Hints on Sheeting Animation

  1. Numbering art
    • Stick to straight ahead numbering. If you are on 2s, use odd numbers (1...3...5...). That way if you need to go to 1s you can simply add an even number (1...3..4...5...)
  2. Naming art
    • Give each level of animation a simple, consistent, one letter name. Like B for the boy level. If there is a girl that is sometimes on the same level, name the level K for kids. Avoid having B cels when the boy is on that level and G cels when the girl is. Avoid using more than one letter except for levels like kid's shadows or highlights (KS and KH). Never use a letter more than once; don't use B both for boy and boat.
  3. Cel levels
    • Animation should be sheeted with the bottom level (usually the background) in the far right column. Build the levels from bottom to top, right to left. If the animation for a certain level doesn't start at frame 1 marked the column with an X to indicate a comp cel.
  4. Comp cels
    • A comp cel is a blank cel used in place of an art cel where no art exists. It maintains a consistent exposure. An X indicates a comp cel.
  5. Starting a scene
    • Each scene should start with Frame #1. In the camera column mark the field size and other positioning information.
  6. Ending a level
    • Use an X to indicate the first frame art does not appear in a column. If the art does not appear for more than 2 frames draw a vertical line under the X all the way to next frame where the art appears.
  7. Ending a scene
    • Use a heavy line across all the columns in the frame to indicate that the scene ends there.
  8. Move information
    • Mark START at the first frame that a move occurs on. Under that write the starting position of the move. Mark END on the frame where the move stops. Under END put the position where the camera ends the move.
  9. Eases or Cushions
    • A move that starts slowly and gains speed is said to EASE IN. Use E.I. or E.O. to indicate an ease in or ease out under the start or end tags.
  10. Camera layouts
    • Every scene must have a camera layout. This is a frame with a cross-hair in the center that indicates where the camera will be during a shot. If there's a move, indicate the first and last positions of the move or moves and number them as 1, 2, etc.

INDEX Animation Sheets Oxberry Movements

Copyright © 2006 Carter Tomassi
All images © Carter Tomassi unless otherwise registered.
Last Updated: May 10, 2006