3D Animation 101

Flying Bark Productions

3D Animation 101

How computer-animated features and series actually get made — from a blank page to a finished frame.

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The 3D animation pipeline is fairly standardised across the industry. The broad shape of it — develop the story, build the assets, then produce the shots — is much the same wherever you go, and an artist moving between studios will recognise the work immediately.

What varies is the vocabulary and where the lines between departments are drawn. One studio's surfacing is another's look development; effects might be a single department or three; a task that sits with layout in one place sits with animation in another. None of that changes what actually has to happen to get a frame finished — it changes what it is called and who does it.

Whether it is a feature or a series, a 3D animated production is built in three broad movements:

These phases overlap far more than any diagram suggests. Story keeps changing while models are being built; lighting starts on early sequences while animation is still being worked on later ones.

The departments below are the same for both formats. What changes is the rhythm. A feature typically runs four to five years from first pitch to release, building towards a single delivery. A series builds its assets once and then runs them through the pipeline again and again, episode after episode, on a schedule measured in weeks rather than years.

What follows is the Flying Bark version: our terminology, our department boundaries, and the way we run a show.

01

Phase One

Development

Before anything is built, the show has to be worked out — on paper, in a recording booth, and on a timeline.

01 / 01

Animatics

The story is worked out visually, not in prose. Artists draw thousands of storyboard panels, which are cut against the recorded dialogue into an animatic — a rough moving version of the film or episode, timed to the second. The animatic is the first point at which anyone can actually watch it, and it is screened, torn apart and rebuilt repeatedly. Sequences are frequently re-boarded from scratch. Nothing moves downstream until a sequence works here, because fixing a story problem in an animatic costs days and fixing it after animation costs months. On a series the animatic does more work still: with less time and budget per minute than a feature, it is where the episode is locked, and very little is allowed to change after it.

AnimaticFrom Tales From Outer Suburbia. The boards cut to the recorded dialogue, timed to the second.
01 / 02

Design

Concept artists establish how the show looks and feels: character designs, colour scripts, environments, costume, lighting keys, graphic language. This is where the show's identity is set, long before anything is built in 3D. A series has to design for longevity — a look that can be produced at volume, and a cast and world that will still hold up across dozens of episodes and possibly several seasons.

Klara pose sheet
DesignThe pose sheet for Klara, the show's lead. It establishes how she occupies the world rather than what she looks like standing still, and it is where the skateboard first appears. Character design by Thomas Campi.

The rest of the package pins down the specifics. A turnaround so the character reads from every angle, an expression sheet that constrains how the face is allowed to move, and — because a character is designed once and then varied — a separate pass for the skate gear, which makes the skater version its own asset built from the same design:

Klara colour turnaround
The colour turnaround — five views for the model department.
Klara expression sheet
The expression sheet. Its written notes are deliverables, not commentary: “the expressions are created by eyes, eyebrows and mouth”.
Skater helmet and goggles, rough
The skate helmet and goggles in rough line.
Skater helmet and goggles, colour
The same accessories resolved in colour.

Design

The playground

Colour concepts painted from four angles so the set reads before anything is modelled. The powerline tower and the squid climbing frame in these paintings are the same ones standing in the finished frame at the end of this page. Set design by Brent Minehan.

Playground colour concept 1
Playground colour concept 2
Playground colour concept 3
Playground colour concept 4
Playground set design board
DesignThe set board for the same environment: ground and dead-grass textures, foliage sizes, fence and rock variants, and every set piece from the swings to the slide, each keyed to a material note. This is what modelling and surfacing actually build from — the painting says what it should feel like, the board says what it is made of.
02

Phase Two

Asset creation

Everything here is built once and used many times — the whole economic basis of a series.

Everything in this phase is built once and used many times. That is true of a feature, and it is the whole economic basis of a series: the cost of building a character is spread across every episode it appears in, which is why a series invests heavily up front and why adding a new character mid-season is a bigger ask than it sounds.

02 / 01

Modelling

Characters, props and environments are built as 3D geometry, translating a 2D design into something that reads correctly from every angle. A design that works in a single drawing often has to be reinterpreted to hold up in three dimensions.

ModellingA turntable of the finished high-resolution character model, built from the design above.
02 / 02

Surfacing

What each model is made of. Texture painting, shader authoring, and how materials respond to light — skin, fur, wet stone, worn brass. Surfacing artists work closely with lighting, since a surface only exists in relation to the light hitting it.

SurfacingThe same character as the turntable above, now with textures and shaders, under lighting. Scroll back a section to see what it was carrying before surfacing touched it.

Surfacing

Six cameras

A set is not checked from one angle. The same materials have to hold up in a wide establishing view, in the concrete and standing water of the canal, under dappled light through the gums, and in close on the timber and painted metal of the park furniture.

Playground set surfacing 1
Playground set surfacing 2
Playground set surfacing 3
Playground set surfacing 4
Playground set surfacing 5
Playground set surfacing 6
02 / 03

Rigging

Each model is given a rig — an internal skeleton plus a set of controls an animator can actually pose. A good rig is both expressive enough for the performance and fast enough to work with interactively. Rigging is one of the highest-leverage jobs in the pipeline: every animator on the show lives inside it, and on a series they will live inside it for years.

Before it is handed over a rig goes through a range of motion test, a ROM: every control driven to its extremes to find what breaks while breaking it is cheap — geometry collapsing at the limit of a bend, a shoulder tearing when the arm goes overhead. It is deliberately not a performance. Cycles come next and are the first time the rig has to act — short walk, run and idle loops, reviewed from several cameras at once because they have to read from every angle.

WalkShown from five cameras at once so the motion can be judged from every angle.
RunThe same rig pushed to a faster gait.
02 / 04

3D FX

The reusable effects toolkit is built before shots need it: fire, water, smoke, dust, debris and magic systems, authored as setups that can be dropped into a shot and tuned rather than rebuilt from scratch each time. Simulated as a starting point, always art-directed — physically plausible is not the same as right for the shot.

3D FXA reusable water setup, authored once and then tuned shot by shot.
03

Phase Three

Shot production

This is the part that repeats — once across a film, or per episode, over and over.

This is the part that repeats. A feature runs it once across the whole film; a series runs it per episode, with several episodes in the pipeline at different stages at any one time.

03 / 01

Layout

Cameras, sets and character positions are established shot by shot, translating the boards into actual 3D staging — lensing, framing, continuity across a sequence, and any final adjustments to timing before animation begins.

Layout does not get to reinvent the shot. The animatic has already settled what happens and exactly how long it takes, and layout has to hit it: the same staging, the same screen direction, the same cut points, the same number of frames. The shot still has to cut against the dialogue it was timed to, so the timing is effectively fixed before layout starts.

What makes that harder than it sounds is that a drawing is not bound by a camera. A board artist can cheat perspective, put the viewer where no lens would fit, draw a character slightly larger than the staging strictly allows because it reads better, or imply a move no real camera could make. Layout has to produce the same read using an actual lens on an actual set — and where the drawing cannot be reproduced literally, work out which part of it was load-bearing and keep that.

Animatic Layout
Drag to compare
LayoutThe boards and the 3D staging, the same sequence, playing in sync — both run 5.12 seconds, to the frame. Drag the handle: the animatic on the left, and on the right the layout that has to land the same composition with a real camera in a real set.
03 / 02

Animation

The performance. Animators pose characters over time to create acting, movement and weight. This is acting work as much as technical work: the animator is the performer.

The work runs in two named stages, reviewed and approved separately.

Blocking establishes the performance in key poses. The animator sets the positions that carry the storytelling — where the weight shifts, where the eyeline goes, where a beat lands — and holds them, with the motion between them stepped rather than smoothed. It looks deliberately unfinished: the character snaps from pose to pose. That is the point. Blocking is where the acting choices get argued about, because a pose is cheap to move and finished motion is not. Nothing goes forward until the blocking is approved.

Final turns those poses into continuous motion — smoothing the interpolation, then adding what the key poses only implied: overlap, follow-through, settle, the small timing offsets that stop a character reading as one rigid object. The performance itself should not change here. If it does, something was wrong in blocking and the shot has gone backwards.

Blocking Final
Drag to compare
AnimationThe same shot, both stages, playing in sync. Drag the handle: key poses held and stepped on the left, resolved into continuous motion on the right. The performance is the same in both — that is how you know blocking was right.
03 / 03

3D FX

Simulated effects are created for each shot from the setups built earlier: fire, water, smoke, dust, magic, destruction, weather. Always art-directed — physically plausible is the starting point, not the goal.

3D FXThe water simulation for the shot, previewed on untextured geometry so the effect can be judged on its own before lighting touches it.
03 / 04

Lighting

Lights are placed and balanced to deliver mood, focus and continuity, and the shot is rendered. Lighting is the last major creative pass on the 3D side — it determines where the eye goes and how the shot feels, and it inherits every decision made upstream.

LightingThe rendered shot. The last major creative pass on the 3D side, and it inherits every decision made above it.
03 / 05

Compositing

Every rendered element — characters, effects, matte paintings, 2D FX — is combined into a single image. Compositors balance the layers, integrate the drawn and simulated material so it sits in the same world, and make the final adjustments to depth, atmosphere and colour. This is where the shot stops being a collection of passes and becomes a frame.

Layout
Animation
3D FX
Lighting
Comp

Every element above, stacked.

And that is a frame

One frame.
Then twenty-three more,
every second.

Every department above, running at once, across thousands of shots.

Stills and clips from Tales From Outer Suburbia.
Character design by Thomas Campi  ·  Set design by Brent Minehan.
© Flying Bark Productions.