Category: Uncategorized Page 11 of 25

Interviews with “Here’s the Plan” Animators (part 1, Diego Oliva)

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. We’ll be starting with Diego Oliva, who is a student at AnimSchool currently taking Body Acting, our fourth course in 3D animation.



Please tell us a little bit about yourself.

My name is Diego, I’m from Chile. I started learning animation when I studied at University (I graduated in 2017) but I didn’t learn as much character animation as I wanted to, so I entered AnimSchool and I’m a current student now. Not much professional background except for a few freelance jobs here and there.


How did you find out about “Here’s the Plan”, and what drove you to work on it?
When I was working on my thesis, I was worried because after all the years studying at University, I didn’t learn exactly what I wanted to, which was character animation. So, I tried to find other ways to learn at that time and luckily I heard there was a short film project being made and they were looking for animators. I sent a reel with the few things I had and got an answer saying that I had the job as junior animator. Fernanda (the director) helped me a lot by teaching me about the details of animation.


What is your favorite aspect of the film? (Story, visuals, specific shots, etc.)

My favourite aspect of the film might be the story. I like that it feels personal, and I like how is being told – it could have had the usual kind of couple fight, where they end up divorced or with a lot of drama, but that’s not the story that the director wanted to tell, and I admire that.  


What were some of the hardships of working on a short film?
There are unexpected technical errors that might happen, because it’s a small production and there is a lot to do, but you’re not always sure about how to do it. For example, animating certain props that could need some vfx but you have to come up with a faster and cheaper way (belts, clothes, for example). We worked those problems as a team with the final decision made by the director. I remember that there was a sequence where “Kat” had to take her jacket off, and at the beginning she was going to make that action all in one shot – the problem was that the rig didn’t have any controls for that, and the jacket wasn’t exactly model for that kind of motion, so there was two options: try to figure out a vfx solution with dynamics and all or make a separate rig and animate it frame by frame trying to make it look like is clothing and that the character is moving it. In the end, Fernanda separated the shot into two, one when “Kat” starts taking it off and the next one when she is throwing it away. We never see how she takes it off but the story is told the same way, or maybe better.


What is a shot you worked on that you’re particularly proud of? What was effective about it?

Hmmm, I think it could be nearly at the end of the film, when after Kat breaks down the wall, she and Doug apologize to each other. It was one of the few acting shots I had, (mostly I was asked to animate the close ups of the hands or props etc), and I really liked how it turned out, mostly because I first thought that I couldn’t do it, hahaha. When I watch it, I do feel the connection between those two. I think what really helped was the director’s feedback – she knew exactly what she wanted to tell and how. Because we didn’t have much time to finish the animation, there was no time to take any reference, so it ended up being mostly intuition. (I’m talking about the shots from 16:04 to 16:19)


Were there things you learned during your classes at AnimSchool that you think may have been helpful in hindsight?
I wish I knew more about body mechanics at that time; I think I would have worked way faster and better with the knowledge I get from AnimSchool and the instructors. I do feel that my animations don’t look the same as they did before, even though it hasn’t been so long since I started AnimSchool. I feel that I’ve been learning a lot. I find really cool how not only the instructors but also the students are so willing to help each other – it’s a great community.

Tell us about your workflow for animating a new shot.

Well, I first start with the reference if needed, don’t do much drawing unless a movement is too cartoony for real life reference. I sketch out some key poses I like in my sketchbook and start the blocking pass. I always tried to put as much in the blocking as I can and not get impatient and jump into spline (I don’t always succeed… and then end up saying, oh man, I should have planned that in blocking). I do use tools and plugins – my favourite so far is “Atools”, it has saved my butt too many times already. When getting feedback, I like to write them down on paper, kinda helps me to remember easier, and I draw some thumbnails of what I need to change.


What advice do you have for students/grads looking to work on short films or freelance projects?
Maybe because normally short films are more independent projects, they tend to be more artistic or have a really different direction that a studio is not always allowed so it’s a fun experience (but also a messy one). Prepare for many mistakes, but you will learn a lot from them, and be open to sharing ideas, not only in animation but maybe in other areas that might help the production. Because it’s such a small team working on a really specific project, you end up caring about it more than just another job – you are all in the same boat and want it to work!!




Thank you so much, Diego!

You can check out more of Diego’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

Loosening Up Animation With Overlap in the Body





It’s easy to fall into the trap of making your animation look too stiff, especially when using poses directly from a video reference. One way to counter this is to exaggerate the drag and overlap of the main body controls – the hips, the chest, and the head. In a scene where the hips lead, the chest would follow the hips, and the head would follow the chest, and you can play around with the overlaps to achieve a more organic look. In this clip, instructor Luke Randall does a live Maya demonstration in student Saul Latorre’s shot, helping him get a more organic and springy feel in a portion of his animation by working with the translations of the main body control, the chest, and the head. Luke is an animator at Dreamworks, and is an instructor for Body Acting, our fourth course in 3D character animation.

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

Open House/Q&A at AnimSchool! Come See What it’s Like

Are you thinking about learning 3D animation or characters modeling?
If you are considering applying to be a student at AnimSchool: come to our free public open house this Friday 6pm Pacific, 9pm Eastern time.
Come and get a sneak peek of the new student pages, all the resources and what it’s like to be a student here at the school.
There will be a short presentation of our school and site and we will take your questions live.
Bonus! We will have several current AnimSchool students and instructors there to answer your questions as well.

To register for this live event and get more info, click here.

This event is expected to fill up, so register now to attend live, or receive the recording link afterwards. 

To find out when this is in your timezone, change your timezone here: http://www.animschool.com/TimeZoneSelection.aspx

If you set it correctly, go here to see the event:
http://www.animschool.com/AcademicCalendar.aspx
You can have your webcam/mic ready OR if you don’t have one, you can still listen and chat with us.
AnimSchool: makers of the famous Malcolm rig and AnimSchool Picker used by tens of thousands around the world! We are known for our high quality, expressive rigs and student achievement.

Q&A Session – Manuel Bover & Jarrod Showers

In AnimSchool’s Q&A Session, instructors Manuel Bover and Jarrod Showers answer questions from our students about the industry.


 Come join us at www.animschool.com

New AnimSchool Game Character: Riker

We are pleased to present AnimSchool’s newest game character, Riker!
Students in our upper game animation classes can learn using Riker.

Riker is made using an all new rig initiative – we’ve taken the extreme facial expressiveness AnimSchool is known for and brought it to the game rig world! Riker has a wide range of expressions not usually seen in games.

Riker was designed by artist Wesley Tippetts and modeled by Paul Bellozas and Dave Gallagher. Texturing by Paul Bellozas.

Come join our gaming animation classes to learn skills with AnimSchool rigs!

AnimScool Animation Student Showcase 2016

A compilation of AnimSchool student animation work from 2016. Great work!

Apply to be a student at http://www.animschool.com

Blocking The Mouth – Garrett Shikuma

In AnimSchool’s Character Performance class, Animator Garrett Shikuma shows how to start blocking the mouth for a dialogue shot.

To know more about our online animation programs, visit www.animschool.com

Exaggerating To Your Advantage

What makes animation fun is bringing things to life. Animators often study reference video to get inspiration from real movement, but sometimes what we see in real life doesn’t translate well to animated shots. This is where exaggeration plays a major role; we caricature the motion to stylize the visual result. Without exaggeration an animation can feel boring or lifeless.


 

Animation gives us the possibility to explore movements that don’t necessarily obey the exact rules of real-life physics. With animation we have the chance to take the foundation of real-life physics to a higher level with exaggeration, resulting in something much more interesting and fun to watch.


Real-life movement and poses and acting is already interesting, but how much more entertaining it can be to put your audience into an alternate reality, where the rules of physics and nature are bent and stylized a bit – to make something truly unique.

How would you enjoy watching a classic Bugs Bunny short but with realistic, motion-captured movements?  It wouldn’t be as enjoyable would it?


It is easy to feel limited by the rig you are working with, but you shouldn’t be scared of pushing it beyond its limits. Although rigs can be broken, it is likely that when played back at full speed, what looked weird for one frame of your shot may be unnoticeable. Testing the rig you have and finding how you can work around its limitations is always useful. Remember to break the rig to your advantage!

One way to exaggerate your animations is through your poses. Animated poses aren’t just a reflection of real life, they are staged for the camera or audience’s view to more fully embody the moment and action, carefully crafted to tell the story and convey the emotion the best way possible. A carefully crafted exaggerated pose creates more appeal — it’s more interesting to look at. There may be times when you match the pose exactly as you see it in video reference and that may work well, but you will want to find places and parts of the body you can push to make the pose work better. A great way to do this is first creating the pose you see on your reference and once you are satisfied, go back to it and figure out how you can make it more interesting. Can you simplify the line of action running through the body? Can you create a stronger contrast with other storytelling poses? Is this the best, most entertaining way to make this pose?

The other major opportunity is exaggerating timing. Animated movements often have simplified transitions, sped up to
emphasize the poses before and after. That makes an animation look
“snappy”.

The timing in your video reference should only be used as a guide and most often you want to push it for maximum effect. Imitating reality can lead to very floaty and dull animations.

Depending on the context, exaggeration can be in small or large amounts. If the production and designs are more realistic, exaggeration should be minimal. More stylized designs lend themselves to more stylized movement and posing.  It is important to keep in mind that a subtle exaggeration in timing or spacing may be just what your animation needs. Don’t forget that you often want to feel the exaggeration more than you want to see it!

Milestones in the Animation Industry

Animation has come a long way since its beginnings, and it’s always interesting to see how technology has changed the industry throughout the years.

These are some of the years that marked a milestone in the animation field.

1908

“Fantasmagorie” becomes the first film using hand-drawn animation. It was animated by Emile Cohl, and consisted of 700 drawings, each exposed twice, leading to a running time of almost two minutes.

1919


Felix the Cat is introduced and it is considered to be the first animated movie star. Aside from the animated shorts, Felix starred in a comic strip drawn by Pat Sullivan and Otto Messmer, and was later redesigned by Joe Oriolo as the cartoon began airing on American TV in 1953.

1928

Walt Disney Studios releases “Steamboat Willie”, the first cartoon with sound printed on the film. Although it received some criticism, the film also got wide critical acclaim for introducing one of the world’s most popular cartoon, as well as technical innovation to the industry.

1930


Warner Brothers Cartoons is founded, the in-house division of Warner Bros Pictures during the Golden Age of American animation. It was responsible for the Looney Tunes and Merrie Melodies, which featured characters such as Speedy Gonzalez, Sylvester and Tweety and Daffy Duck among many others.

1937 

Snow White and the Seven Dwarfs is released by Walt Disney Studios, making it the first animated feature to use hand-drawn animation. It was both a critical and commercial success, earning $8 million in its initial international release, assuming the record of highest-grossing sound film at the time.


1960

The Flintstones become the first animated series on prime-time television. Its popularity was based on the juxtaposition of modern everyday concerns with the Stone Age setting. The series was the most financially successful network animated franchise for three decades.

1984


The Graphics Group releases “The Adventures of Andre & Wally B”, the first fully CGI-animated short film. The animation done by John Lasseter, was groundbreaking by the standards of the time and helped spark the film industry’s interest in computer animation.

1987 

Matt Groening creates “The Simpsons”, the longest-running American animated sitcom. Groening created a dysfunctional family, naming the characters after his own family, substituting Bart for his own name. After a three-season run, it became a half-hour prime time show.

1995

Toy Story is released, becoming the first fully computer-animated feature film. Pixar, which produced short animated films to promote their computers, was approached by Disney to produce a computer-animated feature after the success of their short film Tin Toy (1988). The studio, then consisting of a relatively small number of employees, produced the film under minor financial constraints but became the highest-grossing film upon its release earning over $373 million worldwide.

2001

Monsters, Inc. is released, reaching over $100 million in only 9 days, faster than any animated film in history. It took home two Academy Awards for Best Song and Significant Advanced in the Field of Motion Picture Rendering.

2014

Big Hero 6 becomes the first Disney animated film to feature Marvel Comics characters. Reaching over $657 million worldwide, it became the highest-grossing animated film of 2014 and won an Academy Award for Best Animated Feature.

2016

Finding Dory premieres, grossing over $1 billion worldwide and becoming the first Pixar film to cross this mark since 2010’s Toy Story 3. The film set numerous records, including the highest-grossing animated film opening of all time in North America.

Interview- Sylwia Bomba

Hailing from the artistic city of Florance, Italy, Sylwia Bomba is a young and talented artist. She has been involved in several projects at Pixar and Disney in the past years. She was also a drawing and painting instructor at AnimSchool where she taught students how to draw and paint digitally. Recently we got a chance to interview her about her art and any advice she had for artists around the world.

Sylwia, tell us about yourself and your journey to becoming an artist.

First of all, I would like to thank you for having me! It’s a pleasure.
I have been drawing since I was a kid and I never stopped. I’ve always loved being surrounded by my papers and pencils. I still remember the day when I told my parents about my dream: I was about 5-6 years old. They didn’t take my decision seriously but I was a very stubborn kid and I kept insisting. My dad saw my determination and decided to support me with all his heart. Shortly after that, he became my first drawing teacher – the most meticulous, diligent and patient one.  I’ve learned from him that being satisfied with our work while having a big ego kills our ambition and turns it into blind pride.  He wanted me to push myself in my work asking me to work harder all the time. This is how my adventure with art began. I would be sketching after school, at school, on holidays, on summer breaks…I was growing up with a pencil in my hand.
At the age of 15, I moved to Italy and started studying in Italian High School. Being in a country with such long history of art inspired me even more. I wanted to learn everything about art but it was hard in the beginning: I had to learn a totally new language. It was a struggle to find myself an accepted place after being a stranger in the society. But I was determined that even if I had to lose many things in my life – I would do so because, for me, my passion for arts defines my whole life. So I kept going on.
The most important thing we all need to remember is to never lose our faith. There will always be something to complain about, there will always be someone who won’t like what we do – but we need to pursue it as hard as we can! Dealing with setbacks and failures, using them as a learning opportunity to push ourselves more, learn more and discover more is the only way to move forward and be successful.

Looking at your portfolio I cannot help but feel the emotions you are able to pour in each of your paintings. The portraits are full of personalities and emotions. How are you able to do that? How do you make portraits seem relatable in this age of photography and selfies?

Thank you very much! I like drawing and painting portraits because through portraits I can show my deep emotions without using any words. When I moved to Italy at the age of 15 – I was not familiar with the Italian language and was finding it hard to communicate with people. Art helped me then to express myself. I started observing the world around me with more attention and accuracy. I observed that when we stop using words – we see things differently; we notice with great intensity just how majestic our world truly is. Tones and colors change immediately: we pay attention to any little expression we see, so much so that we can almost feel it on our skin. The same thing happens when we watch silent movies. They have their own taste and charm which we don’t see in modern movies.
Time has changed but people can’t change that much. We still are emotional beings and we feed our curiosity with interesting stories. We love to see what someone is doing, what he is eating and how he is changing his life. People in the past used paintings as an instrument to tell us their stories. A good painting should tell you a story or arouse emotions in your heart and bring life to your memories. In fact, Art is not what you see, but what you make others see.

What I enjoy the most when I view your portfolio and your blog is the variety of media you employ to paint your paintings. There are oil paintings on canvases and then digital paintings as well. How do you manage to work with both media?  

How do I manage to work with both media?  I enjoy it! The more techniques we try, the more flexible we will be in digital Arts. Through computer we imitate coal brushes, oils, canvases – why shouldn’t we just learn how they work in real life – to improve the use of a digital imitation of them?

What’s the best and worst aspect of both media and do you miss ctrl+z when you paint on canvas?

Of course, I miss my ctrl+z on canvas! Maybe that’s why I find the oil painting more challenging. You need to focus on your colors. You can’t just pick them up. You also can’t just make a selection of an arm and move it. But using computers, you can’t feel the unique smell of the turpentine, you can’t touch the canvas and feel how soft is the brush. Computers save your time but take from you the satisfaction of touching your art piece. Moreover, using traditional media – you always have one original painting. You can sell many copies of your art – but you still have that original.

A video posted by Sylwia Bomba (@sylwior) on

I am always impressed by the lighting and colors of your art pieces. It is a very difficult thing to do. We at AnimSchool also offer a 3D lighting course. What advice would you like to give to the students of that class which would help them get a better sense of lighting and colors in their work as well.

A painting demo by Sylwia in AnimSchool class 

Thank you very much! The greatest teacher is “observation”. The more time you spend observing the world around you, the more you see. Studying photography is also a good method to understand the composition and the lighting of a scene. Traveling everywhere with your camera is very helpful. It’s good to create your own folder with your inspiring pictures of different lighting and then using them into your scenes. You can also choose a landscape you want to photograph – but before taking a photo think about the lighting. Which emotion does it evoke? Representing one landscape in different lights during a day helps us to understand how many stories we can tell through the lighting.

You taught an art class before at AnimSchool. How was that experience?

It was and still is an unforgettable experience. Art isn’t about getting the right answer but is also about getting the right question. The questions taught me more than you can even imagine. I’ve learned a lot from AnimSchool students, their questions taught me to look beyond books and seek more information. I love teaching but I love it more when students interact with me during the class and show me their work and express their different views. It’s an extremely inspiring part of teaching.
 I’ve seen so many AnimSchool graduates achieving great successes on their career path, working for big studios. It’s an honor to be a drawing instructor for AnimSchool and meet so many great people. I’m thankful for it!

I see that you have also animated few shots. In your experience, how does knowing fine arts helped you in animation?


I’m not proud of this short animation – it was my first 3D exercise Animation I’ve done.  But thank you for mentioning about it. While learning Fine Arts you need to feel the flow of the pose, you need to understand deeply the anatomy and how it works. You learn the mechanics of the muscles and most importantly your aesthetic eye perceives the world differently. Our perception expands horizons of our vision and allows us to put a higher meaning and value into our work. The more styles we learn, the more biographies we read, the faster we find our own style and vision.

Malcolm Animation – Sylwia Bomba from Wanderer Bomba on Vimeo.

If you have to advise someone who is just starting in the field of painting, what would your advice be? What is the most important principle/rule that they have to nail before moving ahead?

Many people give up quickly because they can’t see the results of their hard work or they compare themselves to others or more experienced artists. In the process of working on your dreams, you are going to incur a lot of failure and hardships. It’s necessary to take control of your fear, be aware of your value and focus on your dream. If you will work hard, all mistakes and failures will be just investments into your progress.
Follow your idols, read biographies of old masters, learn different styles and techniques. Sometimes to understand our purpose better, we need to study other people’s life. First steps are always the most difficult but remember all of them lead you toward your future success.
The humility of an artist has a meaningful value. Nowadays is very rare to meet young and humble artists. Being humble doesn’t mean thinking you are bad at drawing. It means you know your value; you know who you are but you are always ready to learn more from others.

Thank you, Sylwia for the interview.

Sylwia’s blog’s link: http://wandererbomba.blogspot.com/

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