Wednesday, June 4, 2008

Audio Clip
















Reminder:

As I said, before you start with a dialogue/monologue piece, send me or show me in class 5 different clips that you found, don't just start with the animation.


Guidelines:

Don't use any famous actors, especially comedians, like Robin Williams, Jim Carrey, etc. If you choose a sound clip that's well known (like anything from "Office Space"), then people will think about that movie and the actors that say the line, not the character that you are animating. They already have an image of how the character should act, based on the real life actor. You don't want your character being compared to the voice actor, you character needs to stand on its own.

So find something from an old movie, or just obscure movies, or actors that are not well known, something that hasn't been used before. I also wouldn't use a clip from an animated movie or tv show.

The clip should be in English. Unless the animation is super sweet, people will get put off by something they don't understand and no, subtitles won't make it better either. If you have been working in a different country, then that's another story, but now you have the choice, so choose wisely.

I'm writing this from the point of view if you're in school here in the US. I remember having audio tossed out by teachers because of foreign languages and hard to understand accents.

Obviously the animation should always count, but if you're applying at a company that does movies in English, and you have a choice in your sound clips, then I would choose an English one.

The clip can't have profanity in it, or anything that's racially or religiously demeaning. You're trying to find a job, so offending the people at the place you're applying is not the right move. Same goes for anything sexual. It might be funny to your friends, but the recruiter might think differently. Plus, the U.S. is pretty uptight in that regard anyway, so don't even try it.

I was actually surprised by the "Virgin Voyage" short, I didn't expect something like that from the Pixar class. I liked the "The slot has been filled." line, but again, that's just me, I don't mind stuff like that. But I'm a guy, it's different for women, and again, some women might not care, others will.

Either way, why lower the chances of getting a job? If you are established and you have a job, then go for it, it's your own stuff, but if you are putting the clips on a reel, then you have to cater to a specific audience. Every company is a different audience. Some can be grouped together based on the type of animation (for instance animated feature or animation in a live-action movie) but their style will still be different within the same group. Dreamworks, Blue Sky, Pixar, Sony, etc. they all have a different style, some more recognizable than others, but still. Now, if you send shots from "Robots" for instance to ILM, it might still get you a job, but you will have a bigger chance if your work reflects the type of work that ILM is doing. Same goes for WETA or Sony (Live action division). And it goes the other way around. If you send "Pirates 2" shots to Pixar, then they can see that you can do very subtle facial animation, keyframe, mocap and realistic animation. But is it what they are looking for? No. You might still get a job, but you'll have a better chance if you show them cartoony animation, keyframe only, no mocap, with a very solid understanding of performance, especially if the company is in crunchtime. Imagine you got two reels, one is all cartoony, one all realistic and you need people for Pirates 3, right now. Will you guess and hope that the cartoony animator will be able to deliver what the show needs, or will you go with the animator that already proved to you that he/she can do it? I think you get my point.

With that being said, you can be the best animator in the world, but if you are a jerk, then your chances of getting the job are small to none.

Alright, back to the actual topic, audio clip.

Use something that has some contrast in it. A clip in which someone screams for 10 seconds is not a good choice. If during the first 7 seconds he/she mumbles and THEN screams, that's better, because there is contrast, there is a change, the character is going somewhere with the performance.

You need to show that the character is thinking, a thought process must be visible. You can do that by an emotion change, which is a popular assignment to hand out. Present the character with a choice he/she has to make, face him/her with a conflict.

Audio clips, which have a few seconds of silence in it are great, because during that time you are not "stuck" with the dialogue/monologue, you can do your own thing.

Don't use any clip that has exposition in it. That means a character explaining something, like an evil plan or something like that. It's like reading a manual, there's not a lot of thinking involved, or conflict, or contrast.

Hope that helps!
Cheers
JD

Fall 07 Summary

To-Do List & Lectures
Autoplay on DVD Reels
Reminder: Movie File Size and Audio Clips
The Keys to Getting a Job by Pamela Thompson
Strong Hand Poses and Contact
Contrast
The Bouncing Ball -- The Key To All Animation
Get Netflix
Using an Image Sequence As A Background In Maya
Animation Portfolio Reference
Don't let the computer do the work for you!
Class Recap


Book & Movie Recommendations:
Visions of Light
The Animal/Human Motion Show DVDs
Jungle Book 40th Anniversary DVD

Animation Techniques, Tools, Notes & Examples
Nice 11secondclub shot
Animation Mentor Newsletter - January 2008
Animation Mentor Newsletter - December 2007
Victor Navone's Thumbnails
Pivot - Stick Figure Animation Software
My Animation Workflow
Flipbook Deluxe
Victor Navone eCritique for 11secondclub
Animation Mentor Newsletter
Frame Counter Option in Quicktime
Common CG Animation Pitfalls
Flooby Nooby: notes on animation techniques, storyboarding, composition, etc.
Blocking Stages
Animation Mentor: Advanced Work Flow - Two Medium Approach
Animation Mentor Fall 2007 Student Showcase
Animation Mentor Newsletter October 2007
Strong Poses and Planning
Run Cycle Tutorial
Bouncing Ball - Reference Animation
Mastered Physics
Great Balls of Fire
Be Original - more tips by Mark Kennedy
The Graph Editor
Animation Mentor Newsletter
Student Example
Advice for Students by Mark Kennedy
Stick Figure Fundamentals by Keith Lango

Industry Examples & Misc. Stuff
James Baxter's "Enchanted" Reel
Animation Magazine 20 Year Collection - repost
"Kung Fu Panda" Teaser
Cloverfield Screening
Sisyphus
Job Hunting Advice
Catchy tune
Colin's Bear on Cartoon Brew
Toast Animation Advertising
New Wall-E Teaser
Pixila
Enchanted Making-of and Interviews
Horton Hears a Who - Trailer
Apple Xmas Stop Motion Ad
Best Demo Reel Ever - Colin's Bear
Work Hard & Be Nice To People
Pixar Cameos and Easter Eggs
Madagascar Penguins get TV show
Creature Discomforts online
2007 Annie Awards Nominations
Tekkonkinkreet BGs
Enchanted
Emotion Chart
Spiderwick Chronicles Trailer
Orangina Commercial
Beowulf
Cable
How We Met
Killer Bean Forever
Animators don't know how to be funny
The Pixar Story by Leslie Iwerks
Wall Animation
4pm - great hands
Alvin Trailer
Performance Capture is not animation
Ed Catmull Podcast
Art of Glen Keane
Space Chimp Teaser
Pffirate
There Will Be Blood Trailer
Brad Bird Interview
Jae Ham Reel 2007
Dennis Muren
Daniel Chou
Updated Pixar Library
Wall-E promo
Turok
Simbicon
Street Fighter IV
Myopia returns
Pixar Zoetrope
John Nevarez
We Were Centurions
Jungle Book Drawings
Art Department Roundtable
Part 1 Interview with Bobby, Shawn and Carlos of AM
Team Fortress 2

Class Student Work & Critique
Working
Marry
Manager
Samurai
Bowling (with reference)
Run
Fight
Skydive
Trust
Jello
Bowling
Ruckus
Walks
Cowboy
Walk and Monkey
Walkcycle
Bomb
Who Am I?
Jello
TNT and Martial Arts
Walk & Run
Jello
Walkcycle
Walkcycle
Daddy's home
Walkcycle
Cowboy
Walkcycle
Run Cycle
Walkcycle
Balls and Walk
Walkcycle
Bouncing Ball
Website & Animation
Bouncing Ball
3 Bouncing Balls

Class Update:
Spring 2008 Class

Spring 07 Summary

Site Description:
AAU Character Animation Class site


Spring '07 Syllabus File:
Class Syllabus

Class Update:
Upcoming Class on Monday
Be prepared and ready for class
Midpoint Class Update
Midterm Grading
New Class in Fall
Freedom!
Fall Class Update and a Rant

To-Do List & Lectures
Class Assignment Week 1
Get your own Website!
Be realistic about your goals!
Quicktime and Codec
How much time do you put into your animation?
Personality
Sign up for the Animation Mentor Newsletter
Walkcycle Presentation
Think outside the box
Audio Clip Guidelines
You need to have a plan
Research and Reference
Did you get your own Website?
Composition - Guide your audience
How to get a foot in the industry as a foreigner

Tools:
frameCounter script
Dry Erase Marker
Custom Hotkey - Nurbs Controller On/Off
Animation Hotkeys

Book Recommendations:
Acting
Filmmaking
Animation
Industry

Animation Techniques, Tools, Notes & Examples
Principles of Animation by John Lasseter
Maya Graph Editor Help
Splines in the Graph Editor by Victor Navone
Blocking out your shot
Spacing & Example of Bouncing Ball Spacing
Bouncing Ball Help
Bouncing Ball Tutorial
Bouncing Ball Examples
Bouncing Ball Examples
Walk Cycle Tutorial
Walk Cycle Examples
Walk & Weight Examples
Misc. Tutorial List (!)
Animation and Story Tips
Workflow Tutorial
Notes on Gesture Drawing for Animation
"Silhouette" Post on Spline Doctors
Why are CG animators so much slower than 2D animators?
Polish Notes by Andrew Gordon
AM Newsletter examples
Sigg Jones
Animation Cliches
Body Language in Animations
Spline Doctors Archive (Summary of their posts til April 24th)
Carlos Baena Interview
Reference of people falling
ev_Critique (lots of animation work)
The Virgin Voyage - Pixar Class Short
Short but sweet
Framing your shot
Flip
Aardman Speaks (lipsync)
Walk Cycle Timelapse
The Power of Pyramids
The11SecondClub
Audience Reaction Ref
Eye Reference Video
"Make a short film!" by Keith Lango
"Carried Away" by Zach. A. Parrish

Industry Examples & Misc. Stuff
Ratatouille Animation Test and here
Purple & Brown
Animation Mentor Showreel
Ratatouille Trailer & here
Batman: Chapter 1 Short
Ratatouille Cooking Featurette & another one + 1 + 1 + 1
Pocoyo - great snappy anim example
Mega Robots Returns
9 min "Ratatouille" preview in HD
Amazing Bouncing Balls
Final "Transformers" Trailer
Starcraft 2 Trailer
Clay CG
Peter & the Wolf
Mortimer & Bracket
Transformers Commercial
Ratatouille Screening
Ratatouille Easter Eggs
Super Cute Extra White Gum Commercial
Pencil Test - Behind the Scenes
Coke Happiness Factory
Surf's Up Siggraph Paper
Crowd Animation
Melvin the Robot

Class Student Work & Critique
Example for individual syllabus
Another Example of an individual Syllabus
Bouncing Ball
Bouncing Ball
Bouncing Balls
Bouncing Balls
Bouncing Balls
Bouncing Balls
Bouncing Ball
Bouncing Balls
Bouncing Ball w/ Character
Ball w/ Character
Ball w/ Character
Ball w/ Character
Ball w/Character and Tail
Bouncing Ball w/Tail
Ball w/Teeth
Ball w/Teeth & Tongue
Tongue test
Ball and Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle
Walk Cycle with Char. Extension
Character Walk
Character Walk
Heavy Object
Weight
Weight
Jump
Jump
Audio Clip
Audio Clip
Solo

More Hotkeys

After going through the Custom Nurbs On/Off you can start setting up a lot more similar hotkeys. Sometimes you don't have a GUI for the fingers, so you need to go in and select the individual joints of the fingers. I would set up buttons on the shelve for that so that you don't have to repeat this, but it's also handy to have a Joints On/Off hotkey.

I try to have all the major functions around my hand that's on the keyboard. So besides the translate, rotate and scale, and the nurbs on/off, I set "Previous Frame" and "Next Frame" to the keys 4 and 5.

Go into your hotkey editor and in the Categories scroll down to "Playback Controls". I then modified the hotkey assignments for "PreviousFrame" and "NextFrame" to "Alt+4" and "Alt+5".

Custom Hotkey - Nurbs Controller On/Off

Here is a handy hotkey that I use all the time and that can speed up your workflow.

When I have a scene open, I divide my window setup like this:



The outliner on the top right, so I can see what I have in my scene, constraints, locators, etc. whatever I set up for the scene. On the right, the render camera, because that's what I am animating to. Bottom left my graph editor for sweet animation tweaking and to the right my perspective camera to move around my scene.
Speaking of moving. Ever had the problem that you would suddenly move your render camera around because you thought that it was the perspective camera? And then you loose the position because you didn't keyframe the settings? The moment I decide on the camera, I lock all the channel attributes, just to be safe.

So I'm looking at my scene through the render camera and see that the arc on the head turn is not quite working. Now I want to select the head controller so I can tweak the animation. Either you select the CON in your character GUI, or your switch to a different camera that has your controller curves set to visible, or in the camera panel view you go to show>Nurbs Curves, etc. Most of the time it involves a few steps and it would be cool to have it faster.

So you can set up a hotkey, so that when you push a button (and hold it) the curves appear and when you release the key the curves are gone. I'm a lefty so my example layout is based on that but it obviously works for righties.
Being left handed means that in my work setup, my right hand is on the keyboard with my index on the "W"and ending with my middle finger on "R", and my thumb is on "Alt". That way I control the camera and the translate, rotate and scale functions. My pinky and index would control two other functions but I rarely use them. With that finger layout I chose the key "g" for my "show nurbs" hotkey, because I only have to lower my finger down to that key, it's very close and accessible. When I push "g" the curves appear, when I let go the curves disappear.

How do I set this up? First open your script editor:










Then in that window go to Script>Echo all commands:




















and Edit>Clear All so that your script editor is clean and empty:

















Now you have to decide for which window this hotkey will work (or you set it up for all windows, but I'll go ahead with just one). As you can see above, my rendercamera is always in the upper right window, which is panel 4. The panel layout is like this:





























Seems kinda odd, but that's what the script editor is telling me... So I'm going for #4. What you do you know is go to Show>NURBS Curves (my check mark was off). Then look at your script editor and this is what you get:





















The line that's important for the hotkey modification is "modelEditor -e -nurbsCurves 1 modelPanel4;". The #1 means on, when you turn the curves off, you'll see a 0. And the window that I chose for that is modelPanel4.

You then go into your Hotkey Editor by clicking Window>Settings/Preferences>Hotkeys...































In there you will scroll down to User. in the Catogories section.






















Then click on New, give it a name (I gave it nurbson), and paste the line modelEditor -e -nurbsCurves 1 modelPanel4; into the Command box. Click Accept. In the "Assign New Hotkey" section, I put in g for the Key. The Direction is Press. Assign that. You might get a message saying that another command is already assigned to g, but I just ignored that. Repeat all this with a new New command (called nurbsoff). Name it g as well but for the Direction you select Release. Assign all that and Save it. You are good to go.

So now you go and push and release that button with panel4 selected and your curves will appear and disappear, allowing for quick selections.

Dry Erase

This tool will help you out A LOT. When you want to check your spacing, or track your arcs, or explain something to someone else by illustrating it on top of your animation, then drawing on your monitor is the solution, but be carefull, no permanent marker, no Sharpie, use a DRY ERASE marker, like the ones from Expo.

So if you need to track the spacing of a bouncing ball, then choose a point of reference, either the middle of the ball, the top or the bottom, then start drawing a mark on your computer (every frame, every 2nd frame, where ever you need it to be).

If you do a walk cycle and you want to check your figure eight arcs on your arms, then choose the wrist, something "stable". I wouldn't choose a hand or a finger, because that part of the hand is going to move differently than the arm.

Class F.A.Q.

As students send me questions I will post the answers here for the rest of the class. Make sure that you check this site daily, as class updates, critiques and lecture (extensions) are being posted here.

Homework - the moment you are done with your clip and you need feedback, post it on your site (or any site that offers hosting), which is the preferred method, or you can send me the clip via email. Make sure you keep the file size small.

Movie Files - they have to be Quicktime, with a frame counter visible (go to this site for frame counter information or download it directly here). To keep the file size small, use the H.264 compression codec or Sorenson 3 as you export your .avi file to quicktime.

Kinovea - for critiques I will be using the Kinovea player, which lets me draw on top of frames and write notes among other features. The critiqued file is saved as an .mkv file, so please download the player (it's free) from this website.

- Once you did the playblast in Maya, open that .avi movie in quicktime. Then go to File>Export..., choose Movie to Quicktime Movie, then Options. Under Settings use H.264, Key Frames: Every 100 Frames, Quality around 65. OK all that and save the file. Voila.

Syllabus - you can choose the assignments outlined on the AAU syllabus or you can make your own syllabus. Think about what you want to do and what area needs improvement. Do you need more practice with cycles? Do that. More acting? Body mechanics? Look at the body of work you have right now. Ask yourself honestly, did I completely master the basics? The conventional order of exercises would be a bouncing ball, then a character walk, jump, weight lift, pantomime, monologue and dialogue. Since a lot of you are graduating in a semester or two, you might have done a few if not all those exercises already. But again, did you master them?
As you prepare your own syllabus, make sure that you don't take on too much. Give each exercise enough time. The main point though is that you have to go beyond the exercise. Your clip has to stand out not just animation technique wise, but also from an entertainment point of view, the presentation (by that I mean the staging, the composition of the shot, not a fancy render (which helps but is just the icing on the cake)), etc. You need to be creative and avoid the current cliches. How do I know what is cliche? Take a few hours and go through people's reels, sites like the 11secondclub, animation forums, etc. After having seen 200+ clips, you will know what is being overused.

Animation Clips - Focus on making your clip more than just an exercise, give it context. Don't just have a guy lifting a box. Who is that guy (or girl or thing), where is he and why is he lifting this box? Avoid the default model (grey Norman for instance), give it character.
When doing a walk cycle, please have at least a front and side view visible in ONE movie.
When doing a bouncing ball, please use "side" view camera, not perspective, unless it is for more elaborate shots where the composition is telling a story. If you are doing the basic "heavy, medium, light ball" exercise, please have all three balls in one movie. And again, a frame counter should be visible.

Your own Website - get a host as soon as you can. Your site doesn't need to be fancy, just clean and professional. Don't wait, you need an online portfolio ASAP.
Don't have movie files on it which are 100MB. Yes, broadband is nothing new, but still, try to keep the file size small.

Audio Files - before you start with a monologue/dialogue clip, send me or show me at least 5 different ones. Really try to get the audio off a DVD, so that the quality is high. It's okay to find something online, but once you decided on the right clip, get the sound from the DVD because web clips usually are of poor quality.
For full guidelines, read this post.

Maya Setup - set your animation scene to 24fps

Future classes - read this post

Tata
Jean-Denis