com/post/31320958184/i-know-its-not-model-sheet-monday-anymore-but-i
Buenas noches a todos, debido a la cercania de las navidades me he visto obligado a dejar atras algunos de los "proyectos" que andaba haciendo. Poco despues de empezar las clases de animacion tuve un brote de soberbia tras el que decidi hacer una pequena secuencia con un personaje sentado que gesticulaba, hablaba y hasta chorreaba cerebro por todas partes, el zombie sibarita.Ahora que acaban las clases tendre que posponerlo hasta que me vea otra vez con tiempo, es una pena por que aunque no lo parezca hay un curro de cojones tras las pocas cosas que os voy a ensenar xDD
Pero bueno, aqui van los "resultados" de las diferentes pruebas que hice y parte del fondo que pretendia usar. Espero que os gusten.
Como veis aun le queda bastante, pero buenoo espero poder acabarlo pronto. Un saludo!!
Vimeo has officially unveiled their plans for creators to monetize their videos. The first is called Tip Jar where anyone can use PayPal or a credit card to simply... You've seen the scenario before: some talented, young filmmaker releases his latest short film on Vimeo... and BOOM... practically overnight it goes viral.
In 1988, an extraordinary thing happened in the world of animation. The film "Who Framed Roger Rabbit?"( Directed by Robert Zemekis, animation directed by Richard Williams) was released. The film gleefully celebrated the kind of imaginative slapstick cartoon violence that was the staple of the most popular short cartoon classics that were made during the period from around 1940 till the decline in the year that the film takes place,1947.
As we promise before, here are some of our concept arts. Take a look at our interesting designs for our characters.
Zane Mercer turnaround
Zoey Mercer turnaround
Dr. Doug Mercer turnaround
Lydia Mercer turnaround
Icela turnaround
Stay tuned for more!
DREAM ON!
More on the relationship between the head, hips and rib cage (as it applies to humans, anyway).When you open any book on anatomy, they'll usually start with a really basic fact that's helpful in trying to make figures look either masculine or feminine: the male body usually has wider shoulders and relatively narrow hips, while female figures have wider hips than men, with comparatively narrow shoulders.
There are a few reasons for this; women tend to have bigger hips, for one, because the female pelvis is wider than the male pelvis. This is because women, in order to give birth, have to pass a baby through their pelvic bone.Also, women tend to store fat on their hips, thighs and rear ends, but not around their waists. Even as they develop after puberty and their hips widen, their waists stay about the same as before puberty (at least according to this wikipedia article on Female Body Shape). So females tend to have thinner waists than hips, giving them that hourglass shape.
Why do women tend to collect fat in that area? I think I've read that women's bodies do that to protect the uterus and keep it warm, which aids in growing babies...but someone correct me if I'm wrong.The female body shape changes after menopause. As women get older, they begin retaining fat in their waist area, and eventually, abdomen (again, see the wikipedia article). I suppose this is why it always seems to me that, the older women and men get, the more the physical differences between the sexes are harder to see.
The reason that men have wider shoulders than women, as far as I know, is because the male ribcage expands during puberty to accommodate the lungs, which also expand in males during puberty. Males, being larger than females, need larger lungs to supply their bigger bodies with enough oxygen.
Unlike women who collect fat in the thighs, hips and rear end, men tend to collect fat in the stomach area.One important thing to always remember is that, even when the body shape of a person changes due to adding muscle or gaining weight, the shape and size of the ribs and pelvis stay the same. Obviously, bones don't gain muscle or weight. So no matter how muscular or overweight a person is, the underlying skeleton remains unchanged.
So all these factors are useful when trying to draw and design male and female characters and trying to retain their feminine and masculine traits. That can be hard to do, especially as they deviate from the ideal, and as you try to make them heavier or older.But what about the exceptions? Obviously, these "rules" aren't absolute. Like any rule, once you understand it you can break it and subvert it when it makes sense to do so.
The first exception that springs to mind is female swimmers.
Female swimmers tend to have broader shoulders and narrower (by comparison) hips.
Obviously, all female swimmers weren't magically born this way. The ribs and pelvis of a female swimmer are exactly the same size as those of their everyday counterparts (that is, women who don't swim competitively).The reason female swimmers look the way they do is because they work out to increase the size of their shoulder muscles (so their shoulders get bigger), and they have very little body fat (since women collect fat in their hips, and a fit female swimmer has very little fat, there's none to expand the size of the hips).
Finding men with hips that are bigger than their shoulders is a bit harder, but it does happen. It's interesting how each individual body distributes weight in a different distinctive way. Some men seem to gain weight and still preserve the typically male narrow hips, so that they retain the male standard of broad shoulders and narrower hips...
...and some don't. Sometimes you do see men who have wider hips than shoulders. Milt Kahl used this concept for Mr. Snoops in "The Rescuers", and, in that particular case, it lends a soft, bumbling, ineffective feel to the design that fits his personality. But that's not the only way to use that idea.Anyway, this isn't meant to be an exhaustive look at how many variations there are to male and female body types - the possibilities are endless. Look around and see how many you can find.
The point is, use the standards of what we expect from the male and female body and stick to the ideals when it helps you. Play against the expected body types when that helps you, as well. Once you know why our bodies look the way they do, you can change around anatomy to your heart's content to achieve whatever effect you want to achieve.
When you're designing your characters, always think about who that character is and what type of personality they have, and how you can reflect that personality in the body that you give them.
Today we have Rigger Josh Carey! Can you tell us a little bit about your career and how you got started?
If I go way back, I could probably say that my interest in CG started around the time that Jurassic Park came out. I taught myself AutoCAD and TruSpace, and even had a few AutoCAD classes in high school. I started out going to college for a Computer Science degree, with the intent of somehow branching into graphics from programming. Someone showed me Lightwave in college, and I was hooked. I eventually transferred over to the Art Institute of Ft Lauderdale, and focused on graduating with a good modeling reel, though I didn’t necessarily stop at just making good models. I wanted to animate them too, which of course required rigs. I kind of got absorbed into the rigging process, and I think because I had a good background with programming courses, “tech” stuff came easy to me. I love to solve problems, and pretty soon I was helping a lot of people out with rigs and tech stuff. That continued after school as well, where contacts and friends I had were tossing me freelance jobs to help them out.
After doing a bit of freelance work, I ended up at The Animation Farm in Austin, TX. It was a small start-up company looking to do game cinematics for its first large gig. I made some great friends there, and we really turned that start-up into something great with such a small team. I was able to do a ton of different things there, while mainly the tech artist/rigger, I also animated, modeled, setup some pipeline stuff, and even did a bunch of After Effects work. After the farm, I went to Kingsisle where I was the tech artist on an unreleased MMO, and shortly after, I made my way up here to ReelFX.What are some of the things that recruiters from big studio look for in student reels? (Riggers and Character TDS)
This answer will probably vary based on the studio or the position, but I’ll tell you what I look for. An ideal candidate out of school for me would show that they can model, animate, and rig. Sure, that’s asking a lot out of a student, but I’m not saying they have to be awesome at all of those. A rigger needs to understand models, good design and edge flow, and they also need to know how an animator works and what an animator needs. If you’re a student and you haven’t taken a character from modeling to rigging to animation, you need to do so. It will only help your knowledge of a CG production, at least at the asset-to-animation level. As riggers, we are clients to the animators. We’re here for them. A rigging student should understand that they’re going into a service oriented position. So, back to things I like to see in a reel:
Good deformations- Focused areas of a rig that show wireframe deformations of a character.
Complex rigging- Vehicles, complex props, crazy character with something difficult to deal with. I want to see how you’ve approached and solved a problem.On the opposite side of that, I don’t want to see a generic human rig showing off a standard IK/FK arm, a foot roll, or anything that is just FK (unless you’re just showing deformations).
Set your reel apart- I’ve seen a LOT of reels lately that seemingly have the same exact ‘template’. If everyone has the same human, followed by a dragon, followed by a fairy, how are you making yourself stand out from the crowd.
Scripting/tools- Auto-rig stuff is cool. Show a problem, then show how you solved it.Did you have a programming background before you started learning CG? Or did you learn it whilst attending The Art Institute of Fort Lauderdale?
Mentioned this a little above, but when I was going to the University of Texas, I had a couple C++ courses, some general programming and logic courses, and for some reason, found myself in an Assembly course. It was about that time that I had the notion to switch to an animation school. Of course, as soon as I hit Maya at AiFL and started to learn MEL scripting, all my previous programming knowledge put me ahead of the curve. I definitely do not regret starting out as a CS major.
Can you tell us a little bit about your workflow?
My workflow, and the workflow that I try to teach others, is to keep things simple, fast, and do it all efficiently. I'm a big fan of making Maya adhere to your own workflow by hacking up the UI and making your own proc overrides. It can be a pain to redo those kinds of hacks when moving versions, but really, you don't do that often. I like to do things as iteratively as possible - don't over-complicate a rig and don't just try to hash out something new and *complete* the first time. If I'm approaching something new, I like to chat with several animators about what they would want and need, and I'll sketch an idea out. In fact, the other day I sketched something out on a whiteboard with an animator, then took a picture of it on my phone and sent it to my email. The more I can plan out before even starting on the computer, the better.
Once I'm actually in the computer, I tend to follow the standard of building something quick and easy first, then refine multiple times while keeping animators in the loop. Most of the time when I'm building something, I'll be scripting it out at the same time. Usually my scripts at that point are full of pseudo-code and lots of comments. I'm not worried about clean code at that point until I'm sure that I'm on the right track with a clean and useful rig.
What are some of the things that help motivate and inspiring your work?
Anything art related! Animated shorts, cool game art, sculptures, new technology. Nothing gets me going better than seeing some cool techniques, technology, or an end result where I want to reverse engineer how it was done.
During projects as well as between projects, I'm the Department Supervisor for Rigging. This means that I globally supervise how the rigging dept runs, our workflow, our future R&D efforts, etc. It also means that I Supervise rigging on projects, which is what I did for the Looney Tunes shorts. We had a team of about 7 riggers that I supervised. Basically, I had to make sure that our rigs could do all the crazy things that our animation director wanted them to do. For the coyote and road runner shorts, I mostly handled the body rigs and figuring out how we would do our 'multiples' system. I say 'mostly', because a lot of our team touches a lot of different rigs at any point during a production. On the latest round of shorts, I again mostly focused on the bodies of Elmer and Daffy, but then focused on the faces for Sylvester, Tweety, and Granny.
At ReelFX are they using more joints or blend shape based face rigs?
I would like to say that our face rigs are pretty much your standard rig these days. They have a pretty defined set of blend shapes that go on top of a pretty complex joint-based setup. The animators can use either set, but most of them use a little bit (or a lot) of both. The joint-based controls are generally more broad-based influences, with the ability to turn on 'micro movers' to get super refined deformations.
Do the riggers also model the character themselves? Are riggers ever involved in modeling blend shapes (if the pipeline requires it?)
Personally, I've always made blend shapes myself (and enjoy doing it!), but at ReelFX, the modeling team handles both model and blend shape creation. We do have a few riggers that would be completely comfortable making blend shapes though. I would like to say that our modeling team and rigging team works very closely together, so by the time we get approved models, edge loops are how we need them and models are good to go.
Did you work closely with animators when achieving such flexible rigs and was there a requirement on your behalf to understand concepts of animation?
Absolutely! A lot of us had the original model sheets up at our desks as both inspiration and for goals of what we need to hit. The animators did a GREAT job going through footage of the old cartoons and pulling screen grabs of poses that the characters would have to hit. Bryan (the animation director) would always walk over and show me something insane and say "So... think we can do this?" It was a great collaboration between our teams. On this latest round of shorts, deadlines were a bit tighter because of other ongoing projects, and we still wanted to push the quality to be even better than the first set. Sometimes it was a bit painful, but in the end we had some great work to show.
As far as a requirement to understand concepts of animation - yes! Every rigger must know those concepts. Most of our team animated at some point, whether it was in school or on the job. Either way, we all have a love for animation, so we do want to make the best and easiest to use rigs for the animators.
How many controls do rigs like the Road Runner and Coyote have?
The originals (coyote and road runner) had approximately 500 controls, roughly 150 of those were in the face. On the more recent rigs like Elmer and Granny, they were closer to 700 controls, mainly because they had outfits on.
We finally had the chance to write a data mining tool that tells us how much of those rigs actually get used, but we didn't have that tool in place until we were mostly through the rigs on those shows. Only about 5% of those rigs were never touched, but on any particular shot, the rig usage could be anywhere from 50 to 75%. Obviously this means that not all controls were used in every shot, or even the same controls from shot to shot. Anyway, interesting statistics to go through, which means we can optimize rigs based on previous projects data.
I’m very curious as to how you were able to push for such great flexibility and exaggeration in the rigs that were used in the Looney Tunes shorts, it really seems like CG has come along way. Was there any need for research and development for the Looney Tunes short, and what were some of the issues, if any, that were encountered during production?
R&D happened on the fly for our Looney shorts. The schedules were so tight, and our insistency on getting the models/design to perfection (to hit the right Chuck Jones designs) just made things tighter. We had to develop a few new rigging techniques, but nothing that you would see on a feature. No new plugins, but some general scripts/tools and rigging pipeline updates were made. Generally, our rigs are pretty flexible with the standard templates. Kyle Wood, one of our lead riggers, spent a lot of time developing some new facial rig modules, which certainly helped the animators achieve the squashing, stretching, and insane shape-pushing that was needed. The animators did an awesome job at pushing and pulling those rigs to match the poses of the classics, and a lot of what you’re seeing on screen is because of their patience with nailing each pose. They were sculpting on each frame at times, whether that was using the rig, using special deformers or tools, or sculpting with in-shot PSDs.
Are there any other outside activities you do that you think help your day job?
Other than mentoring to teach students but also learn from them (keeps us both fresh!), I try to fit in some time for other activities. I used to do sculpting in my free time, but that is hard to come across lately. One thing that I make sure I get in is cycling time. It keeps my mind fresh and burns off the stress that can come up during crazy production schedules. I’ve had a lot of ideas pop into my head while I’m on the bike.
Lastly, where do you see the direction of CG heading?
Tough question :)
It's apparent that companies are definitely moving into a realm of 'more for their money', which can be attributed to the advances in technology. You can get things done faster, with better detail and better quality, so productions are demanding more. No doubt there are still hurdles to over come, but I don't see this trend stopping anytime soon. The biggest challenge for us as artists is to stay efficient at what we do while "upping" our game a bit on each project. We hit this a lot. We want to get our current tasks done quicker and quicker, which doesn't mean we're trying to replace anyone; it just means that the less time we have to spend on the 'normal' tasks, the more time we'll have to spend on developing new technology, processes, etc. I'm sure every company is facing the same thing.
As far as the style of where CG is headed, that I do not know. I do hope that we can start to see more original ideas and more studios pushing the boundaries of a normal CG feature. The biggest issue that I've seen over the years is when the "Art of" books come out for a film, they have such awesome art and concepts, but then that great art isn't translated into what we end up seeing in the movie. I think that's why I enjoy seeing a lot of student films that come out that push the style of CG into something that we normally wouldn't see.
Thanks for the opportunity for this interview!
To view more of Josh Carey's work visit his website:
Interview by: Andrew Tran
September 5, 2012 12:00 pm Frank Thomas, one of Disney's famed "Nine Old Men" supervising character animators - as well as the piano playing member Ward Kimball's Fire House Five Plus Two - would have been 100 years old today. Thomas passed away passed away eight years ago on September 8, 2004 at age 92.
Animating a take,animation techniques,Animation Workflow,Chris Sokalofsky,lesterbanks.com,Malcolm Rig
I am taking a little bit of a break from the heavy issues of our addiction and touching on something that we all go through, whether you are a student or a pro - you still have to deal with critique.