Sunday, June 29, 2008
Wuuuaaaallllll-eeeeeee
Not sure if you heard but a new Pixar film about robot love came out this weekend. I wont give anything away but I must say that I loved this movie very much. Maybe it was a sensitive day, but I must admit that I got a little choked up at parts. Dont judge me blogspot, Cheryl teared up 3 different times! Ha! But really, part of it was getting caught up in Wall-E's story, and the other was taking in how much unique, beautiful, sincere, honest work this animation medium is capable of.
Andrew Stanton makes you really care for this character, and after watching the movie I felt like we became really good friends and I, I miss him! Thats right world! I genuinely miss, and am concerned about the well being of a trash- cubing, pibsqueak robot. If there would be anything I would want audiences to take away from my work, it would be to for them to really care about my characters. Its the reason why Kiwi! is one of my favorite short films of all time, student or pro.
Wall-E and Finding Nemo are the Pixar films that tug right at the heart strings to me. Remember that lump you got in throat when Marlin found that he had one egg left? Daaamn, thats some pretty powerful stuff man.
You've probably read most of the pre-release interviews Stanton has been doing, but I came across a particulary good one with Andrew here. Interesting stuff like the "power of using your personal experiences to fuel certain moments in movies" , and the perceived political & ecological messages in the film.
Thursday, June 26, 2008
D & D rules

I'll let you know how he does in the upcoming 4th edition campaign!
Wednesday, June 25, 2008
Friday, June 20, 2008
Thursday, June 19, 2008
Because childhood drawings rule

Know what else rules? Drawings from your childhood! In this case, a sampling from one of my co-workers, Paul Z, age 8. How rad is "Picasso"?! You come up w/ these kinds of designs when your're an adult! And yes those ARE character stats thank you. As you can see, strength is through the roof!
He's got a whole book of these, including another one of my favorites; A character that is......half lion, half tank. Half freakin' tank son! I love that free-thinking, anything goes, throw-logic-out-the-window, "makes sense to me!" mentality we have when we we're kids. How cool would it be to make a feature and let kids art direct the whole thing?!
He's got a whole book of these, including another one of my favorites; A character that is......half lion, half tank. Half freakin' tank son! I love that free-thinking, anything goes, throw-logic-out-the-window, "makes sense to me!" mentality we have when we we're kids. How cool would it be to make a feature and let kids art direct the whole thing?!
Wednesday, June 18, 2008
Principles rule.
Get ready to bust out your "Amen's " , "Hallelujah's" , and "You go girl 's". Over at the Spline Doctors site, animator Travis Hathaway has made an attempt to boil down his process into a simple set of broad animation principles. They are so on the nose, your head will explode. I've spent the better part of the day thinking about them and the list is pretty bulletproof. Not only in the criteria of the list but the order of importance that they are listed.
I must admit that these aren't so much the order that I've been placing them in my work up to this point, but they should be if I'm going to really step my work up. I struggle with them all!
My(not necessarily THE) principles of animation.
-Travis Hathaway
I must admit that these aren't so much the order that I've been placing them in my work up to this point, but they should be if I'm going to really step my work up. I struggle with them all!
My(not necessarily THE) principles of animation.
-Travis Hathaway
Friday, June 13, 2008
Bill the Butcher rules.
Monday, June 9, 2008
Nico Marlet rules
To acknowledge how great I thought Kung Fu Panda was, I thought I'd write a little bit about one of the film's strongest suits, character design. In particular, some of the work of character designer, Nico Marlet.
I'm not saying that the following are the only elements of drawing that constitute great character design. But this is my attempt to break down and articulate what I'm seeing and why his current work appeals to me. I've wanted to do this immediately after seeing his work in the recent Art of Kung fu Panda book.
Drawing from Life- I think its very apparent that Nico has gone back to study reference of the actual source material. Haha, when I look at this design of a Monkey, I feel like he's forgotten about every simian design in any cartoon that came before him.

And check out this design of a viper. The way its more than a simple tube shape, but that added detail of v-shape that defines the spine, I feel like I've seen in particular snakes before, but never would've thought to incorporate and emphasize it that way.


I'm glad that Nico didnt take the easy way out and slap on breasts and wide hips to convey a female tiger like I would've done. Those choices that came from looking at real life make the character feel more real, different, and genuine to me.
Textures as Pattern- Something I see alot in his work is the treatment of different textures (fur,scales,fuzz) and how they are designed into patterns.
Take this Sheep's skin, (I even love all the implied texture that white space has):


looked at as a whole begin to describe a very specific texture or surface. Here are some on a mantis and a croc.


Clean,Flowing Gesture- Take this character sketch from a Bee Movie. Every line laid down is meant to emphasize the overall gesture. Even details inside the clothing (wrinkles, etc.), are meant to emphasize, and tie into the flow of her pose.


Shape Language- Nico's work has a specific and personal "shape language" that is applied to what he's researched, and becomes the foundation to all of his drawings.
I'm a big fan of real graphic stuff. So I love to seeing really clean, simple, and sometimes flat, graphic shapes. Whats great about Nico's work is that it is all of those things, but it still feels dimensional. That is, you feel like you can move and rotate these
around in 3D and they wouldn't fall apart.

Thats all I got, for now. Obviously there are so much more to successful design; attitude, personality, uh, drarwing good, etc. But I feel like these are known and universal and should be applied to ALL character design. I'm trying to hone in on some of elements that make his drawings stick with me.
You can check out all of these samples in these books.
The Art of Kung Fu Panda
The Art of Bee Movie
Sunday, June 1, 2008
Thursday, May 29, 2008
New Dialogue *wip*
This is what I've been working on, outside of work work. Not too much to say this early on, except that I love this piece of dialogue. I wanted to get into some juicy, dark, serious acting. Since I never am any of the latter two. *wink*.
I'm also trying to take more time to do as much prep work as I can, top chef-style. And man, that included everything from scribbling on paper, shooting numerous clips of video reference, studying actors I admire that fall along the lines of this character, asking my fiance what she thinks. Every time out of the gate I want to make sure I shaking things up as far as my approach goes. This stuff takes sooo long and is such hard work that I wanna make sure I'm learning a little something.
Planning:
Mapping out the idea, with a general idea of the character's attitude.

Embarassing Video Reference:
Trying to get specific.
A big thing I've learned this time around is that it helps me when I shoot reference for everything, like ev-er-ry little thing. Well so like this for instance, theres a specific gesture I wanted to hit on "today". I was well into blocking in 3D already and I just could not get it to work! So frustrating! So I was like f*ck it, I need to know what the hell my arm is really doing, so I shot it right there, frame-by-framed it, and was like , ooooooooooooh. I did that again for so many different parts.

So after initial blocking pass and feedback from my mentor, heres where it stands so far, kind of at a blocking plus stage:
*Updated 06/16*
Deep into splines!
Mapping out the idea, with a general idea of the character's attitude.

Embarassing Video Reference:
Trying to get specific.


So after initial blocking pass and feedback from my mentor, heres where it stands so far, kind of at a blocking plus stage:
*Updated 06/16*
Deep into splines!
Tuesday, May 27, 2008
Sasquatch Festival!
Monday, May 19, 2008
Thursday, May 8, 2008
Wednesday, April 30, 2008
Tuesday, April 29, 2008
Hoffman
I saw Charlie Wilson's War this weekend, and then found out that this great scene was YouTubed from Victor Navone's Blog.
Anyway, a big weakness of mine (of many) are hand gestures. They always come off too forced, contrived. I need to learn how to like, not be crappy at that. So during lunch I decided to breakdown a little bit of Phillip "dude I just sharted" Seymour's performance, and try to figure out some of the things that make it work.

Anyway, a big weakness of mine (of many) are hand gestures. They always come off too forced, contrived. I need to learn how to like, not be crappy at that. So during lunch I decided to breakdown a little bit of Phillip "dude I just sharted" Seymour's performance, and try to figure out some of the things that make it work.

Release the Kraken!
Check out my good friend, Trevor's new blogsite for Kraken Studios! He's starting to fill it with some super appealing designs, check out how rad the Kamea design is.
I met Trevor back when we were courting him to come work as an animator for ArenaNet. We sat next to each other for 3 years and he's become one of my best friends. Pretty rad when that kind of thing happens.

Friday, April 25, 2008
Thursday, April 24, 2008
Freethrow
Also, this is pretty great, found on DRAWN:
Most accomplished cartoonists will tell you that good character design should allow the viewer to recognize a character by its silhouette. Bob Flynn has assembled this line-up of cartoon silhouettes, and you should be able to recognize most if not all of them quite easily.

Wednesday, April 23, 2008
Tuesday, April 22, 2008
Monday, April 14, 2008
Friday, April 11, 2008
New Office Clip!
In that new Office episode last night, there was a scene where Michael and Jan were arguing in front of party guests. The reaction on Andy's face (screen left) here at 0:35 had me in stitches I had to rewind a couple of times, soooo freaking hilarious, and I feel privliged to have that expression grace my page:
Saturday, April 5, 2008
Home sweet home.

Many of my co workers have told how great it is to come home to their kids, especially after a frustrating day. I dont have any kids of my own. But Yeah, I can see that.
So yeah, it seems lately the animation blogosphere has James Baxter fever! Kevin Koch has posted some Baxter pencil tests from when he assisted him on Sinbad. Jim Hull posted some pretty detailed notes from an animation lecture James gave at Dreamworks. And finally, Clay Kaytis has posted the third and final part of his James Baxter interview on the Animation Podcast! James talks about supervising the animation of Belle in "Beauty and the Beast," When he was 23. It's cool because....Wait what? 23?! Like 4 years younger than I am now 23? I quit art!
So here's a choice sequence talked about in the podcast that James worked on in the Prince of Egypt:
Burning Bush sequence
Cmon! Lets quit art together!

So here's a choice sequence talked about in the podcast that James worked on in the Prince of Egypt:
Burning Bush sequence
Cmon! Lets quit art together!
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