81 00:04:57,110 --> 00:05:00,497 There were too much details and the scene was too overloaded. 82 00:05:00,522 --> 00:05:04,783 So we redesigned the market a bit 83 00:05:04,808 --> 00:05:07,521 and extended the background to take a panoramic shot. 84 00:05:07,546 --> 00:05:10,537 It was very important to keep the author's style 85 00:05:10,562 --> 00:05:15,482 and make it work with the other drawings in harmony. 86 00:05:17,727 --> 00:05:23,497 Then we import all these pictures into Blender. 87 00:05:24,428 --> 00:05:28,428 To scene has to be done right, everything must be prepared 88 00:05:28,453 --> 00:05:32,642 for us to link the parts we need with the bones. 89 00:05:32,667 --> 00:05:35,855 This is the work for a rigger and a scene assembler 90 00:05:35,880 --> 00:05:40,243 In our team it is done by the same person. 91 00:05:41,539 --> 00:05:47,664 For the preparing we use a plug-in call CoaTools. 92 00:05:51,452 --> 00:05:56,394 The animators do the final version of what you will see on the screen. 93 00:05:56,419 --> 00:06:01,990 The animating is the most labor-intensive step. Every single bit of attention 94 00:06:02,015 --> 00:06:06,243 is being paid to creating of movements, for them to look good, 95 00:06:06,268 --> 00:06:10,013 to fulfill the director's idea and fit the tempo 96 00:06:10,038 --> 00:06:13,347 and composition of the animatic. 97 00:06:13,372 --> 00:06:17,372 The animator works the movement trough and add some details. 98 00:06:17,397 --> 00:06:21,397 If a character is walking then they must have their legs 99 00:06:21,422 --> 00:06:26,918 arms, shoulders and head moving. And if they are speaking, they must have 100 00:06:26,943 --> 00:06:29,955 their lips moving and eyes blinking, 101 00:06:29,980 --> 00:06:34,272 The hair and clothes also move as the character moves. 102 00:06:34,297 --> 00:06:36,891 We use the program Blender for the animating. 103 00:06:36,916 --> 00:06:40,463 Blender is a powerful program for creating 104 00:06:40,488 --> 00:06:46,455 3D animation and models. But we use it to create an animated comic. 105 00:06:46,480 --> 00:06:51,216 It fits this purpose quite well.. 106 00:06:51,241 --> 00:06:55,264 Especially being used together with the plug-in called CoaTools. 107 00:06:55,289 --> 00:06:59,331 There are some more peculiar things in our work. 108 00:06:59,355 --> 00:07:03,220 For example our animators also work with Particle Systems. 109 00:07:03,245 --> 00:07:05,164 No point in drawing the smoke when we can create 110 00:07:05,189 --> 00:07:09,093 a beautiful smoke simulation in two clicks. 111 00:07:09,118 --> 00:07:13,537 Some really small details, small effects, particles and the wind. 112 00:07:13,562 --> 00:07:18,299 We apply them to the backgrounds very often. 113 00:07:20,958 --> 00:07:23,656 After the animation is finished, of course, 114 00:07:23,681 --> 00:07:27,259 there will be a final voicing. The cartoon will be shown 115 00:07:27,284 --> 00:07:30,910 the actors who will do the professional voice acting. 116 00:07:30,935 --> 00:07:35,831 They record the voices which are to be mixed to the sound effects 117 00:07:35,856 --> 00:07:38,886 And only then we will have a finished cartoon. 118 00:07:42,513 --> 00:07:47,091 The process of our production can be perfectly seen-trough. 119 00:07:47,116 --> 00:07:52,086 We will leave a link in the description of this video. You can follow it 120 00:07:52,111 --> 00:07:56,111 and see the list of tasks we are currently working on. 121 00:07:56,136 --> 00:07:59,524 See precisely who is working on each one 122 00:07:59,549 --> 00:08:03,291 track the process of its completing and the discussion in its topic. 123 00:08:03,316 --> 00:08:09,864 For example there we can see a task for animating 124 00:08:09,889 --> 00:08:13,889 we cal see all interim variants which are discussed with the director 125 00:08:13,914 --> 00:08:18,328 And how we get this final variant. 126 00:08:18,353 --> 00:08:22,970 Another example, here we have preparing of a picture for animation 127 00:08:22,995 --> 00:08:28,804 There we have a precise task how to cut this picture. 128 00:08:28,829 --> 00:08:33,906 The artist post the interim steps of the work 129 00:08:33,931 --> 00:08:37,931 for everybody to be able to see and discuss it. 130 00:08:37,956 --> 00:08:41,653 If something is wrong the director can intervene or make 131 00:08:41,678 --> 00:08:44,780 some correction or say "everything is great" 132 00:08:45,466 --> 00:08:50,599 At the moment we are working on the third episode. It's a simple one 133 00:08:50,624 --> 00:08:54,511 if one were to compare it to the previous. However I think that it will take us 134 00:08:54,536 --> 00:08:58,536 about four months to finish it. Which episode is to be done next 135 00:08:58,561 --> 00:09:03,139 will be decided by voting of our sponsors 136 00:09:03,164 --> 00:09:06,013 who support us on Patreon. 137 00:09:06,038 --> 00:09:10,038 We will keep on tracking of the process of working on this episode 138 00:09:10,063 --> 00:09:13,530 and the next ones. If you want to keep up with our work 139 00:09:13,555 --> 00:09:17,181 you can follow us in social networks. 140 00:09:17,206 --> 00:09:20,752 All the links are in description. 141 00:09:20,777 --> 00:09:24,014 That was all. Thank you for your attention and see you later in the next episodes. 142 00:09:24,039 --> 00:09:28,039 Goodbye!