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Animschool Interview: Cody Lyon





Introducing Animator Cody Lyon! Cody is a gold mine of very insightful animation tips and techniques. His work is a direct reflection of one who makes careful decisions, and he was kind enough to share his intricate thought process when animating! 


I hope you enjoy and learn as much from this interview as I have.

Start us off by telling us a little about yourself. Are you a student? Do you work in the industry?

     Hello! I grew up on an alfalfa farm in a tiny town called Silt, Colorado. I drew a ton as a kid, mostly cowboys and gunfights, which kind of led into a natural respect for cinematography and storytelling. Just when I was starting high school, I stumbled on a documentary called The Pixar Story by Leslie Iwerks. I remember a specific moment from the documentary when Doug Sweetland was shown filming reference and polishing a shot from Woody in Toy Story 2, and my brain exploded. This normal looking human just took an electronic puppet and convinced millions of people that it had thoughts and feelings. You know when you see something, and it just empties your brain because it’s so perfect? That’s what happened. There was nothing else after that, only animation. As you’d expect, there wasn’t a huge computer animation community in a farm town named after dirt, so I left Colorado and moved to San Francisco to study animation at Academy of Art University.

   
     Unexplainably, I managed to get into the Academy’s sacred “Pixar Classes” as a puny know-nothing freshman. I have been lucky enough to not only learn a lifetime of information from my Pixar instructors, but to also call many of them my friends. I’ve learned so much from them, as well as other amazing mentors like Dave Latour, who still thinks my name is Cory, and Jean-Denis Haas (who is an idiot – he’ll know what that means). I’ve also been fortunate enough to do some really fun contract work for companies like Google, Stanford University, and The Walt Disney Family Museum. So that’s where I am right now. I’m finishing up my last semester at AAU this Spring, and looking for jobs and internships come Summer. It’s a really intimidating time to transfer from student to professional life, but I couldn’t think of a challenge I’d enjoy more.

Can you elaborate more on the contract work you
did for Google, Stanford University, and The Walt Disney Family Museum?

     Thank you! I’ve been really fortunate with the opportunities I’ve had, and I’ve had a ton of fun hopping around and meeting people in a bunch of different industries. I’m a board member of Tea Time Animation, which started at AAU when I was a freshman. We had a great event with The Walt Disney Animation Museum a couple years ago, and the staff there at the time agreed to have me come in for a couple months and do some demos for museum guests and kids, which was really fun. I basically got to sit down at an old animation desk and do 2D and 3D shots while guests walked by.

     Stanford was a bit more official. They have a summer program in which middle schoolers and high schoolers can stay on campus and learn different disciplines in digital media. One of my good friends at Tea Time Animation had worked there and recommended me to the head of the program, so I was lucky enough to spend an entire summer teaching the basics of modeling, rigging, texturing and animation in Maya. I met a lot of inspiring artists, and it was great to see younger kids so excited about this industry.

     My incredible girlfriend (who is also an incredible artist herself – www.xofinn.com) is an Administrative Assistant/Visual Designer for Google here in San Francisco. Some of the executives there purchased a 3D printer a couple of years ago and had no idea how it worked, so she mentioned that I worked with Maya and 3D space, and they called me in. After a quick interview, I was basically locked in an empty room with a laptop and a 3D printer for 3 months, and got to design some really intricate tools and architecture models for an event called the “Innovation Lab”. I made a lot of friends while I was there and managed to pay the bills these last couple of years on short contracts doing everything from painting murals, graphic design, video editing, and motion graphics for the San Francisco Office.

Can you tell us about your recent shot “I have a question”, which is making its rounds around the internet


   
   
     I’ve learned so much from that sequence. I knew that I wanted to do a dialogue with a female voice, and I wanted the acting to be as realistic as possible. Not the actual animation, but the choices. I was in a lecture from John Kahrs a couple years ago, and he was annoyed by all these young animators who start out with performance and all they care about are gestures. Sure they come in handy and are the right choice sometimes, but every shot of a movie can’t be just a series of gestures, because it looks too presentational, too forced. He referenced his sequence in The Incredibles when Helen and Bob have an argument. He said he’s really proud of that sequence, because Helen does nothing. She stays very contained and very still, which is really accurate to how someone would argue in real life.

   

     That lecture really stuck with me, and I wanted to make sure to reflect that in my own animation. You’ll notice that, in my, scene, she rarely does any gestures, and keeps her arms relatively still. The main motion is all with the head, the root, and the eyelids, and that’s all I used for blocking. I was also really discouraged with the scene at first. I wasn’t sure if the idea was right for the dialogue, or even if I had the right dialogue. I had a lot of trouble with staging and camera, and even with the performance of the thief in the background. I had always seen the school showreels and shot progressions online, and they always looked so seamless. They looked like the animator thought of the perfect idea, blocked it out perfectly, didn’t get any major notes, and then spent the rest of the week happily polishing away. Luckily, I’ve learned since that that is almost never the case. I think that’s important for all of us animators to remember: everybody struggles, and everybody has bad days animating. The important thing is to stick with your ideas and see them through to the end.

     I’m really grateful for all the attention that it has gotten recently, and I can’t wait to show everyone my next piece.

Is there anything you can tells us about your next piece?

     I recently got my reel reviewed by a few industry professionals, and they told me that the only thing my reel is missing is an “Oscar Moment”. A character with a personality completely different than the ones I’m used to, delivering a solid performance without any of the bells and whistles of lighting, rendering, etc. So I basically have a single 450 frame shot with one character acting within a single pose. It’s really tough, because you don’t have anything to hide behind. It’s like how drummers say that fast and complicated beats are much more preferable to slower simple beats, because if you mess up while playing fast, it gets buried right away. While playing slow, or animating with very few poses, any mistake gets held out there for a while, so you have to make sure it’s perfect.

     I’m also lucky enough to be in the final Pixar class at AAU this Spring, where we have 15 weeks to animate a 30 second scene with two characters. My scene is about an overworked Igor complaining to an apathetic Dr. Frankenstein. I’m still in the layout phase, but it’s going to be a lot of fun to bring to life. (Insert “It’s Alive” pun here)

What are you career goals? Short term? Long term?

     Like a lot of computer animators, my long term goal is to do feature character animation. As a student, you’re more or less on your own as far as your scenes and projects. The idea of building something awesome with a team of professionals is what gets most of us up in the morning. Ideally, in the next couple of years, I’d love to start as a fix animator and work my way up. I’ve learned so much just from my fellow students in the past four years, I can’t imagine how much I would improve working with some of the veterans in the industry.

 
     Short term, an internship would be incredible. I’ve heard so many great stories from my friends who were Pixar or Disney interns that came back to school with such a passion for their craft, it’s hard not to want to be one of them. I’m sending my reel out to all my favorite studios, but my main focus this year is for the Disney or Pixar internship. I just feel that those studios really protect their stories, and they encourage employees to never stop learning and getting better. The truth is, though, I love animation so much I’d be happy doing it for anyone. I’ll always work on my own side projects and I feel like I’ll never get tired of what I consider to be the best job in the world.

Would you care to share your workflow with us?

     It really depends on the shot and the type of performance I want to animate. Some characters and personalities are a lot more foreign to me than others, so those choices take a lot more research and planning.

     Usually, I start off by modifying the rigs and putting them in a set. I’ve met some animators who don’t dress up the scene and characters until they’re done animating, but it helps me get into character much faster if I can see visually the context of the scene. Typically I don’t film reference right away, I just keep a mirror by my desk and block without anything else. I actually animate the lipsync first, or at least spend an hour on a quick blocking pass of the lip-sync. I do it mainly to buy myself time. I figure I’ll have to do it eventually, it’s not going to change much, and it gives me time to hear the dialogue over and over and think of acting phrases and ideas.

     While I’m really grateful that I learned animation using stepped blocking, I found that my brain works a lot faster with layered blocking. A lot of AAU students use layered mainly because of Michal Makarewicz. He’s a Pixar animator who would come lecture at the school every once and a while, and he did these amazing demos where he’d animate an entire 100 frame dialogue right in front of us, and it would be polished by the end of the night. After seeing his first demo and trying layered for myself, my workflow has sped up tremendously, and my ideas are better because of how quick you can try something out and get feedback. So I always block using layered, and I start from the biggest motion outward. Usually that means starting with the root, but sometimes it’s much easier to start with the head or the arms, depending on the action.

     Once I get good notes on my acting and get things where I want them, then I go back and film reference, mainly for physics’ sake. Looking at my reference in IP always helps me figure out what to do with tricky areas like the neck or the shoulders, and to change things that look a bit off. The best thing about layered is that it’s very easy to make those changes. I used to be terrified of the graph editor, when I would go in and wonder what the heck I was thinking. With layered, the graph editor always makes sense and is always kept really clean. As long as you practice good spline hygiene, blocking leads seamlessly into IP, which leads seamlessly into polish.

Are there any more cool techniques you’d like to share with our audience?

     There’s one I always use that’s super fast, super easy, and always plusses a facial performance. Once I get the lip sync blocked in, I copy the curve from the up and down rotation of the jaw and paste it throughout the face. Putting it subtly into the nostrils, the cheek “puff” controls, and the lower eyelids make the face really fleshy, and help you move the face as one big mask rather than a hundred individual controls. I typically use it in tandem with Aaron Koressel’s “Push-Pull” script (http://aaronkoressel.com/index.php?nav=tools), which allows you to assign a hotkey that scales your curves up or down by small increments without damaging the integrity of the curve. So I copy the curve from the jaw, then paste it onto, say, the nostrils, and then I just use my “Push-Pull” hotkeys to adjust it accordingly. If you need to add any extra cheek or eyelid animation, you can simply add an animation layer on top of your jaw curve. It takes about ten minutes to adjust everything right, and it adds so much to the face.

Tell us what you like about using the Malcolm rig, and what you’re looking forward to in the 2.0 upgrade!

     Malcolm is incredible. His facial controls are unparalleled by any other free rig, which is awesome practice for animators that need something more than just eyelids and mouth corners. I think the best thing about Malcolm his range of motion. With a lot of rigs, there are only a limited number of appealing poses and shapes you can make, which really limits your acting and makes it tough to be original. With Malcolm, that’s never been an issue. It’s so easy to get him to look appealing that there are endless possibilities. He looks appealing and has the rigging to back it up, which is what every animator needs.

      I’m actually really excited for the different hairstyles. I think hair can say a lot about a character, and for someone like me who is so excited to get into animation that they don’t have time to make hair, it’s going to be great to have a library to choose from. Also, just the fact that now he has a body underneath is a big deal. I used to have to try to wrap different outfits around Malcolm’s existing clothes, but it’s going to be so much easier and more appealing having some skin underneath. Let’s have him already!

Any hobbies or activities outside of animation?

     I love to travel. I think it’s not only good for you to get away from your normal routine and get some fresh air, but your animation is never going to get better if you don’t go out and see the world. An animator who works for 10 hours six days a week and takes one day off is always going to have better animation than someone who never stops working. It’s so important to take an occasional break to observe and be inspired by life. After all, you’re rarely animating a character who is sitting at a computer all day. You have to know what the rest of the world is like.

      I also really love woodworking. My Dad is a carpenter, and I worked a lot with him growing up. Any chance I get, I love to go and build something tangible. It’s really satisfying after working so long with a computer to build something you can hold in your hands.

Thank you for your time, Cody. Is there anything else you’d like to share with our audience?

One of my friends and mentors, Jean-Denis Haas, always stresses this point, and I think it’s one of the most important things you can ever remind yourself about animation:

If you have to explain anything, then you failed.

We work in a visual medium, and we’re not going to have the luxury of sitting in the theaters and living rooms of people who are watching our content and explaining what the character is thinking or what a certain gesture was. Every single thing that you want to communicate in your shot should be clear from the animation only. Even in blocking, every idea should be present and clear, because blocking is not an excuse for bad animation. Whenever I work on something, I try to watch it from the perspective of someone who’s never seen it before. Ever since I learned that, I’ve never thought about my work the same.

Student Spotlight: Xin Zhao

We’d like to introduce Animschool student Xin Zhao! You may have already heard of her, because she has been previously interviewed for her outstanding work with a Malcolm mod,
and has become a reoccurring name in our character Animation Showcase.
We decided to catch up with her to ask her a few questions and see how she’s been doing.


So to start us off, tell us about yourself! What is your background? Where are you from and what brought you to the animation industry?


I grew up in a family of photographers in Beijing, so I was introduced to arts pretty early. I always loved to draw and to watch an insane amount on cartoon on TV like every kids. I also had hundreds of Mickey Mouse Magazines in my room. So my family sent me to professional fine art school on weekends since I was in primary school and then I became a full-time student there during high school. With all my skills of drawing and design, I was going to choose the path of being a Graphic or Fashion designer. But then I attended a lecture given by a lecturer from my university, he gave me the idea of being an animator! It just hit my head! Just like that, I left home to do my animation degree in UK.

My time at university allowed me to learn about 3D from zero. Right after me and my partner Florent finished our final year animation short called The Answer, which has been chosen as ”Staff Picks” on Vimeo, we landed ourselves jobs as animators at Ubisoft in 2013. I met a lot of great people at Ubisoft and it encouraged me to enroll in Animschool to continue my animation study and to become a better animator.

 




Sounds like a great sucess story of how a strong portfolio can get you work. Tell us what you do at Ubisoft 

At Ubisoft. I’m currently working on an upcoming open world third-person shooter games named Tom Clancy’s The Division. My job is to create realistic In-game animations for the player character’s navigation system, both keyframe and motion-capture, which requires a huge amount of animation cycles and transitions to bring the Division agents to life. At the very beginning of the project, we had to prototype these animation systems and work closely with the game designers. And then we create the animations needed and implement them in the game engine. The challenge is both artistic and technical but it is always satisfying to see your system work in game.


Before that, I had chances to work on other Ubisoft games, polishing facial animations on another open world game called Watch Dogs, and some pedestrian animations for a open world racing game called The Crew.
 

It sounds like you have a good amount of professional experience, may I ask why you decided to join animschool even though you already have your foot in the door? 

I do enjoy it if I can get home from work and just relax, but sometimes it makes me feel like I’m a lazy person. So after a few month since I started to work I decided to push myself an extra mile and join AnimSchool. Efficiently it made me feel better about myself and more importantly, It will help me build up a better portfolio and gain myself more animation skills by learning from industry experts. In a couple of years, I see myself working on either animated features or VFX films depends on what opportunities comes up and the portfolio that I will get from my AnimSchool classes will definitely help me to achieve it.

And at this early stage of my career, I have all the time I need to learn more things. So I started with Class 1 even if I already had some animation skills, just to get myself a really solid foundation and make sure I really nail down all the basics. Now I’m in Class 6 already, I feel like I have learn so much more about animation at AnimSchool and I have met other animation students here with the same goal which is also a great thing and it is really motivating.
 

You have a great amount of work in our student showcase, can you pick your favorite shot and tell us about it? 

Yeah it was such a honor to have my work included in the student showcase 🙂 I really enjoyed animating every shots and the one that I enjoyed the most was my Class 4 Body Acting shot. I have been animating a lot of realistic shots so I listened to my Class 5 tutor Ben’s advice and tried to do something really cartoony this time, also to add some variety in my portfolio. The process was fun. It was really hard to shoot the reference because I had to move so much for hours and hours, jumping, running from a side of the room to another and fake flying on a sofa, although I didn’t end up using my video reference as much as I thought since it’s all so cartoony hahaha. When I animate, I tried to experiment the cartoony style as much as I can, playing with shapes, smear frames and multiples, it was really a great and fun process. A big thanks to all of my tutors too, they are just great!

Do you have a favorite lesson or quote from your instructor you’d like to share? 



It is difficult to pick a lesson out of everything I learn during my time at Animschool. But recently, during class 5 (character performance) my instructor helped me to understand when to move from blocking to spline. It is easy to learn the workflow steps but it can be quite challenging to know when it is not helping anymore to stay in blocking on some special shots and when to move on. 

 



Are there any animators or specific animation shots that inspire you?



I often watch frame by frame through animated features, shorts, or animation tests to learn from the others. One of my favorite film to scroll through is Hotel Transylvania, they get away with so many crazy shapes and transitions and it looks awesome, and each single poses are fun to watch. One of my favorite shots from that film is when Dracula is telling Jonathan to move his hands away from his eyeballs. I just loved how Dracula was posed and the little movements on this fingers:



Tell us about your workflow! 

There are different ways to approach a shot. But normally I try to work things out in my brain at first. It includes thinking about what is the character’s situation and the emotion of the scene. Once I know my story and the style I want to go for, I like to watch some movies which fit the style to get in the mood and gather ideas for my acting. Then I usually move on to shooting references. I record a few hours and end up with 2 or 3 takes that I really like. When I create my scene and before animating, I like to waste a few hours on creating a nice environment haha. Finally, I create my key story telling poses and then I add more and more breakdowns and overshoot etc etc until my keys are on 2s. I spline and polish after that. Of course, during the whole process I receive a lot of feedback from my class instructors, the general review and sometimes my colleagues at work.


Thank you taking the time to speak with us, Xin!


Anthea Kerou – Bouncing ball Basics

In AnimSchool’s Introduction to 3D Animation, our teacher Anthea Kerou shows how to properly animate a Boucing ball.

As you may know, Bouncing ball is the first and most important animation that every aspiring animator should do, many times over. Mastering this exercise means that you began understanding Timing, Spacing as well as Arcs.

           

This is clip from AnimSchool’s Introduction to 3D Animation. To view more great class clips, visit and join AnimSchool: http://www.animschool.com

AnimSchool Students at CTN Animation Expo!

Wondering what is it like to attend CTN? We’ve asked a few questions to some of our students and graduates that were there this year. This is what they’ve said.

AnimSchool Booth at CTN
1) Best bit about CTN 2014?

For me, the whole experience was awesome. Meeting fellow students from different classes, instructors, AnimSchool staff and networking with so many talented people from all over the world was something very inspiring. Also thanks to Disney Animator Tony Bonilla and DreamWorks Animator Ben Rush (who happened to be my instructor at that moment), we had amazing guided tours on those studios. (Martin Schusterman)

AnimSchoolers with Animators Tony Bonilla and Ryan Hobbiebrunken at Disney Studios


AnimSchool Students with Animator Ben Rush at DreamWorks Animation Studios
Being surrounded by all the industry and being able to chat or meet the most talented artists, that furthermore, inspire constantly. (Max Schneider)

Meeting so many artists that I’ve been following on social media for a long time. It was a realization that these guys were real people, not just fan pages. (Talin Tanielian)

Meeting AnimSchool instructors and friends in real life. General reviews can feel distant at times because everyone is behind a screen but talking to each other in real life is always a treat. (Obo Agboghidi)

AnimSchool Graduation at CTN

It was an awesome experience. I really liked that you can meet so many talented people and at the same tine you realize that all those people are just like anyone of us! (Carlos Rivas)
Meet a lot of great artists and share my work with them. (Paul Gagobel)

There were so many best bits it’s hard to answer this! But I think the most valuable part was meeting so many awesome people, networking, and just making some good friends (and finally meeting the awesome friends I’ve made at AnimSchool!). The atmosphere there was super friendly which is what really made the entire experience a lot of fun. (Jonah Sidhom)

All CTN was awesome, the workshops were great but what I liked the most was to see Danny Williams sculpting (ZBrush). In less than an hour real time he went from a caricature to a real model. And of course Animschool graduation! (Julia Marenco)

2) “Didn’t see that coming” moment?

Glen Keane with AnimSchool Graduate Carlos Rivas
How popular CTN is. Each year it seems to get bigger and bigger. (Obo Agboghidi)

Shaking hands with Glen Keane! (I won’t wash my hand ever again). (Carlos Rivas)

Everyone was so approachable and kind. As intimidating as it felt for me to meet so many incredible artists that have inspired me throughout the years, I had nothing to worry about because they were all so humble and they offered amazing advice. (Talin Tanielian)

The interview with Disney Infinity. And the good feedback on the reviews from both recruiters and artists. Also maybe when Peter de Seve signed me the book and told me to send him the 3D model I was doing of his character. (Paul Gagobel)
I was expecting less to be honest, but perhaps could be related to how crowded it can get. Because of that, I missed some talks (which I’ve had already paid), so I guess I’ve missed that “expected moment” 😛 (Max Schneider)
Eric Goldberg with AnimSchool Student Martin Schusterman
I didn’t expect to have such a blast when I met animation legend Eric Goldberg, sharing so much knowledge with a small group of people. So much fun and entertaining. Great inspiration. (Martin Schusterman)

I ran into Glen Keane in the hallway and got to meet him!! (Jonah Sidhom)

For me were the interviews with the Studios, I really “didn’t see that coming”. (Julia Marenco)



3) Lesson learnt for the future

Continuing perfecting my craft. The industry is looking for the best people around and we need to improve all the time to not be left behind, and of course keep applying for jobs no matter how many times I have been refused. Part of professionalism is to understand how the industry works. (Max Schneider)

BlueSky Animators Drew Winey and Graham Silva on “Animating the Villains of Rio 2”

Take chances, and always be kind. All of the artists and animators I met were kind and seemed like they were cool to work with. I’ve heard from many of the attendees that being easy to work with will help you get ahead in the industry, not just good artwork or animation skills. If you don’t have a good personality, you’re pretty much stuck. (Talin Tanielian)

Genndy Tartakovsky’s Master Class at CTN

The biggest thing I’ve learned was how many smaller studios and projects are going around. It’s easy to forget that animation is more than tentpole movies.  The Dam Keeper, Song of the Sea and The Ottoman were really impressive projects being done outside of a major studio. (Obo Agboghidi)

The lines were really long for reel reviews, so next year I’ll get to them earlier so I can get more reviews in! (Jonah Sidhom)
Bring Personal Cards!! (Martin Schusterman)

All the time I’ve spent in CTN was about learning. Perhaps, I need to prepare better for studio interviews and portfolio reviews. It’s a big opportunity to meet with the studios so we must seize it. (Julia Marenco)
Spend more time reviewing my portfolio and talk more with the recruiters. (Paul Gagobel)

Need to take more personal cards!! Hahah! (Carlos Rivas)


4) Coming back next year?

Yes, I hope so! (Julia Marenco)
Of course! I met way too many wonderful people and made great friends and connections. It was a world where artists could talk, share ideas, express themselves, and have a blast! (Talin Tanielian)

If the economy is on my side, absolutely! But I will go way more prepared so the feedback I get there is more and more precise, until eventually my demoreel will open doors to me on the most talented studios. And once I got there, continue growing as an artist. (Max Schneider)
I haven’t decided yet between Siggraph and CTN but yes! I would love to attend CTN next year. (Paul Gagobel)

Absolutely! (Obo Agboghidi)

Yes, it’s my graduation so I will do everything I can to be there! (Martin Schusterman)

I’ll definitely try!! (Carlos Rivas)

Absolutely, wouldn’t miss it for anything! (Jonah Sidhom)


Thanks to all who have answered our questions!
Thanks to Max Schneider, Carlos Rivas and Martin Schusterman for the pictures.

Drawing Class with Sylwia Bomba

In AnimSchool’s Drawing Class, our amazing Instructor – Sylwia Bomba shares some of her tips on how to approach drawing.
Similar to animation, she first blocks out the shapes, and then adds the details.

As many of you already know, drawing is so helpful in animation career. Being able to sketch out the poses or ideas quickly is a big advantage in this industry. Also, while drawing – you train your eyes to see simpler shapes, analyse everything, and what could be more useful to an animator than that?

         

Drawing classes (and many more) are available to all Animschool students for free. In order to enjoy this benefit come and join us at www.Animschool.com

AnimSchool Interview: John Paul Rhinemiller

Animschool: Hello John, please tell us a bit about yourself: 

Currently I am a Lead Cinematics Animator at Vicarious Visions, Activision Blizzard. I recently finished work on Skylanders:Swapforce, where I helped develop a cinematic pipeline and worked with the directors and writers to create story driven cinematics from concept to final render. Before VV I was a Lead Animator at Rhythm & Hues and had the chance of working with both creature and character animation. Having both film and game experience gives me a great understanding on a wide range of animation styles. I have worked on titles such as Hop, Yogi Bear, Alvin and The Chipmunks, and Red Dead Redemption.

Did you go straight for an animation job or was your career as an animator more opportunity-based?

I went straight for an animation job. When I was at SCAD studying for my Masters, I concentrated everything I had into animation and tailored my reel specifically toward that.
                                          

What game influenced you the most?

As a kid I think one of the biggest influences on me was Sonic. I was lucky enough to get a Sega Genesis one year for Xmas and it came with Sonic. That was one of the first times that I remember looking at a game and wondering how they made it. It was such an exciting game…still is fun to play.



                     
                                   
                                      Skylanders Swap Force – John Paul Rhinemiller Demoreel


Tell us about your normal work day? What are your responsibilities? What is the best and what is the worst part?
So that question I think has to be answers a few ways, it depends on when in development we are.

During Pre-production and early stages of development its all about Story. So I work with the writer and a small team to break the script down, develop storyboards and put everything together on animatics. This part is always super fun and exciting. It keeps me fresh and always challenges me to think outside the box and really push our ideas


Then during production I have two roles:

1. Manage the cinematics team.
Making sure they are getting what they need for assets and tech to be able to do their jobs efficiently.
 – I provide a ton of feedback and review sessions to constantly try to push the quality higher and higher.
– I work with production to make sure that we are coming in within budget and that has to do a lot with scheduling.
2. I also keep animating. Probably not as much as I would like sometimes but I always take on shots in most sequences to stay fresh and push myself.


Please share your workflow with us.

– It really depends on the shot but most of the time I start by shooting lots of reference…if I can’t find that I look for it..these days mostly on Pinterest.
– Then I may sketch out a few of the areas, maybe transitions that I still need to wrap my brain around especially body mechanics heavy shots.
– Once I get into 3D I just start blocking out my Key Poses. No timing yet just on like 2s. I can flip back and forth on those keys to see how the flow is working.

– Once I’ve worked all of those out I start to time it out and refine any poses that need it. Then send out for feedback.
– I go back and usually do a blocking plus pass to add in breakdowns, overshoots and even ease ins and outs sometimes depending on the shot. Send out for feedback.
– Then a rough pass – get feedback
– Final Polish pass – in games if we have time for this pass…unfortunately the amount of time and work you have along with a smaller team in games, doesn’t allow for the polish pass that I used to do in film.


You have been in the industry for a long time. How do you stay fresh? Do you have any fears from burning out?

I constantly am looking at other animation and framing through stuff. I think that inspires me alot, because almost every shot is going to be different whether its in film or cinematics. Every new shot seems like its own challenge and I think that will always keep me guessing and learning. Seeing other animators shots at work always motivates me to keep pushing my own shots. Getting feedback a lot always reminds me how I can learn new things and see animation differently.

I think it’s natural to feel burnt out occasionally. Animation is like a roller coaster and there are highs and lows I feel. You can get bursts of energy and motivation that last long stretches in production and then come down the hill and struggle a bit. The key is to figure out ways to help push you through the lows. Getting inspired and getting feedback have always helped me push through some of those times. Trying to strike a good balance between work and life I think can also help you not burn out as much. Its super important to turn off the animator brain occasionally even though I feel that’s easier said than done.

Since you are a Game Animator, we just have to ask – what’s your favorite game character? And while we’re at it, what’s the best character you had a chance to animate?

Well animating John Marston in Red Dead Redemption was a ton of fun, but lately Flynn in the Skylands Franchise has been a blast. He is that quirky cartoony character that always has a ton of fun dialogue. 
– Do you enjoy being a teacher? At AnimSchool, you have your own Game Animation class – how’s that going for 
   you?
I have had a great time so far teaching. I feel lucky to have any part in future a animators career path however large or small that may be.
It has been a ton of fun working with Jarrod on the course and I especially have been having a blast teaching some creature stuff with the new Hellhound character. I think being a teacher has inspired me as well in ways that I wasn’t seeing before I became a teacher at AnimSchool.

                                           John and AnimSchool students at the end of the term

Animschool Interview: Sony Imageworks Lead Animator Kevin Jackson

Today we would like to welcome the talented 3D Animator Kevin Jackson. Tell us a little about yourself, what is your background? How did you get into character animation?



Like most kids I grew up on cartoons, but I’d say a turning point for me was Roger Rabbit. The baby Herman cartoon at the opening and the three Roger Rabbit shorts that followed blew me away; I knew this is what I wanted to do. Also, like most animators, I have great admiration for the old goofy shorts. Nothing teaches the principles of animation better than goofy. I have entire shorts saved out as image sequences just so I can analyze the frames, memorize the timing, spacing, etc.
In college I studied animation for four years, two of which were taught by former Disney director Hendel Butoy. Of all the influences that got me to where I am today, he is the one I have to thank the most.


Where are you currently working? What is your job there?


My first job in film was Rhythm and Hues. I started in 2007 and worked as an animator and supervisor until 2013 when I got hired at Sony Imageworks for Cloudy with a Chance of Meatballs 2. I’m currently working as a lead animator on Hotel Transylvania 2, directed by Genndy Tartakovsky, but in between projects I had the pleasure of working on the Popeye test with Genndy and a handful of animators.





You have an interesting reel with creature animation but also some cartoony stuff. What do you like about each style?


The nice thing about realistic animation is it forces you to be hypersensitive. Everyone is an expert on realistic motion, specifically human faces, so if anything is off it will be noticed right away, even if the viewer is unsure of what is actually flawed. In a way you have to rely on the principles of animation even more because things have to be exaggerated just slightly so they don’t feel flat. Timing, spacing and arcs are where you really want to focus the exaggeration.
The downside to realistic animation is that most directors are not themselves animators and they have little understanding of the process. The animation is treated like a live action shot and they need to see a fully fleshed out, nearly complete version before they can give notes. It’s like someone is standing behind the camera saying, “Good! Now let’s try it this way, maybe one where you turn and walk this direction instead of that,” and so one, but in the animation world that takes weeks of work. If you get a shot that is particularly vague, meaning the director is really unsure of what he wants, you can be buried there for several months.


Cartoony animation, on the other hand, tends to move a lot quicker. In this world, most directors are animators themselves, and you get much better, more precise notes. Both Cloudy 2, HT2 and the Popeye test were a dream to work on because the notes are so clear and the director knows exactly what he wants. With those things in place, it really just comes down to how the shots are cast; making sure the right people get the shots that are just right for them. My passion is with cartoony animation, and I’m lucky to be at Sony because of all the big studios they seem to be pushing things in this direction the farthest. If you liked the Popeye test you will be blown away by what Genndy has planned for the film.



Having worked on realistic animation for about six years prior to Sony has taught me many valuable skills that I would have missed had I gone straight into cartoony stuff. I much prefer cartoony, but the former has made me a stronger animator.




Your latest “Wake Up Call” shot featuring Malcolm really caught the eye of the animation community and it’s really entertaining with some broad animation. Did you have any goals before approaching the shot? What was your process for it? Could you share your workflow with us?






My goal was to animate something just for the sake of animation. Obviously, there isn’t really much story to it. It’s “guy at work wakes up to a ringing phone and tries to answer it.” Try pitching that. “Seriously, it’ll be great! he gets stuck balancing on his chair, but can’t reach it, then he spins around and has all sorts of trouble… really you gotta believe me.” Nope, this is the kind of thing you want to do on your own, and really Malcolm is the perfect rig for it. 


Malcolm is the perfect mix of speed and flexibility. You have no idea how lucky you are to be able to play your shot in real time and get those kinds of noodle limbs and deformations until you work with crazy slow rigs in feature film. Each set of arms attached to Malcolm is a complete rig, so I had maybe 8 extra rigs in the file and could still scrub at high speeds as long as they were un-smoothed.


As for my process: animation is an interesting thing, as soon as you think you have your workflow figured out the next shot you get will force you to re-examine your workflow. Every shot is unique and so your workflow is constantly evolving. I’ll try to share a few things that worked well for me this particular piece.



I started by posing out all the key pose Ideas I had in my head. I do this on ones, so each pose is a new frame. I’m not concerned with timing yet, I just want to get the ideas on screen so that I can step through them manually and try to visualize if the idea works or not. After a couple days I think I had about 70 poses, each one representing the pose Malcolm strikes for each balancing act. With all the poses in place, all you have to worry about is timing and how your going to transition to and from each pose. At this point, no constraints are set up. If you set up your constraints from the very beginning, you may find out later on that you wish you had set them up differently. In my blocking, I usually just put things where they belong, and then when I’m ready to spline I can figure out exactly how things need to be setup to enable the smoothest transition of my curves in the graph editor.


The next step was to get the timing down. So keeping the keys in stepped, I began adjusting them throughout the timeline until I had roughly the timing I thought was right. It’s never quite right going from blocking to spline because your mind fills in the gaps for the blocking even if there is not enough frames. Once the computer fills in the gap for you, you find out that you need a lot more time for a transition.


Next I figured out the constraints. I set it up so that the feet could be attached to the chair no matter which leg of the chair was the pivot. From there it’s just a matter of filling in the gaps, making sure each transition happens the way you want it.


The extra limbs and smear frames were the last thing to add. For the limbs, I took an extra Malcolm and deleted all his poly faces except for his arms. Then I referenced that in as many times as needed and parented them to his body. Whenever needed I just snapped them in place, then hid them afterwords. For the end there are about 8 rigs wrapping around his body. It proved too difficult to hide the connection point of each arm so instead I painted that out by hand in photoshop.


The most important part is the blocking. Make sure every part of each pose is deliberate. You want clear shapes and pleasing curves to move your eye where you want it. If something is not quite straight then commit to one or the other. Either make it obviously straight or not. Nothing should live in between shape ideas.


That’s it for now! I have another one in progress with lots of new exciting ideas, but who knows when that will finish. HT2 is getting busier and busier so it may be a while.

Thank you very much for your time, Kevin!!

AnimSchool Interview: Jorge A. Martinez Teran

We’d like to welcome AnimSchool Graduate Jorge A. Martinez Teran. Tell us a little about yourself, what is your background? How did you get into character animation?


Growing up  I knew I wanted to have a job where I could create things for people to appreciate and enjoy. I tried traditional painting and some sculpting when I was a teenager, but eventually the thought of getting a bit more profit from my skills put me on the path to become a graphic designer, where I got a good foundation of Art and Design. 


As for how I got into animation, I think I would need to blame my parents. It was an unintentional indoctrination process. 
Every morning in order to get me ready  for school they would wake me up and put VHS tapes with cartoons to get my attention. From Disney movies to good old Looney Toons cartoons, and some crazy anime, most days would start with a cartoon. 


I’ve met  friends that have similar interests and love for animation, and we’ve always had the idea of  developing our own web cartoons, but it was more of a hobby back then. It has never occurred to me I could make a living out of it since there were not a lot of opportunities to work in animation in Mexico at that point.


One day at university walking through the halls, I saw a poster saying: “Get a career in Animation! Come study 3D Animation in Vancouver”. And BAM! It hit me right there. I had to give it a shot.  A year later, with the help of our families, my friends and I jumped on a plane to Vancouver to start our animation journey. 


After an intense year, I finished a short film that landed me some interviews and got screened at a small film festival in Oregon. From there on I had the chance to work in a couple more short films doing visual effects and character animation. I enrolled in the AnimSchool program to become a better artist and I landed  my first studio job right before starting on Class 7 at AnimSchool. 

Are you currently working in the animation industry? What is your job there? Tell us about it.


Yes I am! I work as a Senior Animator at a studio here in Vancouver called Nerd Corps where, if we are not fighting with nerf guns, we make TV shows for kids.



I’m currently working on the new Max Steel TV show.  From an animation point of view, That show provides great opportunities to try different styles of animation.  On a normal week I could go from working on emotional serious acting, to quirky comedic acting, to a full on fighting action sequence.  There is always something fun and interesting to work on. 


Before Joining Nerd Corps I had the opportunity to work as a freelancer doing some visual effects, motion design, and character animation on some fun independent short films like “Overboard: At The Helm Of An Animation Crew” and “Be The Snow” that have been hitting some Film Festivals here and there during their festival run. 



 

“Overboard: At The Helm Of An Animation Crew”

In what ways do you think AnimSchool has helped you to be a better animator? What was your journey like?


I enrolled on AnimSchool after a period  where I felt my animation skills got rusty and I reached a plateau. Even though because of my background I could have the chance to skip a class, I decided to take the full course and start from scratch, that would give me the opportunity to learn from more instructors during my journey through AnimSchool. And it was probably the best decision I could have made.   


It was during that year and a half at AnimSchool when I truly understood performance, appeal, and how to push myself creatively to find the best acting choices. This also helped me develop a good workflow and an eye for animation. The process also allowed me to get better at giving and receiving constructive feedback.


Any particular tip or advice from an instructor that particularly stuck with you?

“Animate within the pose”, That advice was mentioned a couple times during each term, and it’s something I try to live by now. It’s a common occurrence for starting animators to over-animate their shots and make the characters move all over the place all the time for fear that their shots might feel dead or too simple. It’s a hard thing to do, but once you do it, you find so many other subtle ways of keeping your characters alive. 


One more thing that got stuck is something that Rahul Dabholkar mentioned; he learned it from one of his colleagues at Disney. I don’t remember the exact words but it goes something like this: Every shot has a special moment that will make it shine, if you can find that moment and emphasize it, it will make the shot amazing.  


What’s the best part of online education?

Learning from industry experts from the best studios around the world is great and you learn so much, but I would have to say the best part of online education is the community.  You become part of a big family, and even if you haven’t met in person, you know every single one of them will do their best to help you grow as an animator, giving some feedback on personal shots,  and help you get opportunities in the industry. Or, you know, go out for a meal and talk about animation if you get the chance to meet them in person. 


What part of the animation process do you enjoy the most?


I really enjoy every part of the animation process, planning a shot is always fun, exploring acting choices and shooting reference is a nice challenge. 
Blocking is where I put most of my time getting the  timing right and pushing my poses over and over. 
But, when I really get in the zone, is when I start polishing a shot. I can easily lose track of time bringing the characters to life.


What type of animation inspires you?

There are some amazing animated shows and movies out there that it would be impossible for me to choose just one type. From the jaw-dropping stop motion animation from the guys at Laika, with their beautiful and refreshing movies, going all the way to the hand drawn 2D fighting sequences from Avatar The Last Airbender and The legend of Korra. In 3D, I favour the cartoony style of Sony’s  Cloudy With a Chance of Meatballs and Hotel Transylvania, it’s so appealing and every shot looks like it would be a ton of fun to animate. Moving on to more realistic VFX animation, I love creature animation. Believable weight, power, and great physicality are things that I love to focus on, and hope to fully master as I keep animating. Pacific Rim and the new  Godzilla are two movies that keep coming to my mind every time I think about VFX animation.

How do you see yourself in 5 years time?

I definitely see myself animating on feature films, I don’t know if it will be an animated feature or doing some creature work on a live action movie. Right now I’m still undecided on what path I want to take. I love acting shots, but the challenge of nailing an action shot is so rewarding… I want it all!

I have also considered, after a couple more years of experience, that I would like to start teaching animation too.

Any hobbies, sports or other activities that you would like to share with us?

Scuba diving. It’s the closest thing I know to an out of this world experience. It’s relaxing and very exciting at the same time. A good way to stay in touch with nature.
Also, I recently started practicing bouldering with some friends from work. Great workout to strengthen your arms after working all week on the computer, my forearms have been feeling great after a couple of times. No more computer pain. Our goal is to do some outdoor climbing soon.

Any quote to get yourself motivated?

I really like the part when Dory is trying to cheer Marlin in Finding Nemo. After the mask fell into the deep and she says: “When life get you down you know what you got to do? Just keep swimming, just keep swimming, just keep swimming, swimming, swimming”. That song comes to my mind every single time something goes wrong, and it always keep me going no matter what. 
What is your ultimate goal?

The more I get involved in the industry the more I keep thinking I want to be an Animation director one day.  Working with the directors at Nerd Corps has been great, I’m learning so much from them and the way they approach the shows. 

Also, every time I give feedback or I receive feedback from coworkers is a great and valuable opportunity to learn. Weather is learning something new about acting  and performance, an animation trick, or just simply better ways of communicating with people. Each one of those information exchanges is a learning experience that put me a bit closer and better prepared to reach my goal. 

There is still a long road to cover to get there and so much more to learn, but I believe I can get there if I keep working hard. 

Thank you so much for having me!

Check out Jorge’s Demo Reel:

AnimSchool Video Interview: Animation Student Allen Ostergar

In this opportunity, we had the pleasure to have a Video Interview with one of our students, Allen Ostergar.

Allen is an Animation Student who has just finished an Internship at BlueSky Studios. He talks about what made him choose an online school like AnimSchool, his inspirations and some other activities he’s been doing besides animation!

He shares with us his Internship Reel and some cool stuff he has learned during his time at BSS, so you won’t want to miss it!



Watch it here:



Allen’s Demo Reel:


Animschool critique time – Manuel Bover

In AnimSchool’s Body Acting class, our instructor – Manuel Bover critiques early blocking of student’s work, pointing
out things to improve in later stages. In Animschool, you get these critiques once per week, and if you need additional directions – you can always head over to General and Animation critiques, offered to our students for free.


          


Students learn to take critique in a positive way, in order to prepare them for real life scenarios where their shots will get changed, edited or even discarded. Students are also encouraged to critique each other, which helps them advance in their animation skills. 

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