How to Draw a Storyboard for an Animation
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What is the key to success in visual storytelling? A willingness to collaborate, the flexibility to evolve, and an understanding of the basic rules of cinematography.
Why Learn How to Storyboard?
> A story artist is like a mini-director- In control of creative content
- Visualizing (and improving) the idea or script
- Lots of responsibility, but lots of freedom
> A good story artist is always in demand
- Story is the one discipline that is still not being outsourced
- Job security & career path for growth with many diverse projects
- Whether it's freelance or contract work, storyboards are
ALWAYS needed to bring the concept or screenplay to the next phase.
> Storyboard artists are some of the highest paid artists in the industry
- Why? Because you are near the top of the creative food chain
- Commercials, advertising, interactive media, motion graphics,
pre-viz for special FX, 2D or 3D animated feature films,
televisions series, music videos, and video games;
all require storyboards of some sort to visualize a
script or idea, to help uncover any potential problems
and to help the client / producer / director visualize the end product.
The Function of Storyboards
Staging: The positioning of characters in each scene for maximum emotional content and clear readability of actions. In Animation it refers to the purpose of directing the audience's attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle & position of the camera. In live-action this is refered to as 'Blocking'.Storytelling: Each panel's sketch clearly communicates to an audience the important ideas expressed through the action of each scene. This is all compromised of different types of shots, framing / editing principles, and scene transitions, and how they are used by filmmakers to help tell a story. These depict many elements like the poses and expressions of the characters, as well as how the scenes will cut and how close (or far) the camera is to the subject.
Tips on how to use of the basic tools of Line, Shape, Space, and Motion to express clear visual language in your storyboards:
Storyboarding Usage
1. Film / Television / Video Games The storyboard is essentially a large comic strip of the film or some section of the film produced beforehand to help directors, cinematographers, video game cinematic director and advertising clients to visualize the scenes and find potential problems before they occur.
2. Animatics: In animation and special effects work, the storyboarding stage is followed by a mock-up called "animatics" (also known as leica reels or story reels) to give a better idea of how the scene will look and feel with motion and timing. All the panels get strung together in a slideshow with the voice actors saying their lines in conjunction to the scenes. This is how you plan out the length of ever shot and sequence and ultimately time out the length of the entire episode or film.
3. Interactive Media / Advertising / Business: Storyboards were adapted from the film industry to business for planning ad campaigns, commercials, workflow proposals or other projects intended to convince or compel an audience to action, and to pitch a concept to the client. Storyboarding is even used in the fields of web development, software development and instructional design to present and describe interactive events as well the display of flowcharts, audio elements and motion graphics.
But the most important reason is for yourself. Whatever animated thing you are about to create or develop, storyboarding it first will always help you to PLAN YOUR WORK, which is vital to figuring out the staging and acting for all your characters and layouts and how the camera will frame these elements.
Introduction to visual storytelling:
Planning is probably the step most often missed by students, and at the same time, it is probably the most essential tool in your entire animation toolbox, especially in the first few years of your animation life. You should never sit down in front of your computer, animation disc, puppet, or camera setup, until you know exactly what poses you are planning to use, when you are planning to use them, and why. Before you begin any shot, it's so important to study references, work out your thumbnails, and make your timing and acting decisions on paper. This may seem like an "extra" step to some of you, but believe me, it will save you time in the long run and your work will look so much stronger than it would have otherwise.
All the shots I've ever worked on that turned out great, are also the ones I spent the most time planning out. The shots where I got cocky and thought "Aw, I know how to animate that, I'll just sit down and do it" are all without exception, the shots that ended up being just "okay," but never as good as they could have been. I'll always regret missing the opportunity I had to make those shots special, but at least they taught me an invaluable lesson: Planning Comes First, ALWAYS!
Terminology
"The Incredibles" Practice Retro-boarding
DOWNLOAD: Movie Clip
DOWNLOAD: Thumbnail Template
Play and pause on each shot from the provided clip, and draw what you see, indicate any camera moves, changes in poses and expressions, recreate the poses, framing and subject placement for every shot. 50-60 panels.
Keep it rough and simple, imagine you are reverse-engineering the sequence as you break down these shots to storyboard them. Think about the pacing and editing, why the shots are framed the way they are, where the negative space is, when and why does it go to close-ups, and where is the main focal point in each shot.
As you go, illustrate the compositional elements used to direct and lead the storytelling.
Think about how the camera was used to draw out your initial emotional response and visual language to the scene.
SOFTWARE:
Storyboard Pro
Photoshop
Sketchbook
PaintTool SAI
Krita
Gimp
Storyboarder
Pencil2D
Artweaver
Storyboard Pro and Photoshop are quick and easy to learn with lots of tutorials on YouTube showing you how to use them.
Usually Storyboard Artists only have a short amount of time to capture their subject, they operte under fast deadlines, and so should you. At first, your drawings should be really loose because you're trying to capture the gesture and energy of your supposed model/actor/character.
So with that being said, your first pass should first focus on the overall performance other than how detailed the drawings look. This means, create a short hand of your character!
With simpler shapes and more gestural lines, you can focus on things like squash and stretch, its easier to exaggerate your drawings; making your drawings bolder. You'll notice that you feel more confident in animating something like a stick man over something with a lot of design beauty. So the thing to be loose and simple in your first approach.
Once you feel that your performance is solid, then you can add another pass on top of those roughs where you can finally tie down your drawings with a bit more detailed
I know these aren't the best examples since they don't really showcase an acting/performance choice, but this shows the first 'thumbnail' pass, rough shapes and forms, then the second pass, which adds in all the missing poses and refines the character's volumes and proportions better. Remember, the faster the action and the more stuff going on, the more poses you need to choregraph and plot out the action.
Don't forget, you're creating reference for layout and animation, you're goal isn't to do pretty pictures, it's to make solid camera-placement choices, strong acting and staging choices, plan out the shots that communicates the story and caoptures the scripts intentions in the best way.
Animators will take your work, use it for reference and take it to the next stage. You need to provide as much clear information as possible.
Since TV animation tends to have smaller budgets than feature animation, we are often times limited in the kind of animation we can do in terms of backgrounds. Here are a couple workarounds I have to show movement in a background.
The first is a tracking shot into cam where our Character is running without gaining away or from cam (but they could if you wanted) The foreground is the ground plane which is just a simple looping set of lines. The BG is actually a static image that would slowly drift down towards the horizon line imitating movement away from the background.
The second is also a tracking shot where the character is more in profile. This one requires some soft focus and low detail background drawings (usually not a lot, maybe 3 looping images. I only used 2 here but the theory holds.
The last one only requires a single background layout, but we use the camera to imitate action as it pulls out over a static image.
Using a static background you can also imitate a camera tilt to change perspectives. This is a background using somewhat simple perspective to take an eye level shot and turn it into an upshot.
Using this background, character A can run towards eye level cam, leap and come down closer to cam and kick character B, then stand up in an upshot.
This is really basic cinematography and the basics can help make a board really work and saves the background designers from having to do too many bgs in a short amount of time.
REFERENCE: Photoshop Storyboarding Techniques - Part 1
REFERENCE: Photoshop Storyboarding Techniques - Part 2
Watch this video
DOWNLOAD: Storyboard Template
DOWNLOAD: Character Design Tips by Robert Cory
DOWNLOAD: Tips on Posing/Staging from Sherm Cohen
WATCH: Story School at Pixar
REFERENCE: Types of Shots
REFERENCE: Tips on Staging
Storyboard Pro Trick: Tips on Storboarding 1
Photoshop Trick: Tips on Storboarding 2
Clarity in your posing comes from strong lines of action and negative space:
Tips on shot composition:
DOWNLOAD: How to use the Axis Line
DOWNLOAD: Shot Progression Method
SAVE & USE: Ron's Storyboard Cheatsheet
DOWNLOAD these Storyboard Brushes.
Install them in Photoshop like this:
Tips for shortcut keys for photoshop:
Here's the intro to an old class that Master Story Artist Kris Pearn had made, it breaks down the essence of what the purpose of storyboards are:
Observe these tips on Staging:
Framing Techniques:
The Art of the Reverse Shot:
The Quadrant System:
The Geometry of a Scene:
DOWNLOAD: Tips on Framing and Cutting
DOWNLOAD: Tips on Composition
DOWNLOAD: Tips on Screen Side / Screen Direction & Motivating the Cut
STUDY: Choosing the Best Poses for Your Acting Shot
STUDY: Reference for Illustrating Expressions for Characters
STUDY: How to Construct Feeling Into a Pose
Tips from the 'Adventure Time' Storyboard Director:
Watch some helpful viewing material on film theory and visual language:
The Importance of Thumbnailing
Professional/experienced storyboard artists can do about 30 clean panels per day. This is because they do a lot of play-outs and run-throughs; where they do quick and dirty roughs like this to see how the sequence works. It's actually quite normal to be able to rough out 200 panels in an 8 hour shift.
STUDY: Understanding Composition
This little rough thumbnail is 27 panels, and it's not actually staged very well, but it was done in 15 minutes.
Something like this is what any storyboard artist would turn in for their thumbnail/rough pass to be reviewed by a the director or storyboard supervisor. Then they will receive notes on how to make it better. They'll redo whatever he/she asks for, and then comes the clean up pass... which is a different animal, and can take a bit longer, in the clean-up pass you refine the posing and acting, placing the characters on-style and on-model, add in more BG details, add in some secondary poses and camera information.
But still, just to get to the clean stage, it's important to be fast, to be an efficient storyboard artist you need to burn through the really rough passes... so you CAN get all your thumbnails done, get feedback and approvals, and do the revisions asked, and still have plenty of time to spend doing clean up.
The most crucial thing to keep in mind: It's more important to tell the story, than to draw a pretty picture.
Clarity in your staging and posing is key.
Composition in your shots can be improved with simple methods like this:
Thumbnail Tips:
Pay attention to the axis line to maintain screen continuity from shot to shot.
You may have characters actively cross over the axis line in order to have them change which side of the screen they are on.
Carefully plan when to make insert shots - those close-ups that will allow the viewer to see what the characters sees, often happens in this story when they look down to read the book title. Type out the dialogue under the panels.
Storyboarding Advice:
Visual Storytelling 101:
Visual Subtext:
Cinematic Motion - Screen Position/Direction:
Action Directing with Genndy Tartakovsky:
Using Scale & Framing as a Visual Storytelling Tool:
What storyboard artists can learn from comics:
'The Fisherman' by Paul Cohen
A storyboard artist is a sprinkle of fine artist, a dash of filmmaker, and a smidgen of writer all kneaded into one crispy bread loaf. A key ingredient in the mix is the filmmaker part, and for that we need to understand the visual language of film. The film language makes direct reference to a camera when discussing shots and visual storytelling. The concept of a camera is what determines the point of view of the story.
Think of yourself as being part of the story and being able to view the events through your personal camera lens. As a storyboard artist, we look through the camera lens of our minds and capture what we see in a drawn image. In the beginning, these camera and cinema concepts may seem overly technical, but once you understand the principles behind film language, it unlocks all of the excitement and challenges of a storytelling project.
Being a storyboard artist in animation is particularly challenging; you become all of the following >> cinematographer, illustrator, character designer, prop designer, backgrounds designer, actor, and editor... all rolled into one.
Storyboard a Chase scene, where there is a simple beginning, middle and end, and a clear goal for the characters. Try to keep the action short, tight, and to the point (50-100 panels). Pay attention to stageline and camera mechanics. Keep it very loose and rough, thumbnails only , but all the action is must be clear.
DOWNLOAD: Thumbnail Template
DOWNLOAD: Chase Scene Sample
STUDY: Storyboard Refresher Course
STUDY: How the Shots Tell The Story (Wall-E)
BEFORE YOU BOARD:
Think of your action and how the characters drive the story.
Identify your characters and their role in the scene.
PROTAGONIST - who is our sympathetic lead... who are we rooting for to win?
What is that character's goal?
Will the chaser win or lose?
ANTAGONIST - who is working against our sympathetic lead?
What is this character's goal and how is this want in conflict with your protagonist's want.
- For simplicity, please try to keep the primary action of the scene between two characters (or two character groups, as seen in Bullet).
- It can be a chase on horseback, skiing, cars, bikes, airplanes, or a foot chase. - Work rough... try to make your staging clear and readable, always focus on compositional design and big shapes rather than detail, imagine what the animatic would look like, fast cutting + fast moving.
- Remember to number your drawings and if possible write out the premise of the scenes (under the panels) so I can quickly troubleshoot spots where I may get lost in the action. Very rough, simple shapes and forms, strong lines of action, lots of movement, no dialogue.
Have fun... This is the type of work Board Artist's kill for. See this classic Gumball episode's chase scene.
Here's another epic chase scene storyboarded.
Applying these theories to your storyboarding; there are two things that stand out to me as being extremely crucial in that video -- CLARITY and FOCAL POINT. In every Indy clip used in that video, all the shots are easy to read, and have only one primary element the audience need to focus on.
Think like a camera person:
Become very, very, very familiar with the basics, and how to use them:
Tips on illustrating camera setups and camera mechanics:
Sample Thumbnails from 'Legend of Korra':
Since you're only working with loose roughs, clear staging and silhouettes are super important.
To make the chase scene dynamic, one suggestion
would be to incorporate a few tilted angles:
Keep the continuity for your screen direction and keep
the flow going for when you do change screen direction.
You may change the direction of the action if you transition
smoothly by moving the camera, having the character
change course, or cut away to something new or different,
then cut back to show your subject's new direction.
The genius in simplicity of James Cameron's action scenes:
Tips for staging and cutting for action-comedy:
OBJECTIVE:
You must think like a filmmaker: How to use the camera to create emotional context for the audience. Pay attention to the '180 Rule', and notice when they brake the rule, then ask yourself "why?"
Seek out inspiration from the very strong and deliberate shot compositions made in these beautiful short films:
Notice the many striking compositional design elements created in these films, all created to display some stylish hand-drawn cinematography for strong visual storytelling and emotional impact.
STUDY: Notes on Body Language
REFERENCE: The Goal of Every Storyboard Artist & How to Build your Portfolio
WATCH: Lecture from The Master of Composition, Robert Watts
CASUAL READING: Scott McCloud's Understanding Comics
Appropriate use of negative space and line of action in your poses is important.
Sketches by Kitty Fung:
Tips on how to use super simple shapes & forms in your techniques on posing, acting, and body language:
Composition Guide:
Cinematography Analysis:
How a Live-Action Director Blocks a Scene:
Strong storyboarding skills to inspire you:
Thoughts on Camera Moves:
Language of Film Editing:
Thoughts on Editing Animated Films:
Quiet Cinematography:
The Purpose of Various Lenses:
The Four Cs of Storyboarding
Camera Characters Composition Clarity 1. Camera - Defining the angle of the camera relative to the subject you're focusing on. The angle of the camera helps establish the viewer's emotional relationship with the person of interest. What type of shot to use, which point of view are your showing, and when to cut to a new angle, always let the shots tell the story; wide, medium, close-up. What is the framing of the shot, what angle to use, and how long to stay on the shot. Maintian continuity from shot to shot; be aware of your stageline, always have good reason as to when and how to move the camera through the shot. 2. Characters - You should always strive to create characters that are original, entertaining, appealing, and that the audience can empathize with...meaning that they like the characters and are willing to root for them to get what they want. Then the audience will care when your characters end up in conflict. If you can illustrate what your characters are thinking, through body language, facial expressions, actions and acting, it will (hopefully) carry on right through to final animation. The storyboard artist begins the first step in convincing the audience that these animated characters actually have a brain in their heads, that they are living creatures with thoughts and feelings. 3. Composition What is the key to success in visual storytelling? A willingness to collaborate, the flexibility to evolve, and an understanding of the basic rules of cinematography. Staging the characters in each scene for maximum emotional content and clear readability of actions. In Animation it refers to the purpose of directing the audience's attention, and making it clear what is of greatest importance in a scene; what is happening, and what is about to happen. This can be done by various means, such as the pose and position of the characters and objects in the frame, the use of light and shadow, and the angle & placement of the camera. You must always be mindful of the three basic elements of cinematography: Placement of characters and objects within the frame; Movement of characters and objects within a fixed frame; Movement of the frame itself. 4. Clarity - This one is the most important aspect in the process of visualizing a script or idea, because you are working within a very small box, in both the length of your film or episode and working within your production schedule. If you're given a script/story to a short film or television episode, you may not have much say in how to develop the characters, personalities and conflicts within the plot. So you must seek out the script writer's intentions and visualize the script as best as you can. One thing is always for certain, clarity is of the utmost importance when interpreting and illustrating the story, because you don't have time to explain a lot. If you're trying to make a film about an exotic planet where all the rules are different from Earth, by the time you've acclimated the viewer to your world and explained all the rules, your film is over.Clarity is tougher than most people realize, all professional storyboard artists and animation directors have a hard time with this. It's easy, once you've thought through your idea, to think that your drawings are explaining what's inside your head, but the viewer doesn't have the benefit of hearing your thoughts. The drawings (and eventually, the animation) have to carry it all. That's a very tough limitation, and you need to keep your "objective eye" in check, so that you can step back and look at your work fresh eyes once in a while, the way your audience will see it.
Bonus "C" - Conflict - This is the heart of all storytelling. Without conflict you don't really have a plot. In general, the bigger the conflict, the more that is at stake in your story. The bigger the odds against your characters, the more interesting the story. So if you have characters that the audience is actually rooting for, and conflict that seems almost insurmountable that they have to resolve to get what they want, then you have a great story. An engaging story is one that ends by resolving the conflict in an unexpected way that the audience doesn't see coming. Conflict is the deep inner core to all relatable stories, you must do your part to elaborate, spotlignt, and exemplify the conflict within this visual storytelling process.Throw in the other main principles of animation filmmaking; Personality, Appeal, and Entertaiment, and you've got the primary elements that all visual stories strive to have.
DOWNLOAD: Layout Tips
STUDY/COPY/PRACTICE: Posing / Gesture Drawing Tutorials
Reminder:
Posing Tips:
There are hundreds of ways to stage your charatcers during conversations, here's a few suggestions:
Awesome Editing Concepts to know:
Storyboarding Tutorials from the Pros:
A storyboard artist works to help determine the tone of any animation, using the main conflict as their jumping off point. In this video below you will see Kris Pearn storyboard a scene, starting with the initial idea, to the finished storyboarded sequence. Seen here, Kris talks about how he manipulates the tone by considering the camera angle, its movements, the composition, and using dynamic cuts. As a storyboard artist, he explains that he is always thinking about how the audience will feel watching it, and how he can make the audience experience empathy for the character.
Simple strategies to keep in mind:
The Art of Framing:
Advice from Visual Storytellers who work on animated films:
REFERENCE: Tips for Posing & Staging by Normand Lemay
REFERENCE: An Analysis of the Shot Compositions in 'The Incredibles'
Samples of Finished Animatics
Helpful viewing material on film theory and visual language:
Stop-motion short film, finished animation and storyboard comparison:
Story Timing + Characterization + Aesthetics
Story Timing - In visual storytelling, the timing of ideas and actions is important to the audience's understanding of the story at any point in time.It is important that the animatic be timed to stay either slightly ahead of the audience's understanding of what's going on with the story, or slightly behind. It makes the story much more interesting than staying even with the audience. If the action is too far ahead, the audience will be confused; if the action is too far behind, the audience, will get bored; in either case, their attention will wander.
Action timed to be slightly ahead of the audience adds an element of suspense and surprise; it keeps them guessing about what will happen next. An example of this is at the beginning of Luxor Jr. Dad is on-screen, alone and still; the audience believes they are looking at a plain inanimate lamp. Unexpectedly, a ball comes rolling in from off-screen. At this point, both Dad and the audience are confused. The audience's interest is in what is to come next.
When the action is timed to be slightly behind the audience, a story point is revealed to the audience before it is known to the character. The entertainment comes in seeing the character discover what the audience already knows. Another application of this is with a dim-witted character who is always behind; the audience figures it out before he does.
Be mindful of when to cut. Each cut must be motivated to so so and must feel natural.
Characterization - The act of bringing to life and expressing the personality of a character.
This is done through the exposition of thought processes, mannerisms, actions, dialogue, timing and physical appearance. We must know the character that we place in this context, who they are, how they are specific and unique in their actions and personality. Determine what will give the action character and identification with an audience. When actions are motivated by the character's thought process, then a personality will come through, not just a generic action. Discover the right kinds of action for the character and act them out, feel them. Don't allow actions to appear routine.
Aesthetic - The composition of the shot can create an
emotional/psychological response in the audience:
> Staging: Placement of the camera
> Exaggeration: Silhouettes / Line of Action / Body Language
> Appeal: Character Design / Environment Design
> Posing: Focusing on strong, clear poses that are
both aesthetically pleasing and tell the story.
Notice how some simple shading can make the characters pop out from the background:
Keep these elements in mind when designing your shots. The position and posture of the characters in the scene can greatly effect the composition, in addition, it can help to place the characters within the situation, and improve the staging, making them part of their environment and the story.
Some ways to strengthen the pose of the character is to create a nice silhouette, this is the overall shape of a pose. This shape should read clearly even if the pose were filled in black you would still be able to tell what the character is doing.
The one thing that will always bring your poses to life is the line of action, that imaginary line that dictates the expressive body language and how the body will move. You can sometimes think of it as the back bone of a character. This line should always be used in setting up a pose, as you can see in the sample below, you can even get a wide range of emotions with no faces using only their bodies. When all else fails, get up and see how your body bends and shapes when trying to act out emotions.
Read more about the importance of the Line of Action here. Storyboard Skills to Build Up
As a new storyboard artist, there are countless stories to tell, and countless different ways production pipelines are developed in television, film, and video games, each requiring its own particular set of resources: people and outlooks, research and ethics, standards and innovations. It's in your best interest to have a strong foundation to build on. This is what I think it should look like:
1. An understanding of the role. The Story Artist supports the episode/film's vision by acting as a proxy for the director, showrunner, and screenwriter. Your responsibility is to make smart decisions on their behalf, so make sure you learn something about all of these roles. As the person first synthesizing a scene into a cinematic form, it's up to you to prove the potential of the material.
2. A sensitivity to dramatic material. Before anything, you have to be able to recognize and assess ideas. Your job is to turn these ideas into drama. You need to be able to access the emotions and concepts that animate the material. As a steward of the scene, it falls on you to find ways to take advantage of the scene's particular opportunities and challenges. At Pixar we called this 'plussing': the amplification and elevation of ideas.
3. Mastery of storytelling craft. Storytelling is construction. Acquire an intimate knowledge of story structure, dramatic theory, visual language, thematic elaboration, and the development of character. Learn frameworks, find exceptions, analyze what you like and what you hate, and build your capacity to fix scenes and stories that aren't working. I can't emphasize this enough: learn how to construct a scene, as this will be the bulk of your work. Essentially, you're learning a language, so focus on the basics. As Steven King says, "Words create sentences; sentences create paragraphs; sometimes paragraphs quicken and begin to breathe. That's the goal: to bring scenes to life and make us feel something."
4. Good collaborator-ship. Success in the role relies on moving easily between leadership and follower-ship: you need to be able to work autonomously, share ownership, and also follow direction. The Story Artist is a translator, taking ideas in one form and remaking them in another. But remember that you won't just be using drawings: be a well rounded communicator, and build your capacity for explanation, negotiation, argumentation, and proposal; be prepared to make presentations and appeals, share a vision, and thoughtfully critique. Be a great listener, a good giver of feedback, and take orders and criticisms gracefully. Be accountable to your collaborators. Stand for the right things, show up, set reasonable expectations, tell the truth, 'yes, and', stand up for your vision, be kind, and ask questions.
5. Mastery of drawing and cinematography. Always always always storyboard with being the thought of being a camera person first and foremost. Drawing is difficult enough to master on its own, but for the story artist, it's just a tool, a language for articulating a vision, for expressing cinematic ideas clearly. Your facility in drawing will, to some extent, determine how well you can sell a scene, but no amount of technical skill can make up for flawed content choices: storytelling comes first. Cinema is an artistic medium, so in addition to drawing, go deep on film, and develop an expansive appreciation of all the arts (and culture, history, yourself); remember that you're also bringing your knowledge, experience, taste, and personal perspective to the table.
6. Take pleasure in the work. It's a privilege to tell stories with collaborators, and I hope that your experience is a good one, and that you can enjoy it for all that it's worth. If you're able to make work that you're proud of- work that represents the best of your taste, knowledge, and ability; work that makes the most of what you've got; work that you like, and that you're excited about sharing with others; work that gets to the heart of what's important to you in life - then you're probably doing a few things right.
Tips for Making a Storyboard Portfolio:
A storyboard artist isn't being hired to come up with their own ideas, a storyboard artist is hired to translate other people's stories into visuals that convey their vision well to other people they are working with. I would say that it's even better if you don't have original stories in your storyboard portfolio — how would anyone judge whether you were portraying a story well into boards if they didn't know the story? My suggestion would be to take well-known stories and use them as portfolio storyboards — that way anyone who sees them can not just evaluate how pretty your boards are, but how well you tell a story they are already familiar with.
Reverse Storyboarding - It's the number one best way to practice & improve your storyboarding skills:
Watch a movie that you really like the art or composition of, and whenever the camera angle, viewpoint, or characters actions/interactions change noticeably, pause the movie and draw a little sketch of what you see. It doesn't have to be gorgeous. This is just for you. Get down the layout of the composition, the placement and gestures of characters, or the lighting or color that is used to make that particular moment in time express that particular moment in the story.
You don't have to pay anyone to teach you to do this. You are paying yourself forward. Your future art self will thank you for taking the time now to study masterfully created compositions, gestures, light/shadow, and settings/scenery. Think of how much your own compositions, gestures, use of light and shadow, and settings and scenery will improve!
The two main skill sets in becoming a storyboard artist are
Draftsmanship and Cinematography.
Here's vital information to have as you enter the field of
Storyboarding for Televison Animation:
Deadlines & Timelines
Storyboard Artist, Emma Coats wrote this:
Here's a mix of things learned from directors & coworkers at Pixar,
listening to writers & directors talk about their craft,
and via trial and error in the making of my own films.
#1: You admire a character for trying more than for their successes.
#2: You gotta keep in mind what's interesting to you as an audience, not what's fun to do as a writer. They can be very different.
#3: Trying for theme is important, but you won't see what the story is actually about til you're at the end of it. Now rewrite.
#4: Once upon a time there was ___. Every day, ___. One day ___. Because of that, ___. Because of that, ___. Until finally ___.
#5: Simplify. Focus. Combine characters. Hop over detours. You'll feel like you're losing valuable stuff but it sets you free.
#6: What is your character good at, comfortable with? Throw the polar opposite at them. Challenge them. How do they deal?
#7: Come up with your ending before you figure out your middle. Seriously. Endings are hard, get yours working up front.
#8: Finish your story, let go even if it's not perfect. In an ideal world you have both, but move on. Do better next time.
#9: When you're stuck, make a list of what WOULDN'T happen next. Lots of times the material to get you unstuck will show up.
#10: Pull apart the stories you like. What you like in them is a part of you; you've got to recognize it before you can use it.
#11: Putting it on paper lets you start fixing it. If it stays in your head, a perfect idea, you'll never share it with anyone.
#12: Discount the 1st thing that comes to mind. And the 2nd, 3rd, 4th, 5th – get the obvious out of the way. Surprise yourself.
#13: Give your characters opinions. Passive/malleable might seem likable to you as you write, but it's poison to the audience.
#14: Why must you tell THIS story? What's the belief burning within you that your story feeds off of? That's the heart of it.
#15: If you were your character, in this situation, how would you feel? Honesty lends credibility to unbelievable situations.
#16: What are the stakes? Give us reason to root for the character. What happens if they don't succeed? Stack the odds against.
#17: No work is ever wasted. If it's not working, let go and move on - it'll come back around to be useful later.
#18: You have to know yourself: the difference between doing your best & fussing. Story is testing, not refining.
#19: Coincidences to get characters into trouble are great; coincidences to get them out of it are cheating.
#20: Exercise: take the building blocks of a movie you dislike. How d'you rearrange them into what you DO like?
#21: You gotta identify with your situation/characters, can't just write 'cool'. What would make YOU act that way?
#22: What's the essence of your story? Most economical telling of it? If you know that, you can build out from there.
Storyboard Essentials
1. Can I clearly see what is going on?2. Is the camera angle motivated by the story point?
3. Number of characters in the scene, do they all need to be here)?
4. Can I tell where I've been, where I am, and where I'm going?
5. Has the staging become too obvious?


Now you don't always have to be so blatant as this but it works. The best would be a combination of the two shots presented here. Start with the boy and cut to the mom's reaction. Even better would be to have the boy turn away from the mom in the shot where we see the mom. This could give him some good acting where he is making outlandish excuses that we know are lies. Then the mom could call him on it.
Some board artist also tend to misinterpret things like Over-The-Shoulder (OTS) shots, thinking in means the foreground character has their back to the camera and the character in the background is facing the camera. It really just means that one character is in the foreground(possibly partially cut off by the edge of the field) and the other in the background (or other action is in the background). Try to think of alternate ways to stage a scene so it's clear. Sometimes even simple straight on flat staging will make the scene clearer and actually more interesting. Especially if you've been doing more dynamic shots one after the other.



The Story Artist's Tool Belt
Staging
A little bit of planning can make a big difference. This scene (from "The Mighty B" animated series) was staged with the second panel in mind. Knowing that Mary-Frances was going to enter the scene and admire Bessie's pile of work, plenty of room was left in that first panel to make room for this character to enter from off screen.
Boards by Sherm Cohen
One of the best bits of advice I ever received was, "stage a scene based on the widest action." It's usually not necessary to zoom in super close on the characters... it's nice to leave some breathing room. This allows for nice negative shapes around the characters, and allows you to draw the key players and props with easily-readable silhouettes.
The Pose
When posing characters in your storyboard panels, two main aspects must always be considered:Silhouette - The overall shape of a pose, which should read clearly even when the pose is blacked in without its internal details.
Line of Action - This helps your poses "read". It makes them clear and understandable and gives them a distinct non-ambiguous direction.
The use of negative space & overlapping shapes when posing characters:
Avoid parallels! This occurs when different elements of the body are at the same angles - See figure A. To remedy this, try to place variety in these angles - figure B. Both within the character's pose and the angles betwen different characters on screen as well.
Avoid twinning:
The Line of Action
The position and posture of the characters in the scene can greatly effect the staging and composition, in addition, it can help to place the characters within the situation, making them part of their environment and the story.
Some ways to strengthen the pose of the character is to create a nice silhouette, this is the overall shape of a pose. This shape should read clearly even if the pose were filled in black you would still be able to tell what the character is doing. Another method is to create a strong line of action through your character. This helps your poses "read", it makes them clear and understandable and gives them a distinct non-ambiguous direction.
This is an important factor in storyboarding - characters should rarely be standing straight up and down. No one in real life does it either, even army kids don't stand completely up and down, their backs are slightly arched. Another important part to drawing any character is to observe what real people do and how they use thier bodies to act out certains emotions. Watching movies, etc. is a good start. Watching the Simpsons is a good reference point because it's all about real life acting. You wouldn't think it but Homer moves more like a real human than you think.
Most people jump into the details too quickly. They want to get the facial expression and details of the face before establishing the body. Fill up some pages of thumbnail sketches portraying as many expressions as possible. The body language should always come first, the face just backs it up.
The one thing that will always bring your drawings to life is the 'line of action' or the imaginary line that dictates how the body will move. You can also think of it as the back bone of a character. This line should always be used in setting up a pose, as you can see in the pic below, I get a wide range of emotions with no faces using only their bodies. When all else fails, get up and see how your body bends and shapes when trying to act out emotions.
Most storyboard artists and animators follow this method as a basic principle for planning out the acting and motion of the animated characters - their attitude and behaviors become expressed through their physical body.
Body language and posture can add enormously to the mood, expression, and context of your character. Check out the poses of these characters and notice how well the action line, postures, and gestures harmonize with the facial expressions:
Screen captures from Mickey's Christmas Carol - study the lines of action and how they affect the composition:
No one explains it better than Preston Blair:
Look at these thumbnails by David Gemmill, observe the dynamic poses and silouettes he creates within each drawing.
A common mistake of less experienced storyboard artists is framing their shots too tightly. Even a close-up should have a bit of breathing room, unless it is the rare occasion of an extreme close-up. It's all about how important the specific action is to a scene. If the man at the coffee shop is putting a couple of creams in his coffee, there is no need to make a special emphasis on that action; so I would not cut in closer on him pouring in the cream. But... if somebody was putting poison into his coffee cup, that's a perfect time to cut in on that action for emphasis. In simple terms, the Rules of Thirds states that there are certain "hotspots" - areas of intensity that exist within any given image, and if one were to align the subject within the range of influence of these hotspots, it will make for a more energetic and interesting composition. The image above illustrates the rule; the 4 "hotspots" where the red lines intersect, and where Morgan Freeman stands. The intensity of the shot is further increased by a small depth of view and the dynamic, diagonal lines that the fluroscent lights form. Director David Fincher's Se7en ( shot by the brilliant cinematographer Darius Khondji, who also worked on The City of Lost Children, Alien Resurrection, Panic Room, and many more ) is an excellent film to illustrate The Rule of Thirds because of the huge number of still shots that was used in the film. Composition played an enormously important role here in creating tension and interest in the shots when the camera was locked down. Example 2 : Gwyneth Paltrow lit by a soft rim light and composed within the hotspots. Her frame is supported by the various vertical lines formed by the 2 pillars and the windows in the background. Example 3 : Brad Pitt framed within the intersecting lines, his pose furthered strengthened by the energetic vertical and horizontal lines formed by his posture. If chance permits, take a closer look at the film and you will discover that the Rules of Thirds is used again, again and again throughout the entire movie: Hundreds of other films and television series have been using this principle for decades, always watch for the subject placement in the frame. Of course, I'm not suggesting that if one should start applying the rule that he or she will instantaneous achieve breathtaking, beautiful results; as always it is a case of careful observation as well as a combination of other equally important ingredients like lighting, colour, framing, perspective, space, balance, depth, and leading lines that truly bring out the full effect, no doubt what David Fincher and Darius Khondji did this when shooting Se7en.
The Close-Up
When the emotion or the reaction of the character is especially important , it's time to cut to a close-up. A close-up can best be defined as a head-and-shoulders shot There's no real room for the character to move, so the audience can focus on the expressions and emotions of the characters. The way characters act and react is always very important to understanding the story.
This also has to do with pacing... it's best to save those high-impact shots were the moments in the story that have the greatest impact. If a storyboard artist were to fill their board from start to finish with lots of crazy angles, fancy camera moves and extreme close-ups, it would leave no room for the artist to show any real impact when it's really needed . It's all about contrast.
The Pan
This term is short for "Panorama Shot," a camera move in which we move the viewer from left to right, or right to left, or vertically or diagonally. Here are samples of various camera move combinations and how to display them in your boards.
The Cut
The general principle to use is to always try and get as close as possible to show whatever is most important at that moment, while still leaving enough room for any actions that might occur in that scene.
That may mean that the shot is very wide -- for example: if I need to show somebody driving a car around the corner, the shot needs to be wide enough to see all of that action. If I'm trying to show a guy sitting in a restaurant drinking a cup of coffee, I would want the framing to include just the guy, the table, and the cup of coffee.
Cut from Gerald talking on a radio microphone to the broadcast tower, spreading his message across town.
Cut from Grandpa sitting in car to a close-up of him turning on the radio The Rule of Thirds
image can leave it feeling too heavy or complicated
in that section of the shot and other parts feeling empty.
Triangular Composition
Triangular Composition occurs when the placement of the subjects (or group of elements themselves) form the shape of a triangle. Sometimes to create depth, othertimes to break up the image for variety in spacing and positioning, and often to create a connection or relationship between the different subjects.Many films use this method to display information on screen in a clear and efficent way which also helps to develop the characters and stories when used properly.
In the film Rebel Without a Cause, notice how well the director, production designer, costume designer and cinematographer told the audience who the film was clearly about with in the first few minutes. Sure there's dialogue and each character has the intro in Edward's office but the visuals reinforced the whole thing. Here's how;
First up, before we see Natalie Wood, clearly she and the doll James Dean doesn't want to give up share the strongest notes of color. The bond between them is reinforced visual before the story unreels.
Natalie stands out among the rest of the girls because of the strong red note. Right away Nicholas Ray wants us to know who's important. Remember, the audience is getting a lot of information in a short period of time. He has to be really obvious and say, "this girl is the one you should look at". Good art direction is clear art direction. Also look at the deep focus in this scene, from the officer on duty in the far right corner, to the hall on the left.
The three main characters end up in the police station on the same night. Their lives will become increasingly intertwined as the story progress but for now they're unaware of that. The dynamic triangle of the composition keeps the eye moving even though the characters themselves are not engaged with each other.
As Dean starts to interact with Sal, he moves in forming a smaller compositional triangle. The three mains are still unaware of what's to come but the director wants us to know the movie will be about them.
Then as we cut into Platt's office and hear Natalie's story, Dean moves off. The main characters still the dominant visual even though they themselves are unaware of the events to follow.
More samples of using various shapes, colors and lighting to achieve a focus point through composition:
The Fundamentals
There are three main aspects you must keep in mind when storyboarding:#1. Be Careful of Theater Staging:
There are no "right" or "wrongs" with storyboarding, only methods that work better than others. Figure out what you want to convey in a scene, and find the best way to present those ideas to your audience.
#2. Maintaining Screen Side:
This is a simple theory of cutting that can easily help create a sense of continuity within a sequence and/or exchange. The idea is not exclusive to 1 character interacting with another. The same principle can be used between 2 different groups of characters, or even a character and an object.
It can be the guy and his TV.
The dog and a tree.
The child and the moon.
#3. Maintaining Screen Direction:
As long as you continue to establish any new screen spacing or direction, the sequence should maintain a certain level of continuity that will allow the audience to follow along quite easily.
Always remember, sometimes the information you withhold from the audiene can create some nice comedic effects when you finally reveal that information to them.
Take a look at these rough boards from The Iron Giant, you can see the artistic differences between various storyboard artists, but the compositions are clear and dynamic everytime.
e Maintaining Screen Side and Screen Direction are all a part of...
The 180 Rule
Always draw a map for yourself to keep track of the characters positions within the environment and in relation to the camera.If you have two characters talking, draw an imaginary line between them. Now the rule states that you need to keep the camera on one side of that line and never cross over to the other side.
You can put the camera anywhere you want as long as you don't cross the line to the other side of the two characters. This way, no matter what shots you have, you can cut them together in any order and the green character will always stay on the right side of the frame and the blue character will always stay on the left.
If you break this rule and shoot one shot from the other side of the line, the characters will be flopped: the blue guy is now on the right and the green guy is on the left.
This can confuse the audience because, for example, if the characters look similar, they may start to get the two people mixed up. Or they may think that the characters switched places between cuts, or they may think it's a time jump to a different location at a later time or something. It can cause unnecessary confusion in the audience's mind, and we always want to avoid that.
The problem becomes even more apparent when you're doing a scene where people are in action. For example, when a character is running, you want to consider the path they're traveling along as the line that you don't want to cross. Obviously, if you shoot from the other side the line, the character will look like he's going the opposite direction.
If you start to cut these two different shots together you will create a lot of confusion: did the character turn around and start running back the other way? Or is it two characters running towards each other and they're going to collide?
That's why you'll notice that - especially in animated movies - a destination is always kept to one side of the screen or the other and the character is always traveling that way.
Summary:
Research is Everything
ALWAYS find references from great artists and filmmakers with strong compositional style. This can be a photographer, movie director, concept artist, video game cinematic director, illustrator, painter, environment designer, or anyone, even graphic designers and movie poster designers often have effective and strong sense of composition in their work.Examples:
Pascal Campion
Christian Berger
Silvia Mogni
George Steinmetz
Josef Hoflehner
David Holland
Bruno Delbonnel
Chris Sisarich
Signs to Know if You're Reading a Strong Script
GOOD SIGN: On the first read, the script flows like a great novel you can't put down. Meaning, you just sit back and enjoy it from beginning to end. You see it all clearly in your head. Like a little movie is playing in your mind and it flows smoothly. LOVE that.
BAD SIGN: On the first read, you do the 'flip-back'. Meaning, as you read, you pause mid-page and 'flip-back' to a previous page because you think you missed something. If I've done a couple of 'flip-backs', I know I could be in for a frustrating ride.
GOOD SIGN: As you read, you can always envision where everyone is and the possibilities of how the action could be staged.
BAD SIGN: You're already worried that you don't know how you're going to stage this. You're saying to yourself, "Where are they?" and wonder how the characters are going to do what is written.
GOOD SIGN: Even if it's the first script you've read of a series, you get a good feel for the characters' personalities. You may not have read the show bible or any director's notes yet, but you still really 'get it'.
BAD SIGN: The script is all action with no 'character' showing through. Or too much witty dialogue and not enough visuals.
They're running around doing a bunch of 'stuff', but they seem like puppets. Like it could be any character doing this…and that's not good for a cartoon (or any story for that matter).
GOOD SIGN: You easily envision ways to take what is written and expand on it. Make it funnier, better. And guess what? That's the storyboard artist's job. This is by no means an insult to the writing…this is just the next step.
BAD SIGN: You feel you have to fix the script. There may be some gaps in action or logic, and you have to fix it visually without changing the dialogue (because you usually never can). There's a difference between enhancing and repairing…and ya gotta do what ya gotta do.
GOOD SIGN: When you finish reading, you're enthused to get started on this one. You have some good ideas and visuals in your head to make it even more entertaining. That's a good feeling.
BAD SIGN: You feel confused by the story and dread getting started. Maybe you've made some screwed-up faces while reading (or is that just me?). This is worst case-scenario of course. No one wants their script to be viewed like this!
Retro-Boarding
One of the best exercises for learning all about cutting and staging film is to draw thumbnails while watching a section of a film. View this clip.
Play and pause on each shot, and draw what you see, indicate any camera moves, changes in poses and expressions, recreate the posture, framing and subject placement for every shot. Keep it rough and simple, imagine you are reverse-engineering the sequence as you break down these shots to storyboard them. Think about the pacing and editing, why the shots are framed the way they are, where the negative space is, when and why does it go to close-ups, and where is the main focal point in each shot.
So whenever I "step through" a sequence or section of a film. I usually have a reason why I've picked that particular clip, and it usually relates to something I'm working on, or I found the clip or sequence to have some striking compositions or nice editing techniques.
I'll draw a small thumbnail to represent each scene. If it's a short scene I'll usually pick a "key" frame from the scene - an image that best describes what the scene is about. Or is it's a long scene, I'll draw more images - whatever is necessary to get the idea of what the director has done with the staging and the camera work (if there is any).
Studying film this way forces you to really grasp what is happening in minute detail. Having to "transcribe" what is happening onto paper forces you to really notice every little thing about each scene, and you can learn a lot more about filmmaking than you can if you spent the same amount of time just watching films.
I found this Assassin's Creed trailer, I was hoping to get some inspiration for staging dramatic action as well as some inspiration in composing shots for a widescreen format.
I think in animation we tend (at least I know I do) to think of shots that start, then an action begins, that action finishes and then you cut to the next shot where the next action begins. That way of thinking can be beneficial for animators because it gives them a scene with an entire action in it. It can be frustrating for animators to try and divide the same action over several different scenes. But I like how in this clip, the actions begin in one scene and then finish in the next shot (or the one after that), or that sometimes you never see the action actually finish, you move onto the next beat when it's clear that a beat is over. I like that, and when I was boarding my most recent assignment I tried to do that more. It creates more excitement, if you do it right. Then the rhythm of the cuts can be surprising and unexpected instead of plodding and predictable. But you have to do it judiciously.
Also the camera never stops moving in this clip, which can add a lot of excitement to a scene when it's done with restraint and reason, to compliment the action that's happening. Too many times people just move the camera to move it and the effect becomes tedious or makes you seasick. But I liked the restraint in this clip and I thought the camera was always moving in a way that added to the impact of each moment.
One more thing: for the most part, Ezio (The Assassin) and his nemesis are placed in the center of the screen which gives them a place of power. In scenes where Ezio is not in the center, you don't see his face, or only parts of him, and he's usually bigger onscreen than anybody else. All of these things are great devices to make a character look powerful on screen.
Don't worry about doing perfect sketches. They're just for you, and it's just a learning tool. But don't just scribble them out, either, put enough into them that you are actually getting enough down that you are seeing the patterns and getting down how the staging and cutting is working. Be precise, but don't spend too much time on each individual drawing. You want to do them fast enough that you can see the cutting patterns over several scenes, and if you spend an hour making each sketch perfect, you won't ever get the feel of how several scenes are linking together in a row.
Do this exercise for yourself every week, choose a 2-4 minute clip from any TV show and movie. Pick good filmmakers, of course, and pick good scenes. At least in the beginning, stick with filmmakers that are known for preparing in advance and being meticulous about controlling what you see on screen. I would suggest directors like Hitchcock, Spielberg, Lucas, Kurosawa, James Cameron, etc. I spent many hours thumbnailing sections of "Raiders of the Lost Ark" when I was first learning about boarding. The truck chase is a particular favorite of mine because there are many changes of screen direction at the beginning that are handled well.
Here's some of my boards for the Assassin's Creed trailer.
The important thing is to get something out of it and learn!
And one more piece of advice...if don't think your drawing skills aren't very good; and you absolutely don't want to try to draw your way through a scene, try watching the clip without sound. This will allow you to focus on the visuals and concentrate on the cutting and staging without the distraction of the audio.
Here's an anyalysis of the opening to my all-time favorite, Blade Runner:
Just like for film, a lot can be learned from studying well staged works of photography and illustration.
Observe the principles of clear compositional design through examples by various comic strips artists & painters:
People who are good at composition have to exercise a lot of self-control. Instead of starting a picture with small details, they instead have to plan a big visual statement that reads clearly and simply.
The overall image above is broken into 4 basic shapes. Then each major shape is again broken into subdivisions.
Then the next level.
Someone with less control would get all absorbed in the details early on. Maybe he'd start by drawing a bunch of individual leaves and hope they ad up to an overall tree shape. Or he might do a wild pose of the character - with all the limbs sticking out in every direction, and no overall silhouette.
Good storyboard artists have to have this kind of self-control - to avoid getting lured into the details too early. Artists often struggle with composition, because they want to get right to the character first.
Here's another example. The characters look great, but they fit perfectly into a much simpler framework, which helps them read well.
The characters and BG frame the skywriting plane in the backdrop.
Ranger Smith, Cindy and Baba Looey act as one form, that in turn fits into the bush shape behind them. They together are well separated from Yogi, who is the focus of the picture. Boo Boo looks up at Yogi and is framed by the bushes behind him. If all the characters were evenly spaced and the same size, the picture would be confusing and wouldn't draw your attention to anything in particular.
You can see this definitive arrangement of shapes in all of Eisenberg's comics.
Look at the staging breakdown of these two children's book illustrations.
The main difference to me between that Flintstone staging and the Bambi staging is that one is merely functional and the other is planned artistically. In the Bambi picture, the whole layout is not only clear and easy to read, but the staging itself has been turned into part of the visual pleasure. It's so well thought out and artistically managed. It's logical and creative at the same time. The artist worked from the outside in to make an overall compositional statement where every level of sub forms and details agree with the big picture and follow its plan and physics.
The Flintstone picture on the other hand, while it's still very appealing, it looks like there wasn't as much planning involved, except to cram all the elements into it and line them up next to each other where they at least don't bump into each other.
Bambi and Thumper are each clearly framed by the BG elements, and those elements flow around the whole composition. The sub forms in the background are being pulled along and held together by opposing forces. The whole layout design is one force. Gravity is pulling the trees and snow down. The structure of the tree branches holds together the radiating pine needles and the clumps of snow. Each clump of needles or snow all are following the same basic forces.
When you finally get down to the tiniest details, they too follow the physics of the larger forms. You could take any part of this image and break it down. You'll find the same logic everywhere and artist Mel Shaw always puts a lot of thought into his illustrations.
Knowing all this doesn't make it an easier to draw good compositions. I envy the people who have the knack for it - Jim Smith, Frank Frazetta, N.C. Wyeth, Hank Ketcham, Owen Fitzgerald, Jack Kirby, Will Eisener, George Clark, Milt Gross and a lot of the old school Disney layout artists. I wish it came naturally to me, I still have to think about the composition and draw a few different version first before it starts to look well-balanced.
The most important part of an image is the overall composition and graphic statement. You should be able instantly to see what's going on in the big picture. None of the details should distract from it. You need to be able to see clearly:- The lines of action
- The focal point
- The negative shapes that help us clearly see the whole image
- The relative positions of the characters and their emotional relationships to what each is doing.
If the big picture (the composition) doesn't make an obvious statement or read clearly, then every other step of the detailing will just make it worse.
Great illustrators like N.C. Wyeth use these exact same principles; only apply them on more complex levels with more complex drawing:
You can still see the big shapes dominating the compositions, and the details being subservient to them through many levels.
Frank Frazetta has beautiful intricate details in his work, but his images also are stunning simple compositions. The whole image is a design. He became a master at composition and hierarchy - so much so that his work is almost a caricature of artistic control. Everything in his images fits so perfectly together that it's almost unnatural - even though he is using guidance from a great observation of nature.
How to Draw a Storyboard for an Animation
Source: http://www.floobynooby.com/comp1.html
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