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

AnimSchool Interview: Story Artist Mike Daley

We would like to welcome Blue Sky Story Artist, Mike Daley. Mike, can you tell us a little about your background and how you became a Story Artist for Blue Sky Studios?

Well, I started out drawing on everything as a kid. I filled up every last inch of every paper place mat, with every crayon, at every local eating establishment in Southern California. I was the fastest drawer in the west. Then I was that kid in high school that was put in charge of drawing out the art posters for group projects. I was also asked to design a lot of really bad tattoos. I was thought of as someone who was artistically talented. I’m sure that most artists and animators start out this way, or at least have a similar story…

In high school, I was direction-less in my career choices. I worked in a warehouse and was (on occasion) attending community college. In the art department, I took a few life drawing classes that exposed me to a professional art community and I got the idea that I could actually make a living drawing! WOW! It sounded a bit better than getting your fingers crushed in the warehouse. After that I was a bit more focused, and I transferred to Cal State Fullerton to pursue animation.

Out of school, I struggled through a bad animation economy to intern at Cartoon Network and eventually to work in downtown LA at a small design studio. Life choices took me up to San Francisco, where I continued to freelance until I was hired at Leapfrog, a children’s educational company. I worked as an art director there until once again I decided to move into freelance.

I knew that I wanted to work in feature storyboards. I jumped on any and every story job that I could get! The pay was downright awful, but I needed to get the experience under my belt. This was on top of my animation work. I worked hard and was extremely lucky to eventually land an interview and a job with Blue Sky Studios as a story artist. Now I don’t have to work hard at all (kidding, kidding)!

Do you always board to a set script? What’s the process for boarding to a script and what’s the process to boarding without?

I have found that there is almost never a set script. But sometimes, there will be a very specific idea in mind for a scene. Other times, it may just be kind of a vague idea.

Since most of my work is in animation, there is a lot of leeway for the artist to add physical action and comedy. I find that it is easier to sell some ideas by showing in boards, rather than a description in the script. This is what makes the storyboard process for animation so fun, the amount of invention!

If there is no script, then the process that I use is to get an idea for the scene by having a discussion with the producer, writer and director. Once a direction has been set on, I will usually draw out basic beat boards to outline the structure of the scene before diving into full-on storyboarding. It really depends on the scope of your scene, and how well formed your director’s vision is for that scene.

If the scene is short and fairly self explanatory, then I feel confident in just jumping into the boards themselves.

How many Story Artists work on one film and how are the scenes broken up between you?

There are anywhere between 1-10 story artists working on any one film at any given time, based on where the production is. Story continues to touch a film from beginning to end. A story artist may be pulled in at the very beginning of a film’s production before there is a script to help block out the movie points. A story artist may be attached to the end of a project, boarding little bits here and there, adding jokes or little acting scenarios. I find that a lot of the other departments are surprised at how early and how late the story team is involved.

The scenes can be broken up in many ways, based on a story artist’s strengths, or lengths of scenes, or scope of assignments. Someone who is considered great at comedy may be put on a scene that needs to read as really funny. Or, if a story artist has exceptional draftsmanship skills, they may be placed on a scene with a lot of drama and or action. If it’s a few scenes or a story thread that needs to be tracked, a few artists might be placed on a small team to tackle that problem.

What are some key rules you have in mind when story boarding a scene/shot?

This is a good question, and I think that it’s always changing based on what kind of scene you’re working on. A rule that I keep in mind, is to tackle the larger problems first, and then work to the smaller problems. This seems like a basic idea, but its easy to forget, especially when you’re in the throws of production. I wold love to think that I always work in this way, but it’s not always true. Sometimes you’re forced to work outside of a set system that you’ve established.

Keeping open communication with your team is important. Having a good back and forth with the director is key, and leaning on your fellow story artists for brainstorming ideas can be incredibly beneficial.

You’re constantly posting new artwork online. How often do you draw outside of work, and where do you find your motivation to keep it up?

Hahaha, well, I have taken a bit of a hiatus from posting artwork online recently, my blog is full of cobwebs at the moment. But, as a freelancer this was my bread and butter. Employers and producers are always drawn to more self-motivated creative types. Updating a blog is a really a great way to keep in contact with the art community and to get jobs.

I still draw a ton outside of work. It’s not only my career but its also my passion. Nothing beats drawing an accurate caricature of a friend, or observing a moment on the subway and recording it with a simple sketch. I would say that the motivation comes from wanting to interact with the environment around me in a way that I know.

You mentioned that a lot of your inspiration comes from the environment around you. You’re able to take a situation, exaggerate it, and make a single image comic out of it. Did you always have this skill or is it something that came with a lot of work?

That is a skill that I will always be working on, probably for the rest of my life. There’s always room for improvement and growth, and that’s what makes it so fun. There is always a direction to grow and expand. Thats probably a better answer for the motivation question above, haha.

Of course, these skills do require work and dedication. It’s like a muscle group that needs to be exercised.

You’ve posted many images of a boy and a robot. Can you explain a little about this story and where it came from? Any future plans for it?

It’s artwork and exploration for a short piece that I was working on with a friend. It was a fun project because I had no idea where it was going and I was creating a few new pieces a week to push the story along. This was a very organic, and not necessarily a fruitful way of working, but it still was very fun and I wasn’t bogged down with deadlines or scope.  I’m taking a bit of a hiatus from that project, but it very well may develop into another idea.
 

Thank you for interviewing with AnimSchool, Mike. To view more of Mike Daley’s work, visit his website: http://www.biocreep.com/

AnimSchool Classtime: Fast Start For Facial Blend Shapes

In AnimSchool’s Advanced Rigging class, Instructor and Blue Sky Character TD, Chris Pagoria, shows how to easily start a facial blend shape by using a lattice. Chris explains how this technique helps with work flow, and creates a realistic feel.

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

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