# How visual art is constructed Every artistic work has a focal point that directs the audience's eyes. - It is usually with mostly straight lines, but can be curved lines or approximate triangles. With [cameras](engineering-camera.md), the effort is within the specific timing and placement of the photographer, combined with post-production effects. All the focus of the work is centered on the focal point. - Whether it's a photograph or a painting, that center will be what everyone notices as their eyes take in the experience. ## Animation Animation is an advancement of visual art into motion. - The amount of effort it takes means that it usually requires a team of people. The pipeline for a 2D animated production is the simplest. 0. The visual development is at the very beginning, before actual production. 1. [Write](language-writing-fiction.md) a script. 2. Make initial character and prop designs along with key location points. 3. Make storyboards, which are still images of what happens every 5-10 seconds. 4. Start recording the voice actors. 5. Edit together the finished boards in time for an animatic with voice dialogue and sound effects. 6. Design additional characters, props, and effects, as well as the bulk of the environment. 7. Paint all the environments, props, and characters. By contrast, 3D production adds more elements. - Everything is [modeled](engineering-graphics.md), and even the color and texture are surface models. 1. Everything is pretty much the same until the animatic. 2. Make the scenes into block models. 3. Add the scenes to the animatic. 4. Perform 3D modeling. 5. Add textures to the models. 6. Perform rigging, which is mapping the animation to a wireframe. 7. Animate the characters. 8. Create animation for effects. 9. Place the final models into the set. 10. Perform set dressing, which fine-tunes the appearance. 11. Configure the lighting. 12. Perform compositing. ## Game animation The standards for 3D animation apply the same, but are broken into far more condensed storyboards. - Essentially, every animation has to trigger based on the player's interactions. - For most animations, there should be conditions and further animations if that animation is interrupted (e.g., when a combination attack is broken by the opponent).