Tampilkan postingan dengan label Chris Williams. Tampilkan semua postingan
Tampilkan postingan dengan label Chris Williams. Tampilkan semua postingan

Rabu, 19 Agustus 2009

Describe Your Workflow When You Start Animating a Shot. Is There a Right or Wrong Way?

I think most people will tell you that as long as your shot looks good, there’s really no right or wrong way and I completely agree with that. We all want to do great work. For me, I have a very different workflow depending on what type of shot I’m animating. If I’m animating a realistic shot, I’ll work straight ahead but for a character animated show, I’ll work pose to pose.

In the world of realism, I find diving in is the best way to go. Block in some strong poses as quickly as possible and define the most important actions in the shot. You want to make sure you lead the audience’s eye to the focal points, otherwise the shot becomes unclear and muddy. So, for a shot on Spider-Man 2 where Spider-Man and Doc Ock are falling and fighting, I choreographed the shot so it revolved around three or four very specific events. I knew for instance that they were in the midst of a battle to the death and it had to be violent. But if I’m not careful, the punches and kicks could all get lost if I don’t highlight them with clear silhouettes. So step number one was make sure the big moments of the fight were clear. I animated a simple translation as they fell down the building and animated some very clean poses along the way. I made use of contrasting poses as much as possible. So a reverse C shape on Spider-Man rearing back for his punch, then a C curve for the strike. Those shapes were posed to camera to get the most impact.

I also knew the tentacles needed to be active. One would grab and miss the building while others would engage Spider-Man. Finally, one would latch onto the building for a violent slam into the façade. I made sure to layer these elements in between the major fight actions between the characters, otherwise we wouldn’t know where to look. This was one of the most challenging elements of the shot, but it was a great lesson in how to be efficient with the staging of the fight elements. Once these elements were layered in and working in a broad sense, then I would dive into my finessing pass. I would toggle the visibility of the characters and tentacles on or off depending on what I was animating. I did this so my eye would never get distracted. Once Spider-Man and Ock were working, then I’d turn those nasty tentacles back on one at a time. After many, many (many) versions, I’d hopefully have an exciting shot in the can.

Now, what about using video reference for realistic animation? Personally, I try not to use it if I’m animating human characters. Insanity you say? Perhaps. But I prefer to act out what I’m animating and feel what’s happening as opposed to trying to visually match my performance. If you have to animate a character throwing a ball, repeat the action several times and pay careful attention to what your body is doing. You don’t have to look at yourself on film to feel your body and chest leading the action with the arm lagging behind. Then when you sit down to animate, you can apply that knowledge in a much more meaningful way. You’ll understand the full impact of the body mechanics on all sides as opposed to just what you are looking at from the camera’s perspective. Give it a try sometime and if you really get stuck, you can always break out the camera and tripod for troubleshooting.

My workflow for character work is pretty much the opposite. I usually just do a whole bunch of thinking in the beginning. I’ll listen to the dialogue over and over again until some very clear acting choices emerge, then I’ll start locking down some poses. In the beginning, I prefer to go with as few poses as possible on my first pass because that gives me more flexibility to explore new ideas. As soon as I have some poses running with the audio track, my mind starts finding new approaches. I point this out because I don’t worry so much about ensuring the whole shot is thumbnailed or blocked out before I start. It’s a very organic workflow and not for everybody. At the very least, I don’t run into the issue of having too much going on. Sometimes an animator will put so much into that first pass it ends up being hard to assess. This way, my shot builds naturally and I layer the detail on in subsequent passes.

Another technique I make use of is to avoid lipsync and facial animation on my first full pass. The reason is simple. I want to focus 100% on the poses. Do they reflect his mood? Are they strong and clear? A sad face makes a character look sad, but can you achieve that without the face first? If my poses convey the emotions clearly without facial animation, then I know the addition of expressions will only serve to augment my work.

Finally, I will add most the texture and finer detail to the shot at the very end. I guess you can call this the business of the shot. The reason I add it later is because I like to make sure the guts of my shot are successful. If I throw in a bunch of detail early on in my shot while I’m still trying to figure out the broader mechanics, then it can sometimes make it more challenging to troubleshoot. Also, it’s possible that you can put too much business in a shot. Quantity does not always equal quality.

Guest Blogger Chris Williams

Kamis, 13 Agustus 2009

What Would Be Your Advice to a Graduating Student as They Begin Their Career as an Animator?

I think something that served me well was to dream big, but to also manage my expectations. Coming out of school, we all wanted that feature animation job but there’s only so much to go around. I ended up landing a gig at a smaller studio and worked there for almost four years before arriving at Sony. While I was there, I never lost sight of the type of career I wanted. I was happy doing character design, but my preference was to be animating. So if I had some free time, I‘d grab a pencil and paper and try to improve my reel. When I switched over to their computer animation department, I made the best of the resources there to continue learning and growing as an animator. It’s important to remember that no matter where you work, you can always build on your skill set. And don’t forget about the great contacts you can make. As anyone in this industry will tell you, it’s a small world out there for the animation community. Within a year of working, you’ll have built up a contact list that will include animators working in gaming, television and feature animation.

Good luck!

Guest Blogger Chris Williams

Kamis, 06 Agustus 2009

How Do You Adjust with the Varied Animation Styles That Imageworks Uses? Do You Get Pigeonholed or Are You Expected to Tackle Any Style?

I personally believe that the more styles of animation you can do the better. If nothing else, it helps with job security. I deliberately request my shows to alternate between character animation and visual effects animation so my mind will stay challenged and sharp. But this isn’t something you are expected to do here. We have lots of animators that prefer one style to another and they become very proficient because they are specialists in that style.

In terms of adjusting between the styles, it can take a shot or two to get back into the rhythm. This is because I use two very different workflows. As I mentioned earlier, for visual effects I tend to work straight ahead with spline curves. For character animation, I work pose to pose with stepped curves. The reason I prefer straight ahead for visual effects is so I can constantly assess my work with respect to how realistic it’s looking. If Spider-Man is swinging in a bank, it’s easier for me to see if his mass and velocity are correct by having him in motion. Character animation tends to have more stylized timing, so I can focus on the poses for longer.

In terms of being pigeonholed, yes it can happen. If you are really good at executing a certain type of shot, it’s very possible the animation director will lean on you in the future to produce something similar. With tight production schedules, you have to use all of your resources to their fullest potential. The same thing applies to a style of animation. If the animation director knows the schedule will be tough, then sometimes the prospect of taking someone with less experience can seem daunting.

Historically, I’ve found that it’s a little harder for a visual effects artist to break into character animation then the other way around. I understand why people prefer to hire animators that excel in the style of the show, but I don’t agree with broadly dismissing a group of talented artists because they are missing something on their reel. Bottom line for me, a good animator is a good animator. If they take direction well, work hard and are enjoyable to work with, then any lack of experience will melt away with the help of strong lead or director. I can turn a very realistic Spider-Man shot into a cartoony version just by shifting my curves around. All you need are some quicker transitions and longer moving holds. The good news is that if the artist is motivated at a studio like Sony, they can absolutely break through that.

Guest Blogger Chris Williams

Kamis, 30 Juli 2009

What Do You Like about Supervising and What Do You Miss from Being an Animator?

At Sony, I get to do both! For Spider-Man 3 and Cloudy with a Chance of Meatballs, I was a sequence lead who manages a team but I also animate shots. Perfect! Supervising can be a very rewarding experience. I really enjoy working with the junior animators and watching them grow over the course of the show and I also take a lot of pride in shepherding a sequence through the animation department. I guess you can say it’s the best of both worlds.

Chris Williams

Kamis, 23 Juli 2009

What is the Importance of Teamwork in Animation and What Makes a Most Effective Team?

Teamwork is crucial. We wouldn’t be able to get these movies done if you couldn’t rely on everyone to help out. Speaking as a supervisor, I definitely appreciate when an animator is as enthusiastic to help out on background characters as they are on doing their own shot. Your co-workers appreciate it too and one day they’ll help you out and return the favor.

In terms of efficiency, there’s definitely a balance between working to people’s strengths and what they ultimately want to do on a show. For example, if an animator is very good at complex physical animation, I’ll obviously want to throw those kinds of shots their way. They’ll be able to knock them out of the park quickly and I’ll know that the quality will be there. But if they really want to try out some subtle acting, it’s important to recognize that and allow them the opportunity. Seeing someone’s face light up when they get a shot that challenges them and inspires them goes a long way on a hard production schedule. I know it might take them a little longer then someone who specializes in that particular style, but they make up for it with their enthusiasm. Making sure I give my team those opportunities is one way I can help foster teamwork and efficiency. If everyone’s in a good mood, everyone works hard. Makes sense right?

Guest Blogger Chris Williams

Kamis, 16 Juli 2009

What Is the Most Valuable Principle of Animation in Your Opinion? How Do You Apply It on the Job?

Starting off with a tough question! I pretty much use every single one of them so choosing just one is a challenge. I think for students, it’s very important to get your arcs correct as soon as you can. Something like a bouncing ball falls apart if the path of the ball has pops in it. If you are animating a character performance, and you don’t manage the arc of that left arm for example, a pop in its arc will draw the eye and take the audience off of the true focal point of the shot. But if I based it on my most recent show, I’d probably have to go with slow ins and slow outs. Why would I pick that one? Well, we were referencing a lot of very stylized animation and if you watch any UPA shorts, you’ll see there are fast transitions and static holds all the way through. We found that long static holds that were successful in 2D animation just didn’t work as well for 3D, so we animated micro slow ins and outs of the held poses. Three or four frames of padding meant you could still feel the character was alive, but be true to the limited style we were referencing.

Guest Blogger Chris Williams

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