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Tuesday, February 5, 2008

Nick Pitera

There's another interesting post @ Cartoon Brew. This time the focus is on Nick Pitera. Head over there to check out how he sings both the male and female parts of "A Whole New World". Crazy!
The post also points out to Nick's blog and guess what, he's an animator at Ringling. Multi talented indeed, nice!

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"Faking it" by Amid

There's a great post at Cartoon Brew with a quote from Kevin Koch (Dreamworks Animator) which you should print out and always carry with you. :)

“If you’re not in a position to make story/character contributions, if that superficial character and shallow, unbelievable story aren’t going to improve no matter how many suggestions you make, then just do the best you can. There are times when I have to remind myself that I’m a pro, I’m being paid to do a job, and the least I can do is a solid professional job. Think of those shots as a technical problems. Look for ways to emphasize the basic principles of animation. Are the arcs as full as they could be, can you pack in a touch more overlap and follow-through, are your poses as clear and well staged as they can be? If you’re stuck having a minor character walk around for no particular reason, make it the sharpest walk in the movie, without upstaging the main action. Remember the oft quoted line, “There are no small scenes, only small animators.”

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I love animating.


Do you guys ever get that feeling where you suddenly realize how much you love something?

I have that with multiple things. Obviously there are moments where I could just eat up my wife and kid because they are so awesome and cute.

Or when I watch a movie on my projector on a 120" screen. I'm telling you, you never get used to it. And there's always a point during pretty much every movie where you realize how big that screen really is and how cool it is to watch movies like that.

The list can go on but a minute ago I had that same "Holy crap do I love this stuff or what?!" moment while animating on Indy. I can't believe that's a job. I just love it.

Just had to share that, sorry... Move along, nothing to see here! - pic source

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Art Babbitt's "Animating Art" part 1

Check the "related videos" for the rest of the doc.



found @ Cartoon Brew

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Monday, February 4, 2008

Critique - Balls

























You named the clip "beach ball" but the balls feels a bit too heavy for a beach ball. If you'd call it a "medium" ball, I'd say fix the beginning of how the ball enters (it falls down straight but then bounces to the right - you need to have the ball on an arc the moment it enters frame) and then you're done.
But if you're going for a beach ball then you need to slow down the bounces a lot. Your timing for a medium is okay, so you could get away with just scaling the keys. ;)

The "light" ball looks good, there are only a few tweaks. I would add one more frame at x41 to x42. The spacing is good but one frame before impact there is a sudden increase in speed, your spacing gets too big. Same with the up bounce on x42 to 43 and the down on x54 to x55 (the up after that is fine).
Once the ball hits the wall you have one frame of compression which could work, but right now the compression from x62 to 63 is pretty small, then the ball speeds away from the wall at x64. I'd take that one frame of the compression and use it as a way to ease into the bounce away.
Check your curve on x69, the ball looses its momentum for a frame and doesn't travel enough screen left. If you step frame through it you'll notice a weird little jiggle. Use the dry erase marker at each frame and track your ball, you'll see the uneven spot of your arc. Overall I would lessen the amount of distance the ball travels after the wall hit. I think it bounces too far. Also, add another little bounce after x82 (at your current animation, once you lessen the distance it won't be at this frame anymore of course). Right now it bounces and then suddenly sticks to the floor. I like how it bounces off the wall. Once you changed the distance though it might not reach the wall or not hit it as hard, so that little bounce might get a lot smaller or it might even not be necessary.

The heavy one is too light, the bounces are too big. I like how you added the wall though, but once you'll adjust the bounce, it won't travel as far screen right. I would look at the first clip on this page for reference:

That ball really feels like a bowling ball. Try to get the weight looking like that.

Keep going!
Jean-Denis

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The Art of Making Pixar's Ratatouille

THE ART OF MAKING PIXAR'S RATATOUILLE
© 2008 Ron Barbagallo

Pixarplanet points to a great article @ animationartconservation about the making of Ratatouille.

Speaking of which, a friend of mine showed me the Blu-ray features of Ratatouille on his HD projector and holy moly does it look fantastic (both the picture and the features).

The animation is just so insanely well done, holy moly indeed. You should rip the DVD, convert the movie to quicktime and then go through the whole movie frame by frame. :)

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Sunday, February 3, 2008

Saturday, February 2, 2008

Critique - Balls









The balls look great, there are only minor changes.

First, the colorful beach ball needs two fixes. One, right before it hits the ground it gets really fast, so add one or two frames before the impact. And two, let the ball roll for a few frames at the very end so it doesn't just stop. It's subtle, but still.

Same goes for the basket ball, it needs to continue rolling as well for a few frames.

Th heavy one is good, but I would lower the ball at x19. It feels heavy at the beginning but then you have it bounce 3 times and the last one just goes up to high, not a lot, just lower it a tiny bit.

Other than that you're done. I'd move on to another assignment while you fix this one.

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Critique - Balls










The red ball's bounce feels nice, the only problem is that it keeps bouncing and bouncing without losing momentum. The timing you have is good, but after every bounce the ball would lose a bit of height.

So in your case it might roll into the block or maybe a few little bounces are left, but either way it will affect the end of your clip. But again, I like your timing so just work on gradually lowering the ball.

The green balls seems ok, although there are little areas that needed fixing. For instance I would reduce the speed at which the ball falls at the very beginning. Not by much. Right now the ball feels like a mix between a balloon and a ball. I suggest you push it so that it's completely like a balloon. Make sure that your timing doesn't suddenly change after a bounce. For instance as the ball falls it feels a bit heavier than a balloon until x90, but then it takes a lot of frames until the ball bounces up again. Compare your spacing from x89 to x90, and then x90 to x91. Your spacing after x90 is quite different and the ball is suddenly slower.
The blue ball could use a tiny bounce after the first bounce (study this reference animation):

It's okay for both smaller balls to get squished but you could also have the red ball being pushed/squished away.

I would move on to another clip and while you start on that keep working on the ball assignments, which is pretty much done.

Nice work!

Cheers
JD

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Thursday, January 31, 2008

Reference and video rip

I highly recommend building a reference library. Start collecting great poses from comic books, images/clips online, clips from DVDs, etc. etc. It serves as inspiration and guide and can help you figuring out complicated body mechanics.

Check out this post about reference and this critique post for a look at how quickly you can find great reference online and how it can help.

I also recommend getting Netflix, try to watch at least one movie a week. Check the link as to why.


If you find a scene that you like you might consider getting PQDVD, which rips clips into iPod format, which quicktime can read as well. The trial version lets you rip 5 to 10mins (other packages will let you rip more but you'll probably get a watermark over the clip, which is not that bad in some cases). Obviously don't rip full movies which you don't own since that's illegal. Those packages are around $30 and totally worth it, so just get on a cup-noodles diet for a while if money is tight. :)
I personally use Cucusoft's DVD to iPod + iPod Video Converter Suite. It's a very good all in one package for $40.

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Spring 08 Class Syllabus

For those who are following the class syllabus, you can download it here.

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Installing the frame counter script

Right click on the file and open it with Wordpad. It will give you this:

/* This file downloaded from Highend3d.com
''
'' Highend3d.com File Information:
''
'' Script Name: frameCounter v1.0
'' Author: Patrick McNabb
'' Last Updated: December 31, 2002
'' Update/Change this file at:
'' http://www.highend3d.com/maya/mel/?section=interface#2079
''
'' Please do not alter any information above this line
'' it is generated dynamically by Highend3d.com and will
'' be changed automatically on any updates.
*/

//stick this file in your My Documents/maya/4.0/scripts directory and rename it to: userSetup.mel
//it'll give you a framecounter display menu item
//if you already have a userSetup.mel file add this stuff to it:

headsUpDisplay
-section 8
-block 0
-blockSize "medium"
-dfs "large"
-command "currentTime -q"
-atr
HUDFrameCount;



// Adds menu items to control the framecounter - it'll be under display-headsupdisplay

global string $gHeadsUpDisplayMenu;

menuItem
-parent $gHeadsUpDisplayMenu
-checkBox true
-label "Frame Counter"
-command "headsUpDisplay -e -vis #1 HUDFrameCount"
-annotation "Frame Counter: Toggle the display of frame counter";


The important part is this section:

//stick this file in your My Documents/maya/4.0/scripts directory and rename it to: userSetup.mel
//it'll give you a framecounter display menu item
//if you already have a userSetup.mel file add this stuff to it:

headsUpDisplay
-section 8
-block 0
-blockSize "medium"
-dfs "large"
-command "currentTime -q"
-atr
HUDFrameCount;


Depending on what Maya you're using, the path could look like this:

My Documents/maya/8.5/scripts/

Don't forget to rename the script.

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Critique - 3 Balls









Nice work on the balls!! The only one that needs TINY adjustments is the light one on the right side.

The overall feeling of it is that the ball sticks to the ground a bit before bouncing off. So during the first hit, I would delete the frames 25 and 27, 28 and 30. On the second bounce I'd take away x51 and x56.

Should be a quick fix. I would move on to another animation clip and while you work on that one, fix the ball.

Nice job!

Cheers
JD

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Critique - Manager









Quick detail first. When the table moves at around x194, the hand/fingers on the table don't go with it. You'll have to really lock that down.
After not having seen the clip for a while what struck me first was his upper body movement back at around x190. It feels too quick. I would lessen the rotation back so that it slows down.
I'm pretty tired so my critique will be all over the place (sorry). Screen right fingers snap open very quickly at x129 to 130. The way the fingers curl around the pen towards x159 feels a bit robotic. I don't know if it's the speed or the fact that they are curled while it gets to the pen. Maybe it's how the arm stops moving screen left and down at around x156, could be that sudden stop that makes it feel weird.
The screen left arm movement from x143 to x152 feels too fast, give it 5 more frames, maybe a bit more.
There's still that very isolated shoulder movement from x177 to x188 (screen left one). How that arm/hand goes up to the table needs to be a bit slower. What's odd is how the arm/shoulder goes up, then later his upper moves back. You could end the arm move later and start the body one earlier, so that both slow down and merge, making it a bit more organic.
That same shoulder goes down around x261, again feeling a bit squishy and isolated, which extends to around x278 where both shoulders go up. Looks like you want to avoid twinning but now their timing is almost too separate. The down movement of both shoulders is also too quick, give it a few more frames.
Lipsync seems pretty good, but what I would add now is a little bit of asymmetry. Check x234 for instance. It's very defaulty and that general shape is visible across the whole clip. You have changes in it of course, but now you need to add some fleshiness to it and play with how much each side of the mouth is pulling. Try favoring just one side (add a left side pull back or smile at 20% for instance).

I would start fixing the shoulders and arms and then take care of the other notes. After that let's take another look.

Cheers
JD

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Wednesday, January 30, 2008

Bouncing Ball Assignment


Hey guys,

I forgot to mention something (because it seemed so obvious to me but that's because I'm retarded...).

Please render out your ball renders through a "side" view camera, not perspective. If you need reference check out this post. - pic source

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Tuesday, January 29, 2008

Skateboard reference

I don't know if anybody is going to do some skateboard animation and even though there are MANY movies out there for reference, you should check out this video not only because it's in slow motion (for easier observation) but because it's beautiful as well. Ok, mostly because of how the guy eats it at the 4min mark...

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Class recap, site navigation and homework

















After the bombardment of information yesterday during our first class I just wanted to mention a few things again.

First off, if you have any questions regarding the way this class is structured, or how to present your work, etc. please check out the Class F.A.Q. If you questions that are answered on there, let me know and I'll add the answers to that post.

I recommend that you browse through this site in general in order to figure out what is where and how this site works. In general you will have all the new posts on your left and relevant links on your right. The posts can range from silly stuff to class critique to lectures. Check out the first few pages (there's about a post a day I would, average, sometimes more, sometimes less). Two posts you should check out no matter what are the Spring 2007 and Fall 2007 Class Summaries, specifically the posts under the "To-Do List & Lectures" and "Animation Techniques, Tools, Notes & Examples" because a lot of useful notes are in there that you need to soak up. For a general reality-check of this industry, refer to "Time and Effort".

Homework.
First off, please scan or take a picture of your school ID or any other picture that you have of yourself, as long as I can see your face, don't send me any pictures of your feet... :) and email it to me. Please use animate (at) jeandenis.net. Every now and then you might get an email from me through my work account, but please reply using the animate address, because I can check that account all the time. If you send me something to work in the evening I won't be able to look at it until the next day, also emails with attachments (like .zips) will get rejected. If you have any nicknames, let me know as well.

Second homework is a bouncing ball assignment. Yes, yes, boring old bouncing balls. No matter how good you are, I'd like to see them balls. A heavy one (bowling ball), a medium one (generic bouncy ball) and a light one (either super bouncy or balloon). I prefer to get one clip with all three balls in it (don't forget the frame counter). The complexity of the shot is up to you, over achievers are always welcome. :)
You can have all three balls fall and bounce straight down. Or you can have them bounce from left to right. Maybe treat the edges of the video clip as walls and have the balls bounce off those walls. And maybe as they bounce back they collide with each other. Want to add tails to all the balls? Feel free. No matter what you do, try to push yourself, never settle for the average. I'd like to see a final version by next week, so think about how much work you can fit into a week. Whatever you do, have it polished, no blocking.

If you have (separate) clips from previous classes, you can send me those of course (which is the only exceptions for the rest of the semester, I won't accept homework from other classes - if you think that you won't be able to put in at least 10 hours a week for this class (which is the minimum according to the syllabus), please consider switching classes. I really encourage you to work hard and 10 hours should be daily input, not weekly. ... I'm kidding! ... or am I?).

As mentioned yesterday, the moment you are done with your clip, feel free to email it to me (with a link or an attachment, again, check out the F.A.Q. for file requirements). There's no need to wait and waste time. It's not a requirement though. I don't expect you guys to show me work during the week. The minimum critique is once a week during class. But I want to give you the option to move on at your own pace, so if you're fast, take advantage of that.

Next week we will all sit together and have dailies. I actually wouldn't call the class "workshoppy" because you won't work on your assignments during class with me walking around ready for questions. We will critique each clip together and I will provide lectures, just like any other class. The only difference is that I will combine critiques with lectures. Instead of doing an hour lecture and then moving on to critiques and then running out of time (although I do anyway...), I will go right into critiques and then explain shot fixes through mini lectures. That way I can cover a wider range and save more time.

But again, if you have questions, suggestions, recommendations, complaints, bribes, blackmails, etc. let me know. I want you to get the most out of this class as possible. Speaking of bribes. Top of the line Blu-ray player will get you an A. :)

Alright, enough drilling. Welcome to the class!

Cheers
JD

pic source

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Fall 07 Summary

Post has moved to Spungella.

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Monday, January 28, 2008

"Reflections on a Golden Droid" by Mark Kennedy

There is a great post over at the "Temple of the Seven Golden Camels" about "Star Wars: A New Hope". It's not animation technique related but I still recommend it because it's a great analysis of the importance and influence of story structure, composition, character development, even down to how costumes reveal the inner workings of a character.

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Break Ultime Kit Kat

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