Workflow of TJ Phan

Awesome! Another workflow post is online! This time it's TJ Phan's. Please take the time to read through it.

Awesome! Another workflow post is online! This time it's TJ Phan's. Please take the time to read through it.
Head over to Raphael Suter's Animation page, which shows his Pixar Internship work. His clips are nice and short, a good preparation for feature work in terms of shot length. His "Bob Weight Test" is especially cool (you know me, love the detail with wheels).
Head over to the 11secondclub and watch the February Winner clip. Really sweet! It was done by Phillip Hall, who has a blog here.
USA Today got a piece about Blue Sky's "Horton Hears a Who!". The guy in red is Jimmy Hayward, who taught a Pixar class at the AAU. Those 3 hours were some of the funniest classes ever. His humor was so dark but funny.
Dragon Hunters is an upcoming CG feature. You can find out some @ Kotaku, watch a sequence @ dailymotion and/or visit the official site (in French) with a trailer intro. This site has a lot of 2D designs.
The style is cool and that fantasy setting intriguing. Love the two parts where the blue guy eats the sausages and where the bat creatures all stare at the big guy. :)
- found @ 3Dtotal


Much better! There is some stuff in the feet:
Let's start with his right one. From x1 to 3, as the foot roll happens, you should lower the toes (they are always curled up a bit over the ground - should have told you that before, sorry), just like you have it on x4. On x5 keep the toes down (straight flat boot), even x6 looks like it's a bit up. This could just be me, but in the interest of having nice arcs, what about (looking at the front view) when the foot goes up, having a little path/arc towards the other leg, so looking at the front view, going screen right a bit (not by much, but giving it a little arc, not just a straight up). The foot stomp feels weird when I step frame through it (then why do you???), only because there is big spacing from x12 to x13, but then small to x14. Well, the ground is there, the foot can't go lower... you could say, which is true. What I would do though is on x14 have the foot almost flat on the ground. If that's too much, too blocky, then for sure on x15. But you have the foot up till then and down only on x16. That makes the stomp too soft.
Same goes for the other foot. On x2 the foot is still rotated up, bring it down flat on the ground. And the same goes for his toes during the lift off the ground. On x17 keep the toes down, which you have up until x20 at least.
Now front view: I feel some stickiness as the foot goes up and reaches the top part. There's that big move up to x21, then smaller on x22, but then on x23 the foot is at the same height. So either bring up the leg a bit more or rotate the foot up, but either way, visually there should be a continuation of the upward arc. It's only for one frame, but it gives it a sticky feel.
This note is minor, maybe not necessary at all (might take the force out of the gesture), but try (haha!) this: follow the tip of the gun in the front view and draw a dot with a dry erase marker. There's a big downward move to x4, but then a little to the left and up on x5. Instead of up, can you have the tip be a bit lower than on x4 and ease more into that new upward arc? Might just be me. It works, but as go through it over and over looping, I get the feeling that it should come to such a harsh end and upwards curve.
You might also want to clench the fingers during that part, showing a firmer grip to end that downward thrust and bringing the gun up. That would be a nice little detail (maybe curl up the thumb too).
Other than it looks very cool!
Hmm... a few things stick out. Toilet humor and Bill Paxton from "Aliens". I would keep it a bit classier and also less overacted. Your gestures are very big. I would take out the audio, then never lower the camera. Have it all in his face. The look down realizing that the paper is gone, the look around to see if there is anything else he could use (maybe have him grab something off screen and bring into screen, like a plant leave and other "paper" like things). Then at the end he picks up the empty toilet paper roll and that's when the audience understands what's really going on. But I think bringing different objects into frame would be funny and a tease for the audience (they'd be thinking "What is he doing?!) until the payoff at the end.
Cheers
JD

Sorry for the Norman Modification Tutorial delay. I thought I could just copy/paste what Nair wrote but it took a little bit longer. Again, sorry for the delay.
But now it's up and ready for you guys. Thanks again Nair for all the work! Head over to Animation Buffet, or directly to the "Norman" post.
Huh? Animation Buffet?
Well, this current version of Animation Buffet is a more stripped down one (the original idea would involve a lot more work and more manpower), but until then it will hopefully help you guys in terms of a centralized spot where you can find all the free rigs that are currently out.
I'm adding rigs on a daily basis from now on so this is not the full amount that's out there. If you find a rig online which is not on Animation Buffet, please let me know so I can add it. Same goes for Norman modifications. I'd like to have a library of wigs, clothes, props, etc. for people to use. So if you're willing to share, it will be highly appreciated.
Of course any comments and/or suggestions are always welcome.
Cheers
JD
The walk is funny, love the Norman tweak (never ceases to amaze me what people can do with that rig).
This might just be that annoying last frame in quicktime which gives cycles that extra pause (how do you get rid of that??!?), but double check your feet that they're not slowing down towards the end before they get off the ground. Something I would tone down is the floppiness of the toes before the plant. As the foot goes up and down, the toes go up, which gives it a lot of overlap. Maybe that's just my "realistic" brainwash I get from ILM :) but I think of military, then hard boots, then no toe overlap because of boots.
Something else sticks out. Look at x11, the leg is up, then shoots down for the plant till x14, but during that time the upper body is not going down at all. I would start going down because right now from x14 to 15 the body suddenly goes down for two frames. It makes it very poppy during normal playback. Don't soften the body too much, but make it a bit smoother as it starts going down, it will take out the snappiness of the gun moving down as well. I like the helmet animation :). Same goes for the up actually. As it reaches the apex, keep it going up ever so slightly to really milk that moment.
The mouth is interesting, but why is he opening it? Is it part of a marching song or some yell as he walks?
Looks good! Huge improvement!
The upper body and head have a great attitude to it, nice!
What sticks out are his arms. Plus his screen right foot (front view) is sliding to the right as it moves back. The feet also need to get rotated out a bit (not so straight default looking), as well as his knees.
(sideview): as his left foot goes back the spacing changes (it needs to stay linear with even spacing). x3 to x4 has a bigger move than before. From x13 to x14 the spacing is too small, then there's a huge move to x15. So if you fix x14 it should fix the spacing before and after. But after that, fix the spacing from x16 on. From x15 to 16 it's pretty small, but then to 17 it's a big movement forward. Bring the foot back on frame 17 and make the step forward more gradual in terms of spacing.
Now the right foot (still sideview): same here when the foot gets off the ground. On x2 the foot could be further back. After that it's okay until x11. It gets to x11 but x12 and 13 has the foot in pretty much the same spot. Keep the forward movement going and then have the foot plant. Finish the arc the foot is on as it moves forward taking the step.
Keep going!
Ok. First off, I love the pens... :)
I like the overall feel, nicely done. Now that it's been so long since I last saw it, I wonder if the hand readjustment around x210 is needed (I can already see you rolling your eyes :) ). Maybe it's because there's a lot of body and shoulder adjustment while he does hit. I would tone those down 50% but keep the hand, I wonder how it looks like. I think it would make it more like a cool subtle detail as opposed to selling that move to the audience, which would distract from the face. Might just be me though (you know me, I always go for less is more). Give it a shot. :)
Let's look at the face (I'm going to crit top to bottom). I like the head movements. The eyebrows are good, but maybe a tad busy? One thing though is, the eyebrows seem to just go up and curl down, but never curl up (up being like a an "n", down like a "u" - if that makes sense shape wise). It sticks out to me during x274, when just the screen left eyebrow goes up. It would be neat to have a nicer line through the brows. For reference, go to Carlos Baenas' new site and under resources or tricks (don't know right now), you'll find a page about brows, very cool.
The brow busy part is mostly after x290 or so. They go down, then up at 314 (I would tone that down 70%), then down again around 330 which is good though, but it starts adding up. So tone that one down, then I would keep the down instead of going up around x345 until around x370 where they go up again. I think it would add a stillness and nice pause before the "I'm sorry" part. Otherwise it just gets too busy.
The eyes. There's a weird counter move around x119. He looks screen left, keep it like that. Right now you have them going toward screen right as the head moves screen left and then they seem to move screen left as the head turns screen right again. Might just be an optical thing, or me, but try to keep a steady gaze. Then there's a quite a big move from x242 to 243. It's a big eye shift over one frame, plus they are really close to the eye corners. Lessen how far they move screen right. You can break it up between little eye darts. Another big eye dart is at x281 to 282. It feels even bigger because the eye lids move so much.
Lip synch is pretty good, there's a section though around x311 which stays the same for a while. It's a very small default feeling shape. Goes till x363 or so but even after that it kinda stays like that. I'm missing mouth corner variation. Not that you would want to make it all too busy and mushy, but try to get some asymmetry in there.
Upper body. There's a screen left/counter clock rotation at x135 that's mostly in the body (maybe a bit in the head too) which feels too fast and it ends to abruptly at x137. Keep the rotation going for 2 or 3 frames, ease into that stop. Then there's a forward and clockwise rotation starting at x197 which feels too separate. First he bends over till x203 (the head also goes with it a lot, which gives it this "one unit" feel to it). Then at x204 he rotates to the right until x209. That move also stops too quickly. Like I mentioned before, tone that whole body move down and combine the two rotations to make it more organic and less robotic.
Now the shoulders. This is going to screw you up but I would tone those down a lot. One thing that sticks out is how low they are. Look at x113, that's a good position. It's easier for us to lift up the shoulders. Moving them down is a really forced move. Unless we rotate them forward, more like a slouch. It's good to implement shoulder animation, it's often forgotten, but in your case I feel that they are too isolated, they move too much. Take x112 for instance. Around there you have the screen left shoulder move down very slowly til x128, which makes it a bit swimmy and isolated. Around the 200 area, tone down the height. You already have to tone down the upper body rotation, so maybe that's enough, but you might have to move the shoulder down a bit. The way it is now makes the move down from x241 to around x269 a very big one (it's also very slow, which gives it that uncontrolled, swimmy, spliney feel). Then on x319 the screen right shoulder, which is already low, starts to go even lower till around x335.
Looking at the hips I realized what makes the upper body/head movement from x198 to x210 so detached. The lower body and especially the hips are not moving. It feels very stiff. No need to add crazy movement, but some keep alive would be nice.
Changing the upper body and shoulders will alter your arm curves so try to keep them the way you have them now, because they're good. One thing though, check x284, the pose of the screen left arm with the hand on the tie. The wrist is cranked up a bit too much for my taste, it feels a bit broken. Tone that down a bit.
That's it. :)

SFGate got a nice article about the legendary Ray Harryhausen. I can already see blank stares from you guys in class. Now imagine me going "Whhhatt???!" So go and check out at least "The 7th Voyage of Sinbad", "Clash of the Titans" and "Jason and the Argonauts".
I'm a huge fan of Art-of books and I'm looking forward to the "The Art of Kung Fu Panda" one and the one from "WALL.E ".



Yahoo got two new clips. I love the animation, I just wish Horton would move a bit slower.. Bluesky really has top animators there and a unique style. Don't forget they are at the AAU tomorrow!













The shot starts with John McLane (Bruce Willis) talking to Sgt. Al Powell (Reginal VelJohnson). McLane looks screen right, followed by Powell looking screen left, establishing (if it wasn't already obvious from an audio point of view) that they are talking to each other. Then you hear Gruber joining them off screen.
Since a new person is being introduced, it would be confusing to have McLane look screen right, so he turns around and as Gruber's introduction comes to an end, McLane ends up looking screen left.
So now we have them looking at each other, perfect. The way McLane turns is subtle and doesn't draw attention to itself, but it's needed in order to not brake the rule. After a while another character joins the threesome, this time it's Ellis, our favorite douche bag.
And you'll see McLane do the same thing as before, again, not in a flashy way, it's done over time and across cuts, but nevertheless, eventually McLane and Ellis are facing each other.
Subtle, manipulative and audience directing techniques, love it. So many times those tricks are hidden. Just pay attention to colors which convey a certain mood, lighting that makes the main actor stick out just a little bit more than anybody else, etc. etc.
Again, not that you would have to think about all that in a shot with just a single character, but if you happen to have more and there is dialogue with them across different shots, might as well play around with those techniques.
Wow, that movie sure wasn't my thing. I didn't expect much but the acting (especially by Jean Reno) is sooo bad.
The dogfights on the other hand were pretty cool. Most of the times the physics felt believable and there weren't a lot of scenes where the animation stood out as totally fake. In this clip I liked the maneuver.