Category: animSchool

AnimSchool Interview: Animator Bobby Pontillas

Today we have animator and artist Bobby Pontillas. (Bobby helped on AnimSchool’s Animation Principles video, making the great caricature of the Nine Old Men.) He has recently joined the Disney animation department. First of all, congratulations on joining the Disney team, and it was your birthday recently as well.

Thanks very much! Yeah, my birthday was Nov 17th, and what better gift than being given the opportunity to work on a Disney film, right? But really, I’m extremely grateful for all of the experiences I’ve had so far at Blue Sky, Arena Net, and Gas Powered Games. I’ve met so many amazing people in this industry!

Mate, you must be loving life right now! How did you end up celebrating?

Yeah, starting over again in a new city is exciting, especially one as dynamic as LA. For my birthday, I ended up going out with some friends at a local wine bar in Los Feliz, and during the day, Disney had a catered Thanksgiving lunch for the studio, so I pretended that was for me.

Where did it all begin? And how did you initially break into the industry?

I graduated from the Art Institute of Seattle in the winter of 2000. Technically, my major was Computer Animation, but what I really wanted to do was become a 2D animator for Disney.  With my portfolio packed with drawings, I got my first industry job at a local games company called Hulabee Entertainment; they did hand-drawn PC games for children. That was a great time. It was a smaller company, and I got to wear a lot of hats: doing storyboards, character design, as well as animation.

Were there any moments in your life where you struggled as an artist/animator? And if so, how did you overcome those days?

I feel like it’s almost a daily struggle, but two major ones stand out in my mind. One was making the transition from 2D to 3D animation. The second was making the jump from animating in games to film. Both just came from throwing yourself in unfamiliar territory. Sink or swim, and in both cases I spent a lot of time sinking. I can go into the technicalities of overcoming both, but for anyone reading this, what I really want them to take away from this is that it’s all about being stubborn. Never stop. Accept that you aren’t going to get it right off the bat, and that’s alright.  For me still, I only ever become proficient at anything by making every mistake in the book. Ask for help. Show your work to other artists & animators, both in school and when you break into the industry. For example, working on Rio at Blue Sky, my work would have never stood up to the quality of that film without the mentor-ship of my fellow animators.

Is there such a thing as an overnight animator? For some people they seem to pick it up easier than others, in terms of animation principles like timing and spacing. Or, do you think this is an ongoing process that requires a lot of attention, nurturing, and training?

Yes, I do think a lot of people are predisposed to certain things like a sense of rhythm, a strong graphic sense, or a natural acting ability. But, in order to apply those qualities to animation, I think it’s the artists’ responsibility to continue to develop these skills. It’s also their responsibility to recognize what they’re weaker at, and study to become more proficient in those areas.

Let’s talk about your short film: “Better Off Undead,” a clever little short film you made a few years back. How did you originally come up with the concept?

I’m a softie, and most of my favorite short films have to do with love. It’s so simple and universal! I wanted to follow in that vein and make a film that was sweet, but also morbid at the same time. I had previously drawn this little zombie boy and thought it would be funny to cast him as the lead.  Zombies need love too!

Do you have any advice for artists trying to tackle their own animated short film projects? What were some of the areas you found difficult, and time consuming.

From my short experience I’d say to look at what inspires you, and use that as a jumping off point. If it’s a short film, have it revolve around one simple, central idea. I always find that the ideas that stay with people, are the ones they can relate to.

I’ll say that I think it behooves any animator to make a short film.  In doing so, you really get a sense for animation’s place in the whole film-making process. Sound design, art direction, and layout are all there to help tell the story. Animation is no different.

How do your drawing and character design abilities help you with your animation?

It really helps me practice communicating an idea in one “drawing.”  Whether it be a personality or a story point, in the clearest and most appealing way.  When I’m posing in 3D, I’m always asking myself: “Is this how I would draw it?” And if I’m not being lazy, I’ll say: “No, of course not” and fight for a better pose.

Mate, I have to confess, I was on your blog the other day and I must’ve went back all the way to the start from 2 years ago, and I NEVER ended up finding one bad drawing. How long have you been drawing for, and is there such a thing as a bad drawing done by Bobby?

Haha, oh I’m sure there are plenty of bad ones in there, but I appreciate the compliment, thank you! It’s funny you bring that up, I was cleaning out some boxes full of art school stuff, and MAN, I never realized just how many sketchbooks I filled with terrible drawings. And not even kind-of bad, but just epic-ly awful. I really want to post some of them, you will fall over laughing. We’ll laugh together!
  
Appeal is often a very difficult thing to define amongst animators, and it’s even more difficult to achieve. How would you define appeal and what are some of the things you look for in your shot, or in another artist’s work?

In my mind, appeal is totally subjective. There are no rules. Simply stated, it’s what you like looking at. Which could be for a myriad of different reasons. Talking to different artists, they all find different things appealing. It’s all over the map. The most you can do, working in this industry, is find out what the majority of your audience finds entertaining. It doesn’t have to be status-quo or predictable, people like to be pleasantly surprised. Things that are visually interesting, something that they can relate to, characters they can empathize with, are all examples of why audiences are attracted to certain things.  We’re all artists and want to express ourselves, but as story tellers it’s important to keep the audience in mind. 

Can you tell us a little bit about your acting choices, what you look for in your video references and what your common workflow is?

When I’m happy with the reference I shoot, overall I try to look for storytelling poses, and timing cues.  Then I push both aspects. On a smaller scale, I’m always on the lookout for little subtle moves like head tilts or weight adjusts, that I would have never thought to put in, had I not gotten up and acted out the scene myself.

We have a couple of questions from AnimSchool students. Peter Kasim asked “how have you divided your time into nurturing both your 3d animation and drawing skills. I tend to do one obsessively and kind of forget about the other…”

The way my career has gone, I do 3D animation all day, and draw at night. I think it’s just a matter of having a real love for this medium, in which all of these elements, design and animation, sit together.  Drawing is something that’s been with me since I was little. If you love it, you can’t not do it, and you’ll always find time!

Alexander Ortner would like to know how you chose your storytelling poses and why?

Great question! There are two main components my storytelling poses have to have:
#1- Clarity-  Is the attitude clear without the help of movement? Is it helping tell the story?
#2- Visual appeal-  Having a strong line of action and balance. Making sure all of its parts are flowing into each other, and directing the viewer’s eye to where you want them to look.


Lastly can you tell us what’s next for you Bobby?

For the coming year I’ll be animating on Disney’s next feature: “Wreck-It Ralph.” I’m also working on an art book with one of my best friends, Joe Lee, on our time in New York! Exciting times!

To see more of Bobby’s work you can visit:

If you have a favorite animator/artist you’d like us to interview, send me an email at Andrew@animschool.com

Interview by: Andrew Tran

AnimSchool Classtime: Weight Shifts and Center of Gravity

AnimSchool Instructor and Blue Sky Animator, Matt Doble, demonstrates weight shifts and center of gravity changes.

AnimSchool Classtime: Making a Character Walk

AnimSchool Instructor and DreamWorks Animator, JP Sans, demonstrates the role of balance in motion for making a character walk.

AnimSchool Modeling Tip from Brien Hindman

Brien Hindman, an AnimSchool Instructor for Introduction to 3D Characters, explains how he begins to set up a 3D model and the importance of checking your work to minimize future problems.

Brien Hindman’s Profile

AnimSchool Interview: Winner of the 11-Second Club, Will Sharkey

Today’s interview is with animator Will Sharkey, the winner of the 11 Second Club September 2011 entry.

First of all, congratulations and welcome!

Hello, thanks for having me. I’m delighted to get the opportunity to chat with you guys.

 

So firstly how long have you been animating and how did you get into it?

 

I honestly don’t know how I got into animation specifically; it just kind of happened. I actually studied “Model-making and Effects for Film” for 3 years at college in Ireland, which was not specifically focused on animation or animation principles. At end of the second year, I realised that there were few physical model-making opportunities in Ireland Itself. The course had the flexibility to achieve projects in a digital medium, so that’s when I first got working with 3D software. 

After college, I got a job as a 3D generalist in Piranha Bar, a post-production company in Ireland. Working with XSI on a few projects, I slowly started learning animation fundamentals. I worked on a particular job involving two characters interacting for thirty seconds, all shot under one camera move. The job turned out fine but, on reflection afterwards, I realised that I was lacking a lot of knowledge about character animation. So I bought a few books and started doing animation exercises, with a goal of achieving a standard of animation that would be fitting for the 11 Second Club and other competitions.
 

Have you done any work professionally? Anything the public might have seen?

 

I’ve worked on a good few projects and a short film with Piranha Bar. We recently finished a great project where I got to animate two squirrels. It was a four week deadline, which is madness when asked to model, rig and light two squirrels, animate them and render! My colleague Simon Burke directed and addressed all  3D aspects, while I took care of the rigging and animation. (Bank of Ireland Squirrels Ad done in four weeks).
 
I also took part in a short film directed by Gavin Kelly titled ‘Avatar Days. It was created for the Darklight Festival’s ‘4 Day Movie’ project. With only four days to shoot, edit, animate and composite, we used  motion capture for most shots, bar one shot at 1m30sec, which I keyframed.
 

Another project under time constraint was more of a technical challenge involving a lot of hairy bees and a gigantic stadium/sunflower.  Others I’ve enjoyed working on were a spot for an Irish Newspaper, Robotic Sky Pirates and some character animation for a health-care advert.

 

I believe you’re the first animator to use AnimSchool’s Malcolm rig in the 11 Second Club competition. You’ve got to be happy with that, right? Overall how did it go, animating with it?

 

When I approached character animation in Softimage, I really wanted a reliable rig to work with  and considering I was aiming to enter animation competitions; it had to have some facial controls. After searching around  the internet and bombarding forums with questions,  I got the opportunity to beta test an early build of the Malcolm rig. The beta rig was a really solid build and, having used the vast majority of free rigs available for Softimage users, I was delighted to hear that Malcolm was being released as I have grown really comfortable with the rig and character.
 

You seem like you had quite a bit of control over the rig. When you first opened up the rig, were you overwhelmed by the amount of controls this character had? And how did you handle it? 

 

On first opening up the rig, I realised that a whole lot of work went into it; it was easily the most complicated rig I had opened on my computer. I sieved through the facial shapes just looking at the sheer amount of detail and range that was achievable. It didn’t take long to find out where everything was. The keying groups in the synoptic really help: selecting the ‘basic’ key-group, you could quickly identify the fundamental controls to move your character. 

Approaching any rig though, it takes a few hours the get comfortable with it. Once you mess around with the rig synoptic, find where everything is pointing to and check main controllers for animated sliders (eg IK/FK switching), you can begin to set random poses to see how everything moves.
The thing about the Malcolm rig is there are also lots of additional controllers for specific situations (e.g. elbow pins, hyper extend), things that aren’t essential, but really help when animating.  It took a few poses to work through the controllers but Malcolm Rig is very light weight, so all that extra control isn’t slowing the rig down. All these details really speed up animation and makes things a lot more fun.


So let’s talk about your winning entry. From concept right through to process. How did you come up with this idea originally?
 

I listened to the audio a good few times and sourced it, trying to figure out under what circumstances were the lines spoken. My first idea was a wartime scenario, a sniper in a bell-tower reaching for a bullet, finding he’s out of ammunition and realizing that his role in war was worthless. Thinking about the scene though, I felt that story probably needed more than 11 seconds to tell it; plus, I wanted to work mainly on facial animation and let a performer’s face tell the story. So I came up the idea of a priest struggling to come to terms to what he has devoted his life to. This scene gave the same sense of futility as the wartime idea, but I could keep the character in close-up for most of the shots.
 

I thought a confession booth would be the perfect place as I liked the idea of a priest reversing roles and actually being the one confessing. So I set about loosely posing the character in a confession booth,  not worrying about the audio clip for now; I just wanted to get some key poses and tell the story. Once I had ten or so key poses, I slipped those poses along the timeline in sync to the audio. Next, I mapped out the camera move. I looked up reference of films with confession booth in them – I wanted to see what angles other directors had come up with. With the camera locked, I just kept refining, throwing out poses, adding some in until I had a finished piece. Lastly I lit the scene, broke my scene file into shots and rendered.
 

There were a lot great moments and solid acting. Did you end up shooting and studying video reference?

 

Animation reference is a must. After listening to the audio, I positioned my phone mimicking a camera angle I had in mind and started filming myself acting out the scene. Once you act out the line a few times, you realise what you want to put into your animation, little gestures pop up that you wouldn’t normally think of. At the end of the animation, the Priest grabs his collar–that was something that just happened in my video reference.
 
The other thing I added was a prop, in terms of a cross. Props are great as they act as another little character and allow a character to be a little more expressive through the prop. In the video reference, I toyed with a lighter from hand to hand… as I had no crosses lying around! Animating anything passing from hand to hand is difficult to figure out but with your video reference,  you can see what happens exactly when.
 
Lastly, what are you currently working on? And what can we expect from you Will?

 

At the moment I’m busy in work on a few projects, the most recent of which is an illustrated world of cardboard cutouts, lit and animated in 3D. Outside work, I’m looking forward to entering Malcolm into another 11 Second Club competition as well as scanning the horizon for character animation jobs in sunny climates!
 
Awesome Will. Thanks for doing this interview and congratulations on your entry once again. We hope to see more of your animation in future!
Cheers mate.

 
Will’s reels:
http://vimeo.com/willsharkey

AnimSchool at CTN Expo!

http://www.ctnanimationexpo.com/ In the Los Angeles area? Come talk to us in person at CTN Expo, at the Burbank Marriot Hotel, 2500 Hollywood Way, Burbank California, November 18-20th.

Come see what we’re all about. Maybe you’d like to show us your reel and get feedback on it.


Creative Talent Network (CTN) is a vibrant new exhibition in its 3rd year, bursting with animation and character design pros, showing their talents. Come join us in booth T-12 and T-13.
We’ll be showing cool student works and our amazing instructor animation and characters. 

AnimSchool Review: Seth Kendall By Mark Harris of Pixar

AnimSchool presents: Mark Harris, an animator working at Pixar, reviews an animation by Seth Kendall!

AnimSchool Interview: Animator Garrett Shikuma

Animator Garrett Shikuma  (AnimSchool instructor) sits down with AnimSchool’s Andrew Tran for an interview!
For those unfamiliar with Garrett’s shots, there’s just a massive stamp of appeal that’s evident on your showreel. For junior animators stuck with unappealing character designs at work: how do you make something appealing?


Well, thanks for the compliment. I’m always striving to make my work as appealing as possible.

The best way I’ve found to find appeal in your characters and animation is as simple as finding something you like visually, study it and ask yourself lots of questions: Why do I think this looks good? What makes it attractive/nice to look at? I not only ask myself these questions for animation, but for other things as well. Character designs, paintings, drawings, a piece of well-made furniture, the feather pattern of a bird. You can find appeal in anything.

I’ve had several 2D design courses in college where we learned art principles such as straights vs curves, line of action, and variation of size. All of these principles can be found in the Walt Stanchfield’s books, which are a constant by my animation desk. I’m always acknowledging things that I like visually and then asking myself WHY I like it. Once I have a list of what makes something appealing, I’ll look at my own work and read off the list I had just created.

For example, a clip I like has a nice variety of timing. Does my animation have a variety of timing? The clip has the character’s eyes easily visible with the lids making a rounded shape. Does my animation have the character’s eyes like this?

There are also a number of “Art of..” books at my desk with some of my favorite designers/animators, Glen Keane, Nico Marlet, Shane Prigmore, Milt Kahl, David Colman, Peter De Seve, Justin Ridge, etc. A healthy library of inspiration is always great to have by your side when you work. Every show is going to have their own style and sense of what is appealing for those particular characters, so it’s best to work with your supervisors to find out what works for them and find ways to be your most creative within those guidelines. 

We recently spoke to Tony Bonilla he took us through his transition of going from animating on features to gaming, for you it was the opposite going from a game studio to feature films can you tell us a little about your experiences and your transitional phase?

 When I started at EA Los Angeles I was fresh out of college and got to work on the cinematics for Goldeneye: Rogue Agent. It was a great learning experience. Tony was right when he said that game animation requires getting as much done in the least amount of time. The sheer amount of animation needed for a game is vast.

A big aspect to being a video game animator is learning to think about the overall “gameplay” experience and how your animations will fit into it. Lots of game animations are a series of small movements, a punch, a kick, a jump, etc. Those “actions” are then placed into the game engine and it’s up to us to refine/retime the movements to fit what the gameplay calls for.

For example, I worked on several Medal of Honor games and the pace of that first-person-shooter is extremely frantic (like most fps’ are). When I first started on that game, most of the animation I did looked correct when played on its own in Maya, but once they’re placed in the engine and played in-game it felt sluggish compared to the overall pace of the gameplay. The characters were moving way too slow for what the game needed to feel like. I had to really learn our game engine (at the time it was the Unreal engine) in order to readjust my timing. This was a big turning point for me. In games you have to not only know your body mechanics well for animation, but you need to have the technical understanding of how your animation is going to work for the game engine in order to achieve the emotion/game-play that you want for the player.

Transitioning to film animation from video games was not as difficult as I thought it would be. I went from a team of six animators at EA to a team of nearly fifty at Blue Sky. At most game studios you need to be a jack-of-all-trades, doing a little bit of rigging, coding as well as animation since the teams are usually smaller. At Blue Sky I could concentrate solely on animation. Once I finished animating a shot and it’s approved, I send it down the pipeline and usually never have to touch it again. Since that’s my only responsibility, I’m given the time to really flesh out a performance.

I had to learn how to fully “polish” a shot. You had to be extra particular on the way the little details felt, such as eye-blinks and hand gestures and we were given the extra time to work on those for our animation. In video games your animation needed to look good from every angle since the player has control over where they are in 3D space when viewing your work. In feature film you only have the one camera to worry about, which means you can really focus on the graphic quality of a character’s shape and silhouette quite easily. Plus you can “cheat” things to camera, over-manipulating the character’s rig to get it to look good for the camera even though it will be completely broken from any other angle, a really nice luxury to have if I needed to do it. I wasn’t responsible for a large number of animations like I was in video games, but instead got to focus on the details and performance aspects of the character while still maintaining the same principles of creating believable weight and physicality.

You’ve animated a couple of Scrat shots, where the audience are familiar with this super flexible, cartoony, insanely-whacky character, which doesn’t seem like a normal task for any animator to work on. How did you prepare yourself for a shot like this, and what exactly was your personal learning process for this?

The best thing I did to learn how to animate Scrat is watching tons and tons of Scrat animation. I would not only watch all the Scrat shots I could, but frame-by-frame through them and write down notes. I’m a big note-taker, I guess; I’ve always been since high school, college, etc.

Then I asked these questions: How does he get from this pose to that pose? What shape does his body make on that breakdown? My animation supervisor, Nick Bruno, is a huge advocate of studying before beginning a shot and it will definitely make a difference in your work. Cartoony animation didn’t come naturally for me; I really had to watch and learn from a lot of the animations of my co-workers. How can Scrat get all the way across the screen in three frames and yet still seem believable?! Cartoony animation is all about simplicity. Thinking in terms of the simple shapes the character takes in their posing and how to transition between those poses in the most clear yet entertaining way. Think in terms of what needs to move, versus what needs to be still at any given moment. It’s amazing how much you can learn by going frame-by-frame through a shot. 

The recent trailer of Ice Age 4 showed a few scenes where the limitations of the rig were broken, and certain body parts were duplicated just to help sell the poses in the scene. I see a lot of junior animators trying to incorporate your cartoony Tex Avery style into their scene/showreel, so they can stand out from their counterparts. What would be your advice to them?

Super cartoony is stuff is fun and cool in its own right, but it has to be based on a firm understanding of real-world physics. If I see someone’s reel that has a Tex Avery-like test, that’s great. More than likely though it’s going to be a copy of a gag/pose/take they’ve seen, which also means loads of professionals have seen it too. Having ONE test like that on your reel is fine, but if your ENTIRE reel is like that, then I start to think this animator either really loves cartoony stuff OR more likely they’re hiding the fact that they don’t understand real-world physics. Don’t be a one trick pony. Study from real life as well as the cartoony stuff and show people you can do both; that’s much more impressive. You can’t “cartoon” reality if you don’t know/understand what reality looks like.

How important is video reference? And how would a self-conscious person in front of a camera become a Jeff Gabor?

The need for video reference is different for every animator. Some animators never use video reference and only draw thumbnails for their shots.

For me, I’m a big proponent of video reference. I like to “see” my shot before I even go into Maya. What I mean by that is I like having a firm plan ahead of time, being able to view the acting choices and poses as much ahead of time as possible. This lets me see the future difficulties, or lack thereof, and can anticipate where I’m going to need to spend most of my time.

For example, I animated a shot in Rio of Linda during the Carnival sequence with her being held in the air by parade dancers, jumping down and dancing her way across a float. I did video reference of myself jumping down off of a table and starting to dance. What I didn’t anticipate is the awkward way in which my body needed to readjust balancing from such a jump in order to start doing some kind of dance move, not to mention the awkward twisting of my hips and shoulders. That was all seen in my reference.

From that point on I could plan accordingly, knowing I needed to be careful about my spline curves around that area and make sure I didn’t get any gimbal lock because of the extra twisting that would happen. Also knowing physically what my body had to do in order to achieve that movement, regaining balance in an awkward way, it made the overall performance more believable. That wouldn’t have happened if I didn’t get up and physically act it out. In order to help convey something believable for the viewer, you need to “feel it” yourself as best you can.

Years ago, I was self-conscious about doing things in front of the camera for reference, but the more I did it, the more comfortable I got. Especially seeing my fellow animators doing the same; it’s just something that takes a little getting used to. Jeff is just an awesome natural actor, hands down, and he always makes time to help out a co-worker who needs to do reference for their shot.

We’re a big family here at Blue Sky with no egos; we share everything. I was having trouble achieving the right dance moves for that shot of Linda, so I asked fellow animator Rachel Hanson to help me out and record some dance moves for me. I needed Linda’s moves to be not only feminine, but slightly unique and silly. Rachel was an excellent help and gave a performance I wouldn’t have been able to do myself. If you’re not a “video-reference” person you should ask a friend, co-worker, even a family member to do some for you. There are going to be little performance bits/gestures the camera will pick up that you never could have come up with in your head sitting at your desk.

The AnimSchool Class 2 Animation students were recently given our last scene which seemed quite challenging and nail- biting. I think a lot of us now agree that the live demonstration you held broke down the assignment into manageable tasks. Can you tell us a little about your workflow and your approaches?

Sure thing! Whenever I’m given a shot to do, I start off just brainstorming ideas. I’ll try and find something that exists on dvd or the internet for inspiration and a point of reference. If it’s a cartoony shot, I’ll watch some cartoony animation; if it’s a dramatic dialogue I’ll find a movie with a similar tone and character that I’m animating and study that. I like to to know what already exists so that I am not copying a performance someone else may have already seen.

Sometimes I’ll doodle some thumbnails and make lots of notes to myself. How should the audience feel at this point? Where do I want them to be looking?

From there I’ll shoot video reference. I’ll shoot something for five minutes, watch those takes, if I find something I like I’ll add onto that or try something completely different, then shoot for another five minutes.

Once I am happy with the reference, I’ll open up Maya and start setting up my scene. I’m a big advocate of breaking things down and preparing my scene into easily manageable steps. For example, I like to lock off certain channels in my Channel Box that I know I won’t be keyframing. For example, if its a simple dialogue shot, I’ll lock off all the Scale attributes of my controls knowing I’m not going to be Scaling anything in this scene. There are so many controls on your characters sometimes that I try to eliminate needless keyframes from the beginning so that I don’t have more to clean up once I go from blocking to spline.

When my blocking is complete I would assign each body part (arms, legs, torso, head, etc) to a layer so that I can turn on/off the visibility of that part of the body. Before, when I was first learning how to animate, I would just hit “spline” on my animation curves, see this weightless/even-timed mess of an animation, get frustrated and not know where to start.

Now what I do is concentrate on one body part at a time to spline in small chunks of time of usually 20-30 frames. So… I would set my frame range from 101 to 131, hit the spline button for that section and then only show the visibility of the Hips (all movement usually starts with the hips) and concentrate on making the hips look good. I’d be on the lookout for any unusual pops or bad tracking arcs and fix those. Then I would add in the legs, working on the hips+legs, then add the torso, then head, then arms and fingers. I’ll work from the center of the body outward. Once that looks good for he whole body, I’ll move onto the next 30 frames. This way I am concentrating on ONE thing at a time in ONE section of my scene and not getting overwhelmed by too much movement at once.

Secondly would your workflow constantly change for a scene? Would you always be trying to customize your workflow and willing to learn things from a different perspective?

Sure, things can change depending on the shot I’m given. If I have a Scrat shot, I usually don’t do video reference since there’s no way for me to move as fast as Scrat nor get as expressive of a pose, so I tend to rely on thumbnails more.

Or if I have an energetic chasing sequence in which one or more characters are running through the scene with a moving camera: those I tend to have in splined animation curves from the beginning. Working on a high energy scene with a moving camera, it’s much faster and clearer to having the characters moving in space with the camera from the beginning of the process.

Step-keyed animation doesn’t look good with a moving camera. Even though the beginning phase of the process may change depending on the shot, the one thing that doesn’t change is my plan on tackling things one step at a time. I would still hide certain body parts and concentrate on those one at a time as I’m splining and polishing. At the same time, I love hearing about other animators workflows. Even though another animator may have a completely different workflow and approach, there is always something you can learn from another animator and adapt for your own process to become better/faster. 

What’s been your biggest, most ridiculously geekiest moment you’ve had at work, and are you able to share the names of your associates with us?

One of the geekiest moments we had at the studio was when they invited Saul Bass of Rankin/Bass animations to come out and give a lecture. Fellow animator Pete Paquette was the moderator. All of us in the studio have grown up with his “Rudolph the Red Nosed Reindeer” and “Frosty the Snowman” animation specials. He got to share stories with us about how they got started in the business, made those animations, both stop-motion and hand drawn. Something I didn’t know was Saul Bass was also a co-creator/developer for the original Thundercats TV show. WHAT?! Now my nostalgic-geek-out level was at its max that day. He showed us a bunch of clips from other animation projects and development work that he’s currently working on. A wonderful experience meeting one of the creators of a childhood animation classic!



Finally, you have something on your monitor at Bluesky which keeps you motivated and I’d like you to share with us. What does it say?

Currently I have two post-it notes by my monitor: “SAVE” which is always a good thing to do for your Maya scene. You never know when the power could go out or something crashes and you could lose your work. The second one says, “What does it FEEL like?” I try to be as emotionally specific as I can. What do I want the audience to feel at this moment? Excitement? Sadness? Serene calm? How can the exact movement of this character reflect that? It keeps me on course for my shots. When you’re working on a shot, sometimes it can take days, weeks, even months to complete, but in the end for the audience you have to make it feel like that character is moving and thinking in real-time right before our eyes. Anything that can keep me focused as to how exactly that character is feeling at that particular moment in the story will help make the shot as clear and therefore as entertaining as possible.


Well great Garrett you’ve been fantastic this term so far, it’s been a pleasure!

Thank you!

Garrett’s IceAge3 Demo Reel:
http://www.garrettshikuma.com/Video/Garrett_Shikuma_IA3_Demo_Reel.mov
Garrett’s Rio Demo Reel:
http://vimeo.com/28590540
Garrett’s Web Page:
http://www.garrettshikuma.com/

AnimSchool Interview: Animator Tony Bonilla

Animator Tony Bonilla  (AnimSchool instructor) sits down with AnimSchool’s Andrew Tran for an interview!

The first question I wanted to ask is, Why? Why should animators or in fact most artists keep on trying? Can you tell us a little about your background, what motivated and shaped you into professional animator. What was the most difficult part of journey for you?

The answer to the “why” has to come from within each artist, and that will most likely be a unique and personal answer. For me it was simple. I didn’t want to spend most of my life doing something I didn’t enjoy. I’m a firm believer in following your dreams. I didn’t pursue my dream of becoming an animator until I was 28 years old. Unfortunately, I let too many years slip by because I simply didn’t know what to do or where to start.


I grew up in a family of very limited means. As a child, the Disney shorts were so magical to me. It gave me an escape from the real world. That magic made a huge impression on me. As much as I wished I could be a part of creating something like that, I never imagined I could ever be as good as the animators that created them. In high school I figured I would be a pilot or an engineer of some sort. That changed when I saw Jurassic Park. I knew I wanted to make movies after I walked out of the theater.  I had no idea what 3d animation was or that I had been exposed to it, but I knew I wanted to be a part of whatever it was that brought those dinosaurs to life.

It wasn’t until 1996, when I saw Toy Story, that I realized that 3d animation existed. Ironically I was a manager at a movie theater at the time. I worked managing movie theaters, restaurants, or staffing agencies for several years before I made the decision to do whatever it took to become an animator. I made that decision in October of 2002, and got my first animation job in March of 2005. I actually took a video camera with me my first day on the job! That’s how special working in the industry was, and still is to me.

My first attempt to learn animation was with a local “art” school that had a 3d animation program. I spent 9 months, and entirely too much money, and never set one keyframe. Fortunately I met an animator, Ray Chase, who worked for DNA Productions. He generously offered to mentor me, so I quit school and worked on “assignments” he would give me. We’d meet for lunch once a month and he would critique my work. About a year and a half later DNA had an opening for a Production Assistant. I applied and fortunately got hired. About 8 months later they offered me an animation position. The day I got that job offer is still one of the most exciting days of my life. Every job offer since then has been special as well, but I have to admit, being offered a staff position at Blue Sky Studios still feels like one of my greatest accomplishments in my career.

The most difficult part of my journey is tough to select. I struggled financially. I wrestled with exhaustion. I lost lots of time with my wife and son. I battled self doubt, and people telling me I was foolish for chasing a pipe dream. I struggled to learn both animation and maya at the same time. In the end, the most difficult part of the journey, I think, was learning to enjoy the journey itself. I wanted to be a film animator too soon. I didn’t have the skills to get the job done, but I wanted the job. Eventually after years of hard work I was ready, and the opportunity was there.

For students who are still studying or have graduated and are seeking to animate at a professional level at a big studio, how many hours or study would it take?

This will be different for everyone. When I made the decision to become an animator, I quit my management job that paid $40,000 a year, so I could take a job with less responsibility and shorter hours. I cut my salary in half over night so I could dedicate more time to learning how to animate. I don’t recommend everyone do this, but I was determined that animation was my future, and nothing would get in my way, including sleep. I probably got an average of 4 hours of sleep each night for over a year. Again, this isn’t a very healthy lifestyle, so please don’t take this as a recipe for success. I was already married and had baby boy, so I had to carve out time whenever I could.

I also don’t believe I’m especially talented, I just work hard. That being said, the big studio job didn’t come until I had worked as a professional animator for over 3 years. So my advice is work hard, and be patient. The opportunity will come when you are ready for it, and hopefully not before.

You went from animating on feature films to animating in game studios is there a big difference in the way how you animate now?

My career as an animator is as diverse as my jobs before. I’ve worked on television shows, video games, theme park attractions, commercials, shorts, and films. Every job has different requirements. Film requires the utmost quality as fast as you can produce it. Video games requires the utmost speed as good as you can make it. So I definitely don’t finesse my work as much as I would like to.

How did the camera angles affect the way how you animated in a game studio?
One benefit in film you aren’t afforded in games is a single camera. You can craft a performance by any means necessary to the camera. In game animation you have to make sure your work reads from all angles.

When your supervisor or instructor would say “polish up that shot” what are you looking for in your shot?

When I polish the first thing I do is add the extra finesse the shot needs. I look at all my poses and make sure they are as strong as they can be. I drop in smear frames. I add more squash and stretch in areas that would plus the shot. I make sure all of the extremities of each character are making nice fluid arcs. I add all the fine details in the feet, hands and fingers, and I spend lots of time really polishing everything in the face. The eye darts, blinks, brows, lip sync, and anything else that will add fleshy life to the face.

And lastly what do you enjoy most when it comes to animating?
 

This may sound corny but my favorite part is when I get a shot finaled by the director, and he says  good job. I love blocking and I love polishing, but the best part is when you are forced to let go of your shot (any animator will tell you they are never truly “done” with their shot) and you get to sit back and watch the life you just created, from absolutely nothing. That still gets me. It’s a natural high for me to get a shot finaled. I think I experience that same “high” when the last shot of the film is marked complete and the whole team gets to celebrate the accomplishment.


Tony’s Web Page:
http://www.tonymation.net/
Tony’s Demo Reel:
http://www.tonymation.net/videos/Tony_Bonilla_Reel.mov

Welcome!

Welcome to the new 3D Appeal Blog, where we talk about 3D Animation and what makes characters and performances appealing.
We are sponsored by AnimSchool.com, the new online school for the broader world of 3D Animation! A following post will be about the school.
We begin with 2 bloggers: first is me, Dave Gallagher, former Character Development Supervisor at Blue Sky Studios, where I worked for almost 11 years. I was a proficient generalist overseeing modeling and rigging aesthetic quality and animating shots.
I am a bit obsessed with appealing:

models
poses
facial expressions
and acting.

I’m convinced 3D Animation has a ways to go before it matches the appeal of my favorite 2D animation, which is anything in the Milt Kahl flavor.
I left Blue Sky Studios – with some reluctance – to follow an even greater entrepreneurial dream of making an online school to teach 3D animation with a generalist approach. A school as obsessed about appealing characters as I am!

Our next blogger is JP Sans. A fantastic animator at Blue Sky Studios, JP teaches at AnimSchool and is a super nice, talented guy. We have similar ideas about appeal in animation. I will let him introduce himself next!

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