AnimSchool Interview: Animator Michael Richard

We’d like to welcome Blue Sky Animator and AnimSchool Instructor Michael Richard. Michael, can you tell us a little about your background and what made you want to be an Animator?

I never was the kid growing up, drawing Disney or WB characters and wanting to be an animator. My traditional art was me sitting in my room drawing still lifes of my Star Trek and jet plastic models. I also enjoyed the artistic Lego build of not following directions and constructing Mechwarrior robots. Going off to college I originally wanted to be an Aerospace engineer and for 2 years attended Embry-Riddle Aeronautical University until I met a professor who literally said to me, “why are you here?”. He could have said that because I was pretty bad at Calculus… but I really think he said that because I was using their solid modeling program meant for engineers and modeling/animating my Transformer toys. I took my extremely limited knowledge of fine art, animation and 3D and went to Pratt Institute. I taught myself 3DSMax and took the traditional fundamentals at Pratt, all the while playing video games (and yes I meet my wife in college, so being a geek wasn’t all that bad).

It was when I played Oddworld: Abe’s Oddesy that something clicked. I became even more fascinated with 3d modeling and animation, taking my Transformer toys to a new level of geekdom and modeling/animating them in 3DSMax. So in truth, video games really are what made me want to become an animator in the first place.


ia3_reel_2 from Michael Richard on Vimeo.

Since you’ve worked in the gaming and film industry, can you talk a little about the differences you experienced in the two industries?

When people ask me what the difference is between the game and film business, I usually talk about how I feel that making a game is more about solving a puzzle. While making a film is more artsy, i.e. design and quality. In games you have to work very closely with all aspects of the team, game design, rigging, tech, lighting, texturing to make a cohesive product that works. As an animator in games you have to be able to adapt more and learn new trades like text editing, digging into code a little, scripting. You have to solve that puzzle as to why your character is sliding around the floor (usually a feature =D). Where in film you main concern is design and quality of the animation.  Sure there’s the beginning phases of pre-production where you have to rig test, make pickers and other little odds and ends. But, when it comes down to what your 9-5 job is, it’s the 2D image that’s displayed on the big screen.

That being said, I am the type of animator that likes solving those video game challenges. I also love having more communications with the other departments in developing the rigs and video game itself. There’s also the fact that in a smaller company (vs. larger film studio) your ideas are likely to go farther.

You’ve had the chance to work in pre-production on Ice age 4. Can you explain the duties/process of working on the film before it’s in full production?

When you are an animator and assigned to be in pre-production on an upcoming film your duties are to do rig and performance tests. Which means you need to find all the issues that break or hinder the rig from production use, as well as start to figure out how specific characters move. After their basic movement set is roughed out, your job is to start to define in more detail what kind of character they are. You work closely with the Anim Sups as well as the Director and show your performance tests. It’s really something I enjoyed because the tests didn’t necessarily need to be refined to film level, and I was able to test almost all the characters.


IA4 Reel from Michael Richard on Vimeo.


Out of all the characters you’ve worked with, which character was your favorite to animate and why?

That’s a hard question for me to answer. I really haven’t found too many characters that I’ve disliked to animate. I guess if I have to chose, it would be Captain Gutt from Ice Age 4. And you know, originally my pre-production work with him was not the strongest (I thought anyway). They decided to cast me on a few combat shots with him and Manny and I guess they liked it, because they continued to cast me physical shots. In the end I got to work heavily with Manny and Gutt’s final fight sequence. I was able to define the fight choreography and I had a lot of fun doing it.

What character have you found the most challenging to animate? What made this character more challenging than others?

To be completely honest, Manny! HA! I find characters with thin structures that are nimble, light and active to be easier to animate than thick, chunky (sorry, Manny) characters. More recently though, I enjoyed animating Bufo from Epic and opposing that, I found the mannerisms of the female lead, MK to be more difficult.

Lastly, What advice do you have for students studying animation?

The old time saying, practice makes perfect. Unless you’re a prodigy there’s isn’t anything in this world that you’ll automatically be awesome at. It’s going to take a lot of work, but at the same time I don’t think animation should run your life. You have to get out and experience things to relate and regurgitate that into animation. So, it’s a delicate balance and one that will be different for everyone.

Thank you Michael, for taking the time to answer a few questions for AnimSchool.

AnimSchool Classtime: Showing Force In A Jump

In AnimSchool’s Class 2, Animating Characters, Anthea Kerou goes over how to show force when blocking out a jump.

Come join the over 180 students learning online at AnimSchool: http://www.animschool.com
Apply by March 24th for AnimSchool’s 2013 Spring Term 
(April 2nd to June 16th)

New AnimSchool Course — Introduction to Maya


For Immediate Release

Orem, UT  United States – March 8, 2013 — AnimSchool announces
today their new course for beginners in 3D — Introduction To Maya.

This is an introduction course to one of the most popular 3D
software programs: Autodesk Maya.

“This is an excellent opportunity for those wanting to get started
with Maya” AnimSchool founder Dave Gallagher said. “There is no
better option for beginners in 3D animation software, or those familiar with another 3D program.”

Introduction to Maya students learn directly from an industry
professional in two hours of live web classes (and one hour of lab time) each week. “This isn’t
just about listening to pre-made videos; it’s about interacting with
a pro while you start the learning process.”

The class is 11 weeks and tuition is an introductory price: a very
affordable $595 for the entire term! (includes application fee)

The instructors appear on a web camera and share their desktop, so
students are able to see the instructor explain concepts, and can
ask questions as they go.

The class covers all the basics of the software: the Maya interface,
working with objects, modeling basics, how to animate objects, apply
textures, and use lights and cameras to render your scene.

Introduction to Maya at AnimSchool requires no prerequisites for
admission. Prospective students should apply at:
http://www.animschool.com/Members/NewStudent.aspx
and specify they would like to take the Introduction to Maya course.

AnimSchool characters are used by more than 10,000 users worldwide,
and have been used to win numerous animation contests and for
commercial needs. AnimSchool is known as the most trusted name for
appealing 3D characters and animation.

Now with over 180 students, AnimSchool was founded in 2010 to bring
character-focused 3D animation instruction to students all around
the world through live online sessions with the very best film
professionals.

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

801 765-7677

###


Episode 002: Mike Thurmeier – Co-Director of Ice Age: Continental Drift

In this episode we interview Mike Thurmeier, Director at Blue Sky Studios. Mike has been with the studio since the first installment of the Ice Age franchise. Mike recently co-directed Ice Age: Continental Drift. We ask Mike about his journey from being an animator to becoming a director.

 Podcast | Right Click to Download | Play in New Window | (63.3 MB)

Link to Podcast on iTunes

Show Notes:


Mike Thurmeier – Director at Blue Sky Studios
Ice Age: Continental Drift – trailer
Little Bear – television series
Chris Wedge – co-founder of Blue Sky Studios
Carlos Saldanha – Director at Blue Sky Studios
Galen Chu – Supervising Animator at Blue Sky Studios
Peter Dinklage – Voice actor for Captain Gutt
Patrick Stewart – Voice actor for Ariscratle

AnimSchool General Review: Carlos Marquez by Hans Dastrup

DreamWorks Supervising Animator, Hans Dastrup reviews AnimSchool student, Carlos Marquez. In this review, Hans goes pose by pose showing how to simplify an animation, keeping it from feeling too busy.

This clip is from one of AnimSchool’s General Review sessions.
AnimSchool offers General Reviews for 3D modeling, rigging and animation
students several times a week, for those who would like an extra
critique.

Come join all the students learning online at AnimSchool. Apply by March 24th for AnimSchool’s 2013 Spring Term (April 2nd to June 16th)

AnimSchool Classtime: Sculpting Hair In ZBrush

In AnimSchool’s Advanced Modeling class, Instructor Marty Havran shows how to easily sculpt hair in ZBrush.

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

AnimSchool Student Spotlight: Camilo Guaman

AnimSchool would like to introduce Animation Program student, Camilo Guaman. Camilo, can you tell us a little about yourself and how much animation experience you’ve had before AnimSchool?

Well, I studied Graphic design and after I graduated, I started a small web design company with some friends. For 4 years we were doing great. We became a great influence in the country. But, at the same time, I was always a fan of the big websites that use 3D content in their work. So, I decided I would like to learn 3D to apply it in my web designs. In June 2008 I had the opportunity to go to the VFS School in Canada. I took their 6 month program where I learn how to model, rig and animate, that was a real challenge for me because I hadn’t done any animation, used Maya or any other 3D software before. As a result of the program, I did a short film called ” Heaven” and I had my first honor, I won the Renderman Teapot prize for best short film rendered with Renderman in the class 21.

After the program, I really wanted to stay in Canada and find a job but my visa didn’t allow me to do that, so I went back to my country to find a job. By that time, I had decided that I didn’t want to go back to web design. After searching for few month I got a job in Mexico, in a digital agency called Grupo W as a 3D artist. I worked there for almost a year and a half, but I wasn’t happy enough because I spent all that time modeling, rigging and animating hard surface stuff (cars, props, etc) nothing with character animation. At the same time the company was having financial problems too, so I decide to come back to my country where I found a job as a 3D animation instructor at a Graphic design Institute. I realized that in order to be competitive in the field, I needed to learn more animation. I started learning by myself, reading articles, and doing online tutorials, but soon I realized the necessity of a mentor, so I started searching for schools and I was really impressed with the AnimSchool characters and how the animation style was so appealing!!!

What inspired you to get into animation? What do you enjoy about animating the most?

Camilo’s Thumbnails for “Space Tourist”

I’ve always loved animated films, video games and cartoons, but I never realized that I could work on them someday. I remember being at the cinema watching Shrek 2 and saying to myself: “it would be nice to work on a 3D film.” It wasn’t about the Shrek movie, it was more about doing something that many people can enjoy.

At VFS I had to do everything by myself, so that was a great opportunity for me to test the flavor of each discipline and I found out that I really enjoyed the whole process, but animation was the most fun and challenging for me. I was stunned when I put animation on my “dead character” and got to see the result! Is like Dr Frankenstein said “its alive”….

To be honest, I’ve been asking myself this question over and over and I think here at AnimSchool I finally realize, the beauty of animation. I think what inspires me and what I enjoy the most about animation is the endless possibility you have to play with so many ideas, transition between key poses and personalities that you can try and experiment with.

Looking back at past 3D films, what character would you have loved to animate, why?

I’ve never thought about this before. I have many favorite movies but I always like the characters from Toy Story and Monster Inc, so if  I had the chance I would love to animate Mike Wazowski. He has lots of energy, one eye, and is small in size, so it would be nice to play with that.


Student- Camilo Guaman – Class 4 Body Acting from AnimSchool on Vimeo.

You not only attend your scheduled classes, but we also
consistently see you in AnimSchool’s General Review critique sessions,
some have even been featured on the blog. Can you tell us a little about
your experience with this optional class and what motivates you to go
every week?

This all has to do with a decision I made
almost a year ago, I realized that this was my chance, this was my last
opportunity to study with professionals animators from the industry, so
with the support of my wife, I had to almost quit my job and work
only part time, sometimes rejecting  jobs offers, freelance work, etc.
As a result my financial situation has been really hard, but my goal was
to devote most of my time to school, with the hope that this can bring
me someday to my dream job.

Since General Reviews started, I’ve tried
to be there as much as possible. For me it was like a class time. I
remember for my class 4 assignment “Space Tourist,” Tony Bonilla was my
instructor, and he was at General Reviews too. So, I showed my work in
my critic time, then showed my fixes in General Reviews too. It was
almost like a was having extra classes.

One thing that
really motivates me is having fresh eyes on my work, pushing some ideas
and meeting new people from the industry, while having them take a look
at my work and give me some notes at same time. Isn’t that amazing to
have your shot constantly improving?

I can definitely say that
for me, the most successful assignments, are the ones I have been
bringing to General Reviews, giving me more notes to address.


Student Camilo Guaman – Class 5 Character Performance from AnimSchool on Vimeo.

With every AnimSchool tests comes new challenges. Out of all the tests you’ve completed, which one has been the most challenging and why?

You are completely right, with every new test comes new challenges. Definitely the most challenging and the one that I struggled the most with was my Character Performance shot “Drinking.” I think because it was the first real acting exercise that I did. Even at VFS we didn’t cover this in depth because of the short program, so this was an extremely challenging test. You can ask Tony how much I struggled with the assignment :S …. I think one of the most difficult things was animating the face. Lots of new concepts there, and the jump between a “low res rig” and a “feature quality one” gave me troubles. Later I realized that it’s better to start small.

Can you talk a little about your process of your dialogue test, “Night Club Singer?” From coming up with the background story, your video reference, to splining?

First, I wanted to thank my instructor Bobby Huth for his awesome class and critiques. From the first moment I wanted to do something completely different from last term, so I started looking for audio clips with a male and female voice on it. Since I’d never done any girl acting before, I decided to animate that type of character.

One thing I always had in mind was that “I wouldn’t make the same mistakes from last term.” So, from the beginning I started to plan it out, listening to the audio clips around a hundred times. I remembered Jeff Gabor saying to me in one of the General Review classes, that he recommend memorizing the dialogue before jumping in front of the camera. That was a key thing because I had little acting experience and memorizing the script was the first thing we would do before starting a performance or creating any character. So with that in mind, I started recording a lot of video reference, around 100 movie clips or more. After that, I wanted to give it a kind of vintage girl look.

In the blocking process I started posing and tried to lock down emotions and expressions, then tried to refine the poses. I used Dave Gallagher iteration advice and kept working with that in the blocking, plus I added more mouth shapes.

Once I had my blocking approved, I started splining. Trying to keep things tight, holding poses to avoid that “bad spliney look.” Really focusing on eyes, I watched Garrett and Tyler’s videos about eyes and blinking and just kept going with the polishing.

How has your experience been at AnimSchool? What’s your favorite thing you’ve learned?

My experience here has been fantastic. I don’t have enough words to say to thank the school’s staff and my wife, who have supported me from the beginning. I’ve learned thousands of things here, but one of the most important things was to realize that not every shot was a “reel one.” Many of them have a learning purpose. For example, I remember when I was in Anthea’s class 2 and I was pretty happy with my walking assignment, but she made me think that a shot needs more than animation to make it look good. You need to entertain the audience, so that was an epiphany for me. Since then, I always think about the type of story that can entertain the audience, and of course myself. Also, the Mike Mattesi’s drawing classes help me a lot at the moment with posing.


Student Camilo Guaman – Class 6 Facial Performance from AnimSchool on Vimeo.


What advice would you give other students that are just starting out at AnimSchool?

Never compare your work with other students! The only person you should be comparing to is yourself. In this type of environment full of people from different backgrounds and experience, it’s easy to get shocked by other people’s work. Try to learn from your mistakes and don’t make them again. Sounds pretty obvious, but I always have to remind myself of that. Also, try to find simple and interesting ideas for your assignments in order to always be motivated.

AnimSchool General Review: Min Hong by JP Sans

AnimSchool Instructor and DreamWorks Animator, JP Sans, reviews AnimSchool student Min Hong’s dialogue test from his Character Performance class. In this review, JP describes how to use the cheeks to help amplify a dialogue test.

This clip is from one of AnimSchool’s General Review sessions.
AnimSchool offers General Reviews for 3D modeling, rigging and animation
students several times a week, for those who would like an extra
critique.

AnimSchool’s New Character, Scout!

For Immediate Release

Orem, UT  United States – February 4, 2013 — Animschool
announces today their new dog character, Scout. Scout is a fully
articulated  character rig, designed for demanding action or acting
needs.
Scout’s face is exquisitely developed to reach extreme poses and maintain maximum appeal.

“Appeal
and hyper-expression are our driving passions and why people are drawn
to AnimSchool,” founder Dave Gallagher said. The Scout character has
been painstakingly developed to reach artfully designed poses, and allow
for a myriad of variations in expression.
“That kind of quality and
attention to detail are a part of everything we do at AnimSchool. It’s
what sets us apart and gives our students the edge when it comes to
appeal and entertainment.”

AnimSchool characters are used by more
than 10,000 users worldwide, and have been used to win numerous
animation contests and for commercial needs. AnimSchool is known as the
most trusted name for appealing 3D characters. AnimSchool animation
students use these film quality characters to learn 3D animation, making
their animation work stand out among competitors. AnimSchool Character
program students learn the secrets of appealing character creation.

Scout is the result of months of research and development. Said
Dave Gallagher, lead rigger “So much passion and loving care
went into making this character. It seems like each part was made,
changed, then remade again to be more appealing. Realizing 3D
characters that live up to beauty of 2D designs is a real challenge. It
is truly a labor of love.”

AnimSchool students are able to use
Scout for their animation assignments. AnimSchool Character students can
use Scout to learn the arts of high-end modeling and rigging.

Now with 180 students, AnimSchool
was founded in 2010 to bring character-focused 3D animation instruction
to students all around the world through live online sessions with the
very best film professionals.

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

801 765-7677

###

Episode 001: Nathan Engelhardt – Disney Supervising Animator

In this episode we interview Nathan Engelhardt, Supervising Animator at Walt Disney Animation Studios. Nathan was one of our pioneering instructors who helped shape the direction and vision of the school. He previously worked on serveral projects at Blue Sky Studios including; Horton Hears a Who, Ice Age: Dawn of the Dinosaurs, Rio, and Epic. His most recent project was Wreck-It-Ralph. We ask Nathan about his journey to  becoming a feature film animator and about his experience working at Disney.

 Podcast | Right Click to Download | Play in New Window | (65.0 MB)

Link to Podcast on iTunes

Show Notes:


Nathan Engelhardt’s 2011 demo reel
The Neverhood – A Doug Tennapel game
Mike Thurmeier – Director at Blue Sky
Pete Nash – Animation Supervisor at Sony
Zach Parrish – Supervising Animator at Walt Disney
John C. Reilly – voice of Wreck-It-Ralph
Jack McBrayer – voice of Fix-It Felix, Jr.
“I love my mama!”
Wreck-It-Raplh trailer

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