Drawing is faster (cheaper) than modelling
The main focus of this project is to tell a story. That’s all. Simply as it might sound, it’s the hardest part in any movie project. The story has to work in many levels, it has to be clear, interesting, expressive, surprising, shocking, and leave the viewer satisfied. So we pulled out a first draft of the animatic and screened it a few times to our friends and they liked it. And we watched it over and over and even when we liked it as well, a strange feeling was showing up. What was it ? Something I could not tell at first glance.
These last months I ran into several talented people who kindly gave me valuable feedback and helped me understand what was WRONG about the animatic.
First I met Juan Carlos Camardella, director of Piscis a cool short movie I could watch at B-Conf last year. He gave me some thoughtful comments that made me think a lot. He asked me about what were my intentions with the story, and commented that the characters didn’t show their emotions thru physical acting. I thought “sure, it’s just a storyboard, not real animation” but later I thought “hum, something is wrong here” maybe I was too concerned about the look of the movie rather than the characters there.
Then I was invited to 3DWire in Segovia, Spain, where I met once again with my friend Daniel Martinez Lara. Talking with Daniel is always inspiring and revealing and this was no exception. He always stresses the importance of visual storytelling, and we watched a couple of short movies and discussed a bit about their highs and lows. Some were really great visually though weak about characters motivations. This put me back to think about my own stuff.
I also had the chance to meet Tim Leborgne and Michelle Nardone from this amazing school in Denmark called Animation Workshop. Michelle was also a great source of enlightenment. We talked about how much of the characters animation should be included in the animatic. So far my animatic had little acting, all stress was in camera motion, lighting mood and staging. In a word, she told me this is a variable thing, sometimes you have to put everything there sometimes you don’t. Those parts that are really a clue to understand the story, for instance a funny gag, or a very dramatic moment, have to be there.
Later I met Ignacio Ferreras, an amazing animator and storyboard artist who gave a masterclass about storyboarding I really enjoyed, and was kind enough to chat with me afterwards. His concepts were really inspiring as well. We talked a lot about typical production problems, and how often information is lost between the director and the rest of the team. He has the highest esteem for Miyazaki’s work (who hasn’t ?) and showed me some storyboards from his (Miyazaki’s) movies. Lots of animation there ! but again, main focus was on specific parts that make the story work, specially to give the intended sense of subjective time.
Then I watched lots of great movies including “The Adventures of Jasper Morello” which has several points in common with Mercator.
So, after all these mind blowing meetings my brain was boiling with ideas and things to try. Will the story change after all this ? Not really. The main story remains unchanged, but the way the story isĀ told will change. Not completely, but enough to make my previous animatic obsolete and boring to my eyes. So I’m back to the drawing board, working on these changes.
There are also other things I rather keep secret for a while regarding this project that made me be harder about the story, so, now it’s time to draw again, and be patient. Time to rebuild, redesign, rethink, so for a bit longer there will be no 3D here.
But hey, there is plenty of it around the world already isn’t there ?






