Category: online school

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 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.

AnimSchool Interview: Animator Carlos Luzzi

Today we are interviewing Carlos Luzzi. Carlos is a professional hand drawn animator, with 10 years of experience. He has done work for TV and film and is also a concept character artist and visual development artist.


Hi Carlos! Could you start talking a bit about yourself, your education background and when did you begin to be interested in drawing and animation?

I have been interested in drawing since I was a kid. The cartoons that I watched on TV drew my attention a lot and I tried to reproduce the ones I liked on paper. I went through my childhood drawing, and had some professional experience with drawing in my teenage years. I studied Graphic Design but I was always so interested in animation, which I studied by myself in parallel to the university studies. There were no courses in my home town, so in the beginning I had to teach myself, through books that I bought by my own. In the last year of college, I got an internship in a big studio in São Paulo and soon after I moved to Los Angeles where I spent several months studying life drawing, guided by masters Glenn Vilppu and Karl Gnass at the American Animation Institute (today Animation Guild). I had a big desire to develop my skills as a traditional artist before fully focusing on animation. After that, I came back to Brazil to pursue my career as a traditional animator.

Tell us a bit more about your professional experience. What was your first job in the field? For how long have you been an animator now and what are the works you are the most proud of?
My first job in animation that I consider professional was at the Daniel Messias Studio, where I started as an animator back in 2003. This studio was one of the biggest studios for animation ads in Brazil for decades, a market that kept the animation industry moving in Brazil and formed several generations of traditional animators here because of that. I was part of the last generation; today that industry is taken by CG and certainly much less traditional animators are being formed here, which I think is a shame. In the last years I became a freelancer, and diversified my works doing storyboards and visual development. One of the works I enjoyed doing the most was animating Mickey and Minnie Mouse in a short for Disney that was exhibited at the NY Fashion Week. We had little time, but having the chance of working with those characters doesn’t happen every day, and that was very special to me.
You are also an excellent character artist – what came first, the love for creating characters or love for animating them?
I think drawing is a part of me, so the process of drawing storyboards and character designs always ended up mixing with the process of animation in the short productions. Having said that, my main focus was animation for many years. I have full knowledge of the complexity of the animation process, and I’m still studying to refine my work. Since I love drawing, my interest for character design always existed, but most of the time I worked with pre-established characters, so I didn’t have the chance of designing them often – one thing I’m trying to compensate now. Recently I had the opportunity to do a little visual development for a movie from Reel FX that is still going to be released and I really liked the experience. My interest for story is also growing by the day. I have been reading and studying about it since I started as an animator, but in the later years I’ve become more dedicated to the subject; recently I worked on the storyboards for a movie in Brazil and the process of story building is fascinating.
In your opinion, what does a character must have to grab the audience?
Tough question; I’m still looking for that answer, but at the moment I think it’s honesty. I watch live action movies and what attracts me the most in terms of acting are those moments when the characters have “honest moments”, where they are being themselves, doing day to day tasks, like there isn’t a camera pointing at them. That action makes it so that only the character being at the scene is enough, because the action is powerful and honest. Every subtlety becomes perfectly natural (even so they have been thought before by the actor), for they belong to that specific character and you believe in it. That is very hard to simulate, specially in animation, for we draw the character frame by frame, and the actor does in in real time. We always try to overdo the movement of the characters, where I think we should try to under-do it, finding the right moment and do what is right for the scene.
As a freelancer, you have the chance of working for several clients. How is the experience of being a freelancer in the animation industry?
Sometimes is intense. There are projects that happen all at the same time, and I’m always busy even on a regular day, either looking for possible projects or making quotes for future ones. The good think is that I have positive surprises, like having the chance of working on things outside animation, like concept art or storyboarding – that has sparked new interests for me and it has been fun.

What are your perspectives for the 2D animation industry, in Brazil and worldwide?
The industry right now is very small for hand drawn animation in features, that have been crushed by CG animation. That is nothing new, but there is always a movie coming up. I’ve heard about features in development, and there are always smaller projects coming up like ads and short films. I think the interest for good animation comes from the public for the most part, regardless of the final form, be it hand drawn, CG or stop motion. I’ve always been available to migrate to CG but the funny thing is that hand drawn, storyboards or visual development projects are always coming up and don’t let me leave the drawing board.

What do you think animation students must focus to improve the quality of their works and get noticed and possibly be hired by a studio?
Animation have many ways and it’s possible to reach excellency in several ways. There are CG animators that don’t know how to draw and are excellent in what they do using video references. In my particular case, I have drawn for many years by observation, capturing how people naturally act. People from my family, pets, people in the street. I’ve carried sketchbooks with me my whole life, and tried to capture life, the real stuff. That’s still a long way to go, and I’m constantly learning. Today I use other references, like video, for analyzing actions and the actors, as well animations that I consider to be excellent. But I always advise beginning students to draw the world around them.


We thank Carlos for his time. Be sure to check out some of Carlo’s work on concept character below, his site and Vimeo profile.


AnimSchool Classtime: Painting textures & fur with Ty Carter

Check out the tips from Tyler Carter on the Digital Painting class about painting textures and fur!

AnimSchool provides extra classes for our students who wants to expand their skills besides animation and modeling. This term we’re teaching Digital Painting with Tyler Carter, Visual Development Artist working at Blue Sky Studios. Check out Ty’s blog to check out some of his inspiring work.