2017/05/31

Time Management Advice For Animation Students Who Want To Be Professionals

I saw an animation student concerned that their assignment was counted as late because it was submitted seconds after the upload deadline.  The deadline is the start of that minute, not the end.  It's not the first time I've seen issues like this.  You can not control the speed of internet servers.  You can control when you click the button to upload.

Here's some time management tips:

All the tasks have to be completed on time. They don't have to be perfect.

Do the short tasks first. If you do the long tasks first, then the short tasks can pile up at the end because you keep trying to improve the long tasks' results, and you risk running out of time to complete all the tasks.

Submit versions of the tasks early. They don't have to be perfect or even have all the obvious problems fixed. You can submit improved versions to replace the early versions, as long as it is well before the deadline.  You're more likely to catch problems early via the advice of others than if you wait until close to the deadline.

If you're close to the deadline, and you've got an improved version you'd like to upload, but you also already uploaded an earlier version, consider not uploading the newer version. To decide, ask yourself if the newer version is really an entire letter grade better. It usually will not be that much better, so it won't be worth the grade deduction for a late submission.

Think about the reasons why you can't turn in work late at a studio. If your animation is late, will there be enough time for the rendering or any of the many other tasks that other people have to complete in time for their deadlines? The people doing the modeling and rigging and other tasks that have to be functionally complete for you to animate have to consider you the same way. The key factor here is the need for tasks to be functionally complete on time for the following tasks to also be functionally complete on time.

Don't let scope creep keep you from completing tasks, especially before you have a functionally complete version of your task submitted.  Maybe you can add features to plus your results after you've got the task functionally complete and submitted if there's still time (and money).

Refer to The Cult of Done Manifesto for reasons hopefully self explanatory in the name.  It's 13 points that can guide you to being done, which is generally desirable.
https://medium.com/@bre/the-cult-of-done-manifesto-724ca1c2ff13

2017/02/19

Maya Tutorial: Resting Elbow or Knee

This is how to set up a rig for resting elbows(or knees) on a surface while moving the hands and/or body, without shortening and/or lengthening the upper and lower arms (or legs).

It’s much simpler than it might seem.  Spend a bit of time early to save a lot of time time later counter-animating elbows or knees.

Thanks to KatrĂ­n for demonstrating the need for this, and to Max for inspiring the solution and proving it works.  Here's Max's proof of concept: https://vimeo.com/204762414

1.
Create > Locator
to Create Locator1.

2.
Create > Locator (again)
to Create Locator2.

3.
Select Locator1, then Locator2.
Keyboard command Ctrl + p to Parent Locator2 under Locator1.

4.
Make sure rig's joint's are visible.

5.
Select Elbow Pole Vector control, then Locator1.
Constrain > Parent
to Parent Constrain rig's Elbow Pole Vector control under Locator1.

6.
With ‘Snap to points’ turned on (hold v on keyboard), translate/snap Locator1 to Elbow Joint.

7.
With ‘Snap to points’ turned on (again hold v on keyboard), translate/snap Locator2 to Wrist IK joint.

8.
Turn On Elbow Pole Vector's Elbow Snap in the Channel Box.

9.
Optionally, instead of snapping Locator2 to the Wrist joint, Parent Constrain Locator2 under the Wrist joint.
Select Locator2, then Wrist joint.
Constrain > Parent
Then Delete History and Freeze Transforms of Locator 2.  This will make Locator2's default relationship to Locator1 have Translates and Rotates of 0.  Make sure the Parent Constraint from Locator2 under the Wrist IK control is deleted as well.

10.
Select Wrist IK control, then Locator2.
Constrain > Parent
to Parent Constrain Wrist IK control under Locator2.  This is the opposite of the temporary Parent Constraint in the optional step, and should be done regardless of doing or not doing the optional step.

11.
Select Elbow joint and Shoulder joint to assign Distance Tool to measure their distance.
Create > Measure Tools > Distance Tool

12.
To 'translate' Wrist IK control, rotate Locator1.  This will move Locator2 and the Wrist IK control.  Set keys on Locator1 for this, not Locator2 or the Wrist IK control.

13.
To rotate the Wrist IK control, rotate Locator2.  Set keys on Locator2, not the Wrist IK control.

14.
If/when you need to move any part of the body that affects the location of the Shoulder joint, refer to the Distance Tool’s measurement to minimize the variation in distance from Shoulder to Elbow.  For example, the character is sitting in a chair, resting their elbow on a table.  If you move the COG control (Center Of Gravity) up, this increases the distance from the shoulder to the elbow.  You can counter animate the upper body and shoulder controls to tilt back toward the elbow to decrease that distance.

2015/06/04

Animation Mentor Animals and Creatures Masterclass

Introduction to Animal and Creature Animation
Term: Fall 2012
Mentor: Alison Sanders
http://www.imdb.com/name/nm2770321/

Advanced Creature Production
Term: Winter 2013
Mentor: Jean-Denis Haas
http://www.imdb.com/name/nm1940902/
http://www.jeandenis.net/

Class 1 Section 1
Life Sketches
Cat Poses

Class 1 Section 2
Cat Vanilla Walk Planning Sketch
Class 1 Section 3
Cat Pounce Planning Sketch
Class 1 Section 7
Ogre Outburst Planning Sketch
Class 2 Section 1
Dragon Flight Cycle Planning Sketch
Class 2 Section 2
Dragon Plate Planning Sketch
Class 2 Section 6
Ogre Versus Dragon Fight Planning Sketch

Animation Mentor Class 6 Polishing And Portfolio

This class was all about the final 10% of animating (which can be 90% of the work).  Some new work was done, bust most of the time was put into polishing animations done in previous classes.

Term: Summer 2012
Mentor: Greg Whittaker
http://www.imdb.com/name/nm1061410/
https://vimeo.com/user28776328

Sections 1 & 2
We selected the best of our previous work and began polishing the most promising scene.

Section 3
While continuing to polish previous work, pre-production for multiple new scenes begins.  One of the planned scenes is selected to produce.

Sections 4-8
While continuing to polish previous work, animation on the chosen new scene begins and continues for the next few weeks.

Section 9-11
We continued to polish our work, and arranged our demoreels.  This included designing title cards and DVD case covers.

Section 12
We had completed the Character Animation Program, and possesed a demoreel with which to seek employment.  No demoreel is ever complete.  It constantly develops to reflect an animator's work.  Currently, you can find mine featured here on this blog.  You can also check out my vimeo for the latest in my animation:
https://vimeo.com/user14114867

2012/06/21

Animation Mentor Class 5 Advanced Acting

This class continued to develop the acting principles of the previous class, and added additional elements like  cutting, emotional arcs, acting beats, and interaction.

Term: Spring 2012
Mentor: Peter Kelly
http://www.imdb.com/name/nm1013095/
http://petekellysdoodles.blogspot.com/

Section 1
Lip-sync Planning
The Dialogue shot picked up from where it left off the previous week in Class 4, now with full rig controls so I could animate the face.






Section 2
2 Face Poses





Section 3
2 Face Poses





Section 4
2 Person Dialogue Character Design



Face Pose



Section 5
2 Person Dialogue Planning
This scene gave the opportunity to incorporate cuts between shots as well as more dynamic staging and composition.





Section 6
Face Pose



Section 7
Face Pose



Section 12
Progress Reel
Scenes:
  1. 2 Person Dialogue
  2. Dialogue, continued from Class 4, now with full rig controls


Animation Mentor Class 4 Introduction to Acting

This class took the ideas form the previous classes, and combined them with behaviours, and details like staging and avoiding clichĂ©d choices.

Term: Winter 2012
Mentor: Ray Chase
http://raymation.blogspot.com/
http://www.imdb.com/name/nm1112186/

Section 1 - 5
Pantomime Planning:
  1. Safe At Throne
  2. Fishing Expedition
  3. Urban Cornucopia
I storyboarded 3 options, then consulted with my mentor to choose which one to animate.  I went with #1.  I  modified the Stewie rig by with a head I modeled and shaded.





Section 6
Dialogue Planning:
  1. Woman hears noise and talks to her roommate
  2. 'Film Noir' Man yells at former colleague
  3. 'Film Noir' Mobster condescends
Much like the Pantomime, I storyboarded 3 options, but this time I edited audio options first.  Again, I went with #1.







Section 7
Dialogue Character Design

I modified the Bishop rig's body by modeling an altered version, which I applied with a blend shape.  Then I used that as a basis for the clothes, which I applied with a wrap deformer.



Section 8
Bishop Hand Pose: Anger



Section 9
Bishop Hand Pose: Relaxed



Section 10 - 11
Bishop Hand Pose: Surprise



Section 12
Progress Reel
Shots:
  1. Dialogue with limited face controls, to be completed with full controls in Class 5
  2. Pantomime


2012/06/20

Animation Mentor Class 3 Advanced Body Mechanics

This class continued to develop the ideas of the previous class, focused on
biped/humanoid characters.

Term: Fall 2011
Mentor: David Weatherly
http://www.imdb.com/name/nm1316187/

Section 1 - 3
ninJAnitor Planning





Section 4 - 6
Trebuchet Stewie Planning





Section 7 - 11
basketBALLet Planning





Section 12
Progress Reel
Shots:

  1. basketBALLet
  2. Trebuchet Stewie
  3. ninJAnitor


2012/06/18

Animation Mentor Class 2 Psychology of Body Mechanics

This class took the basic concepts taught in the previous class and applied them to the mechanics of characters' movement, taking into account variables like physical build, personality, emotion, and environment.

Term: Summer 2011
Mentor: Ethan Hurd
http://www.imdb.com/name/nm0403322/

Section 1 - 3
Backflip Planning
This video contains reference I did myself, parts of a video I found online, and a basic animatic using my thumbnail sketches.  I watched many other videos, but the video I found and featured clips from in my Reference can be seen here: Gymnastics : How to Do a Backflip Off of a Wall






Section 4 - 6
Jump On Ball Planning
This video contains a basic animatic using my thumbnail sketches and my personal reference.  I also used quite a bit of other video reference, but it's too much to sit through.  If you really want to see the sources for that material, here are links to some of it:
Little boy walking on a big ball
Young acrobats street theatre walking globe circus
New Zealands #1 Globe Walker - Circus Aotearoa
New Zealands #1 Globe Walker - Creative Festival '08
Ball Acrobatics
Adam on Acro Ball Jan 2007
Ball Flip Game 2
Adam Menzies 2006
Lunge Balance Ball Exercises






Section 7 - 11
Hand Walk Planning
This video contains a basic animatic from my thumbnail sketches and my personal reference.






Section 12
Progress Reel
Shots:
  1. Hand Walk
  2. Jump On Ball
  3. Backflip


Animation Mentor Class 1 Basic Foundations

This class focused on the fundamentals of animation, like the 12 Priciples of Animation devised by Ollie Johnston and Frank Thomas and basic physics.

Term: Winter 2011
Mentor: Paul Allen
http://paulallenanimation.blogspot.com/

Section 1
Introductions were made between the mentor and students.

Section 2
Public Sketches
I went to a shopping mall to do a few pages of quick sketches, catching people behaving casually.  The goal was to apply what was seen, paying attention to line of action and silhouette, and develop understanding of the other principles of posing like balance, negative space, while avoiding tangents and twinning.



Public Stu Pose



Section 3
Bouncing Ball Planning
The goal was to learn the basics of momentum and arcs through how a ball bounces.



Excitement Sketches
The goal was to further familiarity with the Stu rig using IK and FK controls, and to further understand the principles of posing.



Excitement Stu Pose



Section 4
Bouncing Balls: Bowling Ball Vs. Exercise Ball Planning
The goal was to learn and demonstrate an understanding of how weight and momentum affects movement.



Section 5
Devastation Sketches



Devastation Stu Pose



Bonus Devastation Stu Pose



Obstacle Course Planning
I started by planning several different options using the sets provided by the school, modifying them as needed to create a unique course.  The goal was to continue with what was learned from the previous ball shots, now incorporating squash and stretch and more complicated paths of action.




Section 6
Pendulum Planning
I slightly altered the school's Pendulum rig to allow for independent rotation between the block and tail.  The goal was to take what was learned about momentum, and extend it to the concept of the successive breaking of joints.



Section 7
Tailor & OneLeg Planning
I used ramp shaders to give the Tailor rig a more realistic fluffy squirrel look, and modeled an acorn-like beanie hat and scout sash for the OneLeg rig.  I also made the rest of the props for the scene.  There were 2 goals for this shot. One was to continue with the bouncing ball motions, now applied with consciousness to both Tailor and OneLeg, not just physics.  The other goal was to continue with the successive breaking of joints from the Pendulum shots, and apply it to the conscious character Tailor.



Section 8
Strength Sketches



Strength Stu Pose



Walk Planning
The goal was to animate a 'Vanilla' walk with the Ballie rig, as standard as possible, avoiding individual characterization.



Section 9
Concern Sketches



Concern Stu Pose



Section 10
Character Walk: Trudge Planning
The goal of this shot was to further what was learned with the 'Vanilla' Walk by incorporating individual emotion and personality.  I chose a toe-dragging trudge.



Exhausted Sketches



Exhausted Stu Pose



Section 11
Balance Sketches



Balance Stu Pose



Section 12
Progress Reel
Shots:

  1. Character Walk: Trudge
  2. Walk
  3. Tailor & OneLeg
  4. Pendulum
  5. Obstacle Course
  6. Bouncing Balls: Bowling Ball Vs. Exercise Ball
  7. Bouncing Ball

Stu Poses:

  1. Balance
  2. Exhausted
  3. Concern
  4. Strength
  5. Devastation
  6. Excitement
  7. Public