Thursday, November 27, 2008

Horton's Debut!


Being in New York has many perks, such as getting to see Horton's debut in person at the Macy's Thanksgiving Day Parade! I have to say, it was pretty cool to see him as a balloon in the parade. It's kind of one of those moments when it hits me that I really am working as an animator. It's strange! It's strange to see this character, (more specifically, this version based on the Blue Sky design), in a huge parade, when not even a year ago he pretty much only existed in a few floors of a non-descript building in White Plains. It's strange to have worked so many long hours on something you feel is yours, that really belongs to everyone now. And although I'm the last person to say that animation is just for kids, it was pretty cool to see the kids wearing Horton ears, in anticipation of the balloon. They don't care how much money the movie made in the theatres or on DVD, they care about Horton, the character. I think Dr. Seuss created a character who really resonates with children, and for being a tiny part of that, I'm very grateful.

Happy Thanksgiving everyone!
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Saturday, November 22, 2008

New Ice Age 3 trailer!


Check out the new Scrat trailer for Ice Age 3 on Apple's website, or before Disney's "Bolt" in 3D!

Wednesday, November 12, 2008

Brian Henson at Blue Sky

The awesome guests just keep coming, today we got to listen to a lecture by Brian Henson, son of Jim Henson! I wish I had pictures to show, but I'll just have to be on the lookout for others who may have taken some. It was great to hear his ideas on performing with a puppet, and comparing/contrasting that to animation. What he boiled it down to was that puppetry is a very imprecise performance that generates it's entertainment through being spontaneous, error prone, while animation is extremely planned but can give the illusion of spontaneity. Since starting in animation, I've really come to admire the instant performaces that puppeteers can get from their characters. How freeing would that be to not have to worry about every single little twitch, every frame of movement, and just go for the emotion, the comedy, the heart! I have no idea if I would be any good at it, but maybe someday I'll get the chance to try my "hand" at it...har har har...

Something else interesting that I never thought about, was how the puppeteers always look at a live shot from the camera as they perform, and never look up at the puppet. As an animator that makes sense to me, it shows how they have to be aware of things such as staging, and screen space...if they weren't looking at the shot, they might not be able to tell if they were even staying in the shot!

So, this brings the guests at Blue Sky to: Richard Williams, Sergio Pablos, Mike Kunkel, Ken Duncan, and Brian Henson. Big thanks to everyone who made this possible, to keep our engines running just a little better during the crunch!

Wednesday, September 24, 2008

Richard Williams at Blue Sky!

I really can't believe it happened, but it's true! Yesterday Richard Williams came to visit and do at short Q & A. I got to shake his hand, and thank him for writing The Animator's Survival Kit! As I'm sure many of you can relate, his book changed my life.

The Ice Age 3 Animation Crew with Richard Williams

That's me! and him!

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Sunday, September 14, 2008

Victor Navone's Animation Thumbnails

I've been to Victor Navone's blog many times, but somehow I've missed this page, which he recently added to and posted about.

http://www.navone.org/Media/AnimationThumbs/index.htm

Thumbnailing ideas is a skill I'd like to develop further myself. I think video reference is good, but I feel that thumbnails can be a great way to caricature and build better composed, graphic poses. Drawing small is a big advantage, I think because it makes you think more about the pose and less about the drawing itself, but I'm still figuring that out ;)

Navone's drawing are quick and expressive, so I wanted to post and share them in case you've missed them too! I know I've benefited just by seeing how other people sketch their thumbnails.

Saturday, August 02, 2008

My 3 Elements of Animation, (subject to change)

Have you ever had information overload? There's so many helpful animation websites, blogs, and various resources out there, many times I feel like I can barely keep up. Then when I do spend a lot of time reading everything I can find, I start to feel like I can't even process it all.

Such is the case with many of the "animation checklists" that people talk and write about. The old Disney animators had their 12 principles of animation, that they used to critique their work, and many animators today have their own checklist that they use to finesse their shots. Many of these checklists talk about the same things, just in different terms that make sense to the animator writing it. A good example is Travis Hathaway's post on Spline Doctors. I think animation checklists are very personal, and you have to find your own vocabulary that makes sense to you. After all, we're not really re-inventing the laws of physics or human emotions that have been around for ages, so unless you're brand new to the animation thing, nothing on these lists usually come as a surprise.

But after reading many different lists, I've kinda wondered what mine is, but have never come up with one. Victor Navone's recent post on Posing and composition inspired me to think about it again, especially since he posted Walt Stanchfield's 28 principles. I don't know about you, but I can't recall 28 principles on command. I need something more elemental, that is easy to remember, and applicable in all situations. Magic number? 3.

So here we go, with my 3 descriptive elements of animation (subject to change)

1. Graphic
Victor Navone's analysis reminded me of how much I want to get that sort of visual element in my animation. Sometimes I'll see a shot that's animated beautifully, very naturally--but almost too natural. There's no spice in it, it's just fluid movement, and straight poses. There's no contrast in them. There's no rhythm in the lines of action. There's no directing of the audience's eye. There's nothing very interesting going on visually. Victor's post, however, reminded me that even in natural poses, there are very extreme lines of action, composition, and graphic elements. (Check out his examples if you haven't yet). So reguardless of if the style is cartoony or naturalistic, you can still bring a very graphic quality to your character's poses and staging. I could put nearly anything visual in this category, but I'll probably dedicate it to composition, staging, design, appeal, silouette...the list could go on and on. It's easier for me to remember "graphic", and then break it down from there.


2. Emotional

This is the human element to the shot. You've heard all of this stuff before too. What is the character feeling? What is the point of the shot in the story? Do I feel for the character? Do I understand or recognize something about it? Does it cause an emotional reaction in me? Not every shot is an "Oscar" shot, but hopefully I can find something emotional, relatable, and entertaining, no matter how small. Even if it's only a setup for what pays off in the next shot that another animator is working on. This is the stuff that people care about, this is what people go to movies for.

Wall-E immediately comes to mind as an example of emotional animation. His character is so appealing, and so emotional! When Eve takes him to the escape pod and is entering in commands on the panel, he looks at her hand, and quietly asks "...Eve?..." You know from seeing him watch Hello Dolly and from his previous actions around her that he wants to hold her hand. It's so simple, yet so powerful! This is the stuff that really gets my animation inspiration going full steam ahead.


3. Physical
Is the movement believable? Are the breakdowns interesting? Am I showing weight and anatomy? Of course, the lines begin to blur between the physical and the graphic, since both play a huge role and affect one another. A great composition can really accent and show off the weight in a character. In this case, I think I'll look at this category when I'm trying to figure out movement, timing, spacing. Of course timing is often affected by emotion too ;)

That's why I chose these 3 things--all of them are extremely important to consider, but general enough to remember. The lines between them are pretty blurred, many things could go into multiple categories, but I think these three concepts together cover the bulk of things I should be checking in my animation. (Did I just say that?...well, I did subtitle this "subject to change".) Like the elements of nature that are present in every living thing, I want to remember these elements of animation.

Take a look at this drawing from "Pecos Bill". Sorry, I don't know who the artist is.


The line of action is incredible, going all the way through Pecos' body, and continuing down through the horse's front legs. Secondary and complimentary to that is the line of action of the horse's spine. It's a very a graphic composition, very rhythmic. Lots of attention to detail in the silouette.

From an emotional standpoint, you can see (and feel) the strain on Pecos' face as he pulls on the reigns, and on the horse's face as the bit pulls on his mouth. There's also emotional tension in this drawing alone--will they stop? Why are they stopping so suddenly and forcefully?

From a physical standpoint, you can tell that they were moving, probably at a good pace, and are coming to a sudden stop. The anatomy of the horse is clear, the bit is pulling at the corners of his mouth, Pecos' shoulders are pulling much of the force along with his arms. This legs have thrust downward into the stirrups as an opposite action to pulling backwards.

That's a pretty short description of a great drawing, but I think it makes my point. If I can get all of those elements working together, then hopefully my work will improve to a clearer, more emotional, entertaining, and visual standard.

Saturday, July 26, 2008

White snow, White Plains, Blue Sky


Hey everyone, sorry for the lack of posts--"reports of my death have been greatly exaggerated."

Anyway, a little update. This week I started back at Blue Sky for another temp job, this time working on Ice Age 3. I have to say, it's fun to be back and see a bunch of familiar faces. All in all, the first week has been a completely different experience than my first week on Horton. First of all, I'm not freaking out at the sight of all of the rigs and tools, since all I need is to refresh my memory of how they work. Secondly, I get to warm up with an animation test this time, instead of dropping straight into production, hooray! Thirdly, crunch time hasn't started yet, so I actually get to go home at a decent hour. I'm also glad that I had some time away from it after Horton, to clear my head, and learn from the experience before diving into it again.

Also, I want to give a big thanks to the entire animation department for being so welcoming and helpful, especially for the new temps. It's very much appreciated!

Week 1, done!