Category: animSchool Page 2 of 7

New AnimSchool Character: Marshall

For Immediate Release

Orem, UT  United States – September 11, 2014 — AnimSchool is proud to present our newest character, Marshall, exclusively for AnimSchool students!

AnimSchool is the leader in appealing, flexible characters. Our students animate with the most refined, advanced characters, using the popular AnimSchool Picker.

Marshall has clothing options: shirt, jacket, pants, shoes, poseable toes, as well as fat controls and UV’s for textured rendering.

AnimSchool rigs are built with each part and control being tested to extreme levels, making the strongest poses possible.

You can see the range of motion and poseability students can achieve with Marshall.

AnimSchool students are using him to great effect, like this shot below from graduate Ricardo Puertas!

To use Marshall, apply to an AnimSchool program or individual class.

AnimSchool characters and the AnimSchool Picker are used by more
than 20,000 users worldwide, and have been used to win numerous
animation contests and for commercial needs. AnimSchool is known as the
most trusted name for appealing 3D characters.

With over 200 students, AnimSchool
was founded in 2010 to bring character-focused 3D animation instruction
to students all around the world, through live online sessions with the best film professionals.

Contact:
Isaac Nordlund
AnimSchool
admissions@animschool.com
560 South State Street, Suite F3
Orem, UT 84058

801 765-7677

###

How Do I Choose the Right 3D Animation School?

What Should I Look for in an Animation School?

In order to shoot for the top in your profession, you need
to learn from the best. Look for instructors who are
currently working at some of the most popular studios in the
industry. From Dreamworks and Disney to Pixar and Blue Sky,
make sure the level of instructors prepares you for the 3D
workforce. Students should have full-time pros available
that provide continuous interaction and help with
problem-solving.
Are the sessions with the instructors live–not stale,
out-dated recordings of past lectures?

Any fair comparison will show: from animation, modeling and
rigging to drawing and art classes and additional open
review sessions, AnimSchool offers many more hours of live

teaching than any competing school, dollar for
dollar.

What Aspects of Learning 3D Animation are Important?

There a number of animation courses out there, so look
closely at what they offer. Your school should provide
students with the highest quality character rigs,
the best instructors in live classrooms, then the
access to watch recordings of all of those classes,
the chance to get multiple review sessions each week,
extra classes to develop your art and drawing skills, a
place to collaborate with other students, see each
others’ assignments and leave comments.

A 2009 study, “The Development of Professional Expertise” showed the best way to learn at the highest
level is to get expert coaching. Have the student’s
performance evaluated so the student begins to notice
the differences — the gap between their performance and
expert-level performance.
The process is repeated so
the student’s perception matures along with their ability to
follow any set of steps. To use this approach it isn’t
enough to just watch lectures on your own, so look for a
school that can provide this steady feedback loop.

Look for an actual registered school, so they have
a long-term commitment to your education, helping
advise you through the program and advocate for you after
graduation. A school can provide that continued support and
relationship of trust, more than any loose set of workshops
or standalone classes. Learning animation isn’t a quick fix
— it’s a long process, so you want a school that is there
to assist you along the way.

Look for a dedicated support staff. People ready to
answer the phone whenever you call
with a problem.

The school’s curriculum should give students a broad
overview of the animation field, while focusing on specific
skills that will qualify the students in a competitive
field. You may not want a school that teaches too broad a
curriculum: by the time you’re done, you may be a
jack-of-all-trades and master of none– and unable to
find a job.

A school that is too focused one one job only may leave you
with limited options to branch out to neighboring skills.
A school teaching more than one narrow job title may be a
big benefit if you ever want to try a different job in 3D
animation.
Or if you may want to make your own 3D animated short
someday.


AnimSchool offers the best environment for aspiring
students of animation– we offer our students all of the
benefits listed above. But remember that while your school
provides you with opportunities and tools for
success, it is up to the student to apply the teaching with
many hours of focused effort, daily.

Are Drawing Skills Important for Learning 3D Animation?

Can you learn 3D animation skills even if you can’t draw
well? Even if you are not skilled at drawing now, look for a
school that is committed to teaching the art as much as the
technical skills involved in learning 3D animation.

You can apply to animation schools with limited drawing
ability, but you should plan on becoming a better artist
through your schooling — and beyond! The animation world
needs artists with a confident vision of what they want to
create, more than technicians looking to others for artistic
vision.

You could get by without drawing, since it’s true that some
animators, modelers, and riggers don’t draw well. But
developing drawing will develop your artistic ability, which
increases your skill and makes you more attractive to
employers.

As Pixar and Disney president Ed Catmull says, learning
how to DRAW is really about learning how to SEE.

AnimSchool offers our students a free live drawing or
art class
most terms, and free access to all previous
drawing and art class recordings — hundreds of hours of
learning.

Is Location Essential to Learning Animation?

You may look for animation colleges close to your home, or
one close to the places you’d like to work someday. But did
you know you can also learn right from home on the web?
Some students supplement their studies at a brick-and-mortar
college at an online school like AnimSchool. They may attend
at the same time as they’re attending college, in between
terms, or after they’ve graduated.

Since 3D animation is a competitive field, many find they graduate

traditional college only to discover it’s very hard to
land that first job without the close mentorship of top
animation pros.

Some students choose not to go college and go straight for
the highly successful learning model available at an online
animation school. Far from being disadvantaged, many of
those students find they qualify for top animation jobs —
over their brick-and-mortar peers.

AnimSchool is all online–on your computer, over high-speed
internet. Using the latest in web conferencing technology,
students can learn the craft of 3D computer animation right
from home.

Will I be Certified?

Look for a school that offers certification for
their instruction. That means they have complied with all
state regulations and tax laws for operating a school,
follow licensing laws designed to protect students from
fly-by-night classes that may be here today and gone
tomorrow, and have the proper infrastructure for
administering student needs. But remember, the most important qualification is not a piece of paper, but the skills you present in your portfolio!

AnimSchool provides students with a 21-month certificate
program
, and employers are recognizing the quality of
our graduates who’ve earned those certificates.

Whatever choice you make, AnimSchool is here to help if you
want to learn 3D animation at the highest levels.
Click here to apply to one of our programs (or take a single class).

AnimSchool Student Spotlight: Daniel Kraft

Hi Daniel! Can you start by telling us a bit about yourself, like your background, where you’re from and experience before AnimSchool?

I’m from California, The Sacramento area. I originally went to Expression College and studied animation and visual effects. I didn’t focus on animation initially but more of a generalist role learning a little of everything. Only near the end of my time there did I focus on animation. Later I worked over at Adhesive Games as an animator and wanted to polish my animation skills more and do some shot animation. I looked for a good school and that’s when I found Animschool.




Who are the animators that inspire you?

It’s hard to choose, I get inspired by all the animation I see. One animation that sticks out for me is Ryan Woodward’s “Thought of You”:

I love the movement and expression that he conveys with simple gestures. I also view Wayne Unten’s blog and love his simple quick animations. Its creative animations that make me just want to buckle down and get my own done.

Can you share your process from start to finish on your shots for the body mechanics class?


This was a really fun assignment. I started with a brainstorming session. I knew I wanted to get the most out of this animation that I could. I took some time to come up with a clever and fun way to tell a story. I made a web with all my ideas and how they could be done differently. I went through quite a few ideas before settling on this one. The next step for me was to plan out my shot, I didn’t want to build any props if the idea was going to fall flat. A few thumbnails later and I was confident enough to get into Maya a build my scene.

Thumbnail drawings for Daniel’s body mechanics assignment

I built the tree house trying to keep it simple as I could so it would match the character. I left out the rope till later and just imagined it as I animated.

Then I filmed reference. I didn’t have access to a rope swing so I found some reference online for that. I did have my brother and a friend drag me around the floor to get reference for the end:

After some notes on my idea in class I began to block out my scene. I did the main story telling possess at first and from there broke down the physicality of the movements. Then it was on to more blocking! I got it down to 3’s for most of it, I think, before I moved into spline.

Of course I had lots of notes from my teacher to improve my work. In the polish stage I would do a pass then play blast and write down everything that I could see and then do another pass. Then repeated that step a few times more. After I was happy with it I modeled and rigged the rope and put it in.

Continuing on that, your facial expression shot is very emotional, and the character really shows that. How was the process to convey such subtle internal feelings on the character, from start to finish?



My facial performance shot was a challenge. I had several different ideas and quite a few sound clips. I really tried to get into the head of the character. I explored how she would act, not just what she was saying. I wanted her body and face to tell what she was thinking as she said the line. Again, I shot a lot of reference. When I got into Maya and started posing I really took the time to sculpt each pose.

But after a round of crits I had to rethink my acting choices. I redid most of my shot and tried to catch up to the class. I was a bit nervous at this point because I had a long shot and had already been set back but I knew the changes really helped. In spline I actually did some exploration of subtle acting choices to find the ones I thought worked best. I was still behind schedule so I pushed through polish in a weekend!

What was the most valuable pointers that your instructors at AnimSchool gave on your assignments, in your opinion?
Planning pays off! If you don’t spend the time up front it doesn’t matter how well you polish a shot it won’t be as good. You need to lay the foundation of a shot and how its framed and how it plays out before you get started. Then you need to look at the foundation you just made and pick it apart and try it differently. Then you know you’ve got something good. Another great bit of advice is that if it feels wrong it is wrong. It might be animated perfectly but if it doesn’t feel right then it’s not. On the flip side if it breaks the rig but feels great use it.
Any advice for your fellow students?
Don’t be afraid to start an animation over. When you do it the second time it will be faster and better!!

We thank Daniel for this interview and be sure to check out his LinkedIn profile and Facebook.

AnimSchool Classtime: Keith Osborn

In AnimSchool’s Animating Characters class, instructor Keith Osborn shows how to convey line of action and weight on a character’s walk.

Come join all the students learning online at AnimSchool.

AnimSchool Student Spotlight: Diego Collell

Today we’re interviewing AnimSchool Student Diego Collell.
Hi Diego! Tell us about yourself: where are you from, and how did you became interested in character animation?

First of all, I’d like to say thanks to David Gallagher, Animschool and all its teachers. In special, Juan Pablo Sans (former AnimSchool instructor) and Garrett Shikuma.

Hello! I’m Diego Collell, 35 years old and I live in Buenos Aires, Argentina, with my two kids Tiziana and Benicio, and my wife Cecilia.

Since I was a little kid, animated cartoons fascinate me (Chuck Jones and Tex Avery). When I started growing up, my willing to learn about these drawings and to really dive into animation.

By always watching cartoons, my love for animation grew everyday, a true hobby for me.

The first thing I did was to buy a bunch of animation related books and kept hours reading them.

In my free time I practice sports; I really like playing soccer and watch movies. Some of my favorite actors are Jerry Lewis, Rowan Atkinson (the guy that plays “Mr. Bean”), Steve Carell, etc. But one that amazes me is Jim Carrey. I really have fun with his performances. For that reason I chose to do a shot with his audio!

Did you have any experience as character animator before joining AnimSchool?

Yes! Here in Buenos Aires I’ve been working a lot in production companies for advertising, series and movies.

Tell us about your shot of your assignment for the Character Performance class. The character
has some really cool and exaggerated poses! What was the process from start to finish?


Since the beginning I told my instructor, Garrett Shikuma, that I wanted to make a shot in the style of “Horton Hears a Who!”, and with the help of my instructors, I was able to improve it every time.

Research:
I’ve searched for an interesting audio for the animation so it would have texture.

Listening:


Soon after I start listening it several times in loop so I can understand every beat and clue. After that, I analyse the beats carefully, keeping into account every high and low, so I can apply the emotions and intentions according to the tone of the voices.
 










References:

Once I got a clear idea of what I want, I go to the mirror and practice.

Recording:



When I have more precise acting choices, I record myself doing it several times.

Editing the reference:
Somtimes I do, sometimes I don’t. When I do, I use After Effects.

Blocking:
I use my reference to nail all the main story poses, not worrying with any extra detail.

Blocking Plus:
I take the key poses to the extreme so they can clearly convey the character’s feeling in that shot. I also refine some facial expressions.

Spline:
I clean all my curves. Approximately, I spline my blocking every 50 frames.

Polish:
I made sure of polishing everything possible, frame by frame, checking everything!

I’m very happy with the final result of the shot. All of my instructors were essential for this.

The rendering and lighting was done by a friend, David Alexander Ary Aguero.

How do you think your instructors helped most in achieving the quality of animation you
wanted?

In general, my instructors are all very kind and solicit. The General Review classes have been a huge help. The instructors there care for your shot and your progress just like your main instructor.

Truth be told, all of Animschool teachers are AMAZING!

Are you working as a character animator at the moment?

Yes! At that moment I’m working as a character animator.

Any tips for your fellow students?
Work hard! The more you animate, the more you lern.

We thank Diego for his time, be sure to check his reel, LinkedIn and Facebook profile!

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:

AnimSchool Classtime: Developing a character with Bill Robinson

In today’s clip instructor Bill Robinson gives us tips on how to develop a character based on references. He also tackles on how to build basic perspective for your characters. Enjoy!

AnimSchool offers extra classes each term for it’s students. This is a clip from the Character Design and Drawing class with artist Bill Robinson. Go check our full list of courses and apply now!

AnimSchool Student Spotlight: Jilmar Altamirano

Today we are interviewing AnimSchool student Jilmar Altamirano. Jilmar is taking the 3D Animation Program at AnimSchool and is showing some real talent in his animations!


Hi Jilmar! Can you share a bit about yourself, where you’re from, experience with animation prior to AnimSchool, and background?
I’m 20 years old and I currently live in Gainesville, FL. I was born in Ecuador and when I was 12 years old I moved to the US. When I was little, like most kids, I loved watching cartoons and playing video games. In particular, a video game called “Skullmonkeys” which I really enjoyed. At that moment I did not know anything about animation, or that people actually could make a living off of it. A few years ago I remembered about “Skullmonkeys” and decided to get it again. I still loved it. That’s when I started to do some research about animation and began to practice stop motion animation. After months of doing stop motion, I switched to computer animation.

Skullmonkeys in-game animation



The first year of my learning experience I watched tons of tutorials learning as much I can about modeling, rigging, lighting, rendering, etc. I really enjoyed all of those, but animation was still my priority. Learning animation with tutorials or on your own is very limited. So I decided to take my education further. I did not choose a college because of the poor reviews a lot of them got and how expensive they were. I looked into online animation schools. Luckily I found Animschool. I was really impressed with the student showcase, and the characters were very appealing. So I applied and here I am blessed to be doing this interview, and to have a very supportive family, friends and instructors.



Who are your favorite animators and artists?
I really don’t have a favorite animator or artist in particular; but if I had to pick I would say the whole team responsible for creating The Neverhood / Skullmonkeys because without them I probably would have never found my passion for animation. I also look up to my Animschool instructors. They are all great animators who are very supportive which inspires me to keep pushing myself.
We can see a very good foundation on your shot for your Body Acting class assignment. Can you describe how the idea came up and what was your process?





The idea of having a Halloween theme on my animation just popped in my head for some reason. It could have been because Halloween was coming up and also because I wanted to use the awesome “BoneApart” rig.
I won’t take all the credit for the idea, my story was improved by my awesome instructor at the time, Trevor Young, and at a general reviews class with another great instructor, Tony Bonilla.
I did not know I was going to do a cartoony piece until the middle of my first blocking, but I just felt like it needed to be snappy and it would just add to the comedy of the shot.


For the blocking I always try to block on 3’s or 4’s, but since this was a very snappy animation I found myself having to block on 1’s in those transitions.

For splining, I find it easy because of how much time I spend blocking. I just have to go through all my curves, cleaning them up, making sure the mechanics are there and the arcs are clean.


For polishing, I would say I focused 75% of the time I had on the kid and 25% on the skeleton. Since the kid was the focus of the shot I tried to polish him as much as I could, going frame by frame checking that every arc was clean.


You also have a great shot for the Character Performance class. Can you share your process from start to finish?

Picking audio clip: When I picked this audio clip I was telling myself: “what have I done? This is going to be way too hard for me.” I had no experience with dialogue shots, so I knew it was going to be very challenging for me from the beginning.

I listened to the audio like a hundred times. The character sounded very crazy and manipulative. I pictured the character in my head but when I would try to act it out it just wouldn’t be the same.


Reference: My instructor, Marcelo Sakai, recommended me to study Mother Gothel from Tangled, so I did. I watched all her clips from the movie a bunch of times. I shot a lot of reference; I mean a lot, maybe like one hour of footage in total. I also had a lot of help from my wife who acted it out. She helped me see a more girly performance and she made some acting choices I would have never thought of.


Blocking: Finally got my reference and after the fourth or fifth week of class I had my first blocking pass. It had a few story telling poses maybe 4 or 5 with basic facial expressions.


Blocking Plus: I added a lot of breakdowns, blocked on 3’s and 4’s. I refined some facial expressions and blocked all basic mouth shapes.


Spline: I splined the body first, cleaned all my curves. At this point I found myself getting more into the character, and finding facial expressions that fit the dialogue better. After spline on the body was done, I splined everything on the face except the mouth. I cleaned those curves, and then moved into the mouth, pushing the shapes. I had a lot of fun with those mouth shapes.


Polish: At this point I focused mostly on the face and hands, going frame by frame checking every arc, even the arc of the corner of the mouth. Also pushed mouth shapes even more. Added more fleshiness on the face and I worked on the hair.


I am really happy with how it turned out at the end. All my instructors were very helpful and supportive throughout the whole term.


How did your instructors help you achieve the desired quality in your animations?
My instructors are very supportive. When you tell them your goals for the term on your first day of class, they won’t stop pushing you until you reach that goal. They are all very talented artists and that is why my animation has improved so much over the past year. I tried to attend to as many extra classes offered in Animschool as possible.
The General Review classes have been very helpful. The instructors there care about your progress as much as your main instructor.
I can’t thank all of them enough, and I can’t thank Animschool enough for having all these amazing instructors!

Any advice for your fellow students?

Always try to challenge yourself on your assignments, try different things you haven’t tried on your previous work, like different styles (cartoony or realistic), different workflows, if you have only animated guys, then try animating girls, animals, robots, etc. Experiment a lot.

Don’t give up! If your assignment isn’t coming out like how you hoped, don’t get frustrated just keep working on it, it will look great in the end. Don’t be afraid to ask for feedback.
If you send your reel to studios and don’t hear back from them, it doesn’t matter: just keep improving your reel, and keep sending it to more studios.
Work hard!


We thank Jilmar for his time, and be sure to check out his siteVimeo and LinkeIn pages!

AnimSchool Student Spotlight: Nanda Van Dijk

Today we are interviewing animation student Nanda Van Dijk. Nanda is very talented in the digital arts realm and is taking the 3D Animation Program at AnimSchool.

Hi Nanda! Can you start by telling us a bit about yourself, like your background and experience before AnimSchool?

Animation
has always been my passion. As a child I was always drawing and
watching animated films. I went to the Utrecht School for the Arts in
Holland and studied computer animation and visual effects and graduated
with a master’s degree. I learned a lot about creating animated films,
from writing the scripts to making the storyboards to the production
itself. There wasn’t really an option to specialize yourself in
animation. The Dutch animation market doesn’t really work with
specializations so the school trained me to be a generalist. Because I
didn’t learn much about animation at the Utrecht School of Arts I taught
myself as much as possible. I was hired in 2010 as a 3D artist at
Mediamonks, a creative digital production agency, right out of school
and worked there for two years. In 2012 I started Animschool in class 4.
I showed my work to Tony Bonilla and he told me that I had enough
experience to skip the first 3 classes. After 3 terms at Animschool I
had to take a couple of term breaks to work on a feature film. I had the
opportunity to work as a 2D key animator at the Anikey Studios for the
Dutch feature animated film “Trippel Trappel”. Currently I am
working as a freelance 2D and 3D artist in my own company Anim.nl and
I’m back at Animschool to resume my classes. 


This term I’m taking the
Advanced rigging class as an in between class to learn how I can
make a high level facial rig and next term I will take class 7 in
Animation.




You seem to be comfortable with digital painting, rigging, modeling and animating. What area do you like the most and why?


 

Animating
is still my favorite area, I always loved acting and character
development. But the most fun for me is is to design, model, rig and
animate an entire character. It’s great to have control over the entire
process. To animate a character and make it come to life is always a
magical thing, but to make your own creation come to life, makes it
extra special. When I started to animate in 3D at school there weren’t
many great free rigs to work with like the amazing Malcolm rig that
Animschool offers for free. I had to work with rigs like the Generi rig, a
very unappealing basic free rig. Some of you will probably remember him
with mixed feelings, haha. This is one of the reasons that I wanted to
make my own models and rigs so that I would have appealing characters to
work with. This is also one of the main reasons why I picked Animschool
over the other schools to go to. Animschool has some of the most
appealing and professional character rigs that I have come across.




Who are the artists that inspire you?



There are so many amazing artists that
inspire me. Everyday I try to look at blogs with artwork. A couple of my
favorites are, David Colman, Peter de Séve, Greg Dykstra, Loralay Bove,
Ryan Lang, Pascal Campion, Barbara Canepa, and lots and lots more. And I
have a lot of very talented Dutch friends who inspire me every day as
well, specially the illustrations by Lois van Baarle and Wouter Tulp,
two amazing artists. And as for animators, I’m a huge fan of Glen Keane. I
love his animation style and the appeal his characters have. When I
went to CTN in 2012 I watched him animate the little Mermaid. That was
very inspiring to watch. And of course the animations by the nine old
men are a huge inspiration for me.





Can you share your process from start to finish on your shot with Mr. Bones for the Body Mechanics class?



That
animation was so much fun to make. I had an amazing teacher, Tim Crawfurd. He has over 12 years of experience working at Pixar. I
couldn’t have asked for a better instructor. It was also a coincident
because Tim is also from Holland. That was a lot of fun because we could
sometimes speak in our native tongue with each other and make small
inside jokes. The assignment for this term was to make a short pantomime
story with one of the simpler Animschool rigs. I loved the look of the
Mr. Bones rig so I decided to create my story around him. I knew it had
to be a Pirate story because Pirates are simply awesome! The idea for
the character to lose his arm came really quick to me but it was very
tricky to think of a way to communicate this idea to the audience. First
I had to establish that the character lost his arm and that he still
had to find out himself that his arm was gone. It all depended on the
timing of the animation. If he noticed his arm missing too quickly the
audience wouldn’t have noticed it themselves yet so they would miss the
punchline. I really had to think about a way to direct the eye of the
audience to the missing arm so. the yawn, and the looking for the arm
helped to stage out this scene. It also helped the performance to give
the character some real personality. After figuring out the staging and
the blocking I polished my animation, modeled the stage for the cave,
modeled and rigged the bat and did the lighting and shading. To really
finish the animation I asked Dave van Luttervelt, a very talented
composer, to do the sound design and music for me. I’m very pleased with
the end result. I hope you’ll enjoy it as well!







You
worked on Trippel Trappel, a dutch feature animation film. Can you tell
us more about the film, your role and what challenges did you face in
the production?



Trippel
Trappel is produced by il Luster in co-production with ViviFilm,
animated at Anikey Studios. The story is about a couple of pets who want
to celebrate the Dutch Holiday ‘Sinterklaas’. Sinterklaas is very
similar to Santa Claus, he also brings presents to children through the
chimney. The pets want to get presents too so they’re going to find
Sinterklaas to bring him their wishlists. The film is still in
production and will be released October this year in Dutch and Belgian
theaters. This will be the first fully hand drawn animated feature from
Holland since 1983. When I learned about this production I made an
animation test and the studio asked me to be one of the Key animators
for this film. In the studio they use TV paint and Wacom Cintiqs to
animate. Unlike the old Disney films I didn’t work on just one
character. More like in 3D I got an entire scene and had to animate
everything in it, so I had the chance to animate all the main characters
in the film. It was very fun to do but also very challenging especially
because I normally work in 3D and now had to animate by hand in 2D. I
had about two weeks to learn how I had to draw the characters and after
that I got my first scene. Because the movie is funded mostly by the
government there isn’t a big budget to work with. So I had to work very
quickly and still try to keep the quality as high as possible. It was
very challenging and hard work but I think it payed off.
I’m very impressed by the quality of the animations made by everyone in the
studio and I know that it will be a very beautiful film when it’s done.

Here
is a small teaser of the film. This piece is animated by Marcel
Tigchelaar, our supervising animator. The official trailer will be
released around February.
This is the Facebook page of ‘Trippel Trappel’:

What do you think is the most important thing you learned at AnimSchool so far?

I
think the most important thing is to really think about your scene
before animating. Thinking about what is happening in the scene, what
the character is thinking. If the character says one thing but thinks
something else. How you can use staging and timing to improve the
performance of your character. Thinking about every eye dart and every
small movement why you are animating it like this and if that is the
best way to communicate an emotion or thought. Most of the time I work
on short projects with very tight deadlines and then I just start to
animate and see where I’ll end up. In Animschool I finally have the
chance to really take my time to focus on small details and work on my
acting skills.

We thank Nanda for her time, and be sure to check out her awesome works on her site, LinkedIn profile, Facebook Page, Vimeo Page and Behance!

AnimSchool Classtime: Character Posing with Jean Dominique

Great tips on posing your characters by AnimSchool instructor and Head of Animation at MPC Los Angeles Jean Dominique Fievet.

This is an excerpt from Jean Dominique’s class on Animating Characters Term from the AnimSchool 3D Animation Program. To learn more about our courses, go to our website.

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