AnimSchool Interview: Peter Nagy, Part 2

We welcome back Peter Nagy! Thank you Peter, for taking the time to answer more of our questions. In your winning 11 Second Club entry entitled “Mother Earth,” what were some of the most challenging parts of these shots?

After a sudden movement, I polished the settling elements of the head and face further than it was necessary. However, the most difficult part was not connected to the movement but the closing pose and facial expression of the street musician. This was the most sensitive part of the shot- the reaction itself. How the character reacts after a negative attack. What is the character like- somebody who feels hurt after this and attacks back, or a calmer self-confident and wiser character? I wanted a mixed face expression here, showing pride, and a bit of anger at the same time. When I finished the animation, I wasn’t content with this part, but now I got used to the closing.

Can you talk about your process, from the planning to animation, on your “Mother Earth” piece?

Once I got the idea and prepared the scenes (location/characters), I made a reference shot of the movements. After that, I chose from the test scenes I most preferred, and then started the animation. At the beginning, I literally followed the reference scene and then, when the main movements were on the 3D characters, I stopped using the video and finalized the movement according to the rules of animation (arcs, stretching etc.)

When starting a dialogue or acting piece, what method or process do you use to get into the mind of the character?

Resetting of the correct lip sync is always based on the original film. For the movement of the character I always consider his personality, who he is in reality (where he is from, where he is heading etc.) According to my story, they are brothers. It’s their story, so there’s an unbreakable bond between them. Therefore, both of their reactions are moderate. During the shots I try to get every prop that appears in the final 3D scene. So, if there’s a turban on the character’s head, I put on a cap. If the character smokes, I lite a cigarette – or at least I put a cigarette in the corner of my mouth. One never knows, it might happen that when I talk, I might blink more or set my eyebrows differently. I might snap at my head to scratch my forehead, or to adjust my cap. You never know what tiny gestures come during it. These are the unpredictable small bits that make the character and the shot alive, so it is worth nipping them. Props are always a big problem for me. For example, I needed a sitar. Since I neither had a sitar, nor a guitar at home, I suddenly grabbed a broom which was suitable. It’s very important to be in contact with similar object as my characters when playing them.

Do you bring any of your methodologies of traditional 2D animation across to your 3D animation and vice versa? And if so, how do you think they inform each other? Can you provide us with any past experiences where these methodologies really pushed your shot?

2D has an effect on everything, every workflow of every animation technique, it is in the background. When I start the animation of the 3D scenes, I draw one or two sketches unaware, searching for the poses of the character. I’m probably not saying anything new, but today 3D animation is more alive, the lumpiness and stiffness which was characteristic at the beginning has ceased, and now any ancient 2D trick can be done with the characters (squash & stretch, or even multiples). So, if I keep these traditional basic rules in mind, I would say this work of mine was more successful than some previous ones because I could handle/treat the limbs more freely and I could make certain bends and stretches I didn’t have a possibility to do before. I just loved tinkering with these settings, and in the meantime, I had some nostalgia over the memories of old times.


You obviously have experience with how the competition is handled on 11 Second Club, with your entries always being in the top 10s, 20s and 50s. What do you think it is about your shots compared to the rest that make the audiences vote for your animations? What advice and tips can you provide to new animators who want to take part in this monthly tradition?

This is a complex thing and quite unpredictable because if a new character appears, whom we haven’t seen before, it can help the competitor to success. For me, the most important thing is always the idea, the story, how the actions react to the dialogue, how much they exploit its possibilities, and also the quality of the animation. These are my main aspects at the evaluation. The problem with my first two works is definitely their topic not being that popular – besides the weaknesses of the animation. Only after that, I realized I have to handle the topic not just to amuse myself with the result, but everybody should understand what I was trying to say. With 3D work the appearance is also important (if we aim the top positions). If I handed a view-port animation in January there couldn’t have been smoke in it either, the character would not have smoked and without the present environment it is questionable whether the closing and most important information would have been understandable. The most vital, they should not want to win with a render because the audience will appreciate it. It can also be an aspect whether the competitor enters his work on the forum because with a promising animation he can already find some supporters. Many, many tiny aspects. How up-to-date you are (I mean, do you react to the actual season, holiday?) I think the thumbnail is also important. Another crucial issue is that it should be easy to identify. It should be specific. It should have a distinctive feature, it can be anything (beside the beautiful animation). It can be the character’s appearance or an object from the shot. If you talk about the works with your colleagues at lunch after voting, all of you must think of the same: Ah, that Pinocchio one? Or: Ah, that nice stop-motion animation? Or: The one where the dishes fly off and slow down in the air? The one with the priest? The one with the split-screen? The one with the subtitle? And so on and so on.

The most important: concentrate on the animation and the idea! Or, simply just think of your own eCritique! Be critical about your own work and ask the question: does the character move enough in my scene? Is there enough movement? Is that amount of movement necessary? Are there any subtle details to temp the viewer back to see it again? Aspire that your work be a good base material for a winner critique.

 And lastly, what can we expect from you next?

 With my ex-colleague, Peter Hostyanszki, we’re trying to finish my previous competition-work, the King the Talking Lion. As soon as we manage to overcome the difficulties from the fur simulation (we haven’t done this before) we will check in, but this makes finishing a bit uncertain. After that, I’ll probably compile a demo reel, partly because I like editing, and on the other hand, it’s been a while since I’ve come out with a new one, so this year it’s due. After that, I’m planning to have a rest. 🙂

Interview by: Andrew Tran

AnimSchool Classtime: Drawing With “Force”

AnimSchool welcomes Mike Mattesi to the team. In his first class, Mike explains his new role at AnimSchool and dives right into drawing over students’ work to show “force” in a pose.

All AnimSchool students are welcome to be a part of Mike Mattesi’s class and have their drawings and animations reviewed.

AnimSchool Interview: Rigger Sabine Heller

Thank you Sabine, for taking the time to answer a few questions for us. Can you tell us a little about your background, what schools you’ve attended and why you decided to become a rigger?

Everything started with my studies in Media System Design at the University of Applied Sciences in Darmstadt, Germany, in the year 2000. At that time, 3D animation had not yet been integrated into the program, and instead, my classes were a mix of design, economics and information technology. After I discovered that I was mainly interested in design and programming, I decided to do a summer internship at IBM: Java programming. Somehow, I realized that this was too dry of a subject for me and I tried to find a field that combined technology and creativity. Since I was fascinated by the early 3D animated movies and short films, I found it in 3D animation! More precisely, in 3D Studio Max which I was learning at home besides my studies.

Excited by this medium, I decided to put all my efforts in getting an internship in Hollywood, which I though would be the best place to start. Of course, I didn’t have any connections nor idea which companies where out there, so I looked up a whole bunch of effects companies in the internet and sent over 100 application letters via email. I was lucky and Gentle Giant Studios offered me an internship in 3D scanning.

Afterwards, everything went straight towards a career in animation. I returned to Germany, to finish my studies in Media System Design. After my graduation, I decided that I wanted to deepen my knowledge in 3D animation even further and moved to New York to study towards my Master’s degree in Computer Art at the School of Visual Arts on a Fulbright scholarship. After I received my degree in 2006, I returned once again to Germany and worked there for three years as Technical Director at Spans & Partner, an advertising studio in Hamburg. My responsibilities included the development of pipeline tools, special effects, set supervision and also character rigging. Funny enough, even though I always wanted to be an Effects TD, it turned out that rigging was actually what I enjoyed most of all my responsibilities! So, I decided to apply for a Character TD position at Blue Sky Studios when they had an opening in 2009 and voilà, I was lucky and got accepted.

You’ve worked in commercials and now film. What are some differences you’ve experienced in the two industries?

One of the major differences is the duration of a project. At a commercial studio for example, you might have a month or even a couple of weeks to finish a project. Also, the commercials are extremely short and whatever character you rig only has to hold up for this short amount of time. At a film studio, it’s possible that you work for more than a year on one movie. (By the way, this also means that after three years of working at a film studio you might only have one project to add to your demo reel.) The movies are normally 90 minutes long,  so whatever you do, your character better hold up for a large number of shots.  The quality of your rigs in film has to be much higher than in commercials. Summarizing, working in commercials has the advantage of being able to work on many different projects within a short time. However, the commercial industry is definitely faster paced with less time for detail, and can be quite exhausting.
You started your career working in Germany and currently you’re working in the United States. Did you experience any differences with working for an European company vs US company? Were there any programs you had to learn and how hard was it to make the transition?
It is hard to answer this question since there are many cultural differences not only between Europe and the United States, but also within Europe, between Germany and France or the U.K., for example. Taking those out of the the equation, I think it mainly comes down to the difference in size. Most of the studios in Germany are small, especially compared to the enormous companies like Blue Sky, Pixar and Dreamworks. Working in a small company is definitely quite different. Normally, one has to be more of a generalist with a specialization to be able to take over other tasks when needed. Often, the responsibility of one single person is much larger than in a company where you are one of a thousand since the hierarchies are much smaller. This is just to name a few…
For me personally, the difference between Blue Sky and my work in Germany was all of the above plus the transition from a commercial to a film studio. At first, I was a little nervous about being able to fulfill the expectations, especially, since I had to switch from XSI to Maya within a week. But luckily, it turned out to be not such a big deal at all.

Congratulations on recently being promoted to Creative Lead for Faces. What new responsibilities come with this role?

Thank you! I am very excited that I have been given this new responsibility. The role of a ‘lead’ in the rigging department is alternating for every show. Normally, we have four leads, each one responsible for a certain area. The creative face lead, together with the technical face lead and the character development supervisor, determines the standards for all the face rigs on a movie. This basically means, that all the basic controls and functionalities of the face rig are laid out before the actual character rigging starts. This is often done by developing a prototype. The work on the prototype also helps to define the rigging workflow. In addition, the creative face lead creates and updates all the documentation necessary for the rigging workflow. Once this is done, the face lead supports and accompanies every rigger in the rigging process of their character.

In Rio you rigged Marcel and in the upcoming release of Ice Age 4, you rigged Shira, a Saber Toothed Tiger. Are there any different challenges that come with rigging a bipedal vs a quadrupedal character?


Yes, one of the main differences is that quadrupedal characters have another leg setup. For Shira, the main difficulties were her front shoulders and upper arms. Shoulders are generally not an easy area in rigging and Shira required very special attention, because of the way the shoulder blades move under the skin when tigers, for example, walk. Since Shira is a girl, she had to look elegant and female. Still, she is a tiger and needed to be strong. This turned out to be especially tricky, not only in her shoulder, but also in the face. For example, she needed to be able to show anger, but at the same time you didn’t want to loose her femininity. This resulted in a lot of subtle back and forth until it felt right.

Lastly, what is your favorite type of character to Rig and why?

My favorite characters are the ones which provide a challenge. For example, this could be a technical challenge caused by the design which requires some out-of-the-box rigging approach. I have a particular liking for villains or the funny, odd characters. Most of the time, you can give the face a much more extreme range than when rigging a ‘good’, more ‘normal’ character.

In AnimSchool’s Introduction to Rigging class, Sabine explains the difference between IK and FK.

To view more of Sabine’s work visit:
www.sabine-heller.com/ 

Interview by: Amber Dempsey Shikuma

AnimSchool Review: Peter Nagy By Mark Harris of Pixar

AnimSchool presents: Pixar Animator Mark Harris, reviews an animation by Peter Nagy!

AnimSchool Classtime: Adding Smear Frames, Part 1

In AnimSchool’s Body Acting class, Instructor Tony Bonilla, goes over how to create and place smear frames.

In Part 2, Tony will show how to continue the smear by deforming the arm.

AnimSchool Webcast: Jeff Gabor, Part 1

A few months ago AnimSchool sat down with animator, now Annie Award winner, Jeff Gabor. In part 1 from AnimSchool’s live webcast, Jeff begins to go over his process from his shot in AnimSchool’s Animation Principles lecture.

In upcoming Part 2, Jeff shows how he films his video reference and how he puts it all together.

To see AnimSchool’s “Selections from Animation Principles Lecture” with Jeff Gabor’s shot, click below.
AnimSchool is pleased to introduce the author of Force, Mike Mattesi, as our new instructor focusing on drawing techniques in our next live webcast. For information on the Mike Mattesi Webcast, click below.

AnimSchool Showcase: Intermediate Modeling

In AnimSchool’s Intermediate Modeling class, the students are asked to model a character in 3D based on a chosen design, while focusing on appeal. Here are a few models from last term’s students.

Special thanks to the artists that allowed their designs to be used by our modelers.

AnimSchool Review: Mitchell Coote By Mark Harris of Pixar

AnimSchool presents: an animation by Mitchell Coote reviewed by, Pixar Animator, Mark Harris.

AnimSchool Interview: Peter Nagy, Part 1

When we first announced the public release of the Malcolm rig, we were very excited to see what the animation community would produce. We were gratified to see this past month’s 11 Second Club winner again using our Malcolm rig. Congratulations to long-time contestant Peter Nagy!

Peter, thanks for being a part of this interview. Can you start off by telling us a little bit about yourself, your background and how you became an animator?

I started this profession at Kecskemetfilm, in Hungary in 2000 as an inbetweener. This studio took part in the animation of Secret of Kells and the fresh Chico & Rita. I moved to Budapest after that, where I worked in Mr. Bean: The Animated Series. I have been using traditional animation technique since 2005, which I like a lot. Since there was less and less 2D work, I took up digital animation, from about 2008 onward. At first I used CG 2D technique (Anime Studio), then I worked with Maya, which I have been using ever since. The latest known production I worked on was Assassin’s Creed Revelations at Digic Pictures. Presently, I’m lead animator at an advertising studio, Gyár Post Production.

Why did you decide to use AnimSchool’s Malcolm rig for your animation?

More and more new characters have been appearing on 11 Second Club lately, and people always welcome animations related with fresh rigs. I heard about the appearance of Malcolm, but at that time only his XSI version was available. My hard-working Hungarian colleagues at Puppetworks made the Maya version of the character and sent it to me for testing. However, at that time I was so busy I couldn’t have a look at it. Only at the beginning of this year could I manage to open the file to test it. In your first promo video the animation of the character is amazing and I was interested in the rig. Only then I saw that your Maya version is available too, so I used that one.

Was this the first time you used ever Malcolm, or did you have any previous tests to warm up before?

The very first time. Previously, I didn’t even have time for a wink-test. I’m very pleased that my first animation with Malcolm became so successful.

What was it like working with the Malcolm rig? It looks like you were able to get some strong lines of action and appealing poses.  

Malcolm is the best rig I have ever worked with! (And I’m not only saying this because I won with Malcolm) Until now, I have always thought that there are no bad rigs, just weak animators, but I have found out, it is crucially important how much latitude a rig can give to the animator. At first I got frightened by seeing the amount of controllers, but with a little practice, it can easily be seen which controller should be used to which action. It was a great help that I could change body position by moving the hip or the abdomen, and the shoulders kept their position at the same time. I loved that I could handle the arms in arch and that I could stretch the character. These are very important factors on a rig for a nice cartoony animation.

I’m impressed with your Malcolm modifications. Malcolm has pants, shirt, and shoes, but you’ve managed to make a totally different wardrobe. My favorite part is the new foot with little toenail pieces to suggest toes. Very creative and all your changes add up to a convincing new look. How involved was that process and what methods did you use?

At first I thought that for all those naked body parts a supplementary foot model would be needed for the character (I used this supplement for a previous work of mine, in Pinocchio). But in the end, I managed to transform the sneaker to a foot. Separate toes were not made, but with the toenails, it had the foot-effect. It was a much greater task to put together the creasy trousers and the leg-elements. This is the reason why the leg moves so limited in the scene. I also had to put together two objects at the neck, this part required vertex animation for the final appearance. From the camera’s viewpoint, the head luckily covers out this part and the render blurred together these small irregularities on the skin.


Mother Earth – Winner of 11 Second Club January Competition from Peter Nagy on Vimeo.

Interview by: Andrew Tran and Dave Gallagher

Watch for Part 2 of this interview, coming soon.


AnimSchool Classtime: Showing Weight, Part 2


AnimSchool Instructor and Blue Sky Animator, Matt Doble, discusses how to anticipate the weight of an object and the importance of showing counterbalance.

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