But I explained that lots of animators like to work on multiple shots at once - it helps to be able to rest your eyes, and come back fresh to a shot after working on something else for a while.
Showing posts with label workflow. Show all posts
Showing posts with label workflow. Show all posts
Sunday, 21 January 2024
Why Animators Should Work on Multiple Shots
Recently a student at Animation Apprentice was getting stuck on one of the weekly exercises, and I suggested that he work on a different shot. At first he resisted - he didn't want to give up on the shot he was working on.
Wednesday, 12 August 2020
Why Animators Need Thumbnail Sketches
The secret of good animation is in the planning, and good animators always plan their work.
The single most important skill that animators learn at Animation Apprentice is how to develop a reliable workflow for animation, so that our students can tackle any animation task with confidence.
One of the key tools our students learn is how to thumbnail their work. Thumbnail sketches are quick, expressive, simple drawings that are used to plan the action and tell the story of the shot in a few simple clear poses.
The single most important skill that animators learn at Animation Apprentice is how to develop a reliable workflow for animation, so that our students can tackle any animation task with confidence.
One of the key tools our students learn is how to thumbnail their work. Thumbnail sketches are quick, expressive, simple drawings that are used to plan the action and tell the story of the shot in a few simple clear poses.
Tuesday, 14 July 2020
How to Block Out a Pantomime Shot
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| Phone Call Blocking by Mark Masters |
In the case of pantomime animation, we teach a workflow that is reliable and dependable, one which will get your shots approved on time, with minimal aggravation.
The secret of success lies, as ever, in the planning. Plan your work properly and you won't go wrong.
Monday, 19 November 2018
Why Animators Should Keyframe Everything
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| "Mery" rig in Maya |
It's a good question, and doesn't necessarily have a simple answer. To create a tidy workflow, it can be a good idea to be quite selective about what you keyframe, especially on big, complex production rigs.
However, in the beginning, when students are first learning the craft of 3D animation, the best (and simplest) answer to the question is this: "keyframe everything".
Monday, 22 October 2018
How to Keep Your CG Characters Alive
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| Shere Khan by Milt Kahl |
Unlike in 2D animation, where a held drawing can be very attractive, CG characters tend to lose their sense of life if they stop moving completely. Digital characters need to stay alive, moving just a tiny bit, shifting, breathing, or just being.
The best way to achieve this to have a little bit of a drift or ease-in on your curves, so that the character never stops dead, but keeps moving, just a little bit.
To achieve this, it's a good idea to set keyframes on all your control curves at the start and end of the shot.
Monday, 15 October 2018
IK -v- FK: Which is Best?
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| IK - v - FK - which is best? |
The question is really about hierarchies. Usually, animators are trying to decide whether to set the hands on a character to IK or FK. If the hand controls are set to IK, then you are controlling the hands from the bottom of the arm hierarchy, from the hand control. If you set the controls to FK, then upper arm, shoulder and body is in control of what the hands do.
In a walk cycle, you usually set arms and hands to FK, because the arms are swinging, controlled from the shoulders. But if you were to animate a sword fight, where the position of the hands is vital, then you would almost certainly choose IK.
Friday, 12 October 2018
Why Do Animators Need Clean Curves?
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| Graph Editor in Maya - keep those curves clean |
This is a good question. After all, the audience will only see the final result, not the curves in the Graph Editor. So, why bother keeping the Graph Editor clean? What is the point?
Friday, 28 September 2018
The Fifteen Minute Rule
What is the The Fifteen Minute Rule? It's a rule I learned while working at Sony Pictures Animation, on Open Season. It's a simple rule, and way of keeping production moving ahead.
The rule is this: if you get stuck on a problem, spend 15 minutes trying to figure out the solution. Google it, Read The Manual, check out online forums - whatever works.
But, if you still can't figure it out after 15 minutes, ask for help. Someone next to you might be able to solve the problem quickly and simply, so you don't want to spend a lot of time trying to fix a problem that has already been solved.
The rule is this: if you get stuck on a problem, spend 15 minutes trying to figure out the solution. Google it, Read The Manual, check out online forums - whatever works.
But, if you still can't figure it out after 15 minutes, ask for help. Someone next to you might be able to solve the problem quickly and simply, so you don't want to spend a lot of time trying to fix a problem that has already been solved.
Monday, 23 July 2018
Pixar Animation Workflow
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| Incredibles 2 |
Royce is an experienced character animator whose credits include Brave, Coco, Robots and Inside Out.
Understanding how to plan your work is one of the key parts of the animator's skill set. Every animator has their own unique approach, and it's important to develop a workflow that you can rely on to get your shots approved without too much stress.
Friday, 27 April 2018
Framestore: Live-Action Reference & Animation
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| Ross Burgess and Oz Gani acting out some dinosaur action |
Paddington 2, was animated at Framestore, and they out-did their own work on Paddington 1 in terms of the quality and believability of the animated performance.
Last week two senior Framestore animators (and the head of talent development) visited my classroom at Escape Studios, to check out our students' work and give us some insights into the Framestore animation workflow.
Wednesday, 28 February 2018
Everything Comes From The Core
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| Everything comes from the core |
When a character turns their head, you might not think this motion comes from their core, but in fact it does, and you need to make sure that the action is motivated from the character's core, else the motion will feel robotic.
Thursday, 14 September 2017
Animation Insider's eBook - Free from Squeeze
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| Animation Insider's Ebook - free from Squeeze! |
This free digital download describes the workflow of talented animators such as Mike Nguyen, Victor Navone and Jason Ryan.
It 's a remarkable insight into how experienced animators approach a shot, and very useful for students looking to develop their own animation workflow.
Friday, 11 July 2014
The Maya speed animator - how to be both good and fast
Part of the secret of having a successful career as an animator is learning how to be good and fast at the same time. Directors want quality, Producers want speed. You must please both. Animation producers like animators who do the job well, on time, and are nice to work with. If you have all three of these qualities - a long and successful career in the industry will be yours. Below are our top tips for animating in Maya - how to be both good and fast. We don't say that this is an exhaustive list, but it's a great place to start.
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