With the characters and story roughly laid out in our minds and on paper, our next step towards the realization of this project was creating storyboards. You might say we “cheated” a bit in this phase, as we did not actually draw most of the storyboard sheets at all — instead, since we happened to already have some early models of the characters and environments underway, we used these to create mock storyboards in 3D. This of course benefited us immensely, as we are definitely better 3D artists than draftsmen and this way had more options and patience for experimenting with the scenes’ layouts and getting perspectives to work just right. Furthermore we could keep working in these initial scenes over the course of the project and continuously updated them to include our latest improvements in modeling, texturing and animation. This workflow streamlined our task of managing the huge number of digital assets a 3D film production invariably entails.

3D character model
The character models in this film consist of very basic meshes with a polygon count closer to last generation video games than most modern film productions. We opted for this route because it is well suited for our simple character designs. Their bold features helped us to focus on creating strong silhouettes that are easily read and not having to worry so much about getting the rig messed up or facing other technical annoyances.
The rig itself is quite elementary and based on one we had created for an earlier animated short film, Now That Takes The Biscuit, which was similar in style to this film. Therefore the rig lends itself well to cartoony animation and features support for stretchy limbs and basic squash and stretch effects but does not offer much in the way of fancy automation or dynamics.

Clara’s facial features where rendered in 2D
While Belze’s face was rigged the traditional way using blend shapes, we decided for a totally different approach for Clara; her flat and cartoony expressions would have been impractical to model, texture and animate in 3D, so we developed a proprietary plug-in for Adobe After Effects that projects the facial features onto her face in 2D. For this to work we needed to render out UV– and ID-passes of her head so that our plug-in would know where to place the eyes, mouth and nose. As these facial features were hand-drawn and animated in 2D, it was easy for us to create custom expressions depending on each scene’s specific needs and to time and animate them accordingly.
At one point during the production we were considering using motion capture technology for our character animation but eventually came to the conclusion that it would be cost-prohibitive and would also most likely work against the cartoon look we had established for this film.
So everything ended up being animated by hand the traditional 3D way. The biggest challenge here was in properly emulating the cartoon animation style we had used as our reference. We soon learned that the way squash and stretch animation works in 2D may look great but is unfortunately physically inaccurate and therefore hard to translate into our meticulous world of three-dimensional space and movement.
Our solution was to animate as far as possible in 3D and to afterwards emphasize the animation and squash and stretch effects using 2D tools such as the liquify filter in Photoshop on a frame-by-frame basis.

All characters were shaded and lit using our 2D in-house tool Normality
This method became feasible only due to our particular approach to shading and lighting. Unlike most productions where shading and lighting are applied in a 3D application on actual 3D models, we used an in-house solution to avoid this often frustrating and painstaking task. In this project the shading and lighting was done in 2D in Adobe After Effects using our proprietary plug-ins Normality and Celulight. This real-time re-lighting solution enables us to interactively shade and light on animation sequences that were rendered as normal-passes from a 3D program beforehand.
We found several advantages in this method: All changes are applied in real-time making the process feel far more intuitive and creative than hitting “re-render” time and time again in a 3D program. As there is no appreciable delay involved this workflow lends itself well to creative experimentation. And best of all, we could view the character animations within the context of the final backgrounds in a color-corrected, composited environment, making it easy to judge the quality and appearance of our final shots.

Normality offers a vast array of tools and controls
To use Normality a number of simple passes are extracted from a 3D renderer which contain for example information about an object’s surface normals and the scene depth encoded in a 2D image format. These passes render in mere seconds and require no tweaking, making it a totally fail-safe process.
This image sequence is then imported into After Effects, where Normality is applied to the normal pass. Once a light is added to the scene, Normality calculates the shading right there in the compositing environment; any changes to the lights and shaders are made visible immediately and interactively.