Category: 3D animator

Introduction to Animation Layers – Tony Mecca



One helpful animation workflow method that many students don’t learn about until they take more advanced courses in animation is the use of Animation Layers. Animation layers are extremely useful for making non-destructive changes to parts of your shot while maintaining the animation that is working well. Animation layers are used mainly in the spline phase when you’d like to (or are directed to) make adjustments to certain portions of your animation, or you want to try out different poses and motions. They can save you a lot of time and effort when you’re making changes, and help make you a more efficient animator overall. In this clip from a Body Mechanics class, which is our third introductory course in 3D character animation, instructor Tony Mecca does a great job of explaining the fundamentals of how Animation Layers work by relating them to layers in Photoshop, and showing an example in Maya.



The following are covered in this video:
  • How animation layers work
  • How to set them up
  • How to tweak your animation with keys in the animation layer
  • How to adjust how much the animation layer affects the base animation
  • How to merge the new animation with your base animation




For more information about AnimSchool and our online animation programs, visit us at www.animschool.com

AnimSchool Student Spotlight: Andrew Stovesand

Today our interviewee is AnimSchool Student Andrew Stovesand. Andrew is now working as a character animator at Moonbot Studios.


Hi Andrew! Can you share a bit about yourself and experience with animation prior to AnimSchool?

Hi there, yeah for sure! Prior to Animschool most of my animation experience came from working as a Maya generalist. I did a lot of camera animation at a prior studio and that really helped me become aware of the graph editor and how it works. I had a few 11 Second Club attempts, most of which I am not super proud of (haha). Also I made a short animation while I was in school.

Do you have any favorite artists that inspire you?

I love watching those old Disney animators, Frank Thomas and Ollie Johnston and how they did it. I mean, they were just going with what felt right and they did amazing work! Nowadays there are so many ideas and theories on what to do and what not to do. Of course Glen Keane is very inspiring as well…

A clip I recently saw that inspired me:

I also like to paint and am very inspired by painting. Somehow I think they all link together, I feel like the more I grow as an animator the more I grow as a painter/artist in general and vice-versa.

Your facial performance shot is very appealing – mind to share your process with us?

Cool, thanks! Yes, that shot was fun. I knew right away when I heard the sound clip that it was the one I wanted to use. I mean, if you get a good sound clip where you can see the character easily in your head, then things fall together much more smoothly. I sketched a bunch for the shot and I believe it was Stewart who taught that class, he had us spell out the subtext for the shot which helped me get into her mindset. I also shot a bunch of reference of me and my wife acting, I got a lot of good ideas from that. I knew right away how I wanted her to start off in the shot but transitioning her to the end when she blows up was really the challenge.


Andrew’s sketches and notes for his facial performance assignment (click to enlarge).

Your character performance assignment features two animated characters and a complete modeled set. How many hours per day did you work on this shot to get it done in time?



Ha, yes that had some love put into it. My generalist background helped me there. I can model basic stuff pretty quick, so once I knew what I wanted I modeled it in there fast and kept updating as I would go along. Once I see something working in a shot and it inspires me, I feel like nothing will stop me from getting it done. I did spend a lot of time on that shot, and this is where getting laid off had its benefits. Haha!

Back to the question, I think I worked a couple hours a day give or take on that one.






Andrew’s sketches and notes for his character performance shot (click to enlarge).


How do you think your skills as an animator evolved since you joined AnimSchool?

Wow, great question. The biggest change for me, even after working in the industry for a few years, was getting it through my head that it really does take a lot of work and time to make quality animation. Honestly, it was a relief once I could do this. It kept me from being way to hard on myself. I mean really, anyone who has no experience would not think it takes so many hours to make something move in a pleasing way. We take it all for granted, don’t we (I mean isn’t this what the whole industry is trying to get the public eye to see?!)?
So really the biggest change was learning how to respect each step of the animation process (planning, reference, blocking, splining, polish) and the amount of time needed to do each one well.

Lastly, do you have any pointers or tips for your fellow animation students that are struggling to get their shots the way they want it?

Ok, yeah… Well, one really simple saying that Thom Roberts said in my very first Animschool class was “kill your babies!”, meaning, be willing to start fresh and delete something that just isn’t working. For example, the way the character is turning his/her head bugs you and you can’t figure out why? Kill your babies. I find this also applies a lot to simplifying keys. So many times I realize I just needed to get rid of a few keys and it cleans up a movement. I still am amazed when this happens. Killing your babies is not easy and still difficult to do, but usually I find it always helps (that sounds terrible)!

Thanks Animschool for all your help and for having me!

We thank Andrew for this interview. Check out his reel below:

Episode 005: The Croods – Round Table Part 2

In this episode we conclude the conversation started in Episode 04 with seven animators from the Dreamworks production crew of “The Croods.” Their positions rank from Character Animator up to Supervising Animator.

 Podcast | Right Click to Download | Play in New Window | (48.0 MB)

Link to Podcast on iTunes

Line Andersen
Supervising Animator – Eep
IMDB profile
 Hans Dastrup
Supervising Animator – Thunk
IMDB profile

Gabriele Pennacchioli
Character Animator
David Couchariere
Character Animator
Thomas Grummt
Character Animator
 
 
 Jennifer Harlow
Character Animator
IMDB profile
Liron Topaz
Character Animator
IMDB profile

Episode 004: The Croods – Round Table Part 1

In this episode I sit down with 7 extremely talented animators from the Dreamworks production crew of their most recent animated film, “The Croods.” Their positions rank from Character Animator up to Supervising Animator.

 Podcast | Right Click to Download | Play in New Window | (55.8 MB)

Link to Podcast on iTunes

Line Andersen
Supervising Animator – Eep
IMDB profile
 Hans Dastrup
Supervising Animator – Thunk
IMDB profile

Gabriele Pennacchioli
Character Animator
David Couchariere
Character Animator
Thomas Grummt
Character Animator
 
 
 Jennifer Harlow
Character Animator
IMDB profile
Liron Topaz
Character Animator
IMDB profile

Episode 003: Rise of the Guardians – Round Table

In this episode I sit down with 7 extremely talented animators. They all worked on the Dreamworks animated adventure film, “Rise of the Guardians.” Their positions rank from Character Animator right on up to Head of Character Animation.

 Podcast | Right Click to Download | Play in New Window | (80.3 MB)

Link to Podcast on iTunes

Gabe Hordos
Head of Character Animation
10 years at Dreamworks
Alexis Wanneroy
Lead Animator – Toothfairy
7 years at Dreamworks
Pierre Perifel
Supervising Animator – North
5 years at Dreamworks
Ben Willis
Character Animator – Jack
7 years at Dreamworks
Jacob Gardner
Character Animator – Jack
5 years at Dreamworks
Tyler Phillips
Character Animator – Bunny
4 years at Dreamworks
JP Sans
Character Animator – Pitch
2 years at Dreamworks

AnimSchool Interview: Animator Michael Richard

We’d like to welcome Blue Sky Animator and AnimSchool Instructor Michael Richard. Michael, can you tell us a little about your background and what made you want to be an Animator?

I never was the kid growing up, drawing Disney or WB characters and wanting to be an animator. My traditional art was me sitting in my room drawing still lifes of my Star Trek and jet plastic models. I also enjoyed the artistic Lego build of not following directions and constructing Mechwarrior robots. Going off to college I originally wanted to be an Aerospace engineer and for 2 years attended Embry-Riddle Aeronautical University until I met a professor who literally said to me, “why are you here?”. He could have said that because I was pretty bad at Calculus… but I really think he said that because I was using their solid modeling program meant for engineers and modeling/animating my Transformer toys. I took my extremely limited knowledge of fine art, animation and 3D and went to Pratt Institute. I taught myself 3DSMax and took the traditional fundamentals at Pratt, all the while playing video games (and yes I meet my wife in college, so being a geek wasn’t all that bad).

It was when I played Oddworld: Abe’s Oddesy that something clicked. I became even more fascinated with 3d modeling and animation, taking my Transformer toys to a new level of geekdom and modeling/animating them in 3DSMax. So in truth, video games really are what made me want to become an animator in the first place.


ia3_reel_2 from Michael Richard on Vimeo.

Since you’ve worked in the gaming and film industry, can you talk a little about the differences you experienced in the two industries?

When people ask me what the difference is between the game and film business, I usually talk about how I feel that making a game is more about solving a puzzle. While making a film is more artsy, i.e. design and quality. In games you have to work very closely with all aspects of the team, game design, rigging, tech, lighting, texturing to make a cohesive product that works. As an animator in games you have to be able to adapt more and learn new trades like text editing, digging into code a little, scripting. You have to solve that puzzle as to why your character is sliding around the floor (usually a feature =D). Where in film you main concern is design and quality of the animation.  Sure there’s the beginning phases of pre-production where you have to rig test, make pickers and other little odds and ends. But, when it comes down to what your 9-5 job is, it’s the 2D image that’s displayed on the big screen.

That being said, I am the type of animator that likes solving those video game challenges. I also love having more communications with the other departments in developing the rigs and video game itself. There’s also the fact that in a smaller company (vs. larger film studio) your ideas are likely to go farther.

You’ve had the chance to work in pre-production on Ice age 4. Can you explain the duties/process of working on the film before it’s in full production?

When you are an animator and assigned to be in pre-production on an upcoming film your duties are to do rig and performance tests. Which means you need to find all the issues that break or hinder the rig from production use, as well as start to figure out how specific characters move. After their basic movement set is roughed out, your job is to start to define in more detail what kind of character they are. You work closely with the Anim Sups as well as the Director and show your performance tests. It’s really something I enjoyed because the tests didn’t necessarily need to be refined to film level, and I was able to test almost all the characters.


IA4 Reel from Michael Richard on Vimeo.


Out of all the characters you’ve worked with, which character was your favorite to animate and why?

That’s a hard question for me to answer. I really haven’t found too many characters that I’ve disliked to animate. I guess if I have to chose, it would be Captain Gutt from Ice Age 4. And you know, originally my pre-production work with him was not the strongest (I thought anyway). They decided to cast me on a few combat shots with him and Manny and I guess they liked it, because they continued to cast me physical shots. In the end I got to work heavily with Manny and Gutt’s final fight sequence. I was able to define the fight choreography and I had a lot of fun doing it.

What character have you found the most challenging to animate? What made this character more challenging than others?

To be completely honest, Manny! HA! I find characters with thin structures that are nimble, light and active to be easier to animate than thick, chunky (sorry, Manny) characters. More recently though, I enjoyed animating Bufo from Epic and opposing that, I found the mannerisms of the female lead, MK to be more difficult.

Lastly, What advice do you have for students studying animation?

The old time saying, practice makes perfect. Unless you’re a prodigy there’s isn’t anything in this world that you’ll automatically be awesome at. It’s going to take a lot of work, but at the same time I don’t think animation should run your life. You have to get out and experience things to relate and regurgitate that into animation. So, it’s a delicate balance and one that will be different for everyone.

Thank you Michael, for taking the time to answer a few questions for AnimSchool.