AnimSchool Interview: Senior Animator, Jackie Tarascio

Welcome Jackie, can you tell us a little about your background and how you got into animation?

I went to school originally for Graphic Design in my home town of Vancouver, Canada. Upon graduating 4 years later, I entered a New Media and Technology 6 month program which was my first step into animation. I remember them showing us Jurassic Park to explain what animators could do. I was hooked. I completed the program and then took classical animation night classes for a year. At this point, I knew I needed to animate something new for a demo reel. So, I quit my non-animation job, gave notice on my apartment, put all my furniture in storage and moved into my sisters basement for 3 months to animate something for a demo reel. While not fabulous by today’s standards, that animation was enough to get me my first job! I was hired by Mainframe Entertainment in 2000. Mainframe began the first 6 years of my animator career where I worked in TV and Direct to DVD movies. I left Mainframe to do the “crunch jump.” Working on 3 different feature film crunches in a row which were ‘Happily N’ever After,’ ‘Night at the Museum’ and Blue Sky’s ‘Ice Age – The Meltdown.’ My temp job on ‘Meltdown’ eventually turned into a permanent offer, and I’ve been at Blue Sky ever since!

What is your favorite type of character to animate, and why? Do you have a favorite type of scene to animate?

I can’t say I have any one particular favorite character. My interests seem to change from film to film. Today, my favorite characters to animate are humans. I’ve worked on a lot of animal shows and its interesting to try something new. I’m enjoying searching for natural gestures and emotive body language and expressions.

My favorite scene to animate is emotional acting shots. The more I can feel and relate to the scene, the more I enjoy it.

On Rio you were the lead on Marcel. What were some of your thoughts when coming up with appealing poses for the villain?

I started my research & development on Marcel with Brazil. Marcel is from the Favelas, which are the shanty towns of Rio de Janeiro. I spent a lot of time hunting for information on the Favelas such as articles, documentaries and images. Once I had a grasp of where he came from, I started to think about who he was, how he carried himself, and what his background was. The best resource turned out to be the movie ‘City of God‘ and the ruthless gangster boss Mané played by Seu Jorge. Mané was a huge inspiration for Marcel. The way he carried himself, where his center of gravity was, how he held his head high so he could look down at others always with a relaxed but “tough guy” stance. Mané was a dark character with one of those unpredictable dangerous smiles. Great stuff!

What was the most challenging character you’ve animated? What made this character so challenging?

The most challenging character I’ve animated was Horton from ‘Horton Hear’s a Who’. I put a lot of pressure on myself to do well because I was still pretty new to Blue Sky (which was stacked with talented animators!) and was still in the first year or so of my feature film career. Horton was a beloved childhood character of mine, he was also very expressive and cartoony in the story boards and he had really juicy dialogue from Jim Carey. ‘Horton’ was both challenging and exciting at the same time.

There are many steps in animating, from planning/video reference to splining, what is your favorite step when doing a shot? Why? Do you have a least favorite?

My favorite step when working on a shot is the polish at the end. At this point, the idea is approved, the execution is there, now it’s just hunting for cool details to add to and plus the shot. My least favorite step of a shot is the first day or two of splining. Those couple days where I’m cleaning curves, poses and timing.

Out of all the films you’ve been a part of, what film have you had the most fun working on, and why?

I had a great time on our most recent film ‘Ice Age – Continental Drift’. I was the Lead on Shira, Diego’s rival and love interest. Jennifer Lopez did a great job on the read, and Shira’s sassy and strong personality was a lot of fun to animate.

Lastly, Do you have any advice for student animators?

Perseverance. That’s what I think students need most of all to succeed. Animation is a very complex theory to grasp, and the software is equally challenging when you are first starting out. Accept that you will spend hours and hours at this before you start to grasp it all. Keep at it, keep pushing yourself. The second most important thing is to learn how to take constructive criticism for what it is… constructive! This goes for school and work. Animators get daily critiques from Directors, Supervisors and/or Leads, the sooner an animation student gets used to critiques, the better.

We’d like to thank Jackie for taking the time to interview with AnimSchool. Check out her reel on Vimeo:

AnimSchool Classtime: Realistic Eye Blink Breakdown

AnimSchool Instructor and DreamWorks Animator, Tyler Phillips, breaks down the mechanics of a realistic eye blink for students in his Facial Performance class.

We have a large community of fans on Facebook. 34,000! Come take a look around:

http://www.facebook.com/AnimSchool

AnimSchool General Review: Gustavo Forster by Dave Gallagher

AnimSchool’s founder, Dave Gallagher, gives great modeling tips while demonstrating how to achieve character appeal, when reviewing Gustavo Forster’s 3D model.

AnimSchool has these General Reviews for animation, modeling and rigging students every week for those who would like an extra critique outside of class.

Come join the over 150 students at AnimSchool http://www.animschool.com/

AnimSchool Student Spotlight: Jim Donnelly

AnimSchool would like to introduce Jim Donnelly. Jim, can you tell us a little about your background and what 3D experience you had before entering AnimSchool’s 3D Character Program?

I come from a traditional film background. I started off working as a camera loader and later as a camera operator for music videos and TV. As a lover of visual storytelling, I’ve always been intrigued by the power of 3D animation, but was a bit intimidated by it. I thought that working in CG required a degree in computer science. It wasn’t until I played around with a friend’s copy of 3ds Max that I realized I could actually make 3D art. My first piece was a cube and I’m still proud of it. From there, I was completely hooked. I tried to teach myself as much as I could about 3D modeling before eventually taking some classes in Maya at the Rhode Island School of Design.

What peaked your interest in becoming a 3D Rigger? What do you enjoy about rigging?

My interest in Rigging came as a result of wanting to do more with the models I created. I absolutely love the modeling process, but once I’ve completed a character, I find myself wanting the ability to play with it a bit; try new poses, facial expressions, etc. Learning how to create and install the controls that would make this possible was the next logical step for me. As it turns out, I enjoy it a lot more than I thought I would. It’s a part of the pipeline that has its own unique set of challenges and utilizes several different skills. For me, it’s the perfect mix of visual art and technical problem solving. It also rewards my need to stay organized!

What artists inspire you?

Oh wow, there are so many artists that inspire me. Like many interested in 3D animation, I’ve been inspired by Glen Keane, John Lasseter, and Brad Bird. Their ability to push boundaries and further the medium has been nothing short of amazing. I’m also astounded by the work of fairly recent digital sculptors like Laurent Pierlot, Alessandro Baldasseroni and Rafael Grassetti. Their attention to detail is just incredible. But, I also have to mention that AnimSchool’s own Marty Havran actually played a role in kick starting my fascination with 3D. I was just starting to study cinematography when I saw the film ‘Contact’ in the theater. There were a couple of shots in that movie that just did an amazing job of playing with perspective and seamlessly blended cg with practical elements. I remember buying the issue of American Cinematographer with ‘Contact’ in it so I could read how they pulled those shots off. It totally blew my mind when I saw Marty’s reel and learned that he worked on one of the very shots that I was obsessed with. What a crazy coincidence!

Looking back at past 3D films, is there a character that you would have loved to model or rig? Why? What do you like about the design/character?

I would have loved to model and rig Scrat from the Ice Age films. I just find that character’s design to be so appealing. So much is communicated without even speaking. It’s hard not to smile when he first appears on screen. And I think the challenge of designing a rig for a such a dynamic character whose body is subjected to nearly every force of nature would be a lot of fun too. The poor guy is such a glutton for punishment.

Now that you’ve had a couple rigging classes at AnimSchool, when you watch a 3D film do you see it differently? How?

Absolutely. I’m so impressed by the amount of thought and effort that goes into creating a feature rig. Before taking these classes, I hadn’t truly considered the amount of design challenges you’d encounter when trying to accommodate all of a character’s particular animation needs. Rigging not only requires a firm grasp of anatomy and body mechanics, but you have to understand the technical hurdles within the software as well. I have a much greater appreciation for all of the hard work that goes into these films.

After having the rigging classes has your thought process behind 3D modeling changed?

Yes, totally. I think I’m much more economical with my modeling now. In the early stages, I try to focus on conveying as much detail as I can without the weight of unnecessary geometry. After having rigged a character, I can now fully appreciate the importance of proper edge flow and knowing where to strategically place resolution for clean deformations. I think it’s great that we’re exposed to different areas of the pipeline so that we can directly see how our work impacts others down the chain.

How has your experience been at AnimSchool?

My experience at AnimSchool has been phenomenal. Learning directly from the people who have helped create some of my favorite animated films is a truly rewarding experience. Just the breadth of practical knowledge being taught by our instructors, who are dealing with real-world production challenges day in and day out, has been priceless. The classes are so well-structured and thorough that no questions are left unanswered. There’s a strong sense of community at AnimSchool as well. Fellow students are very encouraging  and supportive. And, because the classes are live, I feel close and connected to people who are on the other side of the globe. It’s pretty cool. I’ve had the desire to work in this field for quite some time, and through AnimSchool, I’m finally starting to feel the confidence I need to reach that goal.

AnimSchool Student Showcase, Summer 2012

AnimSchool Presents!
The AnimSchool Student Showcase, Summer 2012

We’re proud to present some of the great animations and characters our students have been working on.

Come join the over 150 students now studying at AnimSchool.
http://www.animschool.com/

Want to get a frame-by-frame look? Download it here:
http://www.animschool.com/Uploads/homepagemedia/AnimSchoolStudentShowcaseSummer2012.mp4

AnimSchool Report from Siggraph 2012!

AnimSchool
was in full force at Siggraph 2012 last week, August 7th-9th! For three days, hundreds stopped by our
booth to learn about the offerings we have at the school.

Siggraph is the most popular conference on computer graphics, with approximately 20,000 3D students and professionals attending presentations, panels, and walking the show floor.

We had four 3D animation film pros in addition to staff and students on hand to interact with interested conference-goers.

We answered questions about our 3D animation programs and the process of learning online.

Some came just to take pictures of our attractive booth, which glowed brightly and offered a warm and inviting space for Siggraph attendees.

The booth art highlighted AnimSchool’s world-famous characters and wonderful student work.

We were treated to a compilation banner of the many uses and mods of AnimSchool’s free “Malcolm” character. Malcolm has been downloaded by over 8,000 users worldwide, and has been called “the best rig I’ve ever used” by top animators and animation contest winners.

AnimSchool pros reviewed student reels free and offered detailed critiques to help them in their learning.

AnimSchool 3D animation pros from Disney, Dreamworks, and Blue Sky Studios reviewed the animation work of conference goers, whether students or professionals. It was a popular offering, with a line forming for the free demo reel and portfolio reviews.

But the most popular event at the AnimSchool booth was the free giveaways near the end of each day. AnimSchool gave away dozens of T-shirts, free online-critiques, and the most anticipated items: free animation art books!

Lucky Siggraph attendees won copies of:
the Art of Tangled
the Art of Brave
the Art of Pixar
Eric Goldberg’s Animation Crash Course
AnimSchool’s Mike Mattesi’s Force Animal Drawing!

And the grand prize of the conference: a half-price tuition discount on a term at AnimSchool!

There were many happy prize winners at the AnimSchool booth last week!

For many, AnimSchool was already a familiar school, famous for our Malcolm character and impressive programs, but others learned of us for the first time.

Many visitors to the booth expressed a desire to learn with us at AnimSchool.

We’ll be seeing some of them in the months ahead online at AnimSchool.

For more information about Siggraph, visit http://s2012.siggraph.org/

From all of us at AnimSchool, see you next year!

Video tour of AnimSchool at Siggraph 2012:

AnimSchool General Review: Keith Seyer by Jeff Gabor

This clip shows a portion of Jeff Gabor’s review of Keith Seyer’s animation, from his Body Acting class. In this assignment students learn storytelling through pantomime acting.

AnimSchool has these General Reviews every week for students who can’t
attend their normal class review, or for those who want an extra
critique. This term we welcomed Jeff Gabor onto the staff of General Review instructors. Tony Bonilla and AnimSchool founder, Dave Gallagher, also take part in General Reviews.

AnimSchool Classtime: Tools for Character Design

AnimSchool Instructor, Mike Mattesi, does an exercise showing how to use grids as a starting point for character design.

AnimSchool at Siggraph 2012!


Going to Siggraph in Los Angeles next week?
Stop by the AnimSchool booth! The exhibition is August 7-9 at the Los Angeles Convention Center.
http://s2012.siggraph.org/

We will be there with THREE 3D animation professionals to chat with conference-goers all day. We will be offering reel reviews several hours each day. Come and have your work reviewed by our animation pros from Blue Sky Studios, Dreamworks, and Disney.

We are also giving away prizes at the show. (some really exciting!)

Come ask your questions about AnimSchool or just say hello!

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