NCAD AI Workshop Week 06 / 15

Animation · illustration · motion · 3D — 4 hours, drop-in friendly

Animation and Story: Characters, Worlds, Continuity, and Previsualization

Use AI for story development, character briefs, beat boards, and continuity planning — while keeping acting, timing, and authorship exactly where they belong.

01This Week at a Glance

You will make: a one-scene animation packet — character brief + model sheet (or thumbnails) + beat list + continuity bible entry.

1 · Concepts (40 min)

Story interrogation; character briefs as design thinking; the continuity problem; beats and previs.

2 · What stays human (10 min)

A master draws — and the appeal argument, stated precisely.

3 · Demo (40 min)

The lighthouse keeper: brief → sheet → Continuity Cop → bible.

4 · Lab + share (110 min)

The full chain on your character; drift trophies.

This week's twist

Generative tools have a continuity problem — characters drift between runs. Which means model sheets and continuity bibles, the oldest disciplines in animation, just became the QA layer of the newest pipelines. Your traditional training got more valuable, not less.

02Key Concepts

1 · AI as story interrogator, not story author

The weak move: "write me a story about X" → generic three-act sludge. The strong move: make it ask you questions. Its questions surface holes you didn't know you had; your answers are the authorship. AI is also genuinely useful for structure audits ("where does my second act sag?") and option generation ("five ways this scene could end").

Watch out — the yes-and machine

It will enthusiastically extend your worst idea and sand your weirdest one into screenplay formula. Keep the weird. The weird is the value — it's the only thing the average can't contain.

2 · Character briefs: design thinking in document form

With AI, this brief becomes the source of truth every generation run is checked against.

3 · The continuity problem

Generate the same character four times: buttons migrate, proportions wander, the prop vanishes. Not a bug being patched soon — a structural weakness. Animation solved this 90 years ago:

ArtifactJob in an AI pipeline
Model sheetDefines what's true
Continuity bibleWhat must be verified, per shot / per generation
The Cop passHunting drift before the audience does — today's lab
In real work

Studios experimenting with generative pipelines hire people who can catch and fix drift. That's a trained eye — yours, after today.

4 · Beats and previs: structure cheap, soul expensive

Beat = one unit of story change. AI drafts beat structures; you choose what the scene is about. Beat boards prize staging clarity over rendering. Animatics (Week 5 timing audit applies) are the cheapest place to find the 4 extra seconds.

5 · What stays human, said precisely

Acting choices. Timing and spacing. Weight. Appeal. The 2% of a pose that makes it that character. Watch the video below and notice where the decisions happen — in the hand, in contact with the work. Not sentiment: nothing else takes direction at that resolution.

Why this video: the animator of Ariel and the Beast drawing at life size. Watch where the decisions happen — it's a working description of where animation quality lives, and the precise thing this course never points AI at.

03This Week's Words

Model sheetReference views + details keeping a character consistent — across artists and generation runs.
TurnaroundFront/¾/side/back views. The consistency contract.
ContinuityEverything staying true between shots. Generative imagery's weak spot.
Continuity bibleThe per-shot verification checklist. Today's deliverable includes one.
BeatA single unit of story change.
Beat boardOne image per beat; staging clarity over polish.
AnimaticBeats cut to time with scratch audio.
SilhouetteThe character as pure shape. If it doesn't read, nothing else matters.
AppealThe designed charisma of a character — the principle AI can't fake.
PrevisRough visualization for staging, camera, scale decisions.

Full course glossary →

04Demo: The Lighthouse Keeper

I made this, so can you

A character developed by interview, generated as a model sheet, audited for drift, and protected by a continuity bible.

  1. Brief by interview. A retired lighthouse keeper who secretly curates a museum of things the sea returned. The model asks the instructor 3 questions — and the answers visibly change her. Authorship on display.
  2. Model sheet prompt. Front/¾/side, neutral pose, flat colour — plus the 6 details that must stay identical.
  3. Continuity Cop, live. Four views side by side; the room hunts the drift before the instructor points. Buttons change, the prop vanishes, proportions wander.
  4. The bible. The errors become a per-shot checklist — a real industry artifact that AI just made load-bearing again.
What to notice

The interview did the creative work; generation was fast and unreliable; the drift was foreseeable and catchable. Adapt the chain — brief → sheet → cop → bible — to any character, creature, or mascot.

05Step-by-Step Workflows

Character development chain

  1. Seed (2 lines): who they are + the tension that makes them interesting.
  2. Interview: the model asks you 5 questions, one at a time. Your answers are the design.
  3. Brief: silhouette notes, traits-in-pose, signature details, the prop, the avoid list.
  4. Sheet: generate turnarounds (or draw thumbnails) — checked against the brief.
  5. Cop pass: hunt drift; annotate every error.
  6. Bible entry: errors + signature details → the per-shot checklist.

Beat board in 20 minutes

  1. One sentence: what does the character believe at the start vs. the end?
  2. Ask for 5 beat structures; pick 3–5 beats. You choose what the scene is about.
  3. One image per beat — generated rough, thumbnail, or written frame brief.
  4. Read left to right: does the silhouette story work with no words?

06Prompt Recipes

The character interviewerAct as a story development partner. I'm developing a character: [2-line seed]. Don't write the character for me. Interview me — one question at a time, max 6 questions — hunting for: what I haven't decided yet, contradictions worth keeping, and the specific details that would make this character only mine. Then assemble my answers into a character brief: silhouette-first design notes, 5 personality traits readable in POSE (not dialogue), costume with 3 signature details, one prop they're never without, and what to avoid (the clichés circling this character type).
The model sheet prompt builderTurn this character brief into an image-generation prompt for a model sheet: front, three-quarter, and side views, neutral standing pose, flat colour, consistent proportions, white background, space for annotations. Then list the 6 details that MUST stay identical across all views — these are my continuity checks.
The continuity copI generated these views from the model sheet prompt. Compare them against the brief and the 6 must-stay-identical details. List every continuity drift you can detect or suspect: costume, proportions, props, colours. Rank by how badly each would break a scene.
The continuity bible writerThe generated views drifted: [list the errors found]. Write the continuity bible entry for this character: a per-shot checklist an animator — or a future generation run — must verify. Group by: silhouette/proportions, costume, props, colour. Keep it under 12 lines.
The beat optionerMy scene: [character] starts believing [X] and ends believing [Y]. Setting: [where]. Give me 5 different beat structures (3–5 beats each) for this change. For each: one line per beat + what shifts emotionally. Make them genuinely different in approach, not rephrasings. Don't pick.
The story sag auditHere is my beat list / synopsis: [paste]. Audit it like a story editor: where does momentum sag, which beat is doing no work, what does the character want in each beat, and what's the one cut that would tighten it most? Do not rewrite it.

07Lab: Continuity Cop (70 min)

Cold start friendly. No character? Standing seed: a Dublin bus inspector who collects forgotten umbrellas and gives them names.

  1. Brief by interview (20 min): answer every question yourself, specifically. The brief is assessed on its specificity.
  2. Sheet (15 min): generate turnarounds (Week 4 discipline) — or draw 3 thumbnail poses — or take the prepared drifting set.
  3. Cop pass (15 min): hunt drift; minimum 3 errors annotated. Then trade with a neighbour and find one error in theirs — fresh eyes are part of the method.
  4. Bible + packet (20 min): bible entry under 12 lines; packet = brief + sheet + 3–5 beats + bible.
Zero-generation track

Prepared drifting set for the cop pass; brief, beats, and bible are text; the sheet becomes 3 hand-drawn thumbnails — which is, frankly, the superior version. Fully equal.

08Integrity Check

This week's four
  1. Whose answers built the character — yours, or the model's suggestions accepted unexamined?
  2. Original character test: yours — or a franchise design with the serial numbers filed off? Models drift toward famous designs; that's training data showing. Hunt it like drift.
  3. Generated views in your portfolio → disclosure: "design and brief mine; views generated, then corrected."
  4. Classmates' characters or likenesses: never without permission. Character design counts.

09Troubleshooting

ProblemFix
Character feels like a Pixar knockoffAvoid-list needs teeth: name the franchise clichés explicitly — and check whether your seed was specific
Views won't stay consistentThey won't, fully — that's the point. Tighten the 6 details; reference the first image; the cop pass is part of the pipeline
Interview questions are shallow"Ask harder questions — contradictions, secrets, what she'd never admit"
Beats all feel formulaAsk for structures that break the obvious pattern; steal across options — combination is yours
Model dialogue isn't your voicePlaceholder rhythm only. Rewrite every line that survives to the animatic
"It designed a better character than me"It designed a more average character. Your weird detail is the appeal — protect it

10Resources

Optional extension

Next week: Graphic Design and Branding → — systems, layouts, and why design judgment is the thing clients actually buy.