Thursday, April 23, 2009

Exaggerated naturalism (part 1)

In a comment on my post on Henson's Sid the Science Kid, reader Mike said...
I think it's a fun show and have watched the animation in detail trying to determine if it was mocap or taken from video reference.


Interesting. I think it's safe to say that the goal for many Cg animators is to achieve a kind of 'hyper-real' sense of motion. I'll call it exaggerated naturalism. It seems obvious that this has been the prevailing trend in CG films for the last 15 years. Some films have done a better job of hitting that bar. None has done it consistently, but most aim for it (although occasional exceptions do exist).

When I see the work of a Henson puppeteer transposed onto a CG character, I see this exaggerated naturalism nearly perfected. It is exaggerated because a puppeteer has a keen sense of how to stage and present a performance in a way that reads clearly, pushes things a bit and is entertaining to watch. But due to the fact that it is mo-cap all the elusive goodies of natural motion -- things like barely noticeable weight shifts, subtle footwork, living holds, micro gestures, a sense of muscularity in action, a sense of physical presence (ie: weight), etc.-- these all come along for free. Meanwhile, to achieve something that even comes close to this many animators are relying on working from video reference of themselves acting out the scene. The basis of the performance and motion are highly derived from the video source material (we'll take up the artistic flaws of this approach in another post). But even if the animator is skilled enough to capture the nuances of the motion convincingly (based on a lot of scenes I see in films that is a mighty big "if"), it is an extremely time intensive task. This poses an interesting question: If the end result of animation taken from video reference is similar to well performed motion-capture, then why have animators animate from video reference? Why not just hire seasoned, trained stage performers to do the job in suits? The goal is naturalistic motion, right? (or an exaggerated variant thereof). Not only is it faster, but the physical performer can do many takes before lunch, providing the director with choices as well as the opportunity to improve on the performance quickly. Contrast this against having a highly skilled hand key CG animator do one take of similar quality (if they're really good) in about a week. Or longer, as is often the case. And I think it's a valid argument to say that if exaggerated naturalism is indeed the goal, then the resulting motion from the puppeteer is qualitatively superior. I've seen many a scene in high budget CG animated films from the biggest studios that would have been MUCH better had they been mo-capped by a Henson body puppeteer. Seriously. The goal of the scenes was to have a human(ish) character move in a slightly exaggerated, yet still highly naturalistic manner, doing some physical action. In every CG film there are any number of scenes where the animator was not able to meet that goal half as well as a Henson puppeteer could have. And the times they did match that goal with equal success, they did so at 50-100x the time investment.

In the past a major argument against mo-cap was that it didn't match stylistically to the types of motion and performances needed in animation. There was a time when that was a valid argument. But life is never static. As time has passed animators themselves have kept creeping ever closer to the very style of motion that mo-cap actually does better! Thus when you consider the continued improvements in mo-cap technology, plus improvements in understanding what kind of performance is needed for mo-cap to work, combined with mainstream CG animators' blind march toward an exaggerated naturalistic style of motion- that 'style-gap' has narrowed. Before much longer it will have narrowed to the point of insignificance.

This is why I think the current popular trend for exaggerated naturalism among CG animators is creatively a dead end street. Where you want to end up, a puppeteer already lives. The technology will only get better and the physical performers will only become more savvy as to how to use the medium. Time will not march backward just to appease our predilections. The question you might ask yourself is this: Do I want to be relevant as a performance artist, or do I just want to work on Hollywood 'animated' films? I firmly believe that if a CG animator wants to remain relevant as a performance artist in the years to come (relevancy as a performance artist is not the same as being employable in the animation business, by the way) they're going to need to develop a style of animation that cannot be achieved any other way than to hand key it. It may sound crazy now, but the time will come when I really do believe I will be proven correct.

Monday, April 13, 2009

Otto

Somewhere just a little north of a Muppet and VeggieTales, but well south of Ratatouille lies Otto.

 
click to see bigger-ish
 The parameters for success for me are:
  • appealing & simple character design
  • minimal visual & technical fussiness
  • fun to animate (fast rig)
  • reasonable expressive range without adding too much complexity
  • basically, this needs to be the Anti-Fool's Errand


click to see bigger-ish
The rig still need some adjustments to get just a tiny bit more emotional range. Motion tests coming soon.

Sunday, April 12, 2009

More Italian tutorial translations


Many more thanks go out to Andrea Perrone for translating two more tutorials into Italian:

Exploring Power Centers for Personality

and

Cartoon Snappy Motion

So pour yourself some vino, relax and enjoy some animation tutorials in Italian. Ciao!

Thursday, April 09, 2009

This totally makes sense

And, no- I'm not joking.







Leaving behind the overly sweet and condescending kiddie nature of the show and performances, I think this is a sensible and successful use of full body puppeteering applied to CG rendered content. The conventional wisdom on mo-cap has been that it was only good for realistic stuff like VFX and for Zemeckis' zombies, and that it looks like crud when applied to a more cartoony style. And true enough there have been very poorly performed mo-cap driven CG shows and projects over the years. But sooner or later I knew we'd see somebody do it right. Henson's artists have been performing in body suits for 40 years and they know what they're doing. You can't play the old bitter animator card and say that it's done by a bunch of talentless hacks, either. Anybody who's ever seen the muppeteers at work can attest that they are performance artists of the highest order. I worked at DNA a few years ago with Karen Prell (an animator who was a former Henson muppeteer). On those occasions when she would walk around the animation department with a puppet it was nothing short of pure magic to behold. In general Henson's pupeteers are great performance artists. And that's what the audience buys into- the performance. By merging the pupeteers' skills and talents with the CG rendering you can start to feel the humanity and the individuality involved. A sense of human weight and presence begins to shine through. That has a kind of appeal that's attractive.

Monday, April 06, 2009

APT Student Profile: Gary Macarevich

Here's another look at a student of my Animation Personal Trainer program (see previous APT student spotlights here, here and here). This time I want to highlight the work of Gary Macarevich. Gary had been working as a professional animator, but wanted to improve his skill level. He first took the APT last summer and then took a follow up session in January. His progress has been steady and solid and his hard work has been well rewarded. First here's a quick sample of some of Gary's work before he participated in the APT...


I determined that Gary needed to work on loosening up his characters and add weight to the animation-- a problem all too common in CG animation. Stiffness and a lack of weight tend to go hand in hand. Thus the plan was to liven up his character's movements by adding more drag and overlap, putting some balance and weight in the torso posing, along with cleaner arcs. Gary also wanted to focus on acting since his reel was a bit short on that. So by putting all that together we made a custom curriculum that targeted Gary's weaker areas while developing his acting skills at the same time. After his time in the APT here's what he was able to accomplish...



Definitely solid improvement. There's a lot more weight and flow in the performance. The tracking on the arcs are clean and add a lot of strength to the motion. The torso is looser and filled with a sense of life. His drag and overlap are much better and the acting picked up, too. As with everybody (myself included) there's still room for improvement, but Gary is definitely on  the way.

Gary's progress shows why I enjoy coming up with customized lesson plans for each animator that comes to the APT. Targeted training is a powerful teaching method and I think it's a great way to get a lot of growth and improvement in a short amount of time. Here's what Gary shared with me after his second session..
I've noticed an improvement at work and find myself finally realizing why my lead was getting frustrated trying to explain and re-explain concepts that just weren't sinking in.  Some "ah ha" moments for sure. Thanks so much Keith, please keep me in the loop on upcoming APT's... I'm definitely interested in doing this again.

If the Animation Personal Trainer sounds like the kind of animation training experience that you'd like to try,  now is a great time for you. I have a new session starting in a few weeks, and due to some late cancellations I have a few spots available. So if you're interested take a moment to email me to learn more about getting involved in the next APT session.

Sunday, April 05, 2009

Sheep-imation!

Any attempt on my part to describe this will ultimately fail, but I'll try all the same.
Sheep, LEDs, time lapse filming, Pong, fireworks and the Mona Lisa. Just watch, you'll love it. I promise!


Wednesday, April 01, 2009

We're all doomed

http://www.xtranormal.com/

You can kiss your comfy animation job good-bye, kids. Once the execs get a hold of this you'll be out on the street. And you TDs better not get all uppity, either. Even mo-cap can't compete with this.

Friday, March 27, 2009

Dragon

Another DrawerGeeks, another entry. This one is a little more 'artsy'. Several comments/emails on my previous DG effort referenced a lack of artistic acumen on my part. So I figured I'd dust off my old artist's hat and wear it for a spell.

click to see it larger

By the way, this marks a turning point in world history- I have submitted two DG entries in a row after averaging one every three years. Stock up on canned goods, liquor and ammunition folks- the end is nigh.

Thursday, March 19, 2009

New tutorial translation: Power Centers- now in Chinese

Big thanks go out to Victor Luo for his Chinese translation of my older tutorial on Power Centers and Personality. It's been available for a while, but I'm finally getting around to posting it here.

I am always humbled and thankful when folks translate my writings into other languages. Honestly I never would have imagined that my various ramblings would have been quite this widely translated back when I wrote them. Heck, I never even thought about translating them at all! Goes to show how little vision I have. heh. You guys make me look better than I deserve. :)

New tutorial translation: Italian

With special thanks to Andrea Perrone we now have an Italian translation of one of my older tutorials, Life After Pose to Pose. For all of you who might benefit from some Italian tutorializing, this is your lucky day.

Monday, March 16, 2009

Silhouette

Just a quick peek from something I'm working on right now.


Never under-estimate the power of clear, strong silhouette. I think we should do everything we can to make it flow so as to maximize the appeal of a pose. I often work in silhouette when I'm polishing my poses. It's a great way to visualize things for readability- even something as simple and seemingly nebulous as a 'squash' shape on a fast inbetween is good to work out this way.

Friday, March 13, 2009

Ninja

This week's DrawerGeek theme was Ninjas (click the link to see all the cool entries). For some odd reason I decided to whip up an entry. Don't know why really- maybe it was the moon phase? Anyhow, this brings my total submissions to about 4 drawings in the 7 years I've been a 'member' of the DrawerGeek club. Yeah, I'm not a high volume kind of guy. Sadly I can't say that I've been saving all that effort in order to make sure that I deliver higher quality.

Wednesday, March 04, 2009

Anime

Tom Sito's blog re-posts an eye opening article on the future viability of anime as a going business concern. While the points on the long term surival of anime may or may not be valid, the points in the article that stood out to me were the stories of what life is like as an artist in the anime animation business.

Full disclosure- I've never been a huge fan of anime. I mean some of it's OK, but a lot of it is violent, disgusting and mysogenistic. But there are some pieces that can be rewarding, yet there's a nagging nag in the back of my mind that always keeps me from enjoying it fully. I have a hard time appreciating the product of an industry that is as blatantly exploitative as the Japanese anime industry is. Anybody who has paid attention over the years has heard the horror stories of working hours and disgustingly low pay. In the article noted they tell of a young lady making 80,000 yen per month working 60 hours a week drawing inbetweens. 80,000 yen per month comes out to ~$800, or €635 euros. These folks aren't working in some dusty little village in po-dunk East Asia. This is the wage paid to people working in Tokyo, the 4th most expensive city in the world. I'm willing to bet that people working at McDonalds get paid better. But it's not like anime as a selling product is a dud. The article also notes that global annual sales for all anime products runs in the 200 billion yen range ($2 billion per year). That's not chicken scratch. That so little of that lucre finds its way to the bottom of the production chain is appalling. It has been and continues to be an exploitative industry. This one fact alone dampens my appreciation for the work of people like Miyazaki, et al.

time you won't want back...

I spotted this on the Drawn blog, so I'm assuming many here have at least seen its mention. However if you didn't take time to watch it, or if you don't keep up with Drawn, then really- just watch this. It's 8 of perhaps the stupidest minutes of your life that will indeed be wasted, but I'm willing to bet that you won't care.

Thursday, February 26, 2009

The devil's in the acting



Michael Sporn in a recent post on his blog highlights some really beautiful drawings by Bill Tytla. He was the key animator for the devil character in Disney's Fantasia, the Night on Bald Mountain sequence that I have embedded above. Watch the clip. Definitely go see the drawings. Sporn's admiration is well founded. Michael has this to say about the Night on Bald Mountain sequence-
Art. What else need be said?
The individual drawings are stunning, and they’re
in service to a brilliantly acted sequence.
It will never get better.
The drawings are masterful. It's an amazing bit of animation, the motion is great and the imagination regarding the devil's hands conjuring the flames into different forms is second to none. There are some awe inspiring poses and timing- it's all thrillingly well done. I'm not sure I'd say the piece is 'brilliantly acted', though. Just my opinion. The devil is a cypher to me. Like so many Disney characters over the years, this devil character leaves me cold. I'm not saying it sucks, I'm not saying I can do better (obviously I can't and I never will) and I'm not even saying it's old fashioned or whatever. I see it as a beautiful dance, as well animated as anything ever put on screen, but not necessarily great acting. Perhaps that's a distinction in semantics. I dunno.
Call me an uncultured swine. *shrug*

comedy

If you want your daily dose of pure unintentional comedy, then dial up this recent post over at Michael Barrier's blog. I won't bother refuting the various uninformed assertions in the post because I don't have the time, nor the energy to bother. Let a man have his fun, I say. Still, I figure somebody out there might find the irony of it amusing. His site is still interesting if you're into the minutiae of old Disney info (admittedly not my cup-o'-tea)

Monday, February 23, 2009

APT spots open...

hey folks,
I'm beginning a new Animation Personal Trainer (APT) session next week, but a couple people have had to back out. So I have 2 spots open. This is an open call for folks to get in on the action. If you're wondering what this APT thing is all about, check out the FAQ and read some previous posts talking about the training (along with student examples) here, here and here.. 

Email me if you're interested in taking part in this upcoming session.

Friday, February 20, 2009

Credit Crisis Visualized

Hey, it's animation related. And it's good to know, too. This is a very well done visual explanation of the reason why the economy is in the toilet- and how we got there. Animated in a simple, yes elegant way. Great design.


The Crisis of Credit Visualized from Jonathan Jarvis on Vimeo.

Thursday, February 19, 2009

Masks



A few days ago Patrick Smith, indy NYC animator extraordinaire, put this quick teaser on YouTube for his new film project, Masks. I like the idea behind this- Patrick visually following the lead laid down by a challenging audio track put together by Karl von Kries. The abstract audio would be challenging to anybody, but Smith looks to be up to it. Patrick Smith's stuff is very solid, his films always a visual treat and his passion contagious. I like that his films are kinda raw- not raw as in gory or in poor taste, but raw in the sense that there's not a lot of emotional space between Smith and his animation. Any perceptive person can see that the stuff on the screen comes from a place that's not very far from the man's heart. His film Handshake (below) is one such result.


Check out his blog, his Flickr set, his Blend Films site and look for more of his films on the tube of you's.

Tuesday, February 17, 2009

Girl's got legs....

Coraline's second full weekend in the cinemas held up very well. The Laika stop-mo flick pulled in nearly $14.8 million for the weekend, representing only a 12.2% drop-off from the opening week. That low drop-off means that Coraline will likely enjoy a 4x multiplier of the opening weekend's box office rather than the typical 3.5x multiplier. If a 4x multiplier holds then Coraline will pull in closer to $70mil in domestic box office.

Another recent animated film that had a small drop-off from opening week to second week? The Tale of Despereaux dropped only 11.6% during its second weekend. In fact TTOD had such great legs that it enjoyed a 5x multiplier (opening weekend of $10mil, ended up with $50mil in total US box office). If Coraline enjoys similar run then Laika has more than a gusty breeze at its sails for a second film- which is a good thing.

Who knew straying from formula could be so... profitable?

Thursday, February 12, 2009

Offset Keys vs. Changing Shapes

A student emailed me and asked about how to handle the spine for overlap & such. He was seeing so many fellow animators using the 'offset keys' approach in their efforts to try and get drag and overlap in their movements, but he felt it created more problems than it solved. I have to agree with him.

For the un-itiated, 'offset keys' is a technical approach in CG to try and achieve an organic solution of weight. The basic idea of the offset-keys approach is as follows: The character moves from frame 1 to frame 10, frame 10 being the pose you want to move into.


The offset-keys technique in theory is very logical. The idea is that if the hips hit at frame 10, then if the mid-spine hits at 11, the up-spine hits at 12 and the head hits at 13 then you'll get good overlap.


Like I said, logical in theory. But weak in practice. At best - when the technique works perfectly- all you get is some overlap at the end of the move, but you get absolutely no drag in the middle of the move. Drag during the move is where the weight comes from. Simply overlapping parts at the end of the move is not enough- it's a cheap trick that doesn't solve the problem. And the technique rarely works perfectly. Due to the way each object in CG works mathematically you end up with all kinds of unintended consequences when you use the offset method. The most common result is a funky hitch in the motion due to the way the math mixes at a given frame for the combination of controllers. (compare this non-offset animation to this one that uses offset keys. Note the junky bits of motion.) These unintended consequences make cleaning up the move much harder and often leads to the animator setting a ton of extra keys all over, tweaking a bunch of f-curves, making dozens of playBlast previews all in the effort to get rid of the hitches in the motion. The animator's energy is spent on removing motion problems introduced by the offset-keys trick, not on building good animation.

The key to good weight in a move is to get a sense of drag during the move. This is done not by some math trick but by making the changing shapes work as the character moves. When combined with some overlap at the end of the move things look much better and are a lot easier to clean up. If there's one thing CG animators need to do it is to start thinking about changing shapes in motion and to stop thinking in terms of moving parts. Moving parts are technical. Changing shapes are organic. All animation - regardless of media - is a 2d image on a screen. CG animators just use a puppet to create those visual shapes on a 2d plane. The visual impression of shapes changing in 2d hand-drawn animation will work in CG. We need to shift our thinking to how to make those shapes work for us. The key comes back again to making good breakdowns. Breakdowns are the secret to the shapes, the secret to getting clean motion with weight.

Here's a quick visual that might help.


What's really ironic is that many, many 2d hand drawn animators forget this when they get on a computer (I have my theories as to why). The result is the same weightless movement we associate with CG.
Really the problem is all in our heads.

UPDATE: Commenter Jim notes that offsetting keys is very useful in the polishing stage of a shot. I agree. At the final polish stage I offset keys quite a bit, sometimes on a per channel basis. Key offsetting is a perfectly valid technique as a tool for polishing the motion because at that point it's all fine detail modification. However key offsets are unsuited as a technique for building the fundamental motion to begin with.

Monday, February 09, 2009

Solid opening weekend for Coraline

Coraline had a $16.3 million US domestic box office for its opening weekend. Not a block buster, but not bad, either.
If you apply a 'standard' multiplier of 3.5 (opening weekend x 3.5) they're projected to bring in about $55-60 million before the film leaves US cinemas. The film reportedly cost $60 million to make. Anytime a film's total domestic box office covers its production costs you are in a great position. Add in international box office and DVD sales and any merchandizing and things add up nicely. While certainly not Shrek-like profits, this is a solid win for Laika. They have gained enough of a toe-hold as an animated film studio to warrant a second film. Too bad their sophomore effort got scuttled, but I expect with the encouraging results for Coraline that they'll redouble their efforts to get film #2 (whatever it may be) up and running. This is a good thing. The animated film marketplace needs a studio that is willing to make films like Coraline. And I hope that Framestore in the UK can also keep in the game and make more films. Critics raise valid points regarding the lost opportunities and narrative stumbles of both Coraline and The Tale of Despereaux, but those stumbles endear the films to me. I'm always partial to value the journey over the destination. I far prefer the early unsure efforts like Disney's Dumbo & Pinnocchio over the polished and formulaic films that followed. It's more inspiring to see folks striving to find something than it is to see someone try to recapture and repeat a previous success over and over again. May there always be new studios trying different things, stumbling their way to find their own voice in the wilderness. They may not produce perfection, but then who ever said perfection was a sensible goal anyhow?

Saturday, February 07, 2009

Coraline? Thumbs up! 3D cinema? Thumbs down!

The clan Lango all trundled our way out into the spring-like warmth of a sunny Saturday afternoon to take in the visual feast that is "Coraline". Go see it. It's NOT your typical animated film at all- and that's the best thing about it. Laika nailed it. There's things in this film that you'd never see from the big studios because they'd never dream of trying it. And by being bold they managed to do something that has been a rare accomplishment- every single member of our family loved it. Including my wife- who is certainly not your target audience for this kind of film. She finds most animated films to be a waste of time. Can't blame her, really. But she really liked "Coraline".

However this whole 3d cinema thing is for the birds.

It's not that I'm a fuddy-duddy who hates innovation. I think it looks great. It's a cool effect and it's really quite impressive when used right- but it hurts. I've seen "Chicken Little", "Meet the Robinsons", "Ant Bully" and now "Coraline" in 3d. Each time I was left with a head-ache for the rest of the day. And I'm not alone. Everybody in the family had a head-ache after the film, from the 7 year old to the old man. In fact we chose the theater because we thought it would be a 2d showing (since they didn't advertise it was a 3d screening). We were disappointed when we saw that it was a 3d screening. We knew we were in for pain. As it was I watched at least half the film without the glasses because my eyes were suffering.

Look, I like neat-o things like anybody else, but I hope this 3d thing dies out like it did in the 50's. Either that or they need to come up with a way to do this stuff that is completely different than the way it's done now. Our family can't be the only ones thinking this 3d cinema thing is little more than a painful gimmick- right?

If you can endure the 3d thing, definitely see "Coraline" in 3d. It looks nifty. But it's so well done and such a gorgeous film that even if you skip the whole 3d 'experience' it's still a real treat.

Friday, January 30, 2009

Pesky gimbal spinning problems got you down?

I've been meaning to make a short video tutorial about how to solve gimbal spinning for a while now. Today I figured was a good time to do that.

Here's my little way of solving those pesky gimbal spinning problems...


It's about 7 minutes in length.
Note- this is NOT a solution for gimbal lock, which is a different kind of gimbal problem. (one not quite so easily solved, unfortunately)
Caveats aside, I hope this helps some folks.

Wednesday, January 21, 2009

Imagination

Some folks in the comments in my previous post about Planet 51 have wondered why I was less than thrilled about the production design that I noted in the trailer. And they are right to ask me- after all, it does look like it might be a fun film to watch. Indeed the Spanish made Planet 51 has strong American animated CG film influences to its production design (they do a good job of using the 'Pixar-look'). But I do have a reason for my grievance. So rather than stick my reply down in the comments I figured I'd make another post about it and see what kind of conversation can arise from it.

One commenter expressed:
I haven't seen a movie from a big american studio in the last couple of years that has had the kind of freaky style you want. If they had taken it that far, no one would go see the movie. Dont't you think so?
That's certainly a valid point. Big American animation studios tend to stick with the blue sky, green grass, sunshine world of utopian southern California suburb (before the smog). And a lot of those films have been a success commercially. The easy thing is to equate the two as causation. Causation being: American big studio animated films are successful, they also use traditional approaches to design and color scheming. Thus use traditional design and color scheming and your film will be successful. People fall for that confusion all the time (especially executives). We must understand that correlation is not the same as causation.

Another commenter offered:
I personally think the whole point of it was to keep it "down to earth" and close to what an audience can instantly recognize.
Again, a very solid point. I can see the rationale behind that approach. But then- do audiences really need to be addressed as pre-schoolers? It's too bad that filmmakers believe that things must be so easily digested, lest somebody get a tummy-ache in their eyes. The Nightmare Before Christmas looks nothing like 'real life'. Yet it was a big hit during its time and has gone on to become a classic- an evergreen property that still makes Disney money. I contend that the production design did not hinder the film's commercial & creative success- it defined it. Nightmare's design did not shackle it to failure- it freed it to become more than another come-and-go run of the mill offering.
 
 

Laika's Coraline has a similar vibe to it- it's not all green grass and blue skies.

We've yet to see how Coraline will do in the theaters, but I applaud Laika's risk taking spirit here. If you're gonna make a film, make a memorable one- make a striking one. Yes, there will be commercial risk- but following the 'normal' path of animated production design is no guarantee of mitigation of those risks. Everyone's Hero is a good example of that (and visually that's an example of the 'Pixar-style' that was pretty well executed, too). But where exists greater risk, greater reward is possible. Since the statement that "in Hollywood no one knows anything" really is true, why not embrace that uncertainty and use it to give license to a whole realm of possibilities- and even impossibilities?

Reality has no power of constraint in animation. Of all the forms of cinema only animation is free to explore every crevice of our imagination. Why be so timid about that exploration? Step out a little, stretch those imagination wings. Why play it so safe? Audiences don't want safe- they want something bigger than that. I truly believe it.

Monday, January 19, 2009

When Worlds Collide



I'm willing to see where this one goes. It looks like it might be a fun little film. I like what the Europeans are trying to do these days.

But blue skies, green grass, red brick buildings and white puffy clouds? On an alien planet? What an opportunity to use animation's greatest strength: bringing to the screen what can only be seen in the imagination. Is it Planet 51 or Pasadena?

Of course if the film is entertaining then it really won't matter- I'm aware of this. So here's hoping it's entertaining. Still, an animator can dream, right?

Thursday, January 15, 2009

Dublin & Brown Bag Films


Last week I was invited to come and give a seminar/workshop at Brown Bag Films animation studio in Dublin, Ireland. Back in 2002 Brown Bag's very funny short film "Give Up Yer Auld Sins" (linked above) was nominated for an Oscar. They're doing some neat stuff-- TV shows, commercials, music videos. Feature film projects are developing, too. I really enjoyed their energy and over the course of two days we covered a ton of topics related to animated film making, studio growth, performance animation- all kinds of cool stuff. I do a lot of teaching online and I spend most of my time talking to a web-cam, so it's always a treat to teach and present to real live people. I love to engage in the give and take of questions and answers. It's fun and I'm always thrilled to do it when I get the chance. I'd love to do more workshops/seminars. Especially when I can hang with people like the folks at Brown Bag.

Anyhow, this was my first trip to Europe, so I decided to bring my lovely bride along with me. We had a blast as we walked and bussed and railed our way around historic Dublin. It was cold (what do you expect? It was January in the North Atlantic region), but the city of Dublin was a treat to visit. Malahide Castle, Trinity College Library, the Book of Kells exhibit, the Bank of Ireland building, General Post Office, Cleary's department store, The Brazen Head pub, Temple Bar, The Liffey- we got to see lots of neat iconic places. (the bangers & mash at the Brazen Head were very tasty!) What really struck me was that Dublin is a city of over 1 million people and there's not a single skyscraper to be found. In Brazil we lived in a town of roughly the same size and there were easily more than a hundred buildings over 20 stories tall. So this lack of tall buildings really added to the overall sense of history in the place. I can't wait to go back.

Oh, and what about the Guinness? Uh.. yeah. Those who know me know that I'm not a drinker, but I'm not a tee-totaler either. And so I say with no apologies that you haven't had beer until you've had a Guinness brewed right there in Dublin. (although Murphy's was pretty good stuff, too even if not as popular).

Friday, January 02, 2009

Despereaux? Delightful!

Yes, I said delightful.
That's not a word I use often, probably because not many things in life really are. It's not the same as fun or funny or cool or neat. It's a word that means something lifted your soul, something left you smiling for no apparent reason, something just filled you with that rare, but wonderful emotion of delight.

The Tale of Despereaux was just a treat. The animation had some floaty spots, but no more than your typical CG film. More than a few scenes were inspiringly well animated. One scene in particular, where the blind mouse pictured above searches for a thread- it was just amazing. It was a quick scene but it just grabbed me as sublime. As a professional I could see where they cut a technical corner or two to meet the budget, but trust me- it wasn't any egregious sin on their part. The important things during the important moments were perfect. The unimportant things for shoe-leather shots were dealt with in proper proportion. The production design was rich and detailed, but it fit perfectly. The color palette was subdued (a refreshing departure from the high saturation approach of US animated films). The desaturated approach somehow let the characters stage better against their world. Some scenes were just flat out beautiful.

The voices, while celebrity, weren't over the top like Jim Carrey, nor were they flat and bland like Brad Pitt. Each had a subtle texture and were very well acted- they fit their characters. This voice casting was really very good. Like Craig T. Nelson as Mr. Incredible or Jack Black as Po the Panda or Jeff Bridges as The Big Z good. The story was simple, but charming. There were characters that would have been written out of a US film during development, but that were left in this one. A few characters in particular had no significant narrative purpose, but that didn't matter. These "loose ends" just added to the tapestry of the story. The film is better for it. Mystery was embraced as a positive, not seen as a negative that needed to be explained away. Many things were left to the mists of imagination, or dismissed as irrelevant. US animated films tend to be a bit too... "on the nose". Everything needs a reason, everything needs to be filled in, everything needs to be explained. TTOD doesn't concern itself with such requirements nearly as much. That's a great part of its charm. Gags? There really weren't any gags. But there didn't need to be. Even Wall-E, at times a serious little film, had a lot of gags. TTOD, they let the charm and the characters bring the smiles. The motivations seemed sincere. I found myself smiling not because I was amused by a joke, but because I was enjoying what was going on. That's the difference between fun and delightful. Don't get me wrong. I like me some fun animation- lots of it, actually. But when something like The Tale of Despereaux comes along, well.. I'm just that much happier with life.
Go see it.

Tuesday, December 30, 2008

The Credit Crunch & Animation

The Animator's Guild blog (TAG Blog authored by Steve Hulett) keeps a pretty good eye on the wheelings and dealings of finances in animation. They recently posted a note about the independent Imagi Animation Studio. They're the folks who brought you The Teenage Mutant Ninja Turtles movie a year ago. Their creative efforts are run out of LA, while production is based in Hong Kong (as well as outsourced to other vendors, like ReelFX). Turns out they're in a bit of a cash pinch. They need 'additional funding' just to get through production on their latest film. At their current levels my guess is they run out of money by March and they'll need to get some loans to carry them through. Well, in the old halcyon days of 2007 that'd be an easy thing to pull off. Credit was cheap and plentiful. Now? Uh.. not so much. Credit across the world has ground to a halt. Seems that offering super easy and cheap credit wasn't exactly a great idea to begin with. Who could have known that giving loans to people without the ability to repay them would result in significant financial losses? Heh. Gotta love hubris. It provides entertainment (even if in this case it's not 'cheap' entertainment).

Anyhow, I expect to see fewer and fewer independent animated films getting made in the next few years. Film projects from folks like Imagi, Vanguard, Weinstein, etc. will have a very difficult time getting funding. These films live and breathe on outside money. I don't know what Laika's finances are like, but they recently shut down their second film and laid off a number of folks. My guess is they're waiting to see if Coraline pays off. Reminds me of what happened at Blue Sky after production wrapped on Ice Age. Fox pretty much went skeleton crew while they waited to see if Ice Age would make enough money to justify keeping the studio going. I don't know if that's the case at Laika, but from this corner of the internet that's what it looks like. Phil Knight has deep pockets, yes- but he keeps those pockets deep by not spending his own money if he can help it. Which is standard operating procedure in Hollywood. Use other people's money as much as possible. That plan works when people's investments are doing well and they're looking for more. It doesn;t work so well if they've lost almost half their money in the last year and they're focused on avoiding further losses. Investors want nothing to do with risk right now, and there are few investments riskier than films. Last year I wrote that hedge funds were going to get beat up and as a result you'll see fewer films getting funded that way. Well now hedge funds aren't getting beat up, they're getting murdered. Losing tens of billions of dollars by investing in a giant Ponzi scheme (ie: Madoff- a more appropriate name never existed) has a tendency to put a pinch on the purse. Investors asking for their money back magnifies that.

The good news is that so far Disney, Fox/Blue Sky, and Dreamworks are mostly self funding enterprises. Not so sure about Sony, though. They've been wishy-wahsy on their animation studio the last year or so already. A lacklustre result for Cloudy With a Chance of Meatballs might convince them to throw in the towel. But the other big animation studios- as long as their overall film businesses make money they'll be able to make animated movies.

What does this mean for us lumpen down here on the bottom of the foodchain? Animation jobs will still exist, but competition for those jobs will heat up even more. But even if you have a larger studio gig, don't get complacent. Being in a larger studio is no guarantee, either (ask the Bolt crew). The indy film market has been a real blessing over the last 4 years to a lot of animators looking to get into film. Screen credits, experience, nice shots on the reel, opportunity, paychecks, etc. I'm guessing as the next year unfolds it will be a little tougher to get work as projects wither for lack of financing. 2010 will be worse. There's a 9-12 month lag between funding greenlight and production.

While I don't follow the games side of the biz that much, it seems to me that it will probably be the same over there. Big AAA+ titles made by the giant producers will still hum along, but smaller, less well capitalized efforts will hit a dry patch.

If you have work now, do yourself a favor. Start saving. A lot. You're gonna need it. And if you have any other employable skill, keep that sharp. You might end up doing something other than animation for a while. And keep animating- even (especially?) on your own time. Atrophy can happen pretty quickly if you're not staying in practice and you can fall behind before you know it.

Saturday, December 27, 2008

Wither the cartoon?


I've been thinking a lot about how the classic short cartoon has disappeared from the modern animation world. How do I define "classic cartoon"? Criteria for inclusion would be:
  • Full animation (not limited 4 fps TV stuff, but not super fluid animation on 1's, either)
  • Over the top 1940's cartoon animation style of motion and expression
  • Zany characters who are capable of existing outside of a larger character development "background"
  • Primary platform is short material (not feature films or TV shows)
  • Backgrounds designed to build a stage for action, not build a world for believability
  • Writing is gag centric, not long complex narratives requiring acts
  • Primary focus on visual presentation, not dialogue.
  • Action and music are joined at the hip. Music is not "stuck on" in post.
Examples: Woody the Woodpecker, Droopy, Bugs Bunny, Foghorn Leghorn, Goofy, Donald Duck, Roadrunner, etc.

In general most animation today is "talky". Lots of dialog. TV animation consists of 5 stock poses and a lot of talking. Kids TV is pretty much the same, but with a lot of screaming (seriously, they scream a lot). Feature films are big money showcases that focus on longer narratives that demand more character development. Not as much screaming, though. For quick giggles or a 60 second bit of diversionary amusement we have Flash animation on the internet, but nobody will confuse that with a classic cartoon. Independent animation often focuses on heavy topics that, while meaningful, usually aren't very fun (JibJab takes on politics, normally not fun, but they make it fun). The studio shorts are mini versions of their big film brethren, and they share the high "per second" budgets and manpower needs of features, too. Now, I'm not saying that all of these are worthless crap. I actually like a lot of stuff. I'm just asking- where is the cartoon?

I'm talking about the unapologetically gag driven, musically integrated, over the top classic 1940's style cartoon? With animation that's not bound by earthly physics? With backgrounds that aren't focused on realistic detail & shadows? With characters that are flatly rendered but expressively drawn? It's gone, isn't it? Other than an occasional try here or there, that form of the craft has faded into the past. Not only is the form gone, but all the guys who made it are gone- and with them the knowledge of how to pull off that style of cartoon. Will it ever come back? Or is it a style of animation whose time has passed?

Thursday, December 25, 2008

A Merry Christmas to One and All

From our family to yours, may you enjoy the very best of God's blessings this holiday season.

Monday, December 22, 2008

More Tutorial Translations

OK, I've got a few free moments, so I'm adding some translations of my free tutorials.

With special thanks to Ariel Núñez Morera we have two new Spanish translations. The first is for Life After Pose to Pose: Taking it to the Next Level. The next is for Breakdowns Can be Such a Drag (building better overlaps in breakdowns).

We also have a Turkish translation for the Principles for LipSync Animation Article. This was lovingly provided by  Rıdvan Çevik.

Big thanks again to these fine gentlement for their efforts. I'm always humbled when folks feel inspired to translate my writings into other languages. Deixa me pra sinto tau internacional! 

UPDATE:  It seems that I have messed up some links and forgot to mention another translation. The link for the Life After Pose-to-Pose in Spanish is now fixed. I have also added The Principles of LipSync article in Spanish, also done by  Ariel Núñez Morera. Thanks to Jerzy Perez Gonzalez for catching the error. My apologies for the mix up. I'm a doofus.

Sunday, December 21, 2008

A-ma-zing



Two pieces of foam, a few sticks, some rulers, a ladder made out of pencils, a bowl of water, two kazoos, a guitar and a whole lot of imagination and skill. Who needs fancy visuals or technical sophistication- or even technically perfect movement? This is an inspiringly simple reminder that character and motivation are the keys to bringing something to life. Astounding stuff.

Hat tip to David Beer.

Thursday, December 18, 2008

JoJo in the Stars

Marc Craste is genius and I envy his creativity.



 This is the final play out of his creepy and thoroughly envelope pushing Pica Towers vignettes circa 2001. (watch them here, here and here). You gotta remember back then nobody was doing anything like this. Everybody was too busy aping Pixar (myself included). When I first saw the Pica Towers shorts it was an epiphany for me. I just love how immediate the animation is in this. There's not a bunch of built up polish to arrive at the final. A lot of these scenes could be animated start to finish in a day- maybe in an afternoon even. This style allows a rough "in the moment" vibe to shine through. Some may pan it as crude and limited, but to me it feels alive as opposed to constructed. Craste's other commercial work at Studio AKA is neat, too- though not as individually bold as the Pica stuff.

Monday, December 15, 2008

Charlie Brown- proof of concept test


Last year around this time a small team of folks at Big Idea were given the task of trying to come up with a way to do Charlie Brown in CG. We were one of a group of studios pitching to get the Peanuts animated comic strips project headed up by Warner Bros.. Since the general expertise of Big Idea is in developing shows for CG, the decision was made to try and make this in CG. My old friend and former colleague Brian Roberts was assigned as the director.  He had been following my non-realistic rendering tests on this blog, so he asked if I'd like to lend a hand at driving the CG art direction. I was in the US at the time on other business so I decided to join the project. The team was small and the schedule was smaller- just two weeks. We started with nothing but an idea. Brian's goal was to try to express the original cartoon strip look and feel without resorting to the 'typical' CG approach of literalism- especially of form. With that, we set off.

Brian was the director. Chuck Vollmer was the production designer did the background painting along with some beautiful painted textures. Joe Spadaford was a 2d concept artist and he painted a number of the flats and textures as well. Steve Fuller was responsible for the CG set- including modeling, texturing and lighting. I did everything with Charlie Brown, modeling, rigging, texturing, animating. I also took the lead on getting the CG style to look the way we wanted it to.

We wanted to keep things feeling as 'analog' as possible. All the textures on the set and flats were hand painted with gouche on board and scanned in. We found that a nice painting of a texture got dumbed down once it was applied as a texture-map and rendered. So Chuck went back and "sloppified" the paintings a bit. It looked kinda rough when you held the painting in your hands, but that roughness was needed if even half of it was going to show up in the render. Where this was most evident was the dog house.

The other challenge was getting Charlie Brown's facial animation, as well as the scratchy ink lines on his shorts and shoes. Once I solved that I felt really confident that we could hit the style. The animation is on 2's, another nod to the original Melendez approach. I also tried cycling a non-uniform procedural texure to the solid areas of color to avoid that computery perfection of color. I wasn't too happy with how that turned out. Given time I would have used Prismacolor markers to make 4 or 5 versions of the colors and cycled them as an animated texture on 4's, but the deadline intervened. Anyhow, watch the test and see what you think. There's no post process here-- everything you see is rendered straight out of Maya.


Ultimately the powers that be went with another studio using Flash animation. Back in early November Cartoon Brew had a short note about it. You can buy them for your very own on iTunes. While I suppose I'm a bit disappointed that our approach didn't win the day, from the objective standpoint of maintaining the look and feel of the property I think it was a wise choice to go with using Flash. They did a very good job of faithfully continuing the visual style of the Peanuts cartoons, whereas using CG we could only re-interpret it and try to be faithful to the original intent. I don't think our approach was necessarily inferior- it was just different. And for this project that probably wasn't the best choice. I recall a similar experience back when I was at Blur. Blur did a test of Mike Kunkel's Hero Bear in CG. For CG it looked quite good. Blur does great work, so that's no surprise. Yet it just didn't seem to "fit" the property. Some things are just better done 2d, I think.

Thursday, December 11, 2008

Snow!


It snowed about 3 inches this evening in our little section of middle Tennessee. We hadn't seen snow in a long time. For the last 5 years we've been living in places like Los Angeles, Dallas TX and Brazil- none of which are what you'd call cold weather environs- we just didn't get a good dose of snow. Of course I grew up in Buffalo NY, so I know all about snow. These last 5 years I didn't think that I missed it at all. Turns out I had.

So my son and I got down to the serious business of snowman making.
I present to you Mr. Sammy McSlush. A finer snowman never was.

 
  

Do you remember the magic of snow at Christmas-time when you were little?

Why do we forget when we get older and we get all bogged down in work and being serious and all that? Especially those of us who work in animation. When did we become so... grown up? I pondered these things as the full moon came out and the whole world seemed to glow like a story book.



 

Monday, December 08, 2008

2008 Gobelins student animation

Another year of very pretty short films from the talented Fenchmen.

I liked Apres le Pluie. I don't get it, but I liked it. It has a nice mystical quality to it. No, it's not Miyazaki good, but you can certainly taste the influence.


To me the most intriguing was Underground Psycho. It's a really striking piece visually, and the story, while strange, was really compelling. I love the circular nature of the narrative. That's a difficult story telling style to pull off well and they handle it nicely. The animation is excellent - fantastic, really- even though it's not Hollywood CG feature film polished. I love how the characters all are alive and show some measure of thought and motivation beyond the surface. It's mostly CG, but the artists don't fall for the same old visual trap in CG, nor do they fall for the 'Gobelins pastel style' of CG. For that you can watch California Love, highlighted on Cartoon Brew).

Speaking of California Love, I thought it was the least interesting of all the student pieces. It felt like they were trying to just ride the coattails of previous attention getting Gobelins shorts. And I suppose getting a mention on the Brew means they succeeded. But to me it's just a repeat on the same old visual meme: the crazy chase through a handsomely painted CG world. Le Building from 2005 kinda had some flavor of that and it was fun and fresh. Then Burning Safari from 2006 took it to the next level and that was really fun to watch. Then there was the Annecy 2007 opening film- where the Raggedy Andy looking dude whips through the world so fast that everything loses structure at times. That was the best of the lot, I think. The chase idea had been maxed. Last year's Oktapodi was another take on this idea and while not as hectic a chase, the addition of the love story made it worthwhile. California Love just seems like another Gobelins run on the concept. OK, we get it. Crazy high speed chases through painterly worlds are cool. We can put that one down now. Let's allow that ground to lie fallow for the next few years.

The other ones are cool in their own way, too. Check 'em out. It's always fun to see the new stuff each year.

Friday, December 05, 2008

APT Student Animation: Anthony Bennett

Here's another student profile from my Animation Personal Trainer classes. Today we'll take a look at Tony Bennett's work. Tony has been through the APT twice now, the first time being the summer of 2007. Back then he had just graduated from another animation school and was looking to further improve his skills. We spent a good amount of time back then developing a good workflow for Tony, as well as improving his body mechanics and polish.

Every student- regardless of experience- brings some innate talent to the table. Tony has a good sensibility for performance, but his ability had not matured to the point where those ideas could show through clearly. Here's an example of Tony's work before his second session....


There are some neat ideas there, but they're downed out. Everything is too big- a problem I see with many inexperienced animators. Everything is set to the max- poses, timing, screen movement, accents- they're all as big as possible. There's no variation. What's missing is a sense of texture. So we spent a lot of time developing his eye for texture in his animation.

Here's what his work looked like after the session...


Now we're seeing those ideas come through. There's more here than a pretty render (though it's always nice to dress things up if you can). No, the real quality here comes from knowing when to go big, when to go small and when to save a little something for the biggest impact. And you'll note that the polish has improved as well. There's still some need for more development regarding arcs and drag/overlap, but Tony knows about those things and he's well on his way to improving them on his own. That's the goal, really. Help the student get past the big hurdles, give them things they can keep working on and send them on their way with skills that will serve them well for the rest of their careers.

At this time Tony is animating for the Mass Animation Project on Facebook, and he's doing some nice work.

Tuesday, November 25, 2008

Tastes like chicken....


"Hmm. Tastes like chicken." We always say that when something doesn't have a distinct flavor, don't we?

When I lived in the Chicago area some years ago we bought our first home in one of those 'corn field' subdivisions. If you've spent much time in the US you know the type- cookie cutter houses on streets named Raleigh Trail, Snowbird Trace and Chadwicke Court. Homes that were planned and picked out of a catalog, cropping up in vast fields that used to grow corn before houses.

It was a good first home, we were thankful for it. But even then we knew there were problems with the idea. It was very far out, the neighborhoods were growing faster than weeds and we wondered at the breakneck pace of it all. Soon the entire area filled in with three huge shopping centers, a Walmart, Target and a Costco, four humongous supermarkets, 5 complete sub-divisions containing 700 homes each and two huge movie theaters. It went from sleepy farm roads cutting through endless cornfields to a full blown 21st century American suburb in just 3 years. Back then I had my doubts about the sustainability of that trend. Turns out we're seeing the fallout now in ye olde real estate bust (a bust that we happily avoided by selling into the rising market, not the falling one. Not that I was smart or anything- just blessed. Even a blind squirrel finds a nut now and then). Ultimately every Builder Bob with a hammer went into business building and selling cookie-cutter homes. It was like printing money- and for a while it worked. The end result? Lots of houses, all with the same feel, made with homogenized factory monotony with little or no charm or character. The houses, while fine homes and certainly quite comfortable and liveable, were utterly unremarkable with their smooth vinyl siding nestled amid a sea of meandering cul-de-sacs and lanes with no trees. Once while we lived in this stamped out subdivision an older fellow in his early 60's got lost going for a walk in his own neighborhood one cloudy afternoon. When asked how he got lost he replied "Everything's the same!". There were no unique landmarks, no memorable places to turn or recall. Everything blurred into a beige haze of vinyl.

What's this got to do with Bolt? Seems it's not exactly been a gang buster in ye olde box office on its opening weekend. $26million is all. While that's not a disaster, it's no doubt well below what the Mouse House was gunning for with this film. It was their first film made "from the ground up" at Disney under the creative guidance of their newly installed Pixar leadership. There were no compromises with the old Eisner Disney in the creative direction of Bolt like there were in Meet the Robinsons (which opened with similarly yawn inducing $24million). Nope, this film was done completely the Lasseter way and I'm sure the expectation was that they'd get Pixar's blockbuster results. Something odd happened on the way to the theaters- the audience forgot to come. Like those comfortable & liveable tract houses, Bolt was a comfortable, decently crafted film that was for all intents and purposes utterly indistinguishable from the littany of other comfortable, decently crafted CG animated films that have come before it. The landmarks have been erased and the audience got lost in the sea of "Everything's the same".

Cycles run their course. All of them. How close are we to CG's Hercules?

Wednesday, November 19, 2008

Cool Blender feature....

Kinda neat stuff. The actual tool use in the window looks nice and simple- but the steps needed to get there seem klunky. That's my beef with Blender- I find its interface and usability to be problematic. At least for me it is. Still, this is a great feature. Blender is developing nicely- and it's free. Pretty cool.


AniSculpt Tutorial -- Pepeland from psl on Vimeo.


AniSculpt test_01 (ball and character) from psl on Vimeo.

Hat tip to Virgilio Vasconcelos.

Wednesday, November 05, 2008

OK, let's try this instead...

Getting back up on the horse. Ahem.

Anyhow, following up on that last (embarrassing) post, here are some sequential drawings to check out for a few movements in the Sylvester clip. The first one is kinda neat- his tongue is completely in and then the next drawing is completely out- and not just out, but down to his belly out! Check it...
 
 
Each of these drawings were held for 2 frames. I think the reason you can get away with this is that the rest of the body isn't changing quite so drastically. It's changing, but the general silhouette is basically the same.

Now we get to the happy feet stamping. Again, back to back drawings held on 2's. First, the right foot is down and the left foot is up.
 
Next, the right foot is up and the left foot is down.

No breakdown or inbetweens. Just extremes. I've tried this in Cg and it's really hard to make it look as good as it does here. One thing I learned is to not cycle between two leg position/shapes that are exactly the same, but to keep it varied as the legs hammer back and forth like that. The dry brush is the real key, though. That's what I think, at least. But what do I know? I do know that motion blur doesn't work as a dry-brush replacement.

And now for giggles, we can check out how he switches from the foot stamping happiness to the scramble run off screen...
 
  
  
  
That's crazy stuff. Those 4 drawings are back-to-back-to-back-to-back in the scene, each held for 2 frames.
And this is a 'simple' scene. The stuff with him emptying out the drawers just before this is flat out amazing. Go watch the entire short. "Canned Feud". It's on the Loony Tunes Golden Collection DVD set, first volume, disc 4. The entire short is just jam-packed with gold like this. Who's doing stuff like this these days? Who in CG animation even thinks like this?

A study in cartoon timing.. UPDATED

UPDATE: Well, whaddya know- I'm an idiot.

Commenter Lampshademan suggested the timing might be a frame rate glitch in the movie file due to the DVD capture. So after trying to find the right combination of software that lets me get accurate frame stepping through a clip from a DVD I was finally able to verify that the scene is basically animated on 2's. All of the drawings, except for the first one of the hold and the last 8 (for the run off screen) are held for two frames each.

Nothing to see here folks. Well, except for a red-faced idiot.

But enjoy the fun animation anyhow.

And I will talk about the change from one drawing to the next because there's some fun stuff going on.

Monday, November 03, 2008

My take on the US election....

Would you like to be stabbed with a sharp stick in the right eye or the left eye?

That's it. Those are your choices.

We'll talk about this again in 4 years.