Wednesday, February 13, 2013

Rendering for Game Reels



Hey all!

As promised, here's the process I used to render shots for my Sly Cooper: Thieves in Time reel.  There's nothing fancy or complex about it.  In fact, it's about as basic as you can get, but it gives really nice results very quickly.


[CLICK HERE FOR VIDEO TUTORIAL]

-Create Render Camera [Create> Cameras> Camera]
    -Set region in render settings:
         1280x720
    -Name render camera "RenderCAM_01"
    -Set RenderCAM_01 to desired location and lock channels
        -Highlight all info in channel box, right click, and "lock selected"
    -Set RenderCAM Environment color to white
        -RenderCAM_01Shape> Environment

-Create ground plain [Create> Polygon Primitives> Plane]
    -Make sure the ground plane is big enough to absorb all shadows
    -Name "GroundPlane_01"
    -Turn off "Casts Shadows" [GroundPlane_01Shape1> Render Stats> Casts Shadows]
    -Create a new lambert [Rendering tab> Lambert]
        -set color to solid white
        -set Diffuse to 1.0

-Create two directional lights [Create> Lights> Directional Light]
    -Light one, name "DirLight_Shadows"
        -Point relatively toward camera
        -Turn on Ray Trace shadows  [DirLight_ShadowsShape1> Raytrace Shadow Attributes> Use Ray Trace Shadows]
    -Light two, name "DirLight_Filler"
        -Point relatively away from camera
        -Set Intensity to 0.5

-Open Render Settings
    -Render Using: Mental Ray
   
    -Common tab:
        -Image Format: Targa
        -Frame/Animation ext: name.#.extension
        -Frame padding: 4
        -Start frame and end frame
        -Renderable Camera: RenderCAM_01
        -Width SHOULD already be set (See above)
   
    -Indirect Lighting tab:
        -Final Gathering
   
    -Quality tab:
        -Custom Sampling
            - Min Sample Level -1
            - Max Sample Level 1
        -Filter: Gauss
        -Filter size SHOULD set to 3.0 by 3.0
    -Raytracing:
        -If you are using elements that might reflect or refract (glass, for example), you might want to tweak these settings.  Otherwise leave as-is.
    -Motion Blur:
        -Full


-Set Project
    -Wherever you want the render to output to
-Render> Batch Render

I'd love to hear other people's rendering techniques.  Link in the comments!

Thursday, February 7, 2013

The Ins and Outs of Game Reels


As tends to happen when I write advice regarding something I’m passionate about, I’ve written a rather lengthy… well, lecture for lack of a better word… on what to keep in mind when preparing a game-animation reel.  If you’d like the quick and dirty “shots list” – that is, a list of 10 shots that, in my mind, would make up a perfect game animation reel – feel free to skip to the bottom.

Forming a good game-friendly demo reel is just as tricky as forming a good film-friendly one, because not every studio does the same kind of work.  From Visceral to Sanzaru, style can vary so extremely that it would seem impossible to form a one-edit-fits-all demo reel.  Having reviewed reels at studios that seek realism (Cryptic and the now defunct Secret Level) as well as studios that push the boundaries of cartooniness (Sanzaru), I have learned a few things about what catches the eye of the animation team – which I’ll list below [under the heading “ANIMATION”].  That said, the animation team isn’t the only group you need to impress.  Obviously, there’s the rest of the studio – the art director, designers, and (depending on the studio) departments such as rigging, modeling, or even programming might be involved in the interview process.  Often times, however, the primary group you want to get the attention of are the recruiters, which brings us to my first piece of advice; editing. 

EDITING:

Recruiters, for the most part, are a different breed than, for example, the animation team.  They don’t always have an eye for great animation.  What they do have an eye for, however, is entertainment value, or “appeal”.  Editing your reel is CRUCIAL to catching the eye of a recruiter.  Now I’m not saying “you’ll be offered the job based on the snappy music or clever cuts you use.”  That said, low-res playblasts on the Maya grid will pail in comparison to the same quality of animation rendered out w/ shadows and motion blur at a clearer quality.  It shouldn’t matter.  I spent a long time piecing together playblast reels strictly because I felt it shouldn’t matter.  However, much like wearing khaki shorts and a Darkwing Duck t-shirt shouldn’t matter in an interview, you want to put your best foot forward.  In the case of your demo reel, this is also (typically) your FIRST foot, and you want to make a good impression with it.
[I’ll write up a how-to for simple, game-reel rendering when I’m done here J]
Remember that your reel isn’t ONLY being submitted to studios. It’s also going online, where the wide world can look at it at their leisure, which is why “showmanship” is so important.  This is key, because while great animation will get you into a studio to which you apply, a great REEL will get the studio to “apply to you.”  In other words, a well-edited, polished and clean-looking reel can double your job-hunting efforts.
This isn’t something that comes naturally to everyone.  Don’t be afraid to stand on the shoulders of giants – if you find a reel you like the pacing of, try to match that rhythm.

ANIMATION

Rule #1: Know Your Mechanics:
Okay, now that the ugly truth of “presentation mattering” is out of the way, let’s talk animation.  I think it’s excellent that many of the online animation schools are offering programs directed toward game animation.  Here’s the key ingredient, however, to game animation success: MECHANICS!  It’s no secret that a majority of games are body-mechanics centric.  In fact, even many of the studios that are more “character acting centric” – I’d give examples if I was certain it wasn’t a breach of NDA contracts – have found methods of having the acting choices selected, in large-part, by the engine itself. 

Studios that are very cinematics-heavy will often have a cinematics-devoted team (Blizzard is the obvious example), and for these sorts of positions, you might as well have a film-friendly reel.

What really sells a reel to a game studio’s animation team, however, are proper mechanics.  It doesn’t matter what the context of the animation is.  Sure, things like hand-to-hand combat, run cycles, or well-executed falls seem like the bread and butter of game animation.  There’s nothing wrong with any of these, and in fact, if done right, they are PERFECT for a game animation reel (see “Shots List” below).  The point I’m trying to make is, whatever you choose to animate, make sure that the weight feels PERFECT, that the hips are shifting as they should, that the arms and spine overlap when he/she/it lands.   I say this with all sincerity, if you have a reel w/ a guy simply pulling a can of beans down from a shelf, but you do it with convincing and well-executed mechanics, you will go a lot further for most game studios than a reel chalk full of funny dialogue pieces that only show from the chest up.

Rule #2: Versatility:
There are two parts to this rule.  The first is style:
A good lead animator (who will typically have the biggest pull on who to hire) should be able to spot a good animator no matter the style of the animation.  I’ve always firmly believed that an animator who pulls off excellent realism should be just as successful at cartoony animation.  I’ve found, however, that not everyone sees it that way.  A reel full of Sly Cooper or Ratchet & Clank cartooniness might not get you the job on Assassin’s Creed.  Personally (and this truly is just one man’s opinion), I feel that the strongest reels are the ones that show a little of everything. I don’t have a specific example, but I can only imagine the animators at Sucker Punch or Insomniac would fit this mold perfectly, particularly any old-hands that made the transition between Sly/Infamous or Ratchet/Resistance.

The second part of this rule takes into consideration what you’ll likely be asked to do within the confines of one particular project.  You want to be versatile not only in style, but in function:
I use myself as an example only because I can give a first-hand account: I have spent a majority of my career on player-characters; that is, the character controlled by the player.  From time to time, however, I jump onto other things.  On Golden Axe, I had to do a lot of creature work and enemies.  At Cryptic, I was tasked with some quadrupeds (horses, deer, even spiders – which I realize aren’t quadrupeds).  On Sly Cooper: Thieves in Time, the last few months of the project I spent on cinematics.  The ability to jump into these different roles will prove invaluable, which is why in the shots list at the end of this article, I’ve included a little of everything. 

SHOTS LIST:
Here’s a list of 10 animations (along w/ examples) that would constitute what I’d consider a “perfect” game animation reel.

[Note: this is by no means a definitive list.  I’m sure there are things I’ve forgotten to include, and I am sure some readers will disagree with me on the importance of others.  Please leave your thoughts in the comments!]

- Hook:   What I mean by “hook” is – a shot that is fixed to the beginning of the reel as a “hook” to let the viewer know they want to continue watching.  There’s no specific rule as to what this should be, but make sure it’s one of your best shots.  My rule has always been: Best shot first, second-best shot LAST.
[Example] (go to 00:15)  The first shot on this reel is so dynamic, with the creature crashing into the scene, big chomping motions toward the camera, and a dangerous, exhilarating pay-off.  A perfect “hook” to let you know “this is going to be awesome!”

- Interactive Combat:  Throws, grapples, stabs.  To put a creative spin on it: hugs, pattycake, or sports tackles/checks.  The more of these on your reel, the better.
[Example] More than half of this reel is made up of excellent grapples.

- Realistic Walk/Run:  In the growing mocap universe, there aren’t too many jobs that will require this sort of work done by hand, but a great reel will show that you can. 
[Example] (go to 00:07)

- Environmental:  This can be anything from a car skidding believably to a stop, to a collapsing wooden structure.
[Example] (go to 00:21)

-Pure Weight:   This should show the character’s interaction with heavy weight, either by catching or lifting something, or by absorbing their own weight in a fall.
[Example] (go to 00:47)

- Gap Jump:    Have a character cross a gap w/ believable mechanics.
[Example] (go to 01:23)

-Creature Walk or Run (spider, farm-animal, large monster, etc.):  For bonus points, use a quadruped we’re familiar with, such as a horse or dog – these are more difficult because we know what they should look like.
[Example] (go to 00:41)

-Creature Contextual: A creature doing something other than walking or running.  For bonus points, have them interacting with the environment (or other creatures):
[Example] (go to 00:44)

-Dialogue Shot or Character-Driven Cinematic: Having a solid acting piece on your reel is paramount to attaining any job that might incorporate cinematics.  This doesn’t have to be a dialogue piece, so long as the character’s personality is driving the scene.
[Example] (go to 00:52)

-Closer:  Seal the deal with a solid shot.  I mentioned before that I prefer to use my “second” best shot at the end.  This is only sort of true – I put the second best shot toward the end, but if there’s a more “captivating” piece that might not have as much polish, but has more of an impact, I’ll choose that one.
[Example] (go to 02:30)  This shot, while perhaps not as polished as some of the earlier work, has a light-hearted gag and makes a nice “cherry-on-top” of the reel. 


Thursday, March 29, 2012

Learn from my Failure: Unsolicited Laughter

I consider myself someone who takes criticism – particularly of my work – relatively gracefully. Maybe I don’t give a big smile and a warm “You’re absolutely right,” all the time, but I try not to bite either. I know that feedback is – usually – intended to uplift me as an artist, and take my work a step or two further than I’d pushed it myself.

Today, I acted ungracefully.

I’ve been working on Sly Cooper: Thieves in Time for over a year now. Of all projects I’ve ever worked on, this has been the most rewarding – by far. The game is truly a triple A title, both beautiful to look at and fun to play. I’ve done some of the best work of my career on this project, and take great pride in the team I’ve been matched up with. A greater group of talented, enthusiastic, and collaborative spirits I have never known.

One such artist, and in fact one of the artists I respect most in the video game industry as a whole, stopped by my desk today to have a look at what I was doing. AND THEN ZOMG ALL HELL BROKE LOOSE!!!

Okay, to be fair, I was rather tired, having had only about 4 hours of sleep and coming in extremely early. Also in my defense [whiny voice], this particular shot was one I had really been fond of, and had thought was turning out quite nicely.

You fellow animators will know, when someone looks at your work and doesn’t say anything, that’s a bad sign, and a gut wrenching feeling. So I gritted my teeth as he watched it loop over and over, and waited for the “It’s good… but...”

That never came.

Instead, what he said was “Well, [Deep gut laugh] it’s not there yet.”

Again in fairness, it wasn’t the most tactful criticism. Even in reading the words, they seem incredibly un-harsh. Any animator knows, however, that an unsolicited laugh is one of the most stinging criticisms one can receive, yet I implore you not to think harshly on his response. To start, he very sincerely apologized soon after. It’s what happened next that is the truly shame-worthy action – or perhaps I should say “RE-action.”

I didn’t exactly pull out my machete and lop off his limbs, but in no uncertain terms, I told him his words were extremely useless, and (like a hormonal teen) made sarcastic jokes about how “helpful” he was being, and I was “sure glad to have his critical eye around to let me know when I’m failing.” Taken aback by my stinging reaction, he apologized and walked away.

He returned to his desk, at which point he IMed me, apologizing again. Still seething, and having had a few moments to think up some more angry words, I typed them out. “If you’re not going to give me ‘helpful’ words, I’d prefer you kept your mouth shut.” “I do this professionally. I know more than you do on this subject” [which is not only unfair, but wrong]. These aren’t exact quotes; as I said, it was early and I was tired, so I can’t give an exact transcript of the discussion.

He profusely apologized again and agreed that, unless asked for feedback, would “keep his big mouth shut.”

I stewed for a while in my own annoyances, staring at my shot. I showed my lead, and to add to my anger, he agreed that it had a long way to go. No it doesn’t, I thought. You’re all blind.

I started pushing here, pulling there, and after a while, had something of a breakthrough… suddenly it clicked, and really worked. I compared it to the playblast that had sparked the unwelcomed response, and could not believe how bad the previous version had looked. My fellow artist, who was not attached to the piece, had seen what I had not.

I then sucked up my pride and apologized to him – not because he was right, but because whether he was right or wrong, my reaction was immature and unprofessional, and for these things I was, and continue to be truly sorry.

We hear constantly “take criticism gracefully,” yet even when we think we practice this mentality, our own personal feelings can blind us to what others, who are not standing so close to the monitor, can see much more clearly.

If my coworker reads this, I want to apologize again, and thank him for his critical eye. After a few more hours of struggle, I now have a shot I am rather proud of, and more importantly, a new wrinkle in the brain: spontaneous laughter as a negative response to my work is a blessing in disguise; an honest, knee-jerk reaction that informs me that “no, my shot is not working.”

Learn from my Failure!

Wednesday, November 2, 2011

Through The Pixl Glass

My awesome friend Brandon Foster has started a blog that will discuss the making of video games. I am extremely honored to have been one of his first guests.

Please check out his blog -- it'll definitely be a great one to watch!

Through the Pixl Glass

Woot!!!

Wednesday, October 19, 2011

Interview with Animation Mentor!

I feel a warm bubble in my chest when I think about Animation Mentor. The school literally changed my life and pushed me deeper into the wonderful world of animation and of animatORS than I ever could have achieved on my own.

So when they asked me to film an interview for one of their newsletters, I was extremely excited to have the chance to "give back."

The interview went very smoothly -- their film crew are total professionals! The final footage was split into two films. The first covers going through school as a new parent. The second covers the shot I did that was used for the AM Student Showcase (a HUGE honor I had been dreaming of since before attending AM!!)

Thank you SOOOO much to Bobby, Shawn, Carlos, the wonderful Animation Mentor film and editing crew, and Dana's rockin' mowhawk for EVERYTHING!!

Part 1:


Part 2:


[Please forgive the lisp... I was killing off the tail end of a lung infection when this was filmed]

Wednesday, June 15, 2011

The Bay Area's Racoons Have Become Noticeably More Theivius.



Post E3, I am now allowed to name drop Sly Cooper. We work together :)

Sanzaru is developing the next installment of the Sly Cooper franchise, and I am extremely lucky to be animating Sly himself! Here is a little demo of the game. Despite cleverly crafted and eloquently phrased criticisms such as:

WHAT THE HELL SUCKER PUNCH IS THE ONLY COMPANY THAT CAN MAKE A GOOD SLY GAME UUUUUURRRRRGGGGGG!


...Sanzaru truly is a top level company with three of the best assets a game studio can have: a desire to prove itself capable of reigniting a beloved franchise, the excitement of a young studio, and a refrigerator stalked with free soda.

Okay the third one is give or take :)

More on Mr. Theivius soon!

Tuesday, February 15, 2011

Colin's Borg



I had created this animation for Star Trek Online as a tribute to Colin's Bear. Sadly, despite expressed permission from Colin Sanders, the creator of the original animation, the dance was never put into the game. It was fun to make, though!

Saturday, February 12, 2011

Coming Up Next...!



One of the best things about life is its unpredictability. Everyone likes getting unexpected packages in the mail. In fact, J.J. Abrams gave a great speech regarding the idea that a mystery is more exciting than its resolution. I would go a step further: I would say that a mystery is often second best to reflection. When I was hired by Sega (then called Secret Level), I remember the overwhelming excitement I had for the "unknown." I knew what the project was that I'd be working on, but I didn't know what to expect of it. That was extremely intriguing. During production, I had an amazing time, but I don't think I realized I was having so much fun until now, two years later, when I reflect back upon it.

I was recently hired by Sanzaru Games. I will be starting in about a week. The interesting thing is, at the same time that I am once again experiencing the excitement of the unknown, I am already feeling the pangs of missing Cryptic. The animation team I've worked with here has been the best group of friends I've made at any job I've ever had, and I know I'll miss them terribly.

I guess the point is: Life seems to balance unknowns and nostalgia pretty well. I am sure that the day I walk out of Cryptic for the last time will be very sad for me.

But I don't think I'll be able to resist a Breakfast Club-style fist-to-the-air. The mystery behind the curtain ahead is a SUPER exciting one!!

Thursday, February 10, 2011

Careful What You Claim as "Yours"! Part 2

I mentioned in a previous post that another animator had claimed my work as their own.

Today's lesson: Why I am Thankful I Did Not Out This Person, Nor Seek Retribution.

I would like to, first of all, point out that I never once used this person's name, gender, or from which project they claimed my work. I was contacted privately by several people wanting to know who this person was, and to each one of them I said the same thing: This was not about harming a reputation, or about revenge, it was simply about acknowledging that it is wrong to steal the hard work of others.

After sending several unanswered emails to this animator, I finally called them in order to request that they remove my work from their reel. By the end of the conversation, seeing that they simply were not going to do so, I said I would not press any sort of charges, and that I could not force them to remove my work, but that they should remove it for the sake of their own reputation. I thought it was over at that point.

Nothing doing.

I can't give details with regards to the method they used to attempt to take out their "revenge" upon me, as I don't know what is or what isn't considered confidential information. Suffice it to say, they attempted to get me into trouble with the company I am currently at. Thankfully, I have worked hard to maintain a good reputation, and their attempt fell flat. The point I want to make is this: Be a good soul, treat others with respect, and in the face of turmoil show dignity -- these are the things that will prevent cases such as mine from going any further than a pathetic attempt at retribution.

I had not posted anything with regard to who this person was, or what the work was that was stolen, simply because that's not what I believe in: I am not a vindictive person. However, as I have since learned from others who are learned in the law, had I posted this person's name or work, I could have been in serious trouble for slander (or "libel" is I believe the correct word).

The lesson I want to point out here: if someone wrongs you, do not attempt to publicly scathe them. If they turn out to be a vindictive, aggressive person, they might use anything and everything you say against you.

A clean reputation is so very important in job seeking. I have made many friends in this industry -- and apparently, now, one enemy. I don't want to think of it that way, but a person who would attempt to harm me or my reputation, especially after I've gone out of my way to protect theirs throughout all of this, can certainly not be called a "friend."

Friday, January 28, 2011

January 2011 Reel: Now with 200% more horse power

For a higher res version, click here.

To Download, right-click here and save as.

Thursday, January 27, 2011

Confidence Stutters -- featuring a horse named Pete.

Every so often, I feel like every single blip of information I've ever attained regarding animation has dripped out my ears and left me for good. Thankfully, by using specific tricks I've learned through careful study and training (aka, reading the blogs of better animators), I can usually get my brain to turn over and get into what I like to call "Not An Idiot" mode.

One such occasion happened the other day... I came in to work on a horse trot animation. Simple, right? After all, I had just completed a full-tilt-gallop-to-skidding-stop, which seems much harder.

I think that's where I went wrong.

I thought it would be easy. Any time you get into your head that an animation is "gonna be easy," you're doing something wrong. At least if you're me. Others may find that sometimes animation is easy. Some may find it's ALWAYS easy. For me, the only easy animations I've ever done were the ones that turned out bad.

I worked all day on this trot. The further I got along on it, the more my stomach tightened, and the more I felt like that 22 year old kid with no animation pipeline or hope in the world of doing this professionally.

Over-dramatization? Ya, I suppose, but the point is, I remembered how it felt to be afraid that I really didn't know what I was doing. As the day progressed, my work got worse and worse and worse.

I went home that night feeling pretty lousy. After a good pep-talk from Coach Mrs. Howe, I decided to incorporate some of the techniques I've heard from better animators.

One of these was to change up your work flow. It was an article I read recently, and sadly, can't remember the author. The idea was, try a different animation approach, and thinking about approaching it a different way might help SEE it a different way. It's a technique used by stutterers (man, that's an unfortunate word), to get through a word or phrase they're having a hard time with. A name for example. Having trouble saying this guy's name? Think of his brother's name, or the name of the College you went to together, and his name will pop right out.

So I came into work the next day with my brain in "Not An Idiot" mode, and began this different approach.

The failed approach was the same as in the gallop-to-stop animation: animate the spine and head first, then add the legs in there.

So this time, I decided to try a more "character animation" approach. I found a great reference video on BBC Motion Gallery, and began looking at it as I would a human walk. In other words -- where are the passing poses? Where are the contact poses? When do the highs and lows happen.

I drew out a "formula" for the cycle, including the passes, contacts, highs, and lows:



I also named the horse Pete.

After several hours' worth of what turned out to be one of the most hitch-less days of animating, I had something I was very happy with. I came in the next day, polished it up, and here is the end result.



I find that when you struggle with a shot, it's not your ability but your confidence that is failing you. When such a stutter occurs, try thinking of your shot a different way.

Trav

Friday, January 21, 2011

Motion Study: Horse Gallop to Stop



With the Animation Mentor's new Creatures course in mind, I was very excited to do some horse motion studies. I was also very heavily inspired by the beautiful horse work done by Thomas Grummt, who's work I greatly admire.

Tuesday, January 18, 2011

Careful What You Claim as "Yours"!

Earlier today, it was brought to my attention that my work had been used on another animator's demo reel; work that this animator had absolutely nothing to do with.

While I am not particularly concerned, as I am not using these shots for my own reel, I did want to take a moment to address this issue. Animation is a very difficult field, not only animating, but getting into an animation position. When you steal work from someone else, you risk that animator's credibility. If, for example, I were using these shots, and sent them to a potential employer after this animator did, they may not take the time to consider my work, assuming either that I am a liar, or simply that ONE of us is a liar and it's not worth the headache to determine which. In other words, it's this animator's word against mine, and while I hope that the rest of my reel would reflect ownership of those shots, it is not this animator's right to put me in that situation.

The animation community is a family. If you want proof, go to an Animation Mentor barbecue. Animators love each other, and they protect each other. Stealing work from one of us is like stealing work from all of us -- it will come back to bite you, so be very careful what you call your own.

Wednesday, November 24, 2010

Respect for the Past

http://www.goodnewsfilmreviews.com/2010/11/respect-of-past.html

I came across this article (or rather, was directed to it through a friend's post) regarding the nature of rebellion turning into conformity, and felt it was really well-put.

It is something I noticed as a youth in Northern California, where the "Goth" movement was really popular in my teen years (Goth being the slightly more malevolent and less soppy version of "emo.") I noticed that the idea was to be "non-conformist," and yet the bizarre hair colors -- which earned them the title "Fraggles" -- leather studded attire, and sad-clown makeup actually became just as conformist as the norm, but in a "Biff has stolen the time-machine and changed reality" sort of way.

It relates perfectly to art. When I was in high school, a fellow "artist," and I use the term loosely, consistently berated my cartoonist style, saying cartoonists were not really artists, but rather sell-outs who didn't know how to be expressive. To me, such a statement is tantamount to spitting on Milt Kahl's grave. Take a look at any one frame of Medusa from "The Rescuers" and tell me it doesn't ooze expression. However, Milt Kahl, known to be perhaps the greatest draftsman in animation history, did not become so by simply "cartooning" his way to glory. His skills were deeply routed in a knowledge of fine arts and the Masters of the craft.

I digress. The point I am trying to make (in apparently the wordiest way I can) is read this article, because it is fantastic, and says everything I'm failing to here :D

(and thanks for sharing, Les!)

Sunday, November 14, 2010

Dorothy Gish [Blocking]



I've been working on this dialogue piece in my spare time at home.

Feedback always greatly appreciated!

Friday, July 3, 2009

Chaos Theory: First Pass

Due to the fact that I've already done the facial animation for "Cant Get Involved," my mentor felt it a better use of my time to try another piece of dialogue. He suggested I think of something that doesn't require much body animation, as I only have 3 weeks to complete the entire assignment.

The shrunken heads from Harry Potter 3 popped into my mind, and I thought it would be really fun to animate the one hanging from the rear-view mirror. I grabbed a line from Jurassic Park in which Ian Malcolm is describing the Chaos Theory, and turned on my Flip camera:



This is my favorite take, but I probably shot it about a hundred times. I prefer to shoot a few takes, watch them, decide what I liked about some of my performances, and shoot again. It usually takes three or four passes before I've got a take I like. More often than not, I don't get "a" take I like, so I scavange what I did like from multiple shots, then stitch together a "final" reference video.

I then go into sketching out the animation, finding the most important frames of the video reference (or thinking up different ones where the reference is dry). In the case of this assignment, I have no scanner and the drawings are simply scribbles, so I'm not too worried about posting them. Perhaps I'll post them later, but for now, here's the blocking:



There are a lot of complicated mechanics involved in this shot... well, actually... one: He's supported by a string attached to the top of his head. This creates some real difficulties with things such as head nods, and every motion has to have an abnormally pronounced anticipation, since he's basically swinging himself around to make any sort of gesture. However, more than a mechanics exercise, this is an acting exercise, so I've blocked out the main performance with only giving minor thought to the mechanics of his support. On my next pass, that will be my primary concern: making sure the mechanics support the acting, not the other way around.

Monday, June 29, 2009

Going into Class 4 (again)...



... this is where I am starting from on my dialogue shot. I consider it about 90% complete. The main thing that needs work is the left arm, but I'm hoping to get more feedback on it, and perhaps it will require a whole new overhaul :D

Updates soon!

Saturday, June 27, 2009

Back At It!!

The next three months will most likely be the craziest of my life (thus far): I will be back at Animation Mentor for what is said to be the hardest class, my wife and I will be moving across the Bay, and, most importantly, baby Taylor Madison will be arriving.

I was reading Cameron Fielding's blog, and realized that most of what he posts is not vein news about himself, but animation tips and tricks, including breakdowns of some of his super influential work. I recently met Cameron, having been familiar with his work for some time. A nicer guy you will never meet. But the point is, he has a very busy life, and so that will not serve as an excuse for me.

I will be doing breakdowns of my shots as I progress, because, at least for me, that is the best way to learn animation. So check back here soon for my AM breakdowns! -- and some Champions Online breakdowns once the game is published ;D

Sunday, May 31, 2009

Cultured and Sophisticated

Through a weird twist of fortune, my wife and I were able to see two broadway productions in one weekend, which is awesome because we almost never get to do those kinds of things!




On Saturday, we saw The Lion King in Sacramento. It was absolutely beautiful, with incredible sets and the fantastic (if not altogether too familiar) story. I confess the opening sequence was the most amazing part for me, but get some Elton John/ Hanz Zimmer compositions in there and the rest of the show is nothing to shake a coconut-embellished stick at. The costumes, in particular, were absolutely amazing! Very well-designed and creative!



On Sunday, we saw Wicked in San Francisco. I can honestly say I've never been so inspired by a stage-performance before. The actors and actresses were phenomenal. The two leads, playing Glinda and Elphaba, were outstanding. The story was so much better than I could have hoped. I highly HIGHLY recommend this show to ANYONE. It's one I will want to see again (and again)! Maybe I'll luck out and they'll make a Wicked film that I'll get to work on :D

Not much on the animation end, as I've been trying to stay out of Maya as much as possible while on leave, and this weekend was a very nice (and very needed) break.

Trav