Showing posts with label tutorial. Show all posts
Showing posts with label tutorial. Show all posts

Tuesday, February 17, 2015

Animation 101: REACTIONS

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Reactions should be communicated with CLARITY
      Anticipation is the one of the most important animation principles that plays a main
role in bringing life to a character. In general we use the term to express a waiting of the next move. I would like to bring to attention a less talked about term: the 'reaction'. This might not be a technical foundation of animation but it is essential to an entertaining performance. In the 'reaction' of a character is where the personality of a character can show. A well rounded animator must not only learn how to prepare the audience for an action, but also to relieve them with a reaction.  


      Your animated characters reaction to an action that follows an anticipation will let your audience know how to react. You can notice characters in cartoons using extreme anticipation to engage into a powerful action, such as a sudden run, or hitting with an axe, or playing golf. And then contrast the action with a subdued reaction usually drawing laughter from the crowd. Droopy was one such character whos personality was a superb contrast to over exaggerated actions. Exaggeration is a common factor incorporated in anticipation and reaction. The same can be said with underplaying an anticipation and reaction. Being aware of your characters reaction is essential to creating believable performances in animation which is appealing and enchanting to the viewers eye. 

"Danny we already know this!"

Great, then I go move on to my point. CLEAR REACTIONS! A piece of work lives and dies with the viewer. One will notice pieces of art live longer when they are clear. While the viewer quickly grows uninterested with the messier unclear ones. Clear reactions can resonate with your viewer and leave a lasting impression. A good example of clear poses that relate to the viewers are memes. They are universal and easily recognizable no matter how specific the emotion being depicted is. Take a look at a small collection I have gathered here from the internet. You might recognize some of them.
 

 
 
      These are some awesome expressions that have been shared around the internet hundreds of thousands of times. if you are ever in need of a specific expression look no further! Memes are here to save the day! I mean it, I often reference memes if I'm ever in a bind or need inspiration. 

(quick tip: never go look for help from something generally accepted from the art world, Look for things that resonate with thousands of people on the internet. There will be something about it that makes it connect better. Its up to you to figure out what that x-factor is and use it to your advantage!)

Below I found some memes that can maybe be considered anticipation to something the character might say. They are clear and sometimes exaggerated! (such as the table flip ...which I'm afraid I'm guilty of doing here and there



   

 

This post is a grossly simplified overview of reactions, but I hope it plants a seed so that you can start to see this concept in a new light. I hope you all enjoyed it and I look forward to doing more posts. Continue to draw, continue to learn!

Monday, August 4, 2014

Why a bouncing ball?

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    I found this wonderful post on Cartoon Brew-ED that I feel all animators need to see. It illustrates how all 12 principles of animation are used in animation. If you are a student and you're thinking, "why am I learning how to do a bouncing ball?? WHY!?" This hopefully answers your question. If you can animate a flour-sack well, you can animate anything. The only thing standing in your way are probably technical skills such as drawing.

     

Post by Cartoon Brew-ED.

Wednesday, July 30, 2014

TEN MISTAKES YOUNG PEOPLE MAKE




     I've been there and done that. We've all made mistakes and that isn't news. The sad part is when people make mistakes and don't realize it. They then ask why weren't they given a chance or why did they get fired. You don't have to make these mistakes just to learn and build character. I made a list of a few to help you out! Take a look at this list and learn from the mishaps that others have done before you. 50% of the fight for finding any job is how you hold up as a person, the other 50% is the quality of your work. Always keep that in mind

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1.  Acting entitled
Do you feel your work is going to revolutionize the art world? Do you feel your work is so unique that you can't see why anybody WOULDN'T want to hire you? IF so don't act like everyone should treat you like a king or queen with out proving yourself first. ALSO If it's your first day, Don't ask to leave early to get an oil change for your car. Hopefully it'll dawn on you that it's inappropriate and sabotaging to your career
2. Starting the process too late
In a perfect world, college students should start looking for meaningful internships for summer break after their freshman year. Most students assume they will get a job after they graduate with out too much effort and wait too long to begin the process.
3. Under-utilizing the alumni network
"Yea Danny, I know a friend who knows a friend that has a sister who he met once... that'll totally hook me up" Though parents and their friends can provide good contacts, the network of professionals that comes through a college or university should be one of the first places you tap.
4. Using a resume that’s sloppy and too self-centered
Resume basics: like clear, tidy layout, careful proofreading for grammar and punctuation, and use of keywords from the job description. don't make it about what you want from an employer but rather what you could do for them. For example please do not say this, “entry level position where I can use my skills, ideas and enthusiasm and I can learn a lot.” Instead, the emphasis should be on what they can contribute to the employer.

5. Writing cover letters that repeat the resume
Don't regurgitate your resume. Make it short and to the point and say something about yourself that your resume does not.

6. Doing poor research
Know who you are applying for. Read everything on their site, search for news clippings about the company, and track social media information, like Twitter feeds and Facebook pages. Get a look at their culture and vibes.
7. Failing to clean up their social media profile
"BUT DANNY! They need to know i can be fun too!" lol, All of those piss drunk, yolo pictures on Facebook should be kept on the low with privacy settings. Everyone needs a polished LinkedIn profile. We're in the future now, adapt! 
8. Not showing enough appreciation for the interviewer
Say thank you for your time! Always thank the interviewer in person, make it clear you would consider it a privilege to work at the company and ask about the next step in the process. Then follow up soon. 

9. Failing to show generational deferenceNow this one is debatable but maybe that's because I'm still in my 20's but it is important. Be respectful to how things are done and go with the flow. Its a very modern concept that all parties have a voice and that's a good thing but tread carefully. Its very natural for us younger ones to want to just go up to the boss after our summer internship is finished and say,  “Could I give you some feedback on my internship?” We are are so used to being included in conversations, we fail to grasp our position in the pecking order. PLEASE don't think I 100% agree with this note but it is a reality and you will find yourself in workplaces that love their pecking order. Choose your battles carefully.
10. Relying too heavily on listings and job fairsThis habit is an epidemic, almost on par with "the thirst." Whether its looking for a job or looking for an apartment. Spending too much time applying to online listings, and through anonymous job fairs wont cut it anymore. Remember: Most people find jobs through people they know, rather than through advertisements. People find jobs by looking up companies and searching for their 'contact us' webpage. If you see a listing for a job, try to find a personal connection to the employer and use that as your entry point.

Thanks for reading! Hope that it helps you out!

Wednesday, July 16, 2014

PERSPECTIVE 101

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  I came across an article that talked about perspective that I'd like to share with all of you. I believe the person who wrote the piece was someone named Martina Cecilia and she has a blog named Electicalice.tumblr.com Its a great site I highly recommend it :) 

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     Perspective was one of the first things Davinci would make his students learn. I believe he made them learn it before he introduced them to proportions!
      A lot of people think perspective is very difficult but little do they know perspective can be easy if you know a few rules. If this is your first time hearing the word perspective. It means 'point of view.' It's when an artist can draw objects and you can tell exactly how far, tall, and big they are.
      When I first was learning how to draw in perspective in elementary school it made me feel as if I was creating a window into another world. That feeling is a great one and I hope that this post can help you feel the same if you just starting to learn how to draw. 


Have your lines reach a vanishing point



     This is the most important rule to know.. Notice in the image that all the yellow lines all go to one point (the vanishing point). Always make your lines go to the same point. Notice how the red line does not go to the same point as the yellow lines. Its an awkward line and it's wrong.

"But DANNY, its such a minor mistake, the image looks fine to me!"

- True, the red line's mistake is a very subtle one, but drawing is all about the details. The more effort you put in double checking your work, the greater the quality will be. People will notice the time you put into your work, they might not be able to tell you why your work looks better but they will FEEL it. So grab a ruler and always check your perspective.

LOOK! Even the little details such as doors still follow the Yellow lines...

      When more than one line isn't following the rule and doesn't line up with the vanishing point, things can start to look confusing. There are times when you have to draw something that makes you break this rule, it's rare but it does happen. But 9 out of 10 times, You need to follow the vanishing point rule. 


The red lines do not go to the vanishing point


Objects look smaller the farther away they are
     Look at these two images of 'buildings'. The second image feels correct bc the closer to the vanishing point the building is, the thinner it gets. 






-"Danny, how do I know how thin to make the building, should I guess?"
      No, there is also a rule on how thin/smaller to make an object the closer it gets to the vanishing point. This one seems complicated but if you do it once, you can do it all the time. Make sure you use a ruler! 



Lets say you are drawing columns - set up your vanishing points and draw your first two columns how ever you want. 
Look at the 3 Horizontal pink lines. The most important one is the Pink Line that goes through the middle and cuts the columns in half. 
Draw a diagonal through one of the squares (RED LINE)
At the end of the red line, you will draw a new column!!
Keep drawing diagonals (RED LINES) to draw as many columns as you like!
Now you can use this rule as a guide to correctly draw columns perspective.

TIP: The closer the object is to the viewer, the thicker the line should be
      This is not a rule, this is just a tip that can help add depth to your drawing! If you have ever seen some mountains that were far away, do you ever notice the ones further away are harder to see? You should do the same to your lines in your drawings! If nature does it, you can do it too. You can even start to leave lines out when they start getting too close to each other. Simplify when you can without breaking the rules :) 
lines are all dark...
Far away lines are lighter :) 


Don't be lazy! Find reference and use it to make your drawings better!
       Take this window for example! The quality is in the details :) It'll bring realism to your drawings.

     Last but not least, remember perspective applies to people as well. A lot of people will draw figures and not CHECK to see if they are the right size when compared to the other objects in the drawing. Grab your ruler and never forget to check your drawings :)


     I hope this helps you out. I know the internet is a big place and it's hard to find good advice. That's why I sometimes post things I find from other sites here for you to read. Remember, I didn't invent perspective, so my way isn't the right way or the only way. All I do is share what I know. Drawing is fun and it shouldn't be hard, if perspective is really difficult for you, keep practicing and don't be afraid to ask people for help.

(source)

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 6, 2011

Animating a Shot: Part 1

Once you start something, you have to commit. Like Ajax here preparing to fall on his sword.

       Animating a shot can be just as challenging as starting a painting, turning on your camera, sitting at a piano, or even picking up a pencil as you are looking at you blank pagel...

..because after you grab your tool... then what.. where do you start? HOW do you start?

      So instead of telling you a few pointers I will take you along how I go about starting a piece, in this case animation. But the same amount of thought and detail of my procedure can be put to any art form. Since I had mentioned the 11 Second Club last week, I will be using the dialogue segment they provided for this months contest. The clip is roughly 12 seconds long. I will have about 4 posts of my progress and problems I encounter and finish by the end of September. So lets get started then shall we?

So Get Your Dialogue... 
      How many of you out there do this: You get your dialogue or assignment and your ass giddy as Richard Simmons on a treadmill, you think about what you are going to do, you toss out the first 3 ideas because that's what you where TOLD to do, then you ask EVERYONE what they think about your fourth idea, you take ALL the good ideas you heard and mush it into one super idea, then start working!
Only to find out that half way through you lose all motivation and drive to complete the assignment you have now lost interest in...

      Sound familiar? I bet it does, especially to you animators. Painters and others are mostly by themselves any way but animators, as natural collaborators constantly go to each other. And they usually fuck themselves over. So before I go into how I go about starting a piece I want to just say, that I am not saying by any means MY WAY is the right and only way. There are millions of ways to come up with good pieces of animation but this is a way I find highly successful. Take it for what it is and hopefully it helps you out.

FIRST STEP FIRST
      -I went to the website and downloaded the dialogue. (http://www.11secondclub.com/) I read in the description and it said it refers to football since football season is about to start and they wanted to be festive about it. (First unintended obstacle I encounter: I read an interpretation of the dialogue, and now have to try to stay un-biased when I hear it.) So now I'm thinking of footballs and helmets and stadiums... this is a bad start already. The line of dialogue reads:

"There is no end zone. You never cross the goal line, spike the football, and do your touchdown dance.. Never. It's not for me."

       So I start cussing out loud because the line has NOTHING to do with actual football but now I'm stuck visualizing 50 yard lines, players and locker rooms. The line is a metaphor. For what? I don't have a clue, I do not know any context or a hint of what the hell I'm dealing with. I sit down and think for 5 minutes. What first comes to mind? Stupid ideas, like always. So I get up and forget about it. I have to! And I don't plan on revisiting it till tomorrow because what I'm doing is setting myself up to listen to it again with a clean un-biased plate. I let my girlfriend listen to it, she doesn't say anything because she is use to the routine and lets me be.


TIME IS YOUR FRIEND
Dali+Persistence+of+Time.jpg

      As the day goes on, I'm in the middle of washing dishes and NPR plays in the back ground, I think about my line of dialogue. It sounds like the man talking is giving advice.. He is using 'you' in the first part of the sentence. Who is he talking to? Better yet, who is he??? These questions plague my brain through out the day..  maybe he is giving advice to a guy who is about to get married?

      I am content with my conclusion that he is giving advice to some one else. So the next day I sit down and start to write down on my 'X-sheet' (for the non animators, this means that I am starting to map out what words and sounds land on which frames of the animation. In other words, a tedious process) But as I finish and walk away, I'm thinking about the dialogue in my head.. WHY DOES HE SAY "IT"S NOT FOR ME?" I try to forget about it and go along with my day. What I am doing here is trying to let as much time go by so my ideas 'marinate' in my head. The longer they stay in my head with out me acting upon it, the more chance I can think of something critically about the ideas and solve potential problems..


.."it's not for me"...
       Without these few words the line would be a straight forward advice sentence. Some guy would be sitting next to another guy, slaps him on the shoulder, and basically says there is no happy ending. That's that :) but these last four words.. (it's not for me) hint of something deeper, some subtext of: been there done that. What situation could you be in to say something like that? A specific one. I fall asleep staring at the ceiling and say screw it, I'll just do a cinematic close up of a mans face and make him deliver the line. Forget trying to think of a context and a setting. I'm losing time over this planning shit... I nod off to sleep.. (First Mistake, settling for something sub-par)

      I go the whole next day with no new ideas and here comes night time so I sit down ready to animate. I haven't tested my idea yet.. but I already know it's crap. That's why it's been ten minutes and I'm just staring at my screen. (by the way I animate using a 2D program called TVPAINT.. it's cool) I need to bounce my idea off someone. Someone I trust. Not just any thinking piece of meat out there, I need someone who knows what they are talking about. When you go to idiots for advice you get just that, idiotic advice. So don't ask them. I look across the room at my girlfriend and say, ok im ready.

THE BRAINSTORM (warning. this is an unedited rant)
      So we stand up in the middle of the room, I tell her my idea, she says that's lazy and we start to talk about ideas. back and fourth.

     -What if he's like Clint Eastwood? -No first off ,what is he doing? -Maybe he's a coach and is about to quit! -No I see him outdoors. -Out doors doing what? -Walking. -NO DOING WHAT? where is he walking to? -His car as he's talking to a young football player? -Why? -Bc the kid needs advice! -Why is he walking with the coach? Is he his son? Are they going out for ice cream, or did he just catch coach as he was walking home? This is going to affect the acting
-Maybe he's not giving advice...
     WTFfasdsafdsfdsg?? We were getting somewhere! -No think about it. Why, if he's giving advice to some other person, then go around and make it about himself by saying "It's not for me."?
 -ok you are right.. -maybe the kid is asking him to do something. Like come continue coaching for us?? -can we make him talk with a cigar? -What?? -Yes a cigarette or something. I see him cool like Clint Eastwood saying, yup been there done that... not for me. -I saw him more modest, old and fat. -No he has to be cool! -Maybe he's WAS cool and a hot shot, that's why they are coming and asking him to coach again. -Who are they? -The kid. -No it can't be a kid now. Listen to the dialogue, he doesn't even sound like he's talking to a kid.- Fine another old guy. Does he know the guy or is it a stranger? -He knows him, nobody gives meaningfull advice to strangers :) -So they are in a field? doing what? -Maybe the guy came to his house. His house has a field next to it. -ok ok. so man at home. guy comes to visit.    
-Make him wear a suit!!!! -YEA!!! Contrast! one guy is in everyday work clothes and dirty, other one is out of his element he doesn't belong in the field.
     -So regroup. this guy is asking the other guy to come join coaching the college team again, our 'clint eastwood guy' is saying no, he likes exactly what he is doing, he doesn't want to go BACK. It's not for him. -What is clint doing when they are talking, NO CIGAR bc if he was athletic he wouldn't be smoking. -Working on his field as they talk? -Isn't that rude? -Maybe but he's making a point that he doesn't want to go with suit guy so he doesn't even look up from his work.-Hmm. I see him just standing there talking but is about to walk away form suit guy to go back to work. Lets listen to it again.


-ok standing up it is.

PLANNING and EXECUTING
      So after this LONG brainstorming session, I decide to work on what camera angles will best represent my idea and context. I was happy that we came up with something SPECIFIC and not generic for my actors and story. Now I need specific camera shots. When you have something specific you can make specific choices in regard to acting and camera angles.
     The context that we came up with reminded me of a Clint Eastwood movie called 'Unforgiven.' It has a scene similar to mine where one young cowboy is asking a washed up cowboy to join him, but the old cowboy declines the younger cowboys offer. I go to the movie and study the directors camera choices in that scene. I do this because I want a sense of cinematic story telling to my piece. A lot of the times you get 'one camera shots' of animation exercises and it looks sort of.. bland. Animators do not change camera angles a lot bc they like to see the ANIMATION carry the art piece. but me, not being an animator but an artist, think it's very foolish to leave the camera out of the equation. the camera is a powerful tool to use, if you know anything about Alfred Hitchcock you know what I'm talking about.

      So after an hour I came up with this. I drew and timed out my shots in story board form.  just to represent the shots I want. I think it works and my go to person (my girlfriend) agreed as well :) So here it is. My next step would be to start animating. That will be another post. I know this one is already terribly long.



Remember not to go with your first intentions if you have not already thought out your idea inside and out. Planning and inventing a context will set the foundation for creativity and specific spontaneity in your animation. THINK, brainstorm, and THINK some more, research your idea. Then start to animate.

Thursday, April 21, 2011

Noticing Something Different



"Danny! Where have you been?"

    Animating. Yes Cars 2 is done, but I am currently animating for the California College of the Arts Animation Show. They asked me to do the Opening Title Card of this years show in May. MAY!? Wait, that's like.. Tomorrow! I know. That's why I have been busy animating like a beast. I'll be sure to post it once my animation is done.

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   --In the mean while I want to touch upon  a little rant on work flow and on how to make your work a little unique.

    You can ask a thousand times for the best tips and what do the Pro's do to stay focused but it all that doesn't really help when YOU are in YOUR work flow. But maybe my way of staying focused when I'm in the middle of doing a marathon of animation (like I am now) and the finish line seems so far away.

    I need something thought provoking, something to makes me think. What makes me think? Great art makes me think. But hanging pictures and stuff on my walls doesn't cut it all the time. I need the ear phones on full blast. But there's a lot of crap out there that tries to call it's self music. A lot of music I like for two reasons, 1) either I like HOW IT SOUNDS, or 2) I like WHAT IT SAYS. and when I come across something combining both elements.. well that's rare. (Like The Beatles)

    This is a recent song I found that has both elements for me. And the best part is that it makes me think, and when I think: I animate faster (I don't know why) I seem to solve problems faster and everything flows smoothly. (Holy crap! Is this what A BRAIN IS FOR?????)

Lupe Fiasco - 'Words I Never Said"


      I like it. Not because what he says is controversial and true, no I like it because HE is putting his thoughts on the forefront of his work. He is not  talking about b*tches and getting those Dolla Dolla Bills. You feel like you know him after you listen to the album. And I love when people put themselves into their art to make it specific. If you cannot tell nothing about a person after seeing a chunk of their art then it most likely there was a very good chance the work was dull, superficial or flat. It's not wrong if it is flat or superficial, it just is what it is.
      I try to inject my thoughts into my art when ever I can. Most noticeably in my roughly put together piece for my schools animation show in 2010 "A Comment on Animation" You see little things on how I like things outside the box, thoughts about the animation business, my like for science fiction zombie flicks, me being an atheist, how I like nature (otherwise I wouldn't of spent two weeks animating that damn seedling growing) etc etc...   You cannot be timid to say what you want to say. Even if it's political or personal, just say it.  



    If you ever want to stick out of a crowd, STOP wasting time looking for unique ideas when The most unique thing in the world is RIGHT IN FRONT OF YOU.

    Nobody is like you. NOBODY IS EXACTLY LIKE YOU. So you want your demo reel to stick out from the rest? Inject some personality in it, your personality. Say what you want to say and make do you best work on it, make it GOOD.


-Daniel Gonzales

Tuesday, April 12, 2011

Animating 101.5: 'Balance and Weight'

       A teacher or Mentor would give you the following video and say study this... what they need to say... HOW TO STUDY THIS..





FIRST: A Rant On 'The Responsibility of the Animator.."
  
       I see a lot of green animators having a hard time animating balance and weight, but here we see ROBOTS are great, mastering it, with 1,2,4 legs.. I bet they can also do it with 8. Very sad when a robot can learn to walk before you can learn to animate a very convincing gait. If a robot can do it, so can you! but do not take for granted the work you have to do. If you think your job should be easier, bc you think all you have to do is drawing, while that robot calculates all day since morning, then it is not alarming, that you darling, are have such a hard fucking time day in and day out with that mouse in your hand the pencil in your mouth, animating. :)

Just because you made a life choice, to do your part and make some art, it does not excuse you to be ignorant. So here is my rant about give learning a chance and learn that the world has more to it than what you take in from first glance. Your job as an artist is to observe the world around you carefully, just looking doesn't count, and memorizing patterns is such a wasteful account, you need to learn the fundamentals to understand reality. WHY and HOW should be the basis of your new philosophy.

Your an artist but more than that you are a human being.
-'but danny I do art bc math and school were just not my thing"

Then you should not be doing art, bc in school 'Learning' was the trick. And learning in ART, is just as hard! ..if talent was not given to you as a natural gift. It is hypocritical to say you are going to learn art and animation inside and out, but when told to deal with the Math of a walk cycle, with it's frames per seconds and spacing, you start to groan and shout.

imagine how much potentially better work can be with a little more understanding and knowledge.

The End...

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Now: A Non-Rhyming Rant On "Weight, Balance, and Forces":
  
     There is no weight, there is no balance, those are descriptions. It is GRAVITY. You are not "selling" the weight.. Nor are you making the balance "work"... What you are trying to do is convince me that gravity EXIST and is acting upon your character or what ever you might be animating. So when a teacher says, "it needs weight.." it should be translated to, 'Your gravity is not convincing.' 


      Look at the video around ( 0:18 seconds) here is a one legged robot doing a nice job keeping it's balance. It lands it's leg exactly where it needs to be to counter the gravity that is always pulling down on it. Here are WRONG drawings of a robot trying to keep it's balance...




     This is wrong because the robot would still fall over.. the placement of the 'foot peg' DOES counter the gravity but not the Momentum the robot has moving towards the Left... so not only does the foot need to be under the robot, but it also needs to be opposite of the direction that the momentum is going. This will counter act it and result in the robot coming to a stop...
Here is how it should be..


      This is much more physically correct, and thus believable.

      It's all about knowing what forces are acting upon the thing you are animating. That is it. All 4 basic forces work either as a push or a pull. Electro Magnetism, Gravity and the Strong and Weak nuclear forces all either push or pull. This is 7th grade physics. Every day, all day these forces act as either a PUSH OR PULL, (note to get diagonals and arcs, multiple forces have to be in play..more on that later) there are no flying or side-ways actions, gravity doesn't say 'im tired, im not gnna work today'. Even when your character or object is doing nothing, gravity is still happening...


      -So direction of force is a key concept to move any object... You can push in the opposite direction of where you want to go (hmm this sounds familiar.. what is is called.. can this be ANTICIPATION????) So if you are going to the LEFT and down.. you want to push to the RIGHT and UP.
     NOTE: ever see something over animated? most likely they are using too big an anticipation (force) than the action needs in real life.


      Gravity, is a PULL. The more you pull at something the faster it will go as long as there is nothing pushing or pulling in the opposite direction...
     THIS TIES IN WITH SPACING: when something falls it gradually will pick up speed... (the spacing of your frames will get bigger and bigger)
     Gravity pulls on everything equally. unless there is another force at work. So the spacing of a bowling ball falling and a ping pong ball falling ARE EXACTLY THE SAME. a body falling from the sky, a dinosaur foot landing in a walk cycle.. the SPACING WILL BE THE SAME period. (Galileo 101 people.. jeez..).

The only difference is the bounce UP.

    -The ping pong ball, having more elasticity, can Push against the floor resulting in high bounce. (you see this as squash and stretch)and all the bounces after that work the same.. THE BALL NEVER BOUNCES GREATER OR BACK TO ITS ORIGINAL HEIGHT. Each bounce being smaller than the last because the energy is being lost as movement and heat while the pull of gravity never lets up.. resulting in smaller bounces..)

    -The bowling ball on the other hand cannot squash and stretch as much and there for the Push off the floor is not as strong. BUT like a smart logic seeking student you are, you ask, 'Where did the energy go?" It transferred as heat and vibrations. The ground where the bowling ball hit immediately after the bounce is slightly warmer than the surrounding surface.
      If you do not believe me or SCIENCE in general.. Fine, You can test this out your self by bouncing a basketball over the same spot of an extendent amount of time.. you will then feel the heat on the bottom of the ball and on the floor.


     The sooner you learn to see these forces as clear as you see how fast food is made from the shittiest quality food EVER... then you it'll be very very easy to tell if something animated is not 'feeling' right.   :)


An Example of pushing:
    -when you stand you are pushing. your foot is not resting in it's natural shape. It is pushing against the floor. 



    -A very nerdy way of thinking of animating is that animating is The Controlling and Manipulation of Directional Energy.  ..add some knowledge of texture, principles and timing to this along with a concept and acting choices and.. HEY, you might be making ACTUAL art!..

shocking..

     -Remember that things need directional forces to move. and in order to CHANGE direction: one force must be greater than the other.. The greater the inequality the faster it can change direction.
     Visualize: A five year old trying to tackle you... you won't budge more than 2 inches. Now imagine a whale tackling you..   ..Exactly :)

    Thought Exercise: In any action it can be very helpful to break down what forces are happening. For example: Raising your arm to point to the TV screen..



     Is this a push or a pull? WHAT is pushing or pulling? It will be the shoulder muscles and some triceps (lets just say elbow) But more shoulder than elbow. The shoulder will LEAD the movement and everything will follow. this is how you would show that the elbow is pulling



     The pull of the shoulder is a force, but do not forget there are other forces at work here. Gravity will be fighting against this movement of the shoulder. the easiest path of compromise between these two forces is this ARC..



     This looks natural and effortless.Any other arc would be wrong, unless it's done on purpose. You would need a stronger pull from the shoulder (bigger anticipation) then you can get a showy showman gesture like this,





       So This is it for my rant. I hope this gave you insight on a new way to think about animation and the world around us. To show weight is to show gravity. It's not magic, gravity is not the weight of god's expectations on you, haha, it's good old fashion space time distortion and it's effect on you. Think that's just some fancy explanation scientist just made up? no way, gravity affects lots of things. Even time: farther away you are from a gravitational mass, the faster time seems to pass. So this means the clock in a satellite ticks faster than the one of your wrist. GPS satellites are well aware of this and have compensated for the different time speeds. Did you learn something new? Good, I hoped you liked it. Now go get lost in wikipedia.. all human knowledge at your fingertips.

-Daniel Gonzales

Thursday, March 17, 2011

Success Survival tips #1


I get a lot of emails. Sometimes they are not all quick-times of animation, but honest questions. And they are not rare questions and a lot of professionals will answer them, but in like one paragraph. I know if I was to describe what I had to learn to get to where I am it would take longer than a paragraph. We all want to be big Redwood Trees but we all have to start of small like a seedlings. I know I did. So here is the email I wrote back. Hope it helps and gives insight to those who seek it. 

Hi Mark,

     There's only two things you got to think when thinking about getting into Pixar or any other place you might want to. 
      First, you have to make your work KICK ASS.. sorry for the lack of a better term, but you have to know animation inside out AND be able to perform and deliver. Even if it's not animation you must know your CRAFT and skill inside out and be able to do ANYTHING asked from you, or at least know what you would need to do to complete a difficult art piece. Some people stop there (Learning their talent inside out) but you also have to be creative, you have to be an artist with your animation/craft.That will hopefully come naturally but the hard part is getting good and honing your skills. That just takes time and dedication. Then all you have to do is combine your skills with your creativity and you're on your way to becoming a great artist.

      Second: You have to be or at least try to be a people person. I'm not saying you have to learn how to brown nose and such, but you must know how to just be a genuinely pleasant person to work with. Never burn any bridges, you never know who's help you might need in 3 years. YOU NEVER KNOW! So even if you don't like a peer or a teacher, never burn that bridge, just stay as an acquaintance or something where if you ever need to ask for a favor they do not have a reason to say no. That being said, do beware of fake people who are only nice to get themselves ahead. For example if they treat you like shit at first glance, but then they find out you are a very good animator or work someplace nice, all of a sudden they are your best friend and want to work with you. Pay those people no mind and try not to blend in with them, bc the actions of the people around you reflect on you. AND just watch out for people who are just nice because they KNOW they HAVE to be nice (like as if a douche bag read this post and says, 'Shit i gotta start being nice now') 

_______________________________________


       And that's all you need to know. Everything else falls into place if you can nail these two pieces of advice. Opportunities will find YOU and you won't have to search around. With me, I learned fast, but I learned and pushed my self to get my skills to become second nature so I can animate and focus on my ideas and creativity. You need to focus on your weaknesses and make them stronger from someone who knows what they are doing, ASK FOR HELP when you need it. bc all that time spent trying to figure it out on your own could of been put to better use. Find out what you want to do or get better at and learn to do it.

       You are 17, i do not know your skill level and how much back ground you have on animation. hell im only 22 and I'm here. SO IT IS POSSIBLE. Here is one piece of advice that I wished a lot of people would of gotten when they first started...  
      Do not through all your marbles one ONE PIECE OF WORK. Do not think that a whole semester on 46 seconds of animation will guarantee you a spot or a job if you bust your ass on it. Do not put your faith on one film for two years. Sure quality is what matters, but you ARE assuming you are a genius and you will get it right the first time... you need to produce a lot of work so that you can fail on 2 pieces and LEARN from them. There are things you can only get through experience and that is perspective and how to plan and see time and gauge your limits and skills. And knowing those things will help you make your third, fourth eighth film the best. You need to complete more than one film so that after it's all said and done, you have a group of work to choose from and see your progression. Quality is good obviously, and quantity is just as valuable, especially in a very time consuming medium that animation is.

     So listen and learn, then get good, then get fast, so that all you have left is to further develop your mind as an artist

     Your life long dream should not be to WORK at your dream job, it should be to do what you love WELL. So start doing the steps you need to get that ball rolling.

-Regarding the question how is it to work at pixar?
      Working at pixar is like going to school, but they are paying you to go. You are free to create and develop yourself as an artist. You work with great people and you are always learning and motivated to push your work and make it better. 

      In a nut shell thats all it is. There is no magic, these people are human like you and me. Art doesn't magically happen. Just like you working on an assignment and that takes time and thought.. Thats the same as me working at pixar on my assignment. Except at pixar you better be able to knock it outa the park eventually once your start on it, not necessarily on the first try but eventually.

       So start collecting all your dedication, and get ready mentally to make hard decisions. Sometimes you will have to sacrifice a social life when something is due in 2 weeks and YOU KNOW that it's gnna take you 3 weeks wort of work to finish. Be prepared to not have all the answers and YOU WILL discouraged. Best of luck to you, and if you ever find your self stuck send me an email and I am always here to help you out. Send me your work or shoot me a question. Anytime. Learn form people and teach people what you learn. Matter of fact, if you see some one who is in your spot too, let them read this email. bc it might help them out if it helped you out. You learn more from helping other people learn than trying to learn by yourself. I guarantee it'll be worth your wild. 

Aim high Mark, 
-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