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Klaus Trailer- 2d Animation Technique??

polycounter lvl 10
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melviso polycounter lvl 10
I am sure a lot of animators have seen this trailer:

I am really curious about the shading style. I am wondering for one to achieve this look, u would require ToonBoom harmony for the shading and lighting technique? I understand the studio is working with ToonBoom devs for this project. I am wondering if this can be achieved by painting the frames using Photoshop but I think this would be time consuming.

This is most certainly a game changer .Has anybody been able to decode the technique so far?

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  • slipsius
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    slipsius mod
    They`ve kept it pretty close to their chest so far. There's bee a couple of interviews though. It does look like they used geometry, but more for layout purposes. none of it made it into the final render.

    http://www.cartoonbrew.com/interviews/sergio-pablos-talks-about-his-stunning-hand-drawn-project-klaus-exclusive-113621.html
    has glimpses of how they did it. 




  • melviso
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    melviso polycounter lvl 10
    Thanks. it showed a sippet of a software that seems to color the 2d animated character with curves. Appears to be Toonboom.

    Does anyone know of any other 2d animation that looks like a painting or concept art style like or even better than Klaus? I am currently studying this style and potential techniques used.
  • melviso
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    melviso polycounter lvl 10
    Found this guy:
    http://sykosan.deviantart.com/gallery/
    Seems to be even better than the guys making the Klaus animation. His style looks even more detailed and cgi and its all 2d animation. From what I gather he uses photoshop and AE, I am suspecting morphing tools in After Effects?

  • MiAlx
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    MiAlx polycounter lvl 10
    I don't have anything to add regarding the shading technique, but I found these on someones tumblr a few days ago:





    And here is the tumblr URL.
    Really cool stuff. :)

  • melviso
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    melviso polycounter lvl 10
    I have seen them. It was done by one of the studios animators. Nice tumblr find, mate. I wonder if they had to color every frame with detailed shading this way.
  • melviso
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    melviso polycounter lvl 10
    New updates from Klaus project:
    https://www.youtube.com/watch?v=Eqm_MiONvtU
    https://www.youtube.com/watch?v=TOOwV3LbWZM
    https://www.youtube.com/watch?v=mjhEW_OlrIg

    I am really stunned and very curious about the coloring/shading process. Any one has any possible clues on how they are doing this? Appears there is a texturing pass.



  • melviso
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    melviso polycounter lvl 10
    Found something very interesting -
    https://www.youtube.com/watch?v=RCk6HIxsfYU
    Seems it's a normal map that enables relighting the characters, so it's all about painting animated normal maps for each frame. For the texturing, I am suspecting animated motion vector maps? I will have to look into the generating motion or vector maps from the shading/normal map of an image/animated image sequence.
    Found this guy's page:
    http://3dcg.net/#software
    Unfortunately, it appears some of the other cool plugins for after effectsbare no longer available for download. Normality is still available. Are there other plugins for this?


  • Blond
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    Blond polycounter lvl 9
    Well, the background is obviously painted and layed with thelp of compositing software.

    As for the main character? I'm probably sure that it's all hand painted, frame by frame, using passes and layers of color.
  • JordanN
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    JordanN interpolator
    On a related note, I watched a making of the Looney Tunes: Back in Action (2003) and there was a glimpse of Bugs Bunny rendered via normal buffer.
    You can see it @ 5:58


    From what I can tell, they draw and animate all the characters traditionally, they painted the base (unlit layer) digitally, and the final lighting was handled by software(?).
  • melviso
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    melviso polycounter lvl 10
    Exactly Jordan N, notice the characters have a sort of 3d look in the movie. Klaus animators have just taken it one step further with motion vectors to add textures to the drawings. They are using nuke for the color shading. I think the normal mapping is what they are taking care with to make sure it's very detailed and accurate to get detailed lighting.
    Nuke has a relighting node like AE which has the normality plugin. Toonboom has a volume shading feature which creates softer normal shading so all u need to do is animate the volume shading per frame and not bother about shadows or highlights. Just set up lights. I have to say Toonboom is leading the way in trying to make 2d animation workflow look better, easier and faster.

    @Blond The painted look on the character is way too smooth to be handpainted.  Handpainting every frame would take forever and would look bubbly. Hopefully, they will be willing to share more of their process. I am curious how they generate their motion vectors to map their textures on to the drawings. I can just imagine a mecha animated movie with this style. It would look drop dead gorgeous.
  • melviso
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    melviso polycounter lvl 10
    Found some videos:
    https://www.youtube.com/watch?v=vCdhQN_sr7s
    https://www.youtube.com/watch?v=GjDT9OnUzaU

    Seems like a proxy mesh or cage that is generated per frame and textured on top. It's kinda like 3d but removes the need to make a 3d model to generate the normal map and textures from.

    Anybody with programming or software skills to throw more light on the process?

  • Blond
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    Blond polycounter lvl 9
    this is really interesting! good find! 
  • JordanN
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    JordanN interpolator
    Nothing really new we haven't seen so far but SPA Studios uploaded a recent video and "texturing" is given its own pass.

    On a semi-related note, gotta love the huge attention to detail 2d animation brings. In each frame, literally every prop is animated in some way. Nothing feels quite static.

    https://www.youtube.com/watch?v=_OZNqLS1rbA
  • melviso
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    melviso polycounter lvl 10
    I think this is the process they are using. They are working with toonboom for this animated film so seems Toonboom has a new feature that generates a mesh or geometric shape from the normal maps that reacts to lighting and allows texturing.
    I remember during my postgrad, we did some compositing modules with nuke, after effects and 3dsmax. Found a video that gives a clearer approach to this for vfx purposes:
    https://www.youtube.com/watch?v=Abh1BACeMuE
    https://www.youtube.com/watch?v=_sOZpK_zLw8

    This is a brillant technique that can be used to add texture to a 2d image by tracking the camera and then adding a 3d mesh that can be used to relight and add texture to the 2d assets. So I think an animated proxy 3d mesh is used in post production to add textures and lighting. It's just like Paperman technique used by Disney but the difference is the 2d animation drives the post fx process rather than the 3d models.
    But I remember an interview he did in the past:
    http://www.cartoonbrew.com/interviews/sergio-pablos-talks-about-his-stunning-hand-drawn-project-klaus-exclusive-113621.html
    He mentions that there is ''no geometry is involved, that the end result depends greatly on the artistic ability of the creators, and that it mostly takes place during the later stages of production, which means that it does not affect the way in which traditional animators work.''

    So I may be wrong.





  • Blond
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    Blond polycounter lvl 9
    Somehow I still persist in thinking its all hand apinted meticulously in layers or pass...
  • JordanN
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    JordanN interpolator
    I actually think the lighting is painted by hand.

    This may sound funny but that quality of realism isn't something I think computers are capable of yet. Whenever you see realistic skin in a game or movie, it always looks like a plastic doll or a very matte like play dough.

    But with Klaus, every frame is consistent in having that very realistic but stylized hand painted look. 

    However, I wouldn't be surprised if they're using some software to assist with that. I posted the Looney Tunes example above as one example of exploiting normal maps while remaining traditional. 

    Another example is Skullgirls, which also used pixel shaders for the lighting but every frame is drawn by hand.



  • melviso
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    melviso polycounter lvl 10
     Nope, I don't think the lighting is hand painted frame by frame. That would take forever. There is a guy who is a master in Toonboom:
    https://www.youtube.com/watch?v=7koNGAe4Oes
    https://www.youtube.com/watch?v=3NyuukwW4pk
    https://www.youtube.com/watch?v=6KgM_eO0zJQ
    This is the technique I think klaus is using. This saves time tremendously. It's the texturing pass I am wondering about and I think Toonboom has derived a technique for this. I understand the studio is woking with toonboom devs on this Klaus project.





  • o0Ampy0o
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    o0Ampy0o null
    Adam Phillips is a treasure sharing his knowledge and process in tutorials and on TWITCH. However he has described and demonstrated the limitations of normal mapping in Harmony elsewhere if not hinting at them in these tutorials. Normal mapping in general and the specific implementation of normal mapping in Toon Boom Harmony requires hand painting (of the normal maps) to lessen its limitations. It could be worth the time and effort to be able to utilize the process once in the animation stage if the normals could be refined enough. I hope that SPA has Toon Boom making changes that will appear in future versions of Harmony. But at this point in its evolution this team up with Toon Boom could be a minimum percentage of software utilization but giving credit to TB in exchange for funding. The original teasers were done using TVPaint so there is nothing in Harmony that is unique to the special look of Klaus.


    I think Blond is on the right track except I believe they are meticulously refining the normal maps as well as touching up everything to get beyond the shortcomings.
    Blond said:
    Somehow I still persist in thinking its all hand painted meticulously in layers or pass...



  • melviso
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    melviso polycounter lvl 10
    @o0Ampy0o I totally agree with you that the normal maps are handpainted or animated frame by frame. Not the light and shading. The advantage of animating the normal maps frame by frame, gives them the ability to change the lighting anyway they chose. This saves a lot of work when it comes to shading frames. Say they want to change the lighting of a particular scene, all they need to do is change the position of the light or color/or hdri and the normal maps update the hand drawn animation shading, no need to reshade the frames.
    As for the texturing pass, there is a software they used that tweens between textures or something like that.
  • melviso
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    melviso polycounter lvl 10
    Found this:
    https://www.youtube.com/watch?v=BI1Y5hgISSE
    Seems sort of what Klaus animators might be using only that a lot of  parts are cut into layers, and the inner shadow effect is used for the lighting and shading. I don't still get the texturing pass though. They might be using something similar to After Effects like Nuke to move the lighting around like the inner shadow layer effect. 
    No one still gets how their technique works. Maybe they might share it when they complete the film?
  • melviso
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    melviso polycounter lvl 10
  • melviso
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    melviso polycounter lvl 10
    Hmm..normal maps derived from 2d animation.
    https://www.youtube.com/watch?v=Yuwbj4Nvu_o

    Klaus might be doing something along these lines. Great work by the software developer.
  • JordanN
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    JordanN interpolator
    Nice to see this thread still going. 

    SPA Studios posted a recent video. It basically confirms they are using 3D modeling for their environments (although this was evident in some earlier progression/test reels) . 

    https://www.youtube.com/watch?v=062ojnlsJFw
  • Monkeycel
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    Monkeycel null
    Hey,
    thank you for that thread. Was exactly what i was thinking when i watched this teaser. Any new Infos? Are you really thinking it is a ToonBoom Tool? Or After Effects Plugin? Would be so nice to know.
    I am working right now on my bachelor thesis (final assignment) about "Digital Workflow for traditional Animation for Smal Businesses". Any Tips for that?
  • melviso
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    melviso polycounter lvl 10
    Monkeycel said:
    Hey,
    thank you for that thread. Was exactly what i was thinking when i watched this teaser. Any new Infos? Are you really thinking it is a ToonBoom Tool? Or After Effects Plugin? Would be so nice to know.
    I am working right now on my bachelor thesis (final assignment) about "Digital Workflow for traditional Animation for Smal Businesses". Any Tips for that?
    The fact is the studio are keeping the technique they are using under wraps so we are just speculating on what the technique might be and the research I have done so far shows that there has been research going on in this field for a while from some of my previous post.
    They are currently working with the Toonboom devs on the project. If they release the film in 2019 I think, maybe they will be willing to share the process used. I am actually curious as the cell shaded look that is quite common now will give way for more diverse styles where paintings come alive and everything looks vibrant. 
    I wonder whether this might rival the way 3d animation is rendered now especially the ones with a cartoon aesthetics if Klaus becomes a very successful animated feature film.
  • Monkeycel
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    Monkeycel null
    Ok. In research for everything Cartoon/2D related I am very interested. You have some checkpoints for me? Until now I have the feeling all CG shading looks kind of boring. But in Klaus it looks so organic. First I thought of they painted it manually.
  • Blond
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    Blond polycounter lvl 9
    @melviso
    @JordanN
    @Monkeycel


    Thread bump!
    New trailer:

    https://youtu.be/taE3PwurhYM

    More footage and so now more frames unto which we can analyze even more their process.
    Unfortuanetly, while some shots are gorgeous, others might feel a bit lackluster (perhaps it's just me?)

    Being a Netflix Feature and not a hollywood high budget movie, you can  feel how some corners have been cut in a few shots here and there: at 0:17 when he leans to the right, they obviously used Interpolated Puppet Animation for the movement...There`s a couple of other shots that have the same ''puppet'' feel but overall, I'm still happy over the whole thing.
    It`s beautiful and I really enjoy the ''Every frame is an Illustration'' vibe coming form it...

  • melviso
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    melviso polycounter lvl 10
    Thanks for the update on the movie. It looks nice but like u pointed out, it does seem like they cut corners and the shading isn't as breathtaking as the first demo. I think they had to tone it down due to time.  I thought it was cancelled tbh. Glad to see it will be finally released.
    I also wonder if it would have been easier from a production standpoint if they just used 3d for everything.
  • blastframe
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    blastframe polycounter lvl 6
    @Blond, I went to the Animation is Film Festival yesterday and saw a Behind the Scenes of Klaus talk from Sergio Pablos. He said the original demos used Nuke, but that they have since commissioned custom software that motion tracks the all hand-painted light. No 3D.
  • FDPR
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    There is something a little exciting to read all these comments and questions. Specially because i am one of the most legitimate people to bring the answer :-)

    The texturing of the characters was made  with a software named MOE and the lighting  with another software named KLAS. These two softwares are proprietary Tools of my company, Les Films du Poisson Rouge.

    Sorry, you were all wrong… but i'm happy to gave you the answer and very happy about your interest. Thank you very much.
    Catherine ESTEVES
  • Blond
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    Blond polycounter lvl 9
    FDPR said:
    There is something a little exciting to read all these comments and questions. Specially because i am one of the most legitimate people to bring the answer :-)

    The texturing of the characters was made  with a software named MOE and the lighting  with another software named KLAS. These two softwares are proprietary Tools of my company, Les Films du Poisson Rouge.

    Sorry, you were all wrong… but i'm happy to gave you the answer and very happy about your interest. Thank you very much.
    Catherine ESTEVES

    Wow! Thnak you for the info!

    Alot of what you said has been confirmed in CB's latest article:
    https://www.cartoonbrew.com/feature-film/how-klaus-draws-on-centuries-old-artistic-principles-to-push-2d-animation-forward-182325.html

  • _adamturnbull
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    This is a great PDF with animation learnings while working on Klaus

    https://drive.google.com/file/d/1ginFUIro_-B5HEqJegMLeYRwYO7NwWkN/view
  • Blond
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    Blond polycounter lvl 9
    Super interesting video demonstrating some really great insights on their process...

    A lot of the coloring/texturing was probably done with this method.
    https://www.youtube.com/watch?v=VnmQy0UMLtA
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