Showing posts with label Animation Mentor. Show all posts
Showing posts with label Animation Mentor. Show all posts

Sunday, November 11, 2012

WRECK IT RALPH: sketches

WRECK IT RALPH

     I hope you all have gone and seen the movie! It was a lot of fun helping create such a fun film. I thought I 'd share some sketches I did while on the film. They are just little doodles and chicken scratches on post it notes and toss away pieces of paper.

ONE of my first sketches of ralph... when I actually had time to draw

'BUT DANNY TELL US SOMETHING INTERESTING?!'
     Hmm, Well working on the film feels like you and your co-workers are on a giant boat. Everyone has their job to do and something to help out with. You learn and become close with your 'crew' bc you end up seeing them more than anyone else, even your family and loved ones. So they in some sense.. a sort of family to you as well.
     And just like a real boat there are rough times and easy times. During the harsh times, there is no sleep, everyone is hard at work, we are all stressed, and it feels like there is no end in sight. Smooth times always come early on in the making of the film. It'll ramp up and get busy until a climatic few weeks of overtime and hell... and then.. its done. Then you have to remember how to live life again and find out what were your old hobbies, and remember that people exist outside of your work life. And you have to be social! (unless you can not remember how to be social by this point)
    Watching the world react to the film through Facebook and reading the reviews in all the magazines is a pretty crazy feeling. It's kind of having a venerable sort of feeling in your gut as you read what people say about the movie. Last but not least, seeing your name in the credits.. makes a landmark checkpoint of emotion that causes me to reflect and see how far I've come and to be excited about the future. I have a lot of life to live and my road is just getting started.




      There was always something to do! It left very little time for drawing, but the sticky notes above I did while animating those characters. Drawing on post it notes is a very good way to become detached to your drawing and let loose. You find yourself drawing very fast with out being precious about each little line you do. And even though that line isn't perfect, there is some energy captured in it that no amount of fiddling and perfection would repeat.




      Animating Vanelope was very fun. I was intimidated by her a lot until I was given a few shots with her.  Vanelope has a very cartoony 2D appeal to her that we always had to be aware of. Not as much as king candy but still a decent amount.

Sometimes when I'm stuck I figure out my problems with drawings


     I spent most of my time animating in Sugar Rush as you might figure out if you look at the ratio of candy racer drawings to everything else. I also animated a lot of characters in the Game Central Station, the Felix party in the beginning of the movie and at the climax of the movie. I do have a lot more sketches but I'll save them for another post. I hope you all enjoyed the movie and make sure to watch it a second time to find all the hidden things in the back ground (hint: look at the graffiti on the walls in game central station)



Saturday, October 15, 2011

Sometimes Disney happens...



Currently I just started working at Disney Animation studios. there is a lot of work on my plate and I apologize in advance for the lack of post for the next 2 months. I will revive this blog soon, but not for now, expect very very short posts in the near future. I'll fill you in on what I'm doing here really soon.

Keep on making art and you'll hear from me soon!


-Daniel Gonzales

Saturday, September 24, 2011

Animating a Shot: Part 3

     

     Happy first day of fall! So I'm just about over the hump of the hardest part of completing an animation piece. Yes yes, I had the beard going, blood shot eyes, the zombie stare, the anti-social anti-food anti-TIME feelings flowing freely in my mind. I was in the Zone. It doesn't look pretty from the outside (ask my girlfriend haha) but on the inside, it's wonderful, my mind was 100% on creative mode.

     If you think physical/acting animation is alone the toughest part of the whole process, you haven't animated dialogue yet. Not harder but it's almost the same level of difficulty as acting and physicality. I believe it takes the most amount of attention and concentration. Your background music, podcasts and side conversations must be put on hold when you are listening and drawing mouth shapes for dialogue. So in tradition of the first person story telling style of the last 2 posts, here I go:

THE MOUTH
     I know mentally this is the most draining part of the process. So as I prepare my desk by setting up 2 mirrors and an extra pillow on the seat of my chair, I'm mentally thinking of all the mouth shapes one see's through out the day. The funny thing I noticed is that YOU DON'T SEE mouth shapes. You kind of interpret the shape when it flashes by. And in a sentence you only see the Major sounds take shape in the mouth.

e.g: "Fuck"
-You will see the 'F' shape very clearly and is mainly the only shape you have to nail when generally animating the word. The rest is just jaw and a general 'UGH' mouth shape.

     So I'm going over all I know mentally before I start. When I start animating, I initially want to exaggerate EVERY LITTLE SYLLABLE. But a quick trick where you put your hand under your jaw, and say the line of dialogue and take note how many times your hand dips. The points when it dips/or opens wide, are the points to exaggerate the jaw opening. This keeps me from animating my characters mouth opening on every syllable. So I first draw in the key poses when the jaw opens in my animation. I time those poses out to match the dialogue perfectly. Then I move on to other major mouth shapes such as the M's B's F's P's V's. I make those shapes very clear so that they can be read at a moments glance.



IN-BETWEEN THE LINES
      While animating the mouth you always have to be aware of a very important thing. That the mouth is connected to the face. If you are just animating the mouth and not moving the head, nose, or jaw; your mouth would look like it is floating on the surface of the face. So all it takes is a small stretch of the nose, or a blink on a hard accent, or countless other tricks to make your mouth feel connected to your face. Also (to those 2D animators out there) always check the distance from the top lip to the nose and bottom lip to the chin and try to stay consistant. Many times I found my mouth drifting closer and closer to my characters chin with out my knowledge.. Lots of erasing... lots of finger cramps..

Here is a video of the dialogue (90% finalized)



FINISHING UP
     If dialogue was the biggest mental drainer, then finishing up and 'inking' of a piece is physically draining. As i finished up doing my dialogue I was OVER my piece. I wanted it does, I wanted to be done, I was ready to start on something new. It's a very trying time. I took two days off my work. Went outside and got some sun, I went to Santa Cruz and visited my brother, caused some trouble and just messed around. I was not eager to start the process of drawing wrinkles in clothing over and over again for 150 frames straight. I was not eager to draw an oval of a head 500 times and keep it consistent, I was not eager to sit 10 hours at a time and kill my hand tracing and erasing and tracing over and over again...
      But I went online, read a book (King Lear), watched a movie (The INSIDER) and went on a campaign to inspire myself again. And that's all it took, at eleven at night after watching a movie with my lady, the surge and energy of inspiration hit me and I immediately took advantage of it because i know in the morning the inspiration it would be gone. 'Aren't you coming to bed?" she would ask, "No, I feel like [I gotta work] work, I have to get it out of me."

     When I animate and I'm nearly done, I POLISH as I INK. which means as I am outlining my animation with black, I take notes on what can be pushed or tweaked. But I don't always fix them as I come across the mistakes for fear of ruining the momentum I have at the time. If I was to stop to solve the problem I have found, it drains the clock and it also drains my motivation. One hour and finishing a scene of 5 seconds? or spending an hour fixing 4 frames (5 percent of a second)? What makes you feel like your being more productive?

SO here is me while I am finishing up, hopefully I have time to really polish the hell out of it. It's the last push so I'm going hard: more hours, harder concentration, and keeping constant pace.  I do still see mistakes in my animation but I'll try to finish first then go back and fix them.



How I feel right now: tired, motivated, and a urge to push until I break which comes from insperation

Tuesday, September 13, 2011

Animating a Shot: Part 2

 100Th Hubble
Universe showing off it's still the best at creating beauty


     So it's easy to DO the work in your head. Like right now.. Bam! just created a master piece. (in my mind).
     But to actually start on your work is a very crucial step that most artists never get to. Last post I talked about 'planning' your shot and making it specific conceptually. But now it's all about planning your work technically and executing your animation. Last post I talked about the very very first stages of starting an animation piece, here I will continue that post..

TIMING and POSES
     I had just finished story boarding my shot so I know what camera angles I want. The next day I sit down at my computer and think about my acting. I do rough poses and draw them into my storyboards. Then I play them to see if they 'feel' right in the time given. 'FEEL' right referes to, does it feel aesthetically correct, is the timing rushed rushed? Do I read the acting as a viewer? Is the tempo of overall movement complimentary to the tempo of the dialogue.. All these things have to come into play.
      Think about it, if the tempo of my movements in my animation are beat for beat that of my dialogue, then on each word or accent I will have movement. First off, that is not natural and it will be too distracting. So After an our or two of getting the beats and acting right, I came up with this (you might call this BLOCKING):



     The timing is pretty close to what I had originally proposed with my initial storyboards. The cuts work, the characters are not over acting, every choice I made checks back to the very specific background story I had came up with. This part of the process did not take that long, but I still stop working for the day because I know the NEXT step is the most difficult....

MATH and MOVEMENT
     "My project is 24 frames per second but for every frame I make I duplicate it so that it comes off as 12 frames per second. But when there is a movement or an action I will not duplicate and animate all 24 frames per second thus giving me more control over my timing and the ability to make the action read better."

    I'm thinking this to myself as I get out of bed... I 'm recalling how Disney animators use to animate during the golden age of animation. Mostly on 12's, but on 24's when the action was complex. If you do not know you're multiples of 12's, 2's, 6's and sometimes even 3's, you are going to be animating blind when it comes to planning out movements and timing. Math plays a SMALL role in animation but a crucial time saver if you use it correctly.
     For example. In my first shot I want my character to lift up it's head. I do not want it to happen in one frame as it is right now in my story boards but in a normal like manner, but not too slow that it feels mechanical. So I think in my head, "one second is too long for a head lift, so maybe half a second.. (I try lifting up my head at the speed I want) It took a little less than half a second to lift up my head. So that means when animating my head lift it should be 3-4 Frames. Why 3-4 frames? 4 frames is 1/3 of a second. It's not quite half, which would be 6 frames (because 6 is half of 12.) 12 frames being one whole second. four frames would be pretty damn close to the timing I am looking for.

If that was confusing, that should be a red flag.

ANIMATING
       (This is the part of the process where all new animators rush too and they skip all the prior steps I have done.)

My Order of Operations:
Movement, Stills, Facial, Mouth Dialogue, Specifics (clothes, hands, hair etc)

      So I animated. I animated all day. The first things I animated were the movements. Movements are the most eye catching elements in animation and they have to be timed out right so that they do not catch your eye at unwanted moments after your dialogue is done. (I DO NOT start animating dialogue yet) So once I get the physicality and acting believable then I would move on to dialogue.
     When I animate I will usually draw out the first and last pose, (lets look at the first head lift again) I will draw the down position of the head and the final up position. Then do in-betweens. BUT LET ME TELL YOU ONE THING, I actually tried to takle this with straight ahead animation but I re-did it many times (5 times). Because when you do straight ahead you do not have constraints and limits. So each time I would play what I had just animated, It would over animated. I had way too much of an anticipation, or I had an overshoot I didn't even need, or worst, I threw in an arc that was totally unnecessary. I was getting very frustrated, because it all looked good but it wasn't the FEELING of acting I had in my story boards. I asked my self what did my storyboards have that this animation does not. It had simplicity. The story board JUST had a simple head raise, not some fancy dance move of a head raise. I stood up in front of the mirror and did the head raise, I was right, not a lot happens during the head lift. So after an hour and 37 minutes I animated the correct head lift in 9 minutes.

     Remember to not be satisfied with you're work UNTIL YOU GET WHAT YOU DESIRE. That said, there is another side to that piece of advice. While I was doing the part, "you never, cross the finish line.." I had other ideas come up as I was animating... a lot of ideas matter of fact. I had thought of many more acting choices that my character could be doing on that line instead of a head shake. So I animated them to see if they were better than my current idea. They looked good, but again, in the whole big picture, it didn't feel or compliment the whole project very well. But I still had ideas and I kept animating them out. If you have time, always explore other solutions. At first I did not realize they were not working because they didn't flow with my animation piece as a whole, I thought they didn't work because of my animation ability, and I re did it and re did it soo many times I almost threw my pencil at my cat. Everything gets better when you walk away from your computer and come back later :) 10 minutes later or an hour later, it all does the same good... My original idea ended up being the best solution, so after 4 hours.. I finished animating the right solution in 1 and a 1/2 hours.

Duchamp, animating within a painting? hmmm.. think about it..
SECOND NATURE
      So this is where I am at now in my animation process. Here is a video showing what animation I have done so far. The things I have not mentioned about my process are things I take for granted. I should be telling you:
      I ALWAYS check that my drawings are somewhat consistant, that my forms hold the same volume in each drawing and if I'm in doubt, use guidelines on the face to help out with the construction of the character.  I tend to draw past the edges of the camera to make sure my pose and proportions are right. I try my hardest not to hold frames. and if I do they are only to show timing bookmarks and not to be left in my animation for the final product. Try cycling 6 drawings before you EVER hold a frame.                      
     I also write notes to my self on the page. Timing quirks I come across, notes on the eyebrows I did not want to waste time animating right now (remember I'm only doing physicality, even though I have a big urge to start animating the face and mouth I have to keep myself from doing so.)
Sometimes the notes have nothing to do with animation. I write down things I think of for futre projects or write down ideas that inspire me. You might also just see things I wrote down because I want to wikipedia them later!



And before you ask, I do listen to music and podcast while I animate. but when I do dialogue I do not have anything else playing.  What podcast? Today was the podcast "Things You Should Know".

Sunday, September 4, 2011

11 second club

                                   



Here is a quick post about a community that holds an animation contest every month.
They are called the '11 second club' and they provide a sound bite that is roughly 11 seconds
in length at the beginning of the month. And tons of animators from all around and from all different levels make animations in 2D or 3D! If you are ever out of exercises or things to do, the 11 second club is always a good place to go to motivate yourself or test yourself if you are an animator. 

http://www.11secondclub.com/


Thursday, August 4, 2011

INTERNSHIP SEASON: When does it start?



"It starts in the spring Danny, thats when we all send our demo reels to-"
WRONG

You do not want to be trying to finish up your ONLY animation assignment during the spring season, two weeks before you are to send it off to a studio. (and p.s. If you're only going to have ONE animation piece on your demo reel.. then IT BETTER BE FRIKN PHENOMENAL.)

     Internship season starts now. Summer is over. Everyone is done partying and is now going into work mode.  That gives you 7 months to do some animation exercises or pieces. If you are not a noob you know that 7 months is hardly time to even do two finished assignments.  If you ARE a noob, 7 months goes by faster than you might think.
     But time only goes by fast because you do not notice the small things that end up taking a great chunk of your daily life. If you are SERIOUS about providing yourself the best shot you can, you need to buckle down and exclude all the non-necessary things that take time away from your work. For example.

Enemy # 1: Food
-"You want to go grab some sushi real fast? we'll get to go and come right back, plus you need a break"
     NO. You don't need a break. If you are hungry, you have some bread in the fridge and water from the tap eat that.. You will not die! (do at least take your vitamins though!) If you take breaks to go grab food, think about it.. you spend 10 minutes driving to the store. Then you have to wait for the order, drive 10 minutes back. By this time you already lost about half an hour and you haven't even began to relax. (Do not eat OVER your work, your fingers get messy and sticky and nobody likes a sticky keyboard or a greasy Syntique) All said and done, you lose an hour of work for a "quick break"
     Solution? Stock your fridge up with non-perishable food. I hate to say it, but microwavable food might be in your best interest if you are on a budget. BUT I would recommend an apple, or a packet of ham with a loaf of bread. quick sandwiches are the way to go :)

Enemy #2: Friends
- (Your in the zone) *knock knock "Hey man! It's just me, Dirk and Brock. We brought UNO and some beers. AND GUESS WHAT! haha We have the N64. Can you say MARIO CART?!"
      -How can you say no? HOW?? You can't, so unless your friends are helping you out or have to study as well, THEY DO NOT EXSIST. Hang out once in a while so you can stay sane, but protect you routine of work, protect yourself when you are in the zone. Unplug the internet so you can't get on Facebook. Do what you have to do.
     It is very hard to study or work while other people are working because sooner or later, some one will take a break.. come over and look over your shoulder, ask you something and then you guys get into a conversation and are tangenting! Before you know it you are showing each other youtube videos or fighting over what was worst: Captain America or Green Lantern. So working with people is very dangerous situation but it can be more rewarding than working by yourself. Surround yourself with the right people is all I have to say.

Enemy #3: RESPONSIBLY
-"Damn I know I have to walk my dog..." why do you have a dog when you are in COLLEGE?
-"Family is coming to visit me all the way from Guam.." Well, No site seeing for them! Give them 20 bucks for the subway and a map. They'll be fine.
-"I really should wash the dishes" your fault for not eating of paper plates in the first place.


*-"My grandmom lives 20 minutes away and she wants me to visit.. She said I could use her computer.. sounds like a good idea!"
     haha This one is tricky. On one hand this situation might get you away from distractions at home, like friends or shark week, etc. but on the other hand, do you really think your grandmom will accept you to be 24/7 on the computer and not give her any attention??? If she wanted that she'd just stare at your picture instead of inviting you.
Stay focused and avoid family, they suck the time away from you like leeches...

There are many enemies and obstacles you will come across. Common ones are the internet and TV. But it is up to you to finish your work! It is also your job to stay motivated. It's not suppose to stay with you magically, you must know how to trigger it and stay inspired as you work. Just please remember, if you do anything OTHER than work, please find what is the fastest way possible to do it and stay alive. Or conclude if you REALLY must do it. 

In 7 months, you should be able to finish AT LEAST two pieces of work. If you are ambitious and smart, you might be able to pull of more. Just remember Internship season starts now. Not in January. Do not spend 2 months rigging or planning you short. START NOW. period. If you don't finish the work you wanted to, you have no one to blame but yourself.. Unless there's like a World War or a Zombie Apocalypse.... 

-Daniel Gonzales

Wednesday, July 20, 2011

Drawing in Public: Europe

      So I'm back from Europe. I was busy soaking up the sights, people and parties, BUT, I did manage to squeeze in some drawing time. Mostly I drew at airports and train stations and along at a few parks. The subject: people
      Drawing people is a bit tricky, bc once they find out you are drawing them, they stiffen up, or try to get in a better "artificial pose". Or they.. (my favorite) they grab their shit and leave. There's an art to pretending you are not drawing some one. It on par with training to become a ninja...

Here are a few drawings from my sketch book. Nothing grand, just figure drawings from europe. As you might observe, people on the the other side of the globe sit and wait just like we do in America.. fascinating...

At the Airport, Flights are DELAYED... I used a blue animation drafting pencil.. WHY? because it just happened to be the one my hand grabbed from my pocket. I don't think when sketching.. I just sketch.
On a Subway tram, I knew that SHE knew I was drawing her.. 


I wonder what people did at the Airport before the Iphone was invented...

So here is an example when I ADD a little ME to the drawing. The guy with his dog moved around way too much while he was reading his book, and you would think an old lady would hold still for more than 2 seconds! So I said FML and gave up drawing people for a minute. I let my mind wander  and I ended up drawing some weird Hippie Space Age stuff on the top of the page. (FYI the 'special' brownies in Amsterdam are called 'SPACE AGE BROWNIES' lol)  And for the lady, I drew her looking through a door with some fire on the other side.. Reflective of my feelings? Perhaps..  ..Sue me.

I like draw 'till the whole page is filled. They tend to come out like this, with no up or down orientation. Very annoying to who ever looks through my sketch books. I like to fill the whole page bc I am forced to vary the size of my figures

When I see an interesting face I try to capture it fast instead of wasting time on the body or clothes.  


It's ok to be messy when you sketch. As long as you capture the pose and the person, that is what counts

I like this small section because I have a very detailed face next to a very simplified drawing. both show a type of personality and are clearly different people. Like I mentioned earlier, it doesn't matter HOW you draw you figures, as long as you get the specifics of WHAT MAKES THEM UNIQUE


http://www.youtube.com/watch?v=Bb80qq4JUpE   ...LOL sorry but I had to..

Pencil over Blue Drafting Pencil.. not as fancy as it sounds...

On thing I like doing is drawing the environments I am in and then Filling them with people. People you can find ANYWHERE. but places.. there can be only place for every place. You can not have two places of the same place.. (if that even makes sense..) This is another airport.

Another collage of drawings. The background is the street map of berlin. The page looked dull with a white background so I spiced it up a bit. There was nothing interesting on the train I was on, so I took the map out of my pocket and made some magic.

This would be the city of Ghent.  I didn't get a chance to draw, my brother wanted to keep moving. But this drawing captured the edge of a canal. I think drawing places is worth your time bc it makes you work on perspective and proportions.  

people dancing..

This one.. When we missed our train. (that's why I wrote, "I hate fuk'n trains.." in the bottom right corner) So at 3 A.M. I drew this train station. No matter how complicated your view is before your eyes, always try to capture as much as you can on the page. Draw every pipe, every line, every bench, no matter how far or irrelevant it is. I didn't get to finish bc our train came. So after one painstaking hour this is all I could sketch down. There were tons of beams and wires in this station but I tried any way. Don't always go for the easy landscapes and the easy environments, CHALLENGE YOURSELF!!!

I sat in a park and drew a Museum...

More people posing and climbing a statue. The lady in the bottom right is on a bicycle taking a picture..,just in case you were wondering.

At another park in Europe... or outside my apartment in California.. hmm. now I got you wondering... goes to show that people no matter how different we perceive ourselves to be from one another, we are more a like than we would like to admit.  

Looking outside my Hostel window out onto an Amsterdam street. Yes that a canal in there too, hence the boat. 

A lot of live music over there in Germany, and what did they play? BOB MARLEY :) 

He gave an hour long show for some coins, turned out he plays at the local bar and just decides to play in the plaza once in a while.


So sorry for not being around to post something in so long, but I'm back now, so expect some awesomeness on this blog soon. Remember to draw draw draw. You don't need to put aside 3 hours to draw. All you need is 30 seconds. Just do it.

-Danny

Wednesday, June 8, 2011

Animation 102: General Polishing Notes..

     So here is an email of a critique I wrote out. I thought it had some useful elements  to it and decided to share! Context: They is about to wrap up on this and has a little less than a week to finish. So I pointed out the major things that catch my eye and overlook the little things so they can make the best use of their time... enjoy



Hi _______,

     Lets get down to business shall we? I'll try not to be that harsh :)

     So, contrast... everything needs some sort of contrast, it just makes things look texturally more interesting, agree? So your animation is great, but as bad ass as it is, in the beginning it's still sort of, smushy, water smooth... (and I understand he's sneaking) but none the less the characters movement is a bit swimmy.

     The Culprit: The FLASH LIGHT. The flash light moves way too much and at the same pace and style as the body, if you would just view the flash light and hide the body, it will look like the hand of someone high, or drunk, or just someone waaay too relaxed. It has tooo much over-lap (up and down), the head and the body go up and down already, no need to go overkill and do the flash light as well, it's like you want me to watch your assignment while nodding my head up and down the whole time. if you're more a percentage kind of girl, I would tell you to take it 80% down...

     Solution: Hold it reletively still in the direction it is in now, towards the opposite wall where he is heading towards. and if you are feeling daring even put a lil frequency vibration in it to show shaking, but DONT MAKE IT look like he has tremors! This will contrast the slow cat like movement of the body. make it look like he's holding the Flash light with a purpose and not hold it as if it was a prop.

     POSES: On frame X78 is very natural and realistic. Not bad, but tell me one thing...  which one is better.... im just asking.. you know... just take a look and let me know...



        You see? Just always push things a little more and make sure you are selling the pose. Never forget to check if your silhouette value is the best and clearest it can be. Is it telling the whole story? is it appealing? What might it be mistaken as? how do i make it fool proof? And don't start saying that it's not physically possible with the model. "but Dannny, it wont let me, It doesn't want to bend that way, it's too hard..."  FORCE IT. Do not compromise with the computer, do not meet it half way, don't let it decide how far you can push your art. It does what you tell it to do, don't pitty it. The moment you start to let it tell you who's boss, that's when we all lose and then movies like Terminator 2 and the Matrix become reality. Always keep the computer in check. :) It's just waiting for you to let down your guard..... haha

Frame X78- X104
       After you hit that pose you start to turn, BUT EVERYTHING TURNS WITH EACH OTHER FAIRLY AT THE SAME TIME!!!!!!! You do have a teeny weenie bit of an off set, but that's only because I had to look for it. How about you hold the head staring towards Screen Left for a while longer and hold the flash light there too. Make the body turn first then around X92 start the head turn, try that out see if it feels right and adjust accordingly. Break it up, make it feel natural.

       Ok this next one is a big one, you might hate me but i can afford you to hate me, what you CANNOT afford is sub par problem solving skills!
-Flip through Frames X105 to X110.. then continue flipping to X115. Doesn't it look like he's bouncing off those boxes? Like in a bad action film sort of way? X110, that character definitely broke it's back on those boxes.. I drew something that might help you out:





      So you see what I did, I also moved your last pose a little screen left. This way not only is it a reaction, but VISUALLY he is moving away from the ghost as well. It makes the head ARC less spontaneous and it's easier to follow along with the eyes. But that means reworking the animation before and after it and making it work, re-look at the physics my pose change demands and make it work. it's going to be tough but try it out. It will definitely be challenging.

     Your ending
, I'm going to acknowledge it's subjective. Because I too watched cartoons when I was younger I could recognize what you were doing (scared stiff and the fainting) but if I was living in a cave my whole life or from Antarctica, I would have no freaking idea what the hell was going on, "he stopped, then moves again and stops again... then he MOVES again to fall down... and then the ghost looks at me??" WTF is going ON!!!!!!????? lol. your animation is nice. I'm just letting you know you are relying on the audiences background knowledge of cartoons to sell your idea.

      So I hoped this helped you out, Let me know how it goes, your animation is very nice and it doesn't look messy at all. Good job staying organized. Notice how most of my notes were on choices and not fundamentals. That's perfect since you are in the polish stage. If you would like me to check it out again let me know and I'll gladly do it. Touch on these notes then I can look deeper into your timing and spacing after there is nothing to distract my eye. Keep on going!

-Daniel Gonzales

Saturday, March 12, 2011

Critique: Animation in Dancing

 (This was an email to a friend critiquing and trying to solve the problems in their animation assignment, enjoy and I hope it gives insight for those of you who seek it)

Hey, 
 
       So first I'll tell you how bad it is.. Then I'll tell you how bad it is specifically. all the while showing solutions and the thinking behind my decisions. Bc no body wants to read about someone JUST talking shit... ppl want their intellect stimulated.. along with a side of shit talking. haha



      Your animation is 75% there. But 25% kills the whole piece because I can see and feel some parts where it does not move physically realistic. But 75 percent of it does move right and that's not a bad thing :) Some parts are actually very nice.. and I could definitely see that some parts you either haven't touched or you do not know what decision to make and your just moving stuff for the sake of moving it...  
      Biggest flaw in your animation is: You move in diagonals and not arcs most of the time...

      -So about animation. Ima tear apart your root (which is the bottom of the torso, around the hips).
-From frames X13-X18  (X means frame in our lil animation world) 
      Your body is lifted in a way where it is not realistically possible. No way your toes can lift a body up. You must try to get the body over the LEG so that the balls of the feet and the body are more lined up. YOU get to chose whether thats the right foot you want to favor or the left. Your Frame X10 works just fine. but it's when you raise your body up you get unbalanced.. such as frame X14. So these drawings show one solution: stay over the screen right leg.


      The other solution would be to go immediately over the screen Left leg and then raise up. You would have to dip the body and already start moving to the Left around X11 so that at least by X15 you are above your Screen Left leg and are just raising straight up bc your weight is centred and the other leg is there helping as well. This might all be sounding confusing but all I am doing is describing arcs. Simple :)

-Frames X83-X87 
      looks like he's doing some chris angel magician floating shit. haha Maybe it's like that in your reference but this doesn't cut it visually here on a 2D screen with CG characters. In the next drawing is a solution.



-Frames X106-X110  
      You are fine... but then your root (body) slows down magically in mid air by X114 and then the next two frames after X114 you speed up again to land. no no no..  like a bouncing ball your spacing must reflect the physics of the movement. A ball does not slow down as it is past it's apex. If your slow down was meant to be 'hang time' well it comes too late. :P

( For those who do not know what the 'Bouncing Ball" reference is: it's all the tiny baby poo fundamentals of animation in one assignment called the "bouncing ball". always to be referenced for animation 101)

    Your other jumps that come after kind of do the same as they land the spacing gets a lil muddy just like the first. Remember the spacing is greatest before it lands. Just like a bouncing ball and we are just talking about your root. If this root's spacing and arcs is off, forget about getting good spacing/arcs on shoulders, head, arms, knees, you might be able to fake it and force good spacing on the rest of these body parts, but like i said, you would be forcing... and not letting it happen on it's own. Think of it like sex :)

-Frame X160-X163 
      You go straight up... then from frame X163 to X170 you do some levitation wizard shit. DIAGONALLY. so you go straight up with a diagonal, you know what your are giving me a triangle... no bueno.. gimmie some sort of sexy arc here. Here is a aLL in one example. Look at my arc of the line I drew. see how my root and head roughly follow it? and I even saw that you tried to do some overshoot at the end. Very nice, but it doesn't work because the movement before does not flow into it. Movement especially dance is like water, every arc and graceful movement must flow into the next, just a bunch of smooth slow in and ease outs with some sexy arcs slapped on for structure.



_______________________________________________________

    -Next I will only talk about your head. it just needs to either lead or overlap correctly. always having some sort of arc.. Once your arcs on your root are set then you will be fine bc your head will be riding off those arcs. I'm only going to give you one example and I hope it is clear enough were you can apply it to the rest of the piece. Lets use the last Frames X160 to X17Oish... I will just draw it...




     This will never work with the root you have now. but it will work once you fix it. you see how the head is dragging as it comes up and as it goes down? and them comes up at the end? 

frames X90 -X99 
     Also is a place where your head kills me :(  I bet you graph editor has two knots. One around 90 and one around X99 and it is pretty linear diagonal. that will explain the evenness in it's movement (mechanical) pull out some handles to get me an ease in or an ease out. USE THOSE HANDLES WOMAN :) add some texture to that head move. Maybe starts fast and ends slow or vice versa! or something! Throw a dog a bone here. haha

     I hope this helps a little. Remember these are not the only way to do things and this is HOW I would try to fix them. There are other ways. My way is by no means the best way or the only way. 
     When you first come out of your blocking the root and the head should be your first priority. And it might not be enough to just get it smooth. SMOOTH from now on does not exist in your vocabulary. Smooth is replaced with arcs and ease ins and ease outs. :) all this info should be nothing new and be stuff you already know but are learning how to apply

     Best of luck and do share this with ------ and the others. they might really benefit from it. bc you guys should be really trying to help each other. It's WAAY easier to solve other peoples work than your own. 

-Daniel Gonzales

Sunday, February 13, 2011

The Magic of Timing and Texture




Timing: is the time when something happens or the spacing of events in time.
Texture (Music): is the way the melodic, rhythmic, and harmonic materials are combined in a composition

       The understanding of these words will help your work like how toilet paper helps you out when you really need it...

Seriously..
     The use of Timing can sell a point or emphasize a moment. The use of Texture can communicate a feeling or can be used to build and keep interest in a piece over time. These words by them selves are concepts but with a medium applied you can get an experience.
     Usually these two concepts are used to help improve the piece of animation or film, but rarely do you see an artist try to show off Timing and Texture all by themselves, or at least give them the spot light. It's a hard thing to do.. so DO IT. Walt Disney gave it a shot with the movie Fantasia. He did it with the help of classical pieces of music and great animators. In the film Fantasia, Disney uses traditional animation with western story telling as well as some abstract conceptual animation. The experience of the animation was amplified using the perfect timing and texture of the classical music. But Disney wasn't the first to do this and he wasn't the last.
     This is a recent piece form Director Joe Write. He uses color and light as his medium. (I wasn't able to embed this video so here is the link) It kicks ass... or.. um.. .. your eye's and ear's asses...  ?

AMAZING TIMING AND COLORS and TEXTURE

     If you do not know what is so special about the video in the link above, you need to STOP (breathing) and find out from someone who likes music. Maybe this next short will help you out. This short doesn't only use color and shapes with timing and texture, it uses characters.. but not in the way you might expect. One thing that makes this short stick out to me is that it still not only keeps your attention with very nice use of timing and texture, but it has a thought behind it, a message to say. Which I think saying something or expressing a thought is always the full potential of any medium. Here is David O'Reilly,


The External World from David OReilly on Vimeo.

      If that wasn't your cup of tea, ..don't drink it. But still learn the importance of Timing and Texture. That's all for today and I swear I swear I'm going to load my animation up soon. But crunch time working on cars2 keeps me late at the studio, so THAT takes priority over the blog.. hope you understand.

-Daniel Gonzales

Sunday, February 6, 2011

A Critique of Blocking

Here is a recent critique I did. Thought I'd share because it deals with the blocking stage of animation, and people always fine this the hardest part to get through. So hope this gives insight.

Next post on (SOME TIME BEFORE FRIDAY) will be my side animation I've been working on.




THE LETTER in raw form:

Hey ______,

      Very very entertaining. Things to tweak but not things that you missed. Just PUSHING things you already touched upon. Which is very good. This means you are not missing the point and there for do not have to learn anything from scratch. So far so good _____. 

So in this long ass critique, I'ma talk about two things. SELLING YOUR IDEA and ANIMATION. The latter being just regular animation notes and the first one is mostly about your CHOICES, not your technique. Second one skill, first one Personal. Cool? ok.. here we go...

SELLING YOUR ANIMATION-
    Your audience is number one number one number one. You are doing character animation so your audience by default is number one. Character animation isn't conceptual or just animation for animations sake, you are doing it for your audience. 
    Your idea gets across. it's gum. on a shoe.. and he wants it off. YAY, but don't pop champagne bottles over this just yet. As a character animator to get the idea across is NOT THE POINT. (And if you get ANY ONE THAT SAYS OTHER WISE give them my address so they can come to MY HOUSE and I can tell them personally. [bc I'm not going to go waste my time going to their house to tell them something I know..]) I repeat, to get the idea across in an animation is not the FINISH LINE. You have to make us experience with the character what the character itself is feeling. The point as a character animator is to make us Feel what the character is feeling. And we do this by emphasizing story points and having good acting with correct timing to compliment the mood. Movement has texture that highlights whats important and what is not. everything works together like how all the muscles in the arm, back, and torso controls a ballerina's delicate arm motions during a performance. 

Ok, Now to business. ~FRAME 51: this pose. THE MONEY POSE, this is the pose your whole assignment is revolving around. very nice. Clear silhouette. BUT you only give it 12 frames for the audience to register it. You need more. Here's why:

-You give the walk more than 20 frames..You give 37 frames to pose after he looks at his foot (the OH SHIT WHY ME pose i call it). 25 frames are given to the nice entertaining walk to the edge of the curb.. You give 20 some odd frames to him scrapping the curb with the bottom of his shoe.. 30 frames to scraping the sidewalk with his shoe at the end.

    Just about every action is given more attention than the crucial pose on frame 51.. You give it 12 frames AND you still have to ease into it so i say you actually have given it 6 frames. So when starting an assignment here's what I look at.

'Can I take out this Pose/Action and the assignment still make sense?'

      There are only 2 poses/actions in your shot that if we took out, would cripple your shot: The Walk and The First Look underneath the shoe. Everything else is icing on the cake. So priority is always to be given to these two poses. the walk is fine. :) but you neglect the Look at the Shoe pose like a little red headed step child. haha. Give it more time and you'll be fine. 
    PS. I know your limit is 200 frames, I'm not insensitive to that, and I do recognize the feet sliding at the end is actually some of the most entertaining animation you have in this assignment.. My solution?  You have TWO foot scrapes on the side of the curb.. Make it ONE. Take that time and add it to hold your story telling pose (first look underneath foot)

That's just one note.. hahaha

(DISREGARD this note because I just found out that the eyes cannot be animated.)
Ok second note. I know i know you are short on frames. Other wise I would say to make the second look underneath the foot longer. BUT you can't. bc of restrictions.. doesn't mean we over look the note. Can his eye's be animated in any way more than a blink? If so, please atleast show him get angry in that pose (only in the eyes) it would really compliment the last foot sliding action. The foot sliding action right now comes out of no where (which is funny) but you can not REALLY make it come out of nowhere. everything needs a lil anticipation. so his eyes getting angry (that the gum is still there) is his anticipation to scrapping the shit out of the gum until it dies :)

Other than these two notes I hesitate to say more. bc I really want your idea to shine and be made to work. This is where as commentator I have to recognize I am ONLY a commentator and not the animator of this shot. I am to improve it not change it to make it my own. Only supply changes that can help make it stronger. 

I won't talk too much of specific animation notes bc this is just blocking. Just watch your arcs. (heels, torso, hips, shoulders, head, knees.. EVERYTHING in other words) watch momentum (inertia), and remember to keep your poses and not lose your timing when you move forward with this. 

ONE real fast animation note. The foot scrape on the side of the curb.. very nice. nice leg animation and head animation... even good side to side hip animation! BUT try doing that action in real life... to keep your torso at that height with out going up and down during scraping GUM of the bottom of your shoe... not possible... unless it was a sissy scrape...

So watch out for that. When doing a physical action YOUR TORSO WILL ALWAYS BE MOVING. every avar. even if it's just a little. Never should be flat flat flat in your graph editor. so watch out for that.

Hope everything goes well. I am very excited for this shot and look forward to seeing you progress on it. Your going to do fine.This blocking already kicks ass as it is.




PS.. ima post this on my blog..


:)

Daniel Gonzales III

Tuesday, January 25, 2011

How do I do a Short?

No sleep... No food.. No football on TV... No bathroom breaks... No social life.. No woman..

WAIT!.. You got to draw the line somewhere but not that far. I need My Woman..

      Where was I? oh yea, a lot of no's.. What I'm trying to say is that you need to keep your eye on the finish line. You don't necessarily have to give all of those things I mentioned up when trying to finish your work, but you HAVE to be prepared to give them up if they stand in the way of your work. As for me? I have a good balance of everything. I'll still go out to catch a screening of True Grit for the second time even when I have something due in a week. I'm not a hermit, but then again I know my limits and how hard I can push myself if needed so I can afford to spend that time on superficial pleasures :)

     Do you know how hard you can push yourself? What's your breaking point? You don't know?? Then you better break yourself now before you accidently break yourself when you least want to. I know I can animate for 4 days with 3 hours of sleep (and I never the fuck want to do that again..) I broke and I have eye witnesses if you need them to vouch for me. They say I wasn't a human being, I was a zombie shell of who I used to be. I looked tore up from the floor up...  Knowing my limit, I found my comfort working zone (5 hours). I most of the time do from 9PM to 2AM in the morning animating and still wake up at nine. (that's pushing it) but still I know I can do those hours no problem. FIND OUT YOUR LIMITS OF WHAT YOUR BODY CAN HANDLE. That's information you will find the most helpful when you need to weigh how bad crunch time is going to be and how much work you can realistically finish in a given amount of time. 

Right now I am doing a short on the side. It is about 19 seconds long and done on paper. I started January 3rd and plan on finishing around Feb 4th. Here is some photos from like one or two weeks ago..


      You might notice some small pieces of paper on the lower left hand side.. that's the perfectionist in me. I plan every frame before I ever draw a line. If I'm using music or a sound clip I need to figure out any patterns or irregularities there might be, I need to dissect it and plot it out so I can see it clearly. This way I can plan my animation movements and acting choices accordingly to make the most out of it. I use a lot of math and precise measurements to make sure everything is timed out and matches my drawings. A bit dorky but if I wouldn't have it any other way. This allows me to animate it ONCE and only once and nail it the first time I down shoot my animation. For example.. If you are familiar with my work, the animation called 'Death and Beauty' was done in one try. (over a period of 2 weeks) If your planning and math is right.. then your animation will right. Most of animation is physics (weight, inertia, potential, and kinetic energy, etc).. If you are lucky enough to of listened during high school, then animation should be a breeze... 
       And to the right of those papers that you will see I animate on ONE sheet of paper before I start 'animating' for real. I need to work all the arcs and poses on top of each other to make sure they work with each other and adjust their spacing in needed. This way when I start animating I know EXACTLY what I need to draw. The exploring and mistakes are done when I start on animating frame by frame. Why waste time and paper when you can plan it out before hand? 


This picture above is once I started 'animating'.. yes I BLAST my music when I animate. though I do only play music with the same tempo as the action I am animating... if I am doing something hard, fast and physical, maybe some Ice Cube will be playing on my itunes.. If my character is moving slow and mellow.. maybe some Jack Johnson. You get the idea. Music does affect your animation, even if you might not know it.. 


Ah.. walks... stupid stupid walks.. :) do not underestimate the walk. If your still in school, make sure you learn the 'walk' inside out and how to do all kinds of walk. I love walks, infinite kinds of walks, all different, yet they follow the same formula...



Here is one frame so you see how I draw my character with no clothes. I have to make sure I get the anatomy right and the weight. All the details can be put on later.. 

In two weeks I will post my animation. And then you'll have the chance to rip it apart. I hope this post helped those who might of needed it and gave insight to those who where just curious. Until next time,
-Daniel Gonzales