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Saturday, April 28, 2007

Animation Critique: Audio Clip

Direct Link: Monologue

Now that the clip is further along and I can see the flow and rhythm to it, what struck me first had nothing to do with animation. It was her hands. THEY'RE HUGE! Check out frame 201, she looks like the Giant in "The Princess Bride". :-) I think that the Norman rig has a control for scaling the hands, give that a try. Also, can you beef up her upper arm and scaled down her lower arm? Right now some of her body features are fighting her womanly appearance.

Performance wise, two things stood out. Her hand during the shouting is next to her head for quite a long time. I would have her hand go up to her head during "mouth" and then be ready for "shut". Then the door rub. Once the hand is up during "shut", after she says "shut" I would plant the hand on the door, as if she wanted to reach to her love, but the door stops her (make it lovingly, not a forceful slap against the door). The hand then slowly slides down, but only for a beat, not for the rest of the clip. You might even rest her head on the hand.

Her left arm is always around her waist. When I acted it out, I kept moving her arm to the floor during her turn after "... brag". So as she turns, since she's leaning towards the door, she needs to keep her balance, that's why I had my left arm/hand plant on the floor. Here's a crappy example:














I also kept lowering my head during the "brag" sentence because she feel so defeated, looking at the floor, which would be a nice contrast when she goes up for her shout. I wouldn't gesture during "off with the boys", keep the acting contained, then have that movement during the "brag" part, but make it more frustrated, then lower head.

Her lipsync needs some love. Even though some shapes are in it, overall it feels like she is just opening and closing her mouth. I can see that you pull in her jaw for the "v" shape during love, I'm not saying that no shapes are dialed in, but go to frame 122 for instance. He mouth is kinda like this most of the time, default like. You can push it a lot more, for instance during "shut", or during "b" shapes (exaggerate the b shape, hold it for one frame, then open up her jaw a bit but still have her mouth closed in the b shape (lips pressed together), so you have at least 2 frames with the lips visibly pressed together).

I like how her eyes widen before the "love him" part, showing her realization. But be careful with the amount of blinks that you have during the rest of the clip. For instance, I wouldn't have one during "brag". Even though she is sad and frustrated, she still seems concentrated because of her frustration, and when I act it out, I rarely blinked. Only on the headturns. That's very subjective though, but at least the "brag" blink seems inappropriate. Overall your blinks are a bit slow and even. The up and down timing seems to be the same. Try out version with 2 frames down, 3 frames up (quick ones), or 3 and 4. But don't forget the cushion out at the end with one frame.

Her right hand slides down during the 90s, right now it looks like you forgot a key somewhere and the hand drifts to that pose.

Act it out, film yourself doing this clip over and over, until you forget that you are performing, that's when more natural acting choices come up. Do it 10, 20, 30 times over. You'll pick up detail stuff for the arms the hands, the timing of her hand plant on the door, how the hand react when/if you have her head rest on it, etc. etc.
If you can, ask a girl to act it out. Compare her acting choices to yours.

Overall the timing and ideas are there, but now it's detail time. Push her emotions (don't overact), but find nuances, subtle and sensitive acting choices.

Add a door knob and scale down the door. The door is super wide. I know it's a door because we talked about it. But as you show this clip to other people for feedback, they won't know just by looking at it.

Keep going!

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Friday, April 27, 2007

ev_Critique






Check out ev_Critique, a site on which you can post your clips and ask for critique. I highly recommend that you go through as many pages as you can. It's good to see other people's work. I posted on it a while ago and I remember seeing a lot of great animation. Take an hour or so and go through it.

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Mega Robot Returns

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Thursday, April 26, 2007

Animation Critique: Jump










Direct Link: Jump

Alright! The arc of the jump looks a lot better. When you track just his hips, the arc and timing looks good (the jump needs some easy out, he accelerates very quickly into the jump, soften that out).
Now you have to work on stronger poses and silhouette and get rid of the pops.

For instance right before he jumps his upper body goes down, that movement is very abrupt. The up movement is even faster, definitely smooth that out. After the land, when he turns around, his whole body rotates around, try to break it up with the head leading the action followed by the upper body and then the root.
His arms need to bend at his elbow, right now your arms are very stiff and they both move around at the same time (twinning), you need to break up the timing of the arms, offset them. They should also be stretched out forward during the jump up. You basically thrust your body up in order to jump, which means that you will swing your arms up before the lift off. Shoot some reference or find reference in which someone jumps like this, that way you can study what moves when.
His legs move forward a bit too early (right after the jump up). I would have them drag a bit longer behind the body and then have them move forward and lead the body.
Silhouette wise, when he waves at the end, push 7 in Maya in order to get the black & white mode up. Can you clearly see his arm and the hand waving action? No. You will need to move his arm more screen right in order to make it clearly visible.

The car slide needs work. Watch car footage for reference. Study the timing. Right now it looks like the car hits an invisible wall and then bounces/slides back. The ending wiggle of the car body is too fast and suddenly stops.

Visually overall, the ground texture is distracting and not very effective, same goes for the sky. Real life pictures with cg sets look cheap, so I would get rid of it and just color the background. His glittery pants are also a bit much (at least right now, maybe a render will look different).

You will also have to add a driver in the car and he/she will have to react to the car slide.

But most of all, what's the story? What happened to your cop car? Why is a cab chasing him? Who is the guy? A disco dancer? Think about what story you want to tell and how you can make the story points clear and not confuse the audience.

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Animation Critique: Character Walk










Direct Link: Football Walk

Looks great! Nice render.

Quick things to fix:

- watch his left foot around frame 66, it pops up, smooth that out.
- around 75, when his screen right hand goes for his hips, the hand could have some tiny overlap, right now it's a bit stiff. Nothing huge, no dragging, just not as locked.
- after frame 100, when he looks screen left, lower his eyes so that you can see his pupils. Lower them so that you can see the lower part of them, like a bored look. Right now, it's just all white (sorry for not mentioning that before)
- around frame 140, when his hand grabs the ball, his thumb slowly wraps around it. Make that faster, you need to feel the grip
- hist last pose: the screen right hand and fingers need to be stronger. The fingers are very even right now, almost default pose, find something with more tension. Check out that Batman picture for reference.

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UPDATE - New Class in Fall

Looks like my rambling, which I disguise as teaching, wasn't that bad, because the AAU will let me teach in Fall again. So far the class is going to be for undergraduates.

______________________________________

ANM 489 14 Character Animation Studio

7:00PM - 9:50PM
probably on a Thursday
______________________________________


I will structure this class the same way as I'm doing it with the current character animation class. You can either follow the school syllabus, or make up your own assignments. But either way, the content of both ways will be the same, character animation. The syllabus of the studio class will have you doing walk cycles, run cycles, peformance, etc. But if you come from a class that made you do lots of cycles, and you are good at them and want to move on, then feel free. That's what I mean with "make up your own assignment". There's no need to waste your time.
But if I see that you haven't mastered the basic animation principles, then I will have you go back to bouncing balls. I won't let you do a 20 second two character dialogue piece, if you can't animate a bouncing ball. Mastering the basic principles is key.

The schedule and deadlines are up to you as well. Obviously a weekly critique is the minimum. For every class you should have an improved version of your work to show. But if your blocking or fixes are done one day after class, then why wait til next week and waste all that time? You can send me an email and I will critique it at home and post it on the class website. I will check every now and then how you are doing in terms of schedule, but it is also an exercise for you to be disciplined and to keep your deadlines (from your own syllabus or the AAU syllabus) without a constant reminder. Don't be a slacker.

I will critique your work with a general eye at first and then I will delve into the details. But I admit that I am very detail oriented, so expect lots of frame-by-frame analysis. I'm working on balancing this out more evenly :-)
I won't sugar coat your work, because I don't see why I should feed your illusions. I want to prepare you for the outside world, and if your work is ready for it, I will let you know, and if not, I'll definitely let you know.

There are some rigs out there that I won't recommend using (like Generi), not because they are not good, but because of unfortunate stereotypes. A lot of beginners are using Generi, which results in Generi being associated with beginners work. Duh! Yeah I know, but hear me out. If all you do is watch demo reels and most of them show crappy animation with Generi, at the end of the day, you will develop an antipathy against the little blue guy. So when he shows up, the initial feeling will be "Oh no, this is going to be crap.", and you don't want things like that working against you. What if the recruiter is so frustrated that the moment he sees Generi, he turns of the reel? I doubt you want that to happen.
And it's not just Generi, the rig with the guy in his undies and glasses is not too popular either. I would pick rigs that you can modify. So the best choice right now is the "Norman" rig. Check out my "Spline Doctors Archive" post and watch the student examples. It's crazy how different Norman can look.
Also, take a look at the Animation Mentor showreels. That's your competition as well. So I encourage you to modify your characters, give them character (not just through animation, but that's obviously your first priority), put them into context. For instance, if you are doing a box lift assignment, don't just have a grey Hogan or Norman lifting a poly box. Who is the guy? Where is he? What is he lifting up and why?
Obviously if your animation is super sweet, then you won't need a fancy set. But I encourage you to think beyond the assignment.

The overall goal of this class is for you to have work that you are proud of and that you want to put on your reel. If you are prepared and willing to work hard, with daily updates to show, then you can expect from me daily critique. If you have tons of classes and not too much time, with updates ready once a week in class, that's fine too, it's up to you.

But don't forget to have fun, because it shows in your work. :-)

Ok, my class outline got a bit longer than I expected...

Tata
Jean-Denis

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Wednesday, April 25, 2007

Animation Critique - Tongue test











Direct Link: Tongue Test

The path is good, but I think that overall the timing is too slow. I cut out some frames (which messed up the arcs) but in general, that's more what it should feel like, snappier, slow and fast parts (I cut too much stuff out during the ball grab, the grab should still have a slow part to it, namely when the tongue wraps around the ball - the tongue is pulling back, the ball is jumping forward, so this part needs to show the tension, the opposing forces at work - what you have right now is too slow, but the idea is correct, cut some frames out, but not as many as I did (quicktime has only one undo, right?)). Anyhoo, here's a rough idea:










Direct Link: New rough timing

I like the movement that you have in the monster at the end. It looks like he's swallowing the ball. It's a good idea to show the mass inside the monster.

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Tuesday, April 24, 2007

Spline Doctors Archive


















I don't know if you guys went through the archives of the "Spline Doctors" blog, I hope you did. In case you haven't yet (shame on you), here's a grouped list of the posts:

Animation Tips & Tricks:
Thoughts on hand poses
Thinking about a shot
Broadcasting The Inevitable
I suck
Shot Surgery
Oh crap I posted
Shot polish
Water balloon head
Gestures part 1
Eyes have it
How to be good animator
To spline or not to spline podcast
Demo reel tips
Overlapp in style
One frame
Change
Being directed part 1
5 sets of eyes
Residual energy
Physicality in animation
Eyes in animation
Brows
Michael Caine videos
Animation "Phrasing"
Body Language
If you don't know your character, you're screwed
Pose to pose with layers
Answers aren't in animation (study real life)
Animation roundtable
The power of silhouette
Great spline tutorials
Read "The Illusion of Life"

Animation Examples:
Great cast of characters
Student film
I say good show very good show
Jay clay in da house baby
More student work
Spring 06 work- Level 1
Spring 06work - Level 2
Spring 06 work- Level 3 (creampuff)
Gear change
Mark Oftedals short films from Cal Arts
Pixar 2 student work- fall 06
Virgin voyage

Reference Material:
Reference book of day
Tigers and shapes
Milt Kahl thumbnails and more here
Watching what's around you
Scared straight off balance
Great site for reference (bbc motion gallery)

Various:
Who are your influences?
Want to really learn something about animation?
Animation Schools
Schools (follow up)
Dean Wellins Interview
Make your own flip book
Exclusive Glen Keane interview
Matt Williames' blog
Story Boredom
Andrew Stanton splinecast part 1
Andrew Stanton part 2
Andrew Stanton part 3
Top nine movies of2005
Collaborator, prima donna and fanboy (job interview)
Ralph Eggleston Interview
Ralph Eggleston Questions answered
Animation in Spain
Cal arts producers show and update
Interview with Mark Oftedal
Another Stanton Interview
Brad Bird splinecast

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Body Language in Animations


In that animation cliche thread was also a link to a site about "Body Language in Animations". Might be useful.

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Animation cliches


There's a nice little thread going on about animation/acting cliches. It's a good checklist.

Check it out @ CG-Char

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Monday, April 23, 2007

New Class in Fall

Looks like my rambling which I disguise as teaching wasn't that bad, because the AAU will let me teach in Fall again. So far the class is going to be for undergraduates:

ANM 499 14
Character Animation: Studio

7:00PM - 9:50PM
probably on a Thursday

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Pixar's "Ratatouille" - The Technical Ingredients

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Sigg Jones

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