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Acting Resources for Animators

Good acting is key to creating a believable, appealing performance. But, figuring out acting beats can be one of the most difficult steps in the process of animating a shot. It can be hard to figure out where to start, especially if you’re new to acting – don’t worry, many animators go through the same struggles when planning out their shots. Here are some resources recommended by our instructors to give you a better understanding of the foundations and subtleties of acting. 






Books

A renowned actor and teacher of theater in Russia, Stanislavski was known for his system of actor training, preparation, and rehearsal technique. An Actor Prepares delves into the exercises and techniques he would practice as an actor, and many of the concepts outlined (such as the “magic if” and method acting) are now considered standard practice in modern acting.
















Uta Hagen – Respect for Acting


Starting out with several respectable roles on Broadway, Uta Hagen turned to teaching after being unofficially blacklisted from Hollywood for being suspected of harboring sympathies with the Communist party. She ended up mentoring several classes of actors and actresses, including some well-known stars like Al Pacino and Robert De Niro. Hagen’s beliefs on acting are that actions – what you do or say – are the most important. Respect for Acting is an account of Hagen’s own struggles with acting, and includes several examples and instructions for practice.












Ed Hooks – Acting for Animators


A professional actor and acting coach, Ed Hooks is best known for pioneering acting training for animators. Acting for Animators goes over acting principles and uses basic acting theory to explain concepts like character movement and facial expressions.
















Paul Ekman – Emotions Revealed / Telling Lies


Facial expressions are essential for almost any acting shot, and Dr. Paul Ekman is one of the world’s leading experts on facial expressions – specifically micro expressions. His famous books Emotions Revealed and Telling Lies reveal many of the findings of his research on microexpressions and how to spot them. Animators could find it useful to incorporate some micro expressions into their shots to help convey subtext.


























Videos








Michael Caine – Acting in Film


This is a recording of an old instructional session by Michael Caine on the topic of Acting in Film. Caine discusses some helpful tips and teachings for better acting that still remain relevant today, such as not overacting, especially in close-up shots, and understanding the character’s backstory. He also goes through some scenes with a few actors, giving feedback and revealing some lessons he’s learned through his experiences. This is a great video to learn more about what goes on behind the scenes and to understand how to translate an idea of a character into a convincing performance with direction from one of the greats.





Nerdwriter – Westworld: What Makes Anthony Hopkins Great


Nerdwriter is a Youtube channel that specializes in analyzing and explaining pop culture. One especially popular video they created is an acting analysis of Anthony Hopkins’ character on the show Westworld. The video goes over the context of the scene as well as the subtext of the acting, going into intriguing details of Hopkins’ delivery of his lines and his microexpressions. The performance analyzed in this video is a great example of acting with many dimensions and provides a good standard for acting with depth.












Hopefully, these acting resources will prove as helpful to you as they do to our instructors and students. If you have a favorite book or video not listed here, please share it with us in the comments!









Looking for the best 3D Animation schools? For more information about AnimSchool and our online animation programs, visit us at www.animschool.com


Graduate Spotlight: Nagu Moreno


Nagu Moreno is one of our very talented graduates from animation program. Throughout his time at AnimSchool, he won the hearts of his instructors through sheer dedication and hard work. We recently got a chance to interview him for our blog and learn more about him, and his workflow.

Tell us about yourself and your background.

Nagu imitating the work of Quirino Cristiani: a local animator

I was born in Buenos Aires, Argentina, I work and live here. For as long as I can remember I was passionate about animation. It may be not a very original story but the truth is that as a child I always said, I wanted to make cartoons when I grew up. I was fascinated by all cartoons, but my favorite was The Pink Panther Show. I spent hours drawing the characters so much that my mom enrolled me in a drawing class. I also enjoyed acting and everyone knew me for making impressions of imaginary characters or our school teachers. Later I studied acting, theater and performance for a couple of years. After I finished high school, I was a bit shy and somewhat confused and ended up studying Marine Biology for some time – I love animals, especially the weird ones, but I’m not so good at STEM subjects. Later because of my interest in movies I studied towards a degree in Sound and Image Design in University of Buenos Aires (UBA), getting closer to animation although I didn’t realize it then. I love all kinds of animation, all techniques and styles.

In my free time, besides animation, I enjoy playing football and traveling when possible.

So what motivated you to become an animator?

I first discovered 3D as an animation technique when I was in college. I remember leaving the cinema after watching Monsters, Inc. absolutely fascinated. I realized that this was what I wanted to do, so I quit my job at the supermarket and with just enough money enrolled in a intensive course at a private university which focused on all areas of the 3D world, all the while studying in college. I saw it as a self-investment and a chance to work on something I enjoy. Although in my country animation schools are few and far between and the industry has a long way to go, the course served as a great introduction to the industry, and I soon started working as a 3D generalist for movies and advertising companies in various local production studios.

From the beginning, I was most of all interested in animating characters – to make each gesture and expression come alive to me means everything I love about this world, which is why I decided to focus on Character Animation.

What made you choose AnimSchool?

AnimSchool’s Marina Character design

I learned a lot about the production workflow of a full-length animated movie while working in Underdogs, a movie which was partly made in my country, but not so much about character animation due to the position I was working in.

I remember stumbling upon AnimSchool showcases and loving the students’ work and the rigs; the characters looked very expressive and versatile, but enrolling seemed impossible because of time and cost. I learned more about AnimSchool from my coworker Maximiliano, who was a student here. It made me happy to know that my wish to become a better animator and learn from the best animators in the industry had a name and a place and was something real and approachable.

Tell us about your workflow.

While choosing an audio I try to visualize possible camera angles and framing. I believe that although my dialogue shot begins and ends in a specific time frame, the story must continue before and after the shot. So it should not be a stand-alone but rather part of a bigger story arc and my shot is able to convey that feeling. Therefore it is very important for me to choose those settings and elements that would help the viewer to quickly figure out what is happening and where the shot is leading to.

My pre-planning involves drawing thumbnails. I like acting the scenes out in front of the mirror. After getting a general idea of the acting, I film a reference, trying to identify the key moments and poses which are crucial for telling the story.

Click for bigger view

With several video references filmed, I piece parts of them together to make a final version. As I tend to exaggerate the acting or the number of poses, which may have something to do with me being a Latin American with Italian roots, I always watch out for it and try to tone down and simplify the final version.
Then I draw some quick frames with key poses and extremes and turn them into a sequence with a timeline in an editing program. Now I have an animatic which helps me to check quickly if the timing of my animation is right and to make the poses clearer.

Time to start working in 3D – I first work on the key poses, mainly the body – I don’t touch the face, just some quick expressions so it doesn’t look too neutral. I try to get as many body mechanics references from my video as I can and adapt them to the character’s weight and physical aptitudes. I start working with curves in step mode as I feel more comfortable with pure blocking. The master poses finished, I work on the extremes and add breakdowns, going from bigger to smaller and trying to make the pose to pose changes look natural, so I work on the ease-ins and ease-outs, movement arcs and adding facial expressions little by little.
When I’m happy with my body/facial blocking and I feel that it flows naturally without spacing jumps and the timing is right, I start animating the lip sync and blinking with spline curves. After that I add little details I see in my references I may have not noticed before, which may be help the character come to life, like a sigh or an eye dart. I like to consult others’ opinion while working, not necessarily someone who knows about animation. It helps me see if my idea is clear to others, or work out a gesture or in general have a new and different perspective. Then I pass the animation to spline and start polishing the curves and retouching everything to recover the beats I had in my blocking which now may look a bit too smooth. While in blocking I work mainly on the timeline from start to end, here I polish the curves in chunks, dividing the animation in about three parts. I work on general controls hierarchy first, moving on to the details, generally hips, then torso,  neck and head and the limbs, etc.

Were you working before joining AnimSchool? And now that you have graduated from the animation program, what are your plans?

I have mainly worked in audiovisual studios here in Argentina and although I have worked in full length films, mostly locally, the bulk of my experience is as a 3D generalist in commercials. As a generalist I realized I cannot improve my skills if I have to work on every step of the project (modelling, lighting, etc.), especially with timing and resources available when making a commercial. My first step was to focus on character animation and make a leap in quality I felt I badly needed. At the moment my end plan is to be able to work on high quality fully animated movies, while continuing with my studies, learning and improving my skills.

What is the animation industry like in Argentina? Do you think it has the potential to grow?

Argentina’s animation industry is mainly dedicated to advertising. There are a number of studios that specialize in commercials that produce a decent quality content.
Argentina has a humble but significant place in the history of world animation since the beginning of the 20th century. However, attempts in animation here have always been isolated and independent, often without a definite idea of a long-term project.
That said, in my opinion it’s witnessing a rise, there is a new generation of professional animators, who can learn quickly thanks to how easily you can access information and technology these days. The only thing needed is more options in professional education and most of all structured degrees in animation as a separate discipline, independent of a degree in cinema.

What would your advice be for the aspiring animators?

Use everything AnimSchool has to offer – general reviews, art classes, etc. For me personally it was very useful asking for feedback and even having reviews with my classmates who could offer a fresher outside perspective. At the same time, all my instructors were very open to communication and questioning, and were always ready to share their workflow, which was extremely helpful.
In my opinion the result is worth the effort, the same way a shot may look vague in the beginning and then takes form with every key pose until eventually coming to life. This is what happens at the end of the program: you realize how much you have learned, and although you can always improve, the knowledge you have is already yours and stays with you forever.

Thank you Nagu for your time and the interview.

New AnimSchool Character Rig: Marina


AnimSchool Student Dayanna Rodriguez

Marina is AnimSchool’s charming new character rig.

Marina’s 2nd set of clothes are in development. She’ll have two complete outfit changes and two hairstyles to choose
from. Students can mix and match the shirts, pants, shoes, jacket, as
well as hair to get a unique look.

AnimSchool’s new character Marina is already a favorite among our
animation students. Our students use Marina in our feature animation
classes 5-7.

AnimSchool Student James Blackmer

Check out these images from AnimSchool students using Marina already this term: Dayanna Rodriguez, James Blackmer, Tushar Bharti, and Marion Duvert.

You can see some of their works-in-progress on our Facebook page here: https://www.facebook.com/AnimSchool/

AnimSchool Student Tushar Bharti

Marina was crafted over months to ensure appeal and versatility, with greater support for hard deformations. Marina continues a new initiative at AnimSchool, using detailed texturing,
like our new Marco rig.

Marina looks great in Maya’s viewport too,
taking advantage of Maya’s Viewport 2.0 stingray materials display.

Marina was designed by Borja Montoro at Sergio Pablos Animation and modeled by
Nina Tarasova and Dave Gallagher, textured by Nina Tarasova, and rigged
by AnimSchool founder Dave Gallagher.

AnimSchool student Marion Duvert

The designer for this character is Borja Montoro at Sergio Pablos Animation Studios. Sergio previously allowed AnimSchool to use the design for his Giacomo character in 2015. Now AnimSchool is authorized to use the Marina design for our animation students.

Last CTN Expo, Sergio Pablos saw AnimSchool’s animation Showcase and said AnimSchool is pushing the boundaries and he loves our students’ work!

Come join all the students learning online at AnimSchool: http://www.animschool.com

AnimSchool Partner: AnimationWorkshops.com designed for Teens

AnimationWorkshops.com
Live Animation Classes for Teens 13-18

AnimSchool partner AnimationWorkshops started this month!

AnimationWorkshops offers 11-week live online classes for teenagers 13-18 or older. There teens can explore 3D animation for fun or to see if it might be a good career option.

For those wanting to attend AnimSchool but too young for a post-secondary school, contact
AnimationWorkshops to see if it’s right for you.

Take a look at the website, call 435 239-5160 or chat today!

AnimationWorkshops is a separate site so to get updates, sign up to get more information here!

www.animationworkshops.com offers 11 week courses. You meet live online with the instructors two times per week (for most classes), one session for instruction and one for reviewing each students work in turn.

If you can’t be there live for a class, you can watch the recordings of the classes.

AnimationWorkshops licenses AnimSchool’s famous rigs and web technology so you know it will be a quality experience.

If you want to explore future career possibilities in animation, this might be the opportunity.

Are you excited about animated movies or shows?

Do you want to find out if you’d like to help make them?

Do you like games and want to see if you’d enjoy MAKING them instead of just playing them?

The first term begins this month. Register for a class!

Come see the instructors and the times the classes are offered here.

Visit www.animationworkshops.com.

Everything is a Bouncing Ball

    Ever heard of the saying, “Everything is a bouncing ball”? This is a well-known concept in animation, and it essentially means that just about everything relies on the same animation principles of timing, spacing, arc, etc. that are applied to something as simple as a bouncing ball. There’s a reason why just about every animation curriculum starts out with a bouncing ball exercise – through it, you can learn the foundations of all animation. Animating characters or creatures can be quite a daunting task, so it could help to take a step back and approach each part of a complex rig as just a bouncing ball. (Instructor Tony Mecca did just this in his VFX demo here)


    It can be difficult to visualize how a character with multiple limbs and joints could amount to a collection of bouncing balls, so our instructor Yuri Lementy did an analysis of a few shots to help visualize the bouncing balls hidden in some of our favorite animations. You can use the concept of bouncing balls to plan out the overall hip movement of a shot, or even to dictate the bouncy motion of a character’s hands and feet. The possibilities are endless! Check out the magic in play here:




Looking for the best 3D Animation schools? For more information about AnimSchool and our online animation programs, visit us at www.animschool.com

New Character Rig: Marco 2.0!

Marco is AnimSchool’s new pretty-boy character rig. He has two complete
outfit changes and two hairstyles to choose from. Students can mix and match the shirt, pants, shoes, as well as hair to get a unique look.

AnimSchool’s new character Marco is a new favorite among our animation students. Our students use Marco in our feature animation classes 5-7.

Marco was carefully crafted over a long period to ensure appeal and versatility.

Marco represents a new
initiative at AnimSchool, using detailed texturing, while still maintaining a simple look. Marco looks great in Maya’s viewport too, taking advantage of Maya’s
Viewport 2.0 stingray materials display.

Marco was designed by artist David Lojaya and modeled by Dave Gallagher, Jacob Van Valkenburg and Paul Bellozas, rigged by Dave Gallagher, and textured by and Paul Bellozas.

See when the class is offered here: https://www.animschool.com/ClassListing.aspx

To apply to be a
student at AnimSchool go to www.animschool.com.
Come join our animation classes to learn with AnimSchool rigs!

New AnimSchool VFX Character: Grave

AnimSchool’s new VFX Creature Animation class uses our new detailed creature rigs.
“Grave” is our new lizard character. If you could combine a lizard,
crocodile, velociraptor, and dragon, you might get something like our
new creature rig, Grave. These creatures are eager to wreak havoc and
create mayhem in the cityscape provided.

Our students use Grave in our new VFX Creature Animation class,
integrated with our custom HDRI background plates. To apply to be a
student at AnimSchool go to www.animschool.com.

Grave was designed by artist Jong Lee and modeled by Dave Gallagher, and textured by Dave Gallagher and Paul Bellozas.

See when the class is offered here: https://www.animschool.com/ClassListing.aspx

Come join our VFX and other animation classes to learn with AnimSchool rigs!

Lecture- Interaction of Material and Light

In AnimSchool’s Material and Texturing class, Arvin Villapando, the instructor, discusses how material and light interact with each other in the software Substance Designer.

Looking for the best 3D Animation schools? For more information about AnimSchool and our online animation programs, visit us at www.animschool.com

Interviews with “Here’s The Plan” Animators (part 3, Francisco Anabalón)

Since its release in April last year, Here’s the Plan has received acclaim for its realistic portrayal of the hardships of relationships, as well as its bright and pleasing art style. This 18-minute “short” was animated by a hard-working team of 5 animators, many of whom are or were students here at AnimSchool. I had the great pleasure of interviewing them on their work on Here’s the Plan, and I’m excited to share what they had to say. Last, but not least, we have an interview with Francisco Anabalón, who is a current student at AnimSchool.



Please tell us a little bit about yourself.
Hi! I´m Francisco Anabalón, I´m a Digital Animator currently finishing the Animation Program at AnimSchool, from Santiago de Chile. Before enrolling in AnimSchool, I studied drawing at an art program of a local University and then Digital Animation, after that I worked 2 years as a freelance character animator and then I decided to study here at AnimSchool. Besides animation, I really like life drawing ( https://www.facebook.com/FranciscoAnabalonArt/) and play guitar!


How did you find out about “Here’s the Plan”, and what drove you to work on it?
Fernanda Frick and I were classmates during the first year of my studies in Digital Animation. She left the school, but we were still meeting at animation events. When she won funding for her film on the Chile´s National Council of Culture and Arts, I was working on commercials and tv series, but I wanted to work on something more challenging in artistic terms. I met her at an animation festival and likely she was looking for character animators at the time, so she agreed to work with me when I asked her.


What is your favorite aspect of the film?
I think the art direction and all the CG aesthetic achieved is really cool and original. I also like the camera work, the cinematography. In terms of animation, there are really good shots, I wish we had more time to do stronger character animation on the whole movie – I think that was the most difficult part to achieve with the funds and the time Fernanda had.


What were some of the hardships of working on a short film?
The most difficult part for me was the time we had to finish the shots. I really wanted to do the best animation I could, so at the beginning I did it as well as I could even knowing that, by taking longer, it meant I would have a lower wage at the end of the month (the Council of Culture and Arts pays by “animated second” – that isn’t much) but in the end, taking too long wasn´t possible because of the deadline. It was stressful for me on that aspect, probably because I hadn’t had a similar experience before.


Were there things you learned during your classes at AnimSchool that you applied to your animation?

I enrolled in AnimSchool after finishing “Here’s the Plan”, but I had two mates there that had done the Animation Program in AnimSchool when we were on the production (Maikoe Alaniz and María José Venegas). I was really impressed by their work and they recommend me the school, so I decided to study here. I wish I could take my shots back and do it them again with all that I´ve learned here. Many things that I thought I knew I realized I didn’t understand well until I saw the way my instructors approached them – for example, understanding how to depict proper weight to a bouncing ball through the highs and lows, or acting tips like avoiding generic breakdowns in your animation, body mechanics for something I didn’t have much practice with, a deeper thought of the subtext of my acting choices, etc. I also think I have a better workflow now; this isn´t a rule, but an instructor taught us how to start with a pass with keys on all controls and then to offset them in groups when you pass to spline, and that helped me a lot to keep control on the movements until the polish. I think all these things would’ve helped me when I was animating on Here’s the Plan.

I´ve had a really good experience studying at AnimSchool, we have all these great industry pro instructors who critique your work for the whole course, and you learn all the principles, tips and workflow from them on the lectures. Also, the student community is very friendly and supporting, following the progress of your classmates it´s super motivating!


What is a shot you worked on that you’re particularly proud of? What was effective about it?
The shots that are on my demo reel are the ones I like the most ( https://vimeo.com/61929026 ) the style that Fernanda wanted was really subtle (not much stretch and squash, overlap…) but I think on their simplicity they communicate well the intentions of the characters.

Tell us about your workflow for animating a new shot. (Vid ref or drawings, how much goes into your blocking pass, whether you start in spline right away, use of tools/plug-ins, how you polish, how you implement director feedback)
Fernanda did this video with a shot of mine that shows my workflow: ( https://vimeo.com/254337202 ) I also used video reference on this and on most of the most important shots. I started working in stepped until I finished the breakdowns, but then I realized that working directly on spline was quicker, so I ended up doing just the main poses in stepped and then passed to spline right away. One important thing on my workflow was to be careful of keying the important poses and have everything in order before showing it, because Fernanda wasn´t approving everything at the first try (this may seem obvious for people working on big productions, but the commercials and tv series that I worked on tended to had few changes). Fernanda and Maikoe taught me how to used “Tween Machine” and “Arc Tracker”, I showed my animations and asked my doubts to both of them while I worked because they knew a lot more than me, they were really generous with their feedback and that was really useful to improve my workflow and the animation.

What advice do you have for students/grads looking to work on short films or freelance projects?
I think it is really good to do these kinds of projects to improve your portfolio and gain experience, I learnt a lot and met awesome people. It was also really cool seeing the project go so well. If you have the chance, it could be a really enriching experience! I believe is very important to go to festivals or animation events because they are great opportunities to network in person. Deciding to work with someone has a lot to do with knowing him or hearing of him- seeing an email with a good demo reel isn’t a guarantee that you are someone that can be trusted, and  people consider people that are present for them to recommend or hire. Besides, it’s really fun! I love those events, I go to all I can.

Lastly, you said that you worked on TV shows and commercials before working on Here’s the Plan. What are some differences between working for TV and working for a short film? And, what were the pros and cons of both for you?
I think tv series look for a medium quality animation that you can create as fast as you can- there is no time to do many explorations. It is good for practicing animation principles, and generally are large projects so it is more stable than commercials. For me the cons is that you tend to win more if you are faster, not necessarily if you achieve better quality.
Commercials are generally better paid than TV series, but they are unstable – many animators learn other things to stay on one place (like rigging, modeling..), Also, I think it is difficult to learn acting doing them because you are not telling a story in a strict sense.

In my experience with Here’s the Plan, I had the chance to explore acting more in depth than in my previous jobs. It was also very different to work for the vision of Fernanda. Her short film was so important to her and she had an artistic vision, she wanted to tell something with it, and sometimes I had to re-do something because “that wasn’t the kind of relationship the couple had,” for example. That is really cool and it’s the kind of artistic task that I want to work on. The cons in this case was that there were no much money to do it, I couldn´t work permanently on a job like that. I think working on bigger projects with that standard would be really cool, I hope I´ll be able to do that with what I´ve been learning with AnimSchool.



Thank you so much, Francisco!

You can check out more of Francisco’s work here.

Looking for the best 3D Animation schools? For more information about AnimSchool and our online animation programs, visit us at www.animschool.com



Interviews with “Here’s the Plan” Animators (part 2, Maikoe Alaniz)

Since its release in April last year, Here’s the Plan has received acclaim for its realistic portrayal of the hardships of relationships, as well as its bright and pleasing art style. This 18-minute “short” was animated by a hard-working team of 5 animators, many of whom are or were students here at AnimSchool. I had the great pleasure of interviewing them on their work on Here’s the Plan, and I’m excited to share what they had to say. Our next interview is with Maikoe Alaniz, an AnimSchool alum who is currently working at Peak Pictures on their upcoming web series, Isolated.


Please tell us a little bit about yourself.
Hey! My name’s Maikoe. I’m a 25 year old animator from Santiago, Chile. Currently living in Santiago as well. My background in animation isn’t really that vast. My first 3D experience was when I started with AnimSchool and prior to that I had gone to university for “animation generalist” classes which mostly involved 2D work, but nothing too far into character animation.
My hobbies are pretty related to animation I guess, I’m big on video-games and I enjoy cooking a lot. I would give my life to defend my cats, but who wouldn’t, really?

How did you find out about “Here’s the Plan”, and what drove you to work on it?
I have a little history with Fernanda Frick, the film’s director. She used to be one year up in the first university I attended and she dropped out to join another online animation school. Back when she did this, I was terrified to go down that same path so I think around 3 years after knowing about her I contacted her for advice on doing the same sort of move, so we’ve been in contact throughout the years. When I graduated AnimSchool, I imagine she found out about it through Facebook or acquaintances and contacted me about her upcoming project. Around 5 months after graduating (And going on a well deserved vacation!) I joined the animation team.

What is your favorite aspect of the film?
I really like a couple of shots that I have on my reel, which are shots we had a lot of time to think about and plan so that they would be really meaty. In general, we didn’t have much time to really get too thorough but I think we managed to nail a lot of very important moments that I enjoy watching to this day. I personally like mechanics shots a lot more, so the fact that one of the shots is a mechanics shot that manages to tell a lot through body movement is really cool to me. Looking back, I’m really surprised I managed some of those shots, actually. I was extremely inexperienced professionally, but I think I managed to translate my AnimSchool experience into the office well with time.

The film took 2 years to complete; how long did you personally work on it for?
Animation for the film lasted around 8 months if I’m not mistaken, and I worked there for the entire duration. I’m positive Fernanda animated shots herself after we were done with our part of the animation, but I’m not certain as to when or for how long that went on.

What were some of the hardships of working on a short film?
Without trying to get too personal, I was going through some very hard times nearing the end of production that were very similar to the film’s main plot. It was a very stressful time for me emotionally so that was an unexpected hardship and something I didn’t thought I’d have to deal with.
For me in general everything was also very new. Stuff like dealing with an office schedule or commuting to work were all things that I hadn’t experienced before. I’d say it was all very enjoyable but of course it was hard adjusting at the beginning.

What is a shot you worked on that you’re particularly proud of? What was effective about it?
The shot I was talking about before, when Kat removes her shoes and sort of charges past Doug was really effective in setting up a change of emotion. Up until that part of the film, we haven’t seen her explore that part of her emotional spectrum and I feel like we were very successful in also telling a story through her body posture and movements without having to put any dialogue or expressions in (“show, don’t tell”!). I’m very happy with that shot and years later it’s still a very central part of my reel. This past CTN, I got a lot of compliments on it for being a very simple shot (We really didn’t have a lot of time to do any shot too in-depth) that was very effective in telling what had to be told. It’s a very sort of in-character shot and I like that how that turned out.
(I’m talking about the shots at 14:31)


Were there things you learned during your classes at AnimSchool that you applied to your animation?
Because I was new to animation, AnimSchool quite literally provided me with everything I needed to know to tackle this job. Outside of animation principles, I focused a lot during AnimSchool to maintain the best possible work ethic and I got noticed by that a lot by the instructors. I think that particular skill carried over really nicely to a work environment, and the fact that it got highlighted during AnimSchool really pushed me to take it as something I do on purpose and not something that I take for granted. I always try to be on top of my game and be really active during production work, even if I’m doing something I’m not particularly comfortable with or something I haven’t done before. I’ll always try to push really hard and keep asking questions and maintain a generally high participation.

Tell us about your workflow for animating a new shot.
I owe my workflow to my course 1 and 2 instructor Matt Doble, really. If I’m doing something for myself/my reel (So no time constraints) I’ll usually:

– Research first: Youtube, movies, shows, acting, pictures, etc.
– After I’ve found what I want I’ll generally try to shoot reference or grab reference from my research if it was deep/good enough. I generally skip drawings/thumbnails because I don’t trust myself with a pencil, honestly.
– I usually do 3-4 passes of blocking: Storytelling poses where I’ll just try to stop as soon as the whole intention of the shot is in the poses. I’ll work over these poses to make them as strong as possible and transition over to a second pass of blocking where I’ll try to have all the poses needed to make every action and beat work. My third pass of blocking I’ll bring the face/fingers/details in so that the entire shot can be read as a blocking, usually in 3s and 2s. The fourth pass of blocking I’ll try my best to avoid myself any pains in splining. I’ll go over my curves and I’ll try to look for opportunities where I can move certain actions to 1s, just so that I have to work the splines as little as possible. Doing quick spline-checks where you move the shot to splines, watch it then go back to blocking to solve issues also works wonders for me.
– for Splining/Polishing I’ll usually try to stay as little as possible in here solving issues and try to spend as much time as possible pushing things that I didn’t notice before. For me personally a successful shot already is when I enter splining and there’s little to no fixing to do, so that I can focus in polishing and making the shot work better in any way I can.


“Get rejected a lot. I personally apply and get rejected by Blizzard and Riot Games every 6-7 months because, if I eventually get in, I’ll have all this path behind me to look back on and I won’t take my achievements for granted.”


What advice do you have for students/grads looking to work on short films or freelance projects?
Honestly, there’s so much work to be done that you should be applying for anything you feel like you’d enjoy. I personally didn’t really believe in myself, but got told a lot by people that have seniority over me by a lot that I was good. Listen to other people and follow their advice. Get rejected a lot. Getting rejected sort of sucks if you build hype around getting hired somewhere you want, but if you keep getting rejected you sort of get used to it and start opening different routes where you consider things you might not have before that you might end up enjoying a lot. I personally apply and get rejected by Blizzard and Riot Games every 6-7 months because, if I eventually get in, I’ll have all this path behind me to look back on and I won’t take my achievements for granted.

Also, don’t destroy yourself with workload/practice. It’s fine to want to be the best and get hired by a huge studio, but also take your health into consideration. You’re not gonna be any good to a studio if you overwork yourself to hell and back. After all, it’s a job in the entertainment industry! You gotta stay entertained yourself and enjoy it to make it work.

Thank you so much, Maikoe!

You can check out more of Maikoe’s work here.




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