AnimSchool Interview: Animator, Aulo Licinio

Today I got the chance to interview talented animator, Aulo Licinio, who placed runner up in April’s 11 Second Club competition. Aulo, thank you for joining us today!

First of all thanks for having me here, I’m very happy with this opportunity.

What made you want to get into animation?

I think I got into animation mainly because of my father. Not that he’s an animator, but he forced me to watch cartoons with him when I was younger. It was the kind of thing that I would like to go out and play, but he forced me to stay inside accompanying him with his cartoons. There was another situation, when I was a little older and “got into videogames”. That made my grades go way down and eventually my father always ordered me to go study and let the videogame go. One day in defiance I said that I would work in games someday, which was what really turned out to happen. I don’t know why but I simply couldn’t get this out of my mind.


11secondClub April 2012 from AuloLicinio on Vimeo.

There are a lot of rigs out there, can you tell us why you decided to use AnimSchool’s female Malcolm Mod Rig for your animation?

For a long time I was trying to test the Malcolm Rig, I think since it came out. I looked at other animations and his flexibility looked amazing. I just kept imagining all the things I could do with it. Then, finally I got some spare time to test it out.

What were some additional modifications and adjustments you made to the rig to suit the purpose of the story?

Since it’s an old lady talking in first place, I had to see if I could get her to look older than the actual model. After a quick “study” of the rig, I could spot the parts of the mesh I needed to tweak. The loops are actually good, so that a basic mesh sculpt would do it. Another good thing is that I only showed the upper body, so I wouldn’t have to worry about the legs or a dress. The earrings, necklace and glasses had a simple hierarchy (ConstrainGroup/ControlGroup/Mesh).

You had a lot of great subtle animation in your shot. What were some of the challenges you were faced with when animating? Did the AnimSchool Rig meet all you expectations?

About the rig, I have no complaints at all. Actually, I think that I didn’t push it far enough in some parts. The subtle animation was a big challenge itself, but since the start of the shot I knew that I would like to put in a lot of details, and I wanted to go with a pose-by-pose mixed with a lot of straight ahead animation. This way I could plan myself better to accomplish the deadline. Having to manage my spare time was the biggest challenge of all. I pretty much had a little more than 24 hours divided in some weeks (1-2 hours per day). To achieve this, it took me some planning as well.


11secondClub April Thoughts behind the shot. from AuloLicinio on Vimeo.

Lastly, what’s next for you?

I guess it’s to continue studying and trying to get better. Right now I’m focused on some small projects/shots and I’m hoping one day get to direct my own short film.

We’d like to thank Aulo Licinio for taking the time to share his experience from the April 11 Second Club competition.

Interview by: Andrew Tran

AnimSchool Spotlight Student: Angel Antelo

AnimSchool would like to introduce Angel Antelo. Before AnimSchool, did you have any other experience with animation?

I actually had no experience in animation.I just had a slight prior idea of how Maya software worked due to some online tutorials I could find at that time. Also some books like the well known “Survival Kit” began to guide me through this world and not much more. So everything has been new for me.

Why do you want to become an animator?

I guess it’s the simple dream of a child. It’s something that captured my attention since I was just a little boy. I remember watching some Disney movies back in the day: Aladdin, The Little Mermaid, The Lion King… I remember how much I enjoyed them and how they sparked my interest in drawing. They created a hobby and a passion that I still carry with me today.

One of the things I remember was when they showed the “making of” from one of these movies on TV; I loved to watch how they made those drawings, animations, visual effects… I recorded it on a video tape and watched it over and over again. I liked to watch how they carried out all that work, which tools were used. I would just watch all that super-complex stuff on the screen of their computers which I couldn’t understand. I was fascinated. It was something that I was delighted to see, and loved. To get a glimpse of that creative environment, the people whose jobs were to create different worlds that we could enjoy later. I just remember watching all that and thinking to myself: One day I want to be part of that.




 Angel Antelo’s test from AnimSchool’s Class 4, Body Acting

What inspires you to work hard towards your career goals?

It’s related with the previous answer. It is doing everything in your power to reach that goal. That dream.

It’s not easy. The knowledge you need isn’t going to reach your brain by a magical lightning that hits your head. You have to spend a lot of time, long hours in front of the computer and sometimes manage to find the time to do that thing they call sleeping at night (it’s ok until you start seeing pink punk cows in your room. Then you know you need to stop). You really have to like it to avoid getting tired of it and to stay motivated. My start was  a little “late” in this field if I compare myself to others that started much younger, but it came to a point in my life that it was like “now or never”. I had the chance and I made the decision, I brushed my hair, I joined AnimSchool and I decided to spend my time and energy on it. I think it’s one of the best decisions in my life ever. It almost seemed unreachable and impossible for me to start studying and getting prepared for what I always liked. So if I could, anyone can…

The goals are still far away. Someday being able  to do something that could captivate, excite, thrill or just make someone laugh. Create something that people can enjoy. I still have a lot to learn to get even close to that point.

What is your favorite animated film from your childhood, and what is your favorite film now that you’re an adult? What do you think makes these films special?

The Lion King, Aladdin.. all these great classics that will last forever, are kept in a special corner in my heart for being those which lit up that little spark in my head. Then came films like Toy Story that left us all with our mouths wide open and a new world of possibilities opened up right in front of our eyes. Ratatouille seems perfect to me. script, animation, characters… Rio was a nice surprise, I also have to say that thanks to AnimSchool I’ve had the pleasure to meeting some of the people who had actually worked on it. It makes me appreciate it more, if that was even possible….

What do you enjoy about animation the most?

Maybe it’s a bit hard to answer or explain. It’s like “creating life” from scratch. At first you find that character, on your screen,and it seems like a toy with nothing inside, staring lifelessly into the distance, as if he had just seen Death wearing high heels and eating tacos. It’s like when you’re drawing, it’s a blank canvas. You have countless possibilities where the limit is a road sign with “no limit” graven with fire on it; it’s where the imagination (and your current knowledge, of course) takes you.

It surprises me every day with new things I find out and

learn. Even right now, answering these questions amazes me; about 18 months ago I learned that the little red stick is a “keyframe” for example… I’ve barely begun this journey. If I’m sure of one thing, then it’s that I cannot express how happy I am with this experience.

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

AnimSchool is great!!! I cannot say otherwise. I have nothing but good things to say. Almost always at the beginning of each new assignment I get that little fear and I start doubting myself and whether I can do it or not. But since teachers get involved in your work, your progress, motivate you and really care about your shots, I find all the fear and doubt disappearing. These professionals show you their workflows, critique your assignments to make sure you get a better result, they share with us the little tricks they’ve learned over the years. I’m really grateful for everything they taught us…

But probably one of the best things, beside the great teachers, beside the assignments, beside the awesome rigs provided, is all the amazing people you meet from all over the world. People who like and love the same as you do. It has created a little atmosphere that makes you feel at home and supported in this great adventure. They become your friends… and that’s priceless.

AnimSchool Classtime: Starting a Dialogue Shot

AnimSchool Instructor and DreamWorks Animator, Tyler Phillips, talks about the steps he goes through when starting a dialogue shot, from AnimSchool’s Facial Performance class.

AnimSchool Interview: Animator, Amila Puhala

We’d like to welcome Amila Puhala today. Amila, how did it all begin? At what moment did you discover you wanted to be an animator?

 
As
far as I can remember, I have loved both the logical and the abstract.
I found differing satisfaction in both of those endeavors and, in my
youth, could always be found with a notebook filled with sketches and
writing….with scribbled math problems and logic diagrams along the
edges. I think I always knew I wanted to do something that worked with
this dichotomy…I just didn’t know what or how. I wish I could tell
you that I always wanted to be an animator and this was a result of a lifelong passion…but the simple truth is that I
didn’t even consider “animation” as a career choice until later in
life…

After high school, I wandered a bit, not sure of what I wanted but happy
enough just discovering life. I worked many random jobs…most of
which were short-lived…none of which offered me any more than a clue
as to what I DIDN’T want to do for a living and a sparse means to
continue my adventures. One random day, my brother’s college friend
suggested that I study computer animation. I shrugged off the
suggestion and continued on my adventures with little thought put
towards that idea…that is, until years later, after I met and married
my husband, Patrik. We reached a point in our lives where we needed to
decide on a path for our future. I casually suggested computer
animation thinking that it may be a fun mix of technology and art. We
took the gamble and headed off to school in Portland, OR. It was here,
at the school, that I fortunately discovered my love for animation…
And even more fortunate was the fact that my husband also seemed to
enjoy animation. We grabbed hold of the idea and haven’t looked back.

Can you tell us a little bit about your training and what schooling you’ve had to get you to where you are now?


I attended the Art Institute of Portland for my BS in Media Arts and
Animation. When I first attended, I had no clue how to surf the
internet or turn a computer on…and I certainly had no idea what it
took to make a character come to life…but by the end, it all started
to make sense. There were a few fellow students and teachers who really
helped to push my learning and encourage me along the way. The
greatest asset to my training, though, HAS to be my husband, Patrik. We
were both starting from scratch and we learned together, continually
pushing each other to achieve more and encouraging the other to succeed.
 
You were at Pixar before you landed your gig at Blue Sky, what was your role there, and what did you work on?

At Pixar, I was an animator for the Finding Nemo Submarine Voyage theme
park ride for Disneyland. I was part of a small animation team who
worked with the brilliant crew at Disney Imagineering to bring the Nemo
characters to life for the submarine ride. It was a unique project to
work on because it was not based on a static audience and it had to
integrate into a real world 3d environment.

Your title at Blue Sky is Senior Animator, can you tell us a little more
about your position and how a Senior Animator’s role is different from
an Animators?
 
As a senior animator, I have some added responsibility, but the most
prevalent one is still to animate characters for the film. We have a
“pod” system here where the senior animators are each assigned a small
group of 6-8 animators to casually check in with every day. It can be
tricky because the last thing any production needs it to have too many
cooks in the kitchen. We try to honor the blocking that was
director/supervisor approved and give non-destructive notes to plus the
ideas and animation that are there. Simply put, we are an extra set of
eyes to help the animators along if they so desire.
 
 

I always ask my interviewees this but where do you usually find your
inspiration for your work? To add to that, who’s work do you admire?

Inspiration is one of those tricky things. I wish there were some
simple solution to finding it…but it seems that this is something I
struggle with a lot. I find inspiration in life, memories,
movies…Some of the greatest inspiration can be found right here at
work. I am fortunate to work with an amazingly talented and passionate
team of animators all of whom love the craft and continually push
themselves and their shots. It may be bias… but I deeply admire my
husband’s work and the passion with which he approaches animation.

What is your favorite sequence/shot you’ve animated on through out your career?
 
Wow. That’s a really tough question. I have to say that my favorite
shots are the ones that breath…where the character is given some
screen time to think and react and interact…where the moment feels
sincere. As far as my own shots are concerned, I think my favorites
right now are the moments between Manny and Peaches…not because of my
execution of them, but because of the moments themselves. But that’s all
I’ll say until it’s out in theaters.

When you’re polishing up a shot what are you mainly looking for, and how
much time do you allocate for a polish pass before the deadline?

I allocate as much time as possible for polish (which varies depending
on the length and complexity of the shot). This is the “pretty” pass.
The general attitude of the shot and the basic mechanics have been
worked out and now I’m going in and making sure that everything is
clean…I will check my arcs, my spacing, and the movement of flesh and
breath. The trick is to not over polish. Don’t smooth everything until
all of the edges are taken away. It’s sometimes the imperfection of it
all that feels real…but do it consciously. The shots are never
done…they’re just due. I try to finesse as much as possible before
handing it off to the next department.

Your husband, Patrik Puhala, works with you at Blue Sky, could you tell
us a bit about the working relationship when animating together at a
studio?

It’s awesome!!! Who wouldn’t want to work beside their best friend?
Much of our time is spent on the computer, but it’s great to be able to
step away and get Patrik’s take on my shot …or just have someone to go
and get coffee and lunch with every day. He understands our job and
can talk me through a rough day and join me in celebrating a final.
It’s especially great during the long crunches. Most people don’t get
to see their loved ones and families much during this time…but I get
to be right beside mine. I love it!
 
Lastly, for student animators can you offer any tips or advice on what they should be focusing on?

Always observe. The world is a treasure trove of inspiration and all
you need to do is look. You will be amazed at the peculiarities and
mechanics of the world we live in. Happy animating!

Interview by: Andrew Tran

AnimSchool Classtime: Creating Blend Shapes

AnimSchool Instructor and Blue Sky Rigger, Sabine Heller, demonstrates how to create blend shapes from AnimSchool’s Introduction to Rigging class.

Jeff Gabor Now Teaching at AnimSchool

AnimSchool just got even better!
For Summer Term, Annie Award-Winning animator
Jeff Gabor will be holding General Reviews Tuesday nights 9:30-11:00 pm
(NY time) for all AnimSchool students. AnimSchool students in any class are able to attend. He will mostly review the assignments from
students in the upper classes, on a first come, first-served basis.
AnimSchool students have access to several extra classes like this, where they can get extra instruction and review.
This is a golden opportunity for all AnimSchool students interested in animation to learn from one of the best in the field.
Like all AnimSchool classes, these are recorded so any AnimSchool student is able to watch it later.
To learn from famed Blue Sky Studios animator Jeff Gabor, apply to AnimSchool today for Summer Term.

AnimSchool Interview: Disney Recruiter Matt Roberts

We’d like to welcome our friend Matt Roberts.  Can you tell us a little about your background and how it has helped you in your position as a recruiter at Disney?

I
was actually adopted by a family of astronauts who found me on the
doorstep of their lunar base and raised me as one of their own. Life
amongst the cosmos was swell–beautiful night skies, exotic breathing
helmets, food in tubular paste form. It was excellent.  But then when my
astrofamily brought me back to earth with them, things changed. I had
difficulty adapting to the new-found force of gravity and I subsequently
bounced from job to job:  ratchet hygienist, latter day viking, I even
used to dress up and scare people away from abandoned amusement parks
until a group of meddling kids put an end to that REAL quick. It seemed
like I was out of options when I came into the acquaintance of a mouse
in red shorts who decided to take a chance on me and the rest, as we in
the astro business used to say, is history.

I
wish any of the above were true but I don’t know how to finish this
sentence. Believe it or not, I actually come from an animation
background (a glorious, uproarious medium that I’ve wanted to go into
since I was in the 8th grade). Needless to say, coming from an artistic
background helps me as an artistic recruiter because I can use all my
training and experience to recognize appeal, entertainment, and solid
foundational skills and somewhat know what I’m talking about. Since I am
an artist, I can really relate to the artists that I represent as well
as the artistic leadership at the studio which really helps facilitate
communication to both sides of the review process. Before I became a
recruiter at Walt Disney Animation, I was actually a caricature artist
at Disneyland, a job that entails a lot of conversing with people from
all over the place which has definitely helped prepare me for the
outreach side of the job where I travel around to different conferences
and schools where I give presentations about our studio and just talk
craft in general with artists from all walks of life. I could go into
further detail about my weird, winding path of evolving from artist to
recruiter, but I’d say the above covers the broad strokes without boring
your readership with my autobiography.

What’s a typical day like for you at Disney?
Wow,
that literally changes by the day. There’s always a whole lot of reels
and portfolios to assess and of course a lot of answering emails.
There’s always a regular influx of candidates submitting their work and
at Disney we try to be as communicative as possible lending feedback and
keeping applicants up to date with our latest hiring needs. Even when
we’re not hiring, I keep in touch with many artists who we feel could
fit in well with our studio culture to both encourage their talent as
well as learn what’s happening in the industry today. I do a lot of
collaboration with our studio talent as well to discuss what our needs
will be for our current and future projects so I can anticipate
searching for the most compatible talent. We’re also very hands on with
our new hires and keep up an active dialogue to make sure their hiring
process is as smooth on them as possible.

How do you prefer an artist submit their work? Do you prefer an online portfolio format?
What is the process a portfolio/reel goes through when you receive it and what’s the average time the process takes?

These
days the bulk of our reviews are digital. Anyone interested in applying
with Disney Animation should create a candidate profile at 
www.disneyanimation.com and
either upload a digital copy of their reel or upload a link to an
already existing web reel. Once you’ve created a profile, you can
literally update it whenever you want so ideally, we should always have
your most up-to-date work and info handy.
Applications
are considered by both recruiters as well as the artistic leadership in
the studio. Candidates whose work interests our leadership are usually
contacted for an interview, and from there if all has gone well, we’ll
want to proceed to hire the applicant. The process really depends on our
hiring needs and the timing of the application. I’ve hired artists
within a week of applying with us, I’ve also tracked and held onto reels
for months until we’ve started hiring again.

Can
you say something about the timing of submissions and the hiring
process? How much of getting hired is due to applying at the right time?
How much time should one wait before reapplying?

Timing
is definitely part of the equation, but honestly, if we think you’d
make a marvelous addition to our studio, we’ll wait what it takes until
we can bring you aboard. There are so many great studios active in the
industry today that availability doesn’t always align with our needs but
that’s why it’s so important to maintain strong relationships out
there: to stay informed as to what’s going on in the industry and to be
prepared to apply for an opportunity once it comes along. Along with our
production hiring, we also have a summer internship designed for
current college students. We also have a 3-6 month long Talent
Development trainee program for newer talent that’s 0-3 years out of
school and happens twice a year: in the spring and the fall. We always
post our current positions on our website so check us out regularly to
make that timing align to your advantage! It’s always a good idea to
apply every 6 months; that way it’s more likely a new opportunity has
come along but even more important, it gives you enough time to
significantly update your reel with your best and latest work.

Are
you seeing more qualified applicants in the last few years than before?
Is the bar raising for everyone as the 3D animation industry matures?

I
would say the bar is definitely and steadily rising. Not only are there
more studios developing quality content, but potential animators have
more resources at their fingertips than ever before. From online schools
such as the very host of this interview, to books on art-of and how-to,
to affordable software, to blogging/tumblr/social media communities,
you have a lot of options in developing your craft and receiving quality
feedback to strengthen your craft.

How many modeler and rigger reels to you receive compared with animation reels?
We
really receive an equal amount of applications across disciplines. The
majority of reels come in response to posted open positions so the
number of submissions really varies depending on when we’re hiring and
for what.

Lastly, what are some tips you recommend for an animator to get his/her reel noticed? What are some tips for a modeler or rigger?

With
our studio, the 3 most important recommendations I can give to
animators are acting, acting, acting!!!!! A reel demonstrating a solid
versatility in performance and entertainment value are the best way to
get noticed. Don’t give us any gimmicks, don’t worry about putting music
to your reel, just show us your full range as an actor. Give us a
multitude of personalities on your reel that feel like genuinely
different, thinking characters that even ideally, come off as done by
different animators. Give us a variety of acting techniques:  broad,
subtle, comedic, dramatic, dialogue, pantomime, cartoony, realistic,
etc. Think in terms of subtext and making scenes with at least two
characters interacting with each other so that they can play off each
others personalities. A recommendation I often throw out there is that
if you have access to a quality quadruped rig, do an acting test with
that to show you can believably move a different set of anatomy yet do
so with attitude and expression. Give us genuine emotion and specific
nuance, not generic expressions. We’re looking for actors, so treat your
reel like an audition and wow us with your versatility.

For
modeling, the 3 most important recommendations are appeal, appeal
appeal! We have very high aesthetic standards at Disney so we need to
see that a modeler has a keen artistic eye and can tackle a multitude of
stylization from simple to complex. We want to see that you have a
strong grasp of anatomy and form but that you are very comfortable
sculpting stylization. Give us not only a variety of artistic styles,
but a variety of characters and/or environments as well. On your reel,
we definitely like to see turntables so give us the finished model, the
grayscale, and the wireframe so we can see how you go from topology to
completion. It’s also a good idea to include the original art your model
is based on in the corner so that we can see how you actively adapt
two-dimensional appeal into CG form (if you’re modeling from another
artist’s work, just accredit the art to them in the image). Since we are
such an acting centric studio, if you’re an organic modeler make sure
your characters show potential for acting and expression, something
appealing enough that once rigged, an animator can jump in and get a
full array of expression out of it.  Knowledge of ZBrush and Mudbox is
definitely a plus. For rigging, like the previous disciplines, show us
your versatility. Examples can be a human, a quadruped, a crab, a
bridge, etc. Remember that a Character TD’s job is really to service the
animator, so when showing off the articulation of your rigs, make sure
it’s in ways that are believable and appropriate to the character and
how it would move and show us that the articulation is efficient and
intuitive to an animator’s needs. We like Character TDs who are real
problem solvers, who anticipate issues even before they arise so showing
us custom tools you’ve built is also an impressive plus. I often
recommend making friends with animators and giving them your rigs to
play with; you won’t really know how efficient and smooth your rig is
until you let an animator test it to the point of breaking and embrace
their notes to make it all that it can be. Showing your rig in action
also helps demonstrate its full potential via applied use. Again, we
love acting so give us characters that are set up for a wide range of
expression and appeal.

We would like to thank Matt for taking the time to answer our questions.

AnimSchool General Review: Indunil Ranawake by Tony Bonilla

Every week AnimSchool offers General Reviews for those students who can’t make it to their weekly class review, or for those who would like an additional critique during the week. Here Tony Bonilla, reviews Indunil Ranawake’s animation from his Body Acting class.

AnimSchool Webcast: Jeff Gabor, Part 6

Animator Jeff Gabor, gives some final advice on reference and submitting your reel to studios.

“One Hot Lady”

5/23/2012
AnimSchool announces a new character today. Marnie is a gorgeous new
female rig — sure to attract any male 3D character in sight!

Sleek and sophisticated, Marnie is debuting now in AnimSchool student
assignments. They are impressed with her retro charm and good looks!

One student reports that Marnie is “amazing to work with. You don’t have to
struggle to get an appealing pose from her; somehow it comes ‘naturally’
to her.”

One student worried, however. “LOL! Funny, if I animate her, I might not be able to concentrate!”

We make it fun to learn animation, modeling and rigging! AnimSchool
offers our students the absolute best in quality characters.

Our high-quality character “Malcolm” is already known around the world.
Used by almost 7,000 3D animators  worldwide, Malcolm has also been used
by the winners and top entries of the popular 11 Second Club animation
contest. Some of those users have called Malcolm “the best rig [they’ve]
ever worked with”.

AnimSchool is where people go for great characters. Our students learn how to MAKE characters and how to MOVE characters.

Marnie was designed and created by AnimSchool founder David Gallagher, who called her “one hot lady!”

Marnie is exclusively for AnimSchool students. To use Marnie and learn
from our amazing instructors, apply to be an AnimSchool student. Come
join us!

http://www.animschool.com/Members/NewStudent.aspx

You can see lots of student examples on our facebook page here:
http://www.facebook.com/AnimSchool

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