Tuesday, November 30, 2010
rolling stones music breakdown
we've talked a lot about interlocking, overlapping rhythms and how it pertains to pacing. All this and more...
(link from Steve McManus)
The Proposal: the final assignment
Friday, November 26, 2010
Jazz Piece Final
Tuesday, November 23, 2010
CTN Expo diaries
CTN was fun! I made the big transition from attendee to exhibitor this year, and it was very encouraging to see people buy the artwork/toys at our desk. Jerry Beck (Cartoon Brew) offered to publish an exclusive review of my short film after I finish it.

At the same time it was a big reality check from some studios when they'd look at my portfolio and say "This is great but it's not what we're looking for" or "Well, try more" or sometimes straight away "We are sorry". I got to know what exactly each studio was looking for (stuff beyond the things they mention on their website) - so hopefully I'll be able to tailor my reel/portfolio by next year.

Sergio Pablos shared his contribution to 'Despicable me'
Del Carmen talked about storyboarding on 'Up'.
The thing Andreas pointed out very well is that when we're drawing, the flow of lines force us to automatically pose the whole body different each time and maintain the flow and rhythm of animation. Even before getting to the point of thumbnailing/blocking the shot - he would just draw the character in different poses and study the anatomy and construction in and out. This way when he's animating he knows exactly how the character would move/behave.
He said that in CG animation, we assume there is no model sheet or no need to practice the character before we get to animation. But in fact, CG characters also need to stay 'on model' not in terms of the consistency of drawing (because 3d is already defined shape-wise) - but in terms of the character and personality. Which is why it helps to just pose the character (still frame) a few times and try to define the attitudes. Though thumbnails could be very rough too, I couldn't stop noticing the beauty of Andreas' thumbnail drawings. It's practice!
There was more stuff that I couldn't see because of managing the exhibition desk. It was all together very inspiring to see so many talented artists under one roof.
The competition is very tough, every other person had an amazing portfolio/reel to show. But I guess finally who we are matters more than what we do. Staying humble helps!
Monday, November 22, 2010
Friday, November 19, 2010
Which one is better?
Jazz Music piece
Thanks for watching this.
Wednesday, November 17, 2010
Feed back plz
so i would like to get feedback from you guys ..
Thank you.
Tuesday, November 16, 2010
Musical work
Any words please...
Jerry Lewis
Musical animation
I have a feeling the left hand in between 480 t0 500 looks slightly heavy.
Monday, November 15, 2010
final touches music exercise
the changes from what I brought last week might be subtle, i tried to make the motions unfold more, trying to pay close attention to overlapping action. i appreciate any last minute suggestions. thanks for watching.
Friday, November 12, 2010
prop rigs - Final Assignment
norman
hogan
Here are 2 rigs for the prop assignment. Just reference them in. I'll try to work up a generic background soon, but for the first week, just get your concept (post for critique), ideally some video reference, pose sketches and whatever you can to get a clear idea across.
Then, basic blocking of your scene with a camera.
To recap the final assignment
- first pass blocking with reference material is due on Friday for the Friday class, and a week from Tuesday on Tuesday's class
- Use reference and present that as part of your blocking. this includes - sketches rough thumbnails, video reference, reference of live action or cartoon animation that provides inspiration or style reference
- I'm opening it up to new characters WITH APPROVAL. Don't just show up with a high res or unfinished rig. The point of this class is to focus on animation - NOT texturing, lighting and rendering. I've let some of it slide in the past but in general, it's not productive to be a generalist in an animation class. Save that energy for polish.
- Fixed camera. No camera cuts - just a static camera.
- Simple set. Use your judgement....cubes, cylinders, spheres are fine. It's good to ground your character and provide context, bad to blow your time budget on modelling an architectural masterpiece.
- between 5 and 10 seconds.
- topic. somewhere in this animation, hand a box from one character to another.
friday class, week 3 rough cut
Thursday, November 11, 2010
Wednesday, November 10, 2010
tuesday class...rough cut
For next week I need to look at some of the frame ranges on these..i may have inadvertantly overlapped some of these shots by a few frames and/or some of you may have got the frame count wrong
In any case, pretty cool to see it in sequence.
Tuesday, November 9, 2010
Rig problems
So, I got back yesterday from being gone all last week as I mentioned to you and I was able to get the assignment pretty much done but I have one small problem with the rig.
The left shoulder will not key frame for me no matter what I try. The rest of the rig works great but there is some kind of error when I try and Key frame the left shoulder.
The error reads: Warning: Current manipulator and active objects have no keyable attributes, , or animation layers are present and the BaseAnimation bar is not selected or locked.
Ive checked the attributes and nothing looks out of the ordinary and I also checked to make sure there were no animation layers which there aren't so I must be missing something but will bring it to class unless I hear back from you sooner. Thanks
Monday, November 8, 2010
Kung Fu Panda moving hold
final assignment
- 2 Characters.
- Fixed Camera.
- 10 seconds max
- topic: pass a box from one character to another in the scene.
- 800x450, quicktime h.264, maximum quality
- show polygons only in the playblast window
- name your shot "Shot#_name" so we can put them together and see how they look.
Does the instructor teach the skills and content listed on the syllabus?
Does the instructor clearly explain the main points of each demonstration?
Does the instructor create a class environment that makes you feel he or she is actively engaged in the class?
Friday, November 5, 2010
things to come
Friday class...next week you will be moved to Thursday the 11th. If you can't make it, you can come the following tuesday, but let me know. For those of you that missed the class due to lack of info, don't worry about it.
Assignment.
Our final assignment will be a pantomime exercise. Get excited, because this is going to roll all our knowledge gained so far into a bit of acting.
I'll roll it off next week. It will be similar to the last 2 assignments in that I'll set up a set for you, but I'm going to keep some of the interpretation a lot looser. Stay tuned
Thursday, November 4, 2010
How to feel miserable as an artist?
Keri Smith (author of several books on creativity) wrote this a few years ago - and it became a hit with many artists who go through the frustration of 'not getting it perfectly right' or 'good is not good enough'. I'm guilty of quite a few points!
notes on music from richard williams..
Ken Harris thought in feet, probably because he was so footage
conscious - having to produce thirty feet of animation a week. He'd
tap his upside-down pencil exactly every two thirds of a second as
we'd act things out.
Chuck Jones said the Roadrunner films had a musical tempo built into them. He'd time the
whole film out, hitting things on a set beat so they had a musical, rhythmic integrity already
built in . Then the musician could hit the beat, ignore it or run the music against it.
Chuck told me that they used to have exposure sheets with a coloured line printed right across
the page for every sixteen frames and another one marking every twelve frames . He called them
'16 sheets' or '12 sheets' I guess '8 sheets' would be the normal sheets .
That kind of tightly synchronized musical timing is rare today. They call it 'Mickey Mousing'
where you accent everything- it's a derogatory term nowadays and considered corny. But it can
be extremely effective.
First Pass Music Excercise
link: http://noonecaresaboutwhatyoudo.com/wp-content/uploads/2010/11/w9_sourcefile.qt
Tuesday, November 2, 2010
homework clarification
2 more weeks!
Next week I'll announce the final assignment for the term, which will be either 3 or 4 weeks in duration.
Reminder: if you let me know in advance of missing class, I won't penalize your grade provided you hand your assignment in the following day. If you just blow it off and don't hand it in until the following week, that counts as an F for that week.
Pitfalls of the Student Animator (Part 1)
I’ve been thinking a lot lately about the process of learning animation. I know from being a self-taught animator some of the things that both helped and hindered my learning path over the years. Watching some students really flourish has been inspiring to me and made me realize the importance of critical thinking as it applies to learning.
Plan.
Every semester, I get several students who hand in really jittery sloppy work. When I ask where their reference material is, either video, sketching or even verbal description. The answer is always, ‘well, my working method is straight ahead’
Let’s look at this for a moment
Straight Ahead Action
Straight ahead action is so called because an animator literally works straight ahead from the first drawing in the scene. This process usually produces drawings and action that have a fresh and slightly zany look, because the whole process is kept very creative.
I firmly believe that good animation, especially at a student level, comes from planning. Even if you plan your shot in detail and execute it straight ahead, you have clear idea for your goals. Ultimately, I don’t believe in straight ahead for CG unless you’re working on a section or are prepared to keep wiping out what you’ve done and keep at it until it works. CG animation lends itself to planting down poses and working the middle and unless you’re a genius and can see 10 steps ahead (like the stop motion animators I admire), it’s hard to get it right. Part of knowing whether your planning is working depends on….
Feedback.
There is an art to both giving and receiving feedback. Interestingly, in my classes, the loudmouths seem to improve the most. One of the secrets of teaching is that by getting up in front of a group of people and being forced to critique their work, is that it forces the teacher to have to clearly articulate both WHAT WORKS, WHAT DOESN’T WORK and WHY. If you let yourself be open to feedback in the planning stages, you’re letting yourself be open to fixing the concept of your animation early on. Whether it’s how your feet plant in a weight shift, the initial key poses, or whether the gag is even funny. Early is better than later, before you commit to your decisions. At the Academy, I’ve heard students say that they don’t feel comfortable critiquing students because the people they help will get amazing reels and land that last remaining spot at Pixar. It really doesn’t work that way. In fact, the opposite is true. If you develop good relationships with your peers and help level each other up, you’ll learn how to collaborate as a team (yes, animation is a team sport) and will help each other out once you’re at a professional level. Having a generous attitude towards critiquing not only makes things more pleasant during late nights at the lab, but it also helps develop your skill in articulating and describing animation. Believe me, trying to explain animation principles to game designers and producers is a skill in itself, let alone talking to other animators.
The dark side to feedback is to learn how to filter it. If you ask 10 animators about your animation and get 10 different answers, the feedback isn’t useful. Maybe your blocking isn’t clear and you need to refine it to even get to that stage. Maybe just show poses and concept. Asking for specific critique is useful, especially as everyone has different working methods. Also, there’s a subjective side to it, so sometimes taste is a factor. If you ask 10 people about your animation and 5 say there’s a weight problem and give you 5 solutions, acknowledge that’s the element that doesn’t work and figure out the best plan of attack for resolving it.
If feedback hurts your feelings, be gracious about it, step back, then process it. A good lesson was a friend of mine who started at Blue Sky. I asked him how it was receiving feedback from guys like Mike Thurmier. The answer was, “..well, brutal, but I look at it this way. These amazing animators are taking the time to tell you how to make your work look great. I just write down everything they say, figure out how to do it, and it’s like a recipe for great animation”
How smart is that? It’s easy to respond to feedback with ‘but…’ – We all tend to do it. Of course we had valid reasons for our decisions, but if those decisions don’t work, it’s time to rethink them and come up with better ones. Or find a way to clarify those decisions so they’re readable.
Partial Posing.
This drives me a bit mad. When you look at classic animation, it’s all about these elegant and clear key poses, and then the uber-pose, the Golden Pose that can sum up the entire scene in a single pose. At a glance, I can look at a Norman animation, with unposed hands (I was going to do those later) and unposed shoulders, neck at default, and it always reads to me as a missed opportunity. Often, the whole character isn’t posed. This works in animations that are more procedural, like a quadraped walk cycle. The reason it bugs me is because in keying part of the spine here, the fingers here, the bicep here and so on, is that when you change your timing, you break ALL THE SUBSEQUENT POSES IN YOUR SCENE. I’m not a fan of partial posing, but if you’re going to do it, plant down your important, immutable key poses, otherwise you’re at a severe disadvantage in retiming your scene.
Musical Blocking :)
How does this look? I still have to do some more offsetting. This is the first time I tried to block out in stepped and I really don't know if I did it right or whether I should have decided to animate in stepped for this particular assignment! It is not in stepped in this playblast though.
I wanted to do a Broadway style dance. So I took a reference from the following:
Oh! And the dropbox link, just in case... :)
