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AnimSchool Student Spotlight: Laura Loossens

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We'd like to present you Laura Loossens, student of the 3D Animation Program at AnimSchool. Hi Laura! Can you start by telling us a bit about yourself, like your background and experience before AnimSchool?

Before I even thought of being an animator, I studied economics and languages in high school. After that I started psychology at the University of Ghent but I didn’t felt passionate about it. I did however love to draw but I never thought to be doing something creative in the future. Until the moment one of my friends suggested a brand new educational program, Digital Arts and Entertainment (DAE), that only recently emerged in Belgium which was specialized in all the things I admired: 3D, 2D, animation and video games.
During my 3 years at Digital Arts and Entertainment I learned a bit of everything, even programming which I failed for in my first year. I had some trouble in the beginning with all the courses, simply because everything was new to me.
Nevertheless I never worked this hard for something, just because I loved to do it! All the hard work paid off and at the end of my studies I won the prize of best 3D artist and together with my awesome teammates, we won the prize of best game!
After my studies I started working in a small visual effects studio where I did various jobs but my main function was modeler and shader. I learned a lot and got better each day but there was no growing possibility as an animator in the studio, so I made a crucial decision to start the animation course at AnimSchool!

What made you want to be a character animator?

My first source of inspiration came from the many Disney movies I saw when I was a kid and later on movies like ‘Ratatouille’,’ Cloudy with a chance of meatballs’ and ‘Horton hears a who’ were a big inspirations for leading me in the direction of becoming a character animator.
My second source of inspiration came during my last year at DAE when we got the chance to create our own short and were completely free doing so. I came up with a little story named ‘Little Rico’ and made the clip in a short amount of time. During the development, I probably looked like a zombie but I also had the most fun bringing my story and characters to life. This was a decisive moment, I knew I was going to become an animator.

Laura's student short animation "Little Rico"

Do you have any favorite artists that inspire you?

There are many different people that inspire me since the internet provides us a variety of animation clips, and I get inspired by many of them. I've seen some of them over and over, just to get a better understanding on their appeal.
Also, I will always have a passion for 2D animation. It is a medium that appealed to me ever since I was young. When I look at the work made by the artists at Bird Box Studio I get really inspired by the perfect timing and simplicity of their clips.

Your Facial Performance shot is a great piece. Can you tell a bit more about your process from start to finish?


Laura's facial performance assignment

The sound I chose was one that had been stuck in my mind for quite some time. The audio had so much personality of a sassy woman demanding a new drink in her own way. With that image in mind I started shooting different kinds of reference videos and I seemed to like acting like a sassy lady.


Laura's video reference for her facial
performance assignment
I imagined her sitting at her desk or at a bar, or not sitting down at all, just to get different angles that could look appealing. I learned this by watching a reference shot of Garrett Shikuma that showed us his variety of reference takes, just to come up with appealing poses and ideas.
After setting up my reference I start to block out my shot. I only look for the key poses that could really sell the shot. My reference served as a solid base and helped to find the key poses and timing for my animation.

After that very first pass of blocking I go over the same poses and look if the timing is working and if I can push some poses even further.
Spline is the next step where I spend time adjusting my curves. Normally I would take a long time for blocking however my mentor at the time, Melvin Tan, had a different approach. He would block out the scene fast and start with spline, but the method I used was the opposite.

I decided to follow Melvin’s suggestion, since it is always interesting to try out different ways of working and understand what the benefits are. In the beginning I struggled a bit but soon I discovered the benefits of working this way. I could spend more time on the details and characteristics traits of the character.

Laura's Character Performance assignment

What was the most challenging assignment you had to deal with so far? How did you manage to overcome it's obstacles?

I think each assignment has its challenges. Every time I overcome one challenge there is another waiting in line. But these challenges are what makes me move forward.

In my case there was the assignment for the Body Acting class. We had the possibility to create our own story without sound. I came up with a funny story of a scientist that was inventing an invisibility potion and was searching for the last clue. When he finally found it and tested it, he bumped over his potion on the chalkboard with his formula written on it.

While making this clip, I had difficulties getting the timing and poses correct. My instructor at the time, Tony Bonilla, was hard and honest. He kept pushing me in the good direction and I never gave up, even when I had to redo all my poses to really push them.

Even the latest version is not completely finished, but I had overcome so many challenges with that assignment that the following terms became a bit easier to complete, since I was better prepared for what was coming.

Laura's Body Acting assingment

What do you think is the most important thing you learned at AnimSchool so far?

Laura's Run and Jump assignment on Animating Characters class

Make the best of all the time you get with your instructors! Anthea Kerou taught me how to create a good base for animation, Tony Bonilla and Garrett Shikuma the importance of each stage of animation and Melvin Tan how to give your character more personality.

Listen to the feedback you get not only from your instructors but also from you fellow students. Always be critical of your work. Keep trying to get better and never think you are doing bad, since each step you take will bring you closer to your goal!

Thanks AnimSchool!

We thank Laura for her time and be sure to check out her Blog and her LinkedIn profile!


AnimSchool Interview: Kevin Lan

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We are very excited to present you Kevin Lan, animator currently working at ILM, who animated Richard Parker (the amazing tiger from "Life of Pi") and several other awesome creatures and characters like The Hulk and Yogi Bear!

Hey Kevin! First of all, could you talk a bit about yourself and what led you to be a character animator?
I am an animator currently working at ILM, before that I was a lead animator at Rhythm & Hues for the past 6 years.

I was not the typical kid that grew up with Disney animation or super hero comics. I was born and raised in Taiwan, where Japanese anime and manga are the dominant culture influence. However I wasn't interested in them until college. During my college years I was totally hooked by all the 80's and 90's anime and manga, through these I also got in touch with experimental animation from Europe and Canada. Anime director Otomo Katsuhiro and film maker Norman McLaren were the major influences for me to want to create animation. Eventually I knew I was going to pursue animation as my career of choice. After I finished my college degree (with struggles of course), I came to the US to study animation in SCAD. It was a time people were talking about 2D being dead and 3D animation is the future. I was very stubborn and decided to focus on 2D animation because of my anime/indie animation root. During my time at SCAD, I was exposed to more Pixar/ Disney style of animation. I think that was the first time I became more aware of "character animation" and started thinking about being an animator in the future.

What was your first job in the animation industry? How did you land the position?
I consider my job at Rhythm & Hues was my first real job in the industry. It was back at early 2007, I had just finished my MFA degree and brought my wife and kid to SF to attend a Pixar class at AAU. So I was learning 3D animation at the same time I was trying to find a job. Time was not on my side because as international students we only had one year to work legally in US. Luckily Rhythm & Hues liked my reel, even though I didn't have much 3D animation in there, they somehow saw my potential from my 2D thesis film and brought me in for Golden Compass. 


Your animation on Richard Parker (the Tiger from “Life of Pi”) is pretty jaw dropping. Can you share how much time you spent researching reference and what was your overall process from start to finish of the animated shots?



We wanted to stay absolutely true to the tiger from Life of Pi, which means there should be no anthropomorphization or any guessing from animators. I spent the first 3-4 months studying reference and animating on test shots only. That was the time we figured out how the tiger would behave in different situations, the general physicality and posing, and how the muscle and skin works. Although I was matching reference in these tests, I didn't do it blindly frame by frame. I still tried to find the key frames, analyzing where the force was generated, which control to use, how the force would impact other parts of the body and how the residual energy would be resolved. I also tried to emphasis the realistic motion quality on Richard Parker, tried to limit the usual CG smoothness and put in the imperfections we see in real life. Through these exercise I got a hold of the feeling for the tiger, and eventually I could deviate from reference in my shots and still make Richard Parker believable.  

Our general process started with animation director kicking off a sequence and shots.  Then we would compile a playlist of references suitable for each shots and gave those to the animators. If you were lucky enough, you could find a perfect reference and just try to match it. But that was not generally the case. We always needed to piece together segments from different clips and finding creative solutions for the best possible performance for each shots. 

I got some of the most challenging shots in the film. Without much similar references I could use, I tried to study all the tiger footages and real tigers in other movies for inspiration, then just imagining how Richard Parker would behave under these unlikely situations. I would block out my shots straight in spline mode, creating my key poses and also putting the correct physicality along the way. I think it's the only way I could know for sure if my idea would work. After the blocking was approved  (usually this took the longest time), I would start adding all the juicy nuances and details on the tiger. While we were working on the shots, the model and rig itself was improving too. So it was a very organic process, and we were constantly improving and changing our shots until the very end.

You also animated a lot of scenes in movies going from Alvin and the Chipmunks 2 to The Incredible Hulk. Do you enjoy taking on projects with different styles from one another?



I definitely enjoy doing different styles of animation. I suppose being an animator means I'm suppose to animate "everything", not being limited to a certain style or characters. Although, I can see myself enjoying more on creature/VFX films recently. Partly because I got recognition from what I did in Life of Pi, also mainly I feel like there are a lot of unknown territory waiting for us to explore. If you think about how many scripts are still hidden inside James Cameron's drawer, and those impossible-to-make-movies may one day become possible, it's a very exciting time for animation and VFX.

Do you have any advice for students wanting to land a job in the animation industry? What would they want to really master before applying to any job in big studios?
I can only talk about VFX industry as I've never worked in feature animation. The situation in today's industry is very complex and much more difficult than before. Being a team player and work hard are the must. I would also suggest animators should master their sense of physicality and try to be original. A good sense of weight and presence of character would benefit you whether you are working in feature animation or VFX. It's the most fundamental thing you will need for the rest of your career. Being original is extremely important in today's animation. I think it goes back to observing real life and experience it yourself. Learning from existing animation is great, but it should just be a stepping stone for you to create your own character, even your own style. 

AnimSchool Classtime: Painting textures & fur with Ty Carter

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Check out the tips from Tyler Carter on the Digital Painting class about painting textures and fur!



AnimSchool provides extra classes for our students who wants to expand their skills besides animation and modeling. This term we're teaching Digital Painting with Tyler Carter, Visual Development Artist working at Blue Sky Studios. Check out Ty's blog to check out some of his inspiring work.

AnimSchool Interview: Animator Carlos Luzzi

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Today we are interviewing Carlos Luzzi. Carlos is a professional hand drawn animator, with 10 years of experience. He has done work for TV and film and is also a concept character artist and visual development artist.

Hi Carlos! Could you start talking a bit about yourself, your education background and when did you begin to be interested in drawing and animation?
I have been interested in drawing since I was a kid. The cartoons that I watched on TV drew my attention a lot and I tried to reproduce the ones I liked on paper. I went through my childhood drawing, and had some professional experience with drawing in my teenage years. I studied Graphic Design but I was always so interested in animation, which I studied by myself in parallel to the university studies. There were no courses in my home town, so in the beginning I had to teach myself, through books that I bought by my own. In the last year of college, I got an internship in a big studio in São Paulo and soon after I moved to Los Angeles where I spent several months studying life drawing, guided by masters Glenn Vilppu and Karl Gnass at the American Animation Institute (today Animation Guild). I had a big desire to develop my skills as a traditional artist before fully focusing on animation. After that, I came back to Brazil to pursue my career as a traditional animator.





Tell us a bit more about your professional experience. What was your first job in the field? For how long have you been an animator now and what are the works you are the most proud of?
My first job in animation that I consider professional was at the Daniel Messias Studio, where I started as an animator back in 2003. This studio was one of the biggest studios for animation ads in Brazil for decades, a market that kept the animation industry moving in Brazil and formed several generations of traditional animators here because of that. I was part of the last generation; today that industry is taken by CG and certainly much less traditional animators are being formed here, which I think is a shame. In the last years I became a freelancer, and diversified my works doing storyboards and visual development. One of the works I enjoyed doing the most was animating Mickey and Minnie Mouse in a short for Disney that was exhibited at the NY Fashion Week. We had little time, but having the chance of working with those characters doesn’t happen every day, and that was very special to me.


You are also an excellent character artist - what came first, the love for creating characters or love for animating them?
I think drawing is a part of me, so the process of drawing storyboards and character designs always ended up mixing with the process of animation in the short productions. Having said that, my main focus was animation for many years. I have full knowledge of the complexity of the animation process, and I’m still studying to refine my work. Since I love drawing, my interest for character design always existed, but most of the time I worked with pre-established characters, so I didn't have the chance of designing them often - one thing I’m trying to compensate now. Recently I had the opportunity to do a little visual development for a movie from Reel FX that is still going to be released and I really liked the experience. My interest for story is also growing by the day. I have been reading and studying about it since I started as an animator, but in the later years I’ve become more dedicated to the subject; recently I worked on the storyboards for a movie in Brazil and the process of story building is fascinating.


In your opinion, what does a character must have to grab the audience?
Tough question; I’m still looking for that answer, but at the moment I think it’s honesty. I watch live action movies and what attracts me the most in terms of acting are those moments when the characters have “honest moments”, where they are being themselves, doing day to day tasks, like there isn’t a camera pointing at them. That action makes it so that only the character being at the scene is enough, because the action is powerful and honest. Every subtlety becomes perfectly natural (even so they have been thought before by the actor), for they belong to that specific character and you believe in it. That is very hard to simulate, specially in animation, for we draw the character frame by frame, and the actor does in in real time. We always try to overdo the movement of the characters, where I think we should try to under-do it, finding the right moment and do what is right for the scene.


As a freelancer, you have the chance of working for several clients. How is the experience of being a freelancer in the animation industry?
Sometimes is intense. There are projects that happen all at the same time, and I’m always busy even on a regular day, either looking for possible projects or making quotes for future ones. The good think is that I have positive surprises, like having the chance of working on things outside animation, like concept art or storyboarding - that has sparked new interests for me and it has been fun.


What are your perspectives for the 2D animation industry, in Brazil and worldwide?
The industry right now is very small for hand drawn animation in features, that have been crushed by CG animation. That is nothing new, but there is always a movie coming up. I’ve heard about features in development, and there are always smaller projects coming up like ads and short films. I think the interest for good animation comes from the public for the most part, regardless of the final form, be it hand drawn, CG or stop motion. I’ve always been available to migrate to CG but the funny thing is that hand drawn, storyboards or visual development projects are always coming up and don’t let me leave the drawing board.


What do you think animation students must focus to improve the quality of their works and get noticed and possibly be hired by a studio?
Animation have many ways and it’s possible to reach excellency in several ways. There are CG animators that don’t know how to draw and are excellent in what they do using video references. In my particular case, I have drawn for many years by observation, capturing how people naturally act. People from my family, pets, people in the street. I’ve carried sketchbooks with me my whole life, and tried to capture life, the real stuff. That’s still a long way to go, and I’m constantly learning. Today I use other references, like video, for analyzing actions and the actors, as well animations that I consider to be excellent. But I always advise beginning students to draw the world around them.


We thank Carlos for his time. Be sure to check out some of Carlo's work on concept character below, his site and Vimeo profile.












AnimSchool Classtime: Character Posing with Jean Dominique

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Great tips on posing your characters by AnimSchool instructor and Head of Animation at MPC Los Angeles Jean Dominique Fievet.

This is an excerpt from Jean Dominique's class on Animating Characters Term from the AnimSchool 3D Animation Program. To learn more about our courses, go to our website.

AnimSchool Studen Spotlight: Nanda Van Dijk

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Today we are interviewing animation student Nanda Van Dijk. Nanda is very talented in the digital arts realm and is taking the 3D Animation Program at AnimSchool.

Hi Nanda! Can you start by telling us a bit about yourself, like your background and experience before AnimSchool?

Animation has always been my passion. As a child I was always drawing and watching animated films. I went to the Utrecht School for the Arts in Holland and studied computer animation and visual effects and graduated with a master's degree. I learned a lot about creating animated films, from writing the scripts to making the storyboards to the production itself. There wasn't really an option to specialize yourself in animation. The Dutch animation market doesn't really work with specializations so the school trained me to be a generalist. Because I didn't learn much about animation at the Utrecht School of Arts I taught myself as much as possible. I was hired in 2010 as a 3D artist at Mediamonks, a creative digital production agency, right out of school and worked there for two years. In 2012 I started Animschool in class 4. I showed my work to Tony Bonilla and he told me that I had enough experience to skip the first 3 classes. After 3 terms at Animschool I had to take a couple of term breaks to work on a feature film. I had the opportunity to work as a 2D key animator at the Anikey Studios for the Dutch feature animated film "Trippel Trappel". Currently I am working as a freelance 2D and 3D artist in my own company Anim.nl and I'm back at Animschool to resume my classes. 



This term I'm taking the Advanced rigging class as an in between class to learn how I can make a high level facial rig and next term I will take class 7 in Animation.


You seem to be comfortable with digital painting, rigging, modeling and animating. What area do you like the most and why?


 

Animating is still my favorite area, I always loved acting and character development. But the most fun for me is is to design, model, rig and animate an entire character. It's great to have control over the entire process. To animate a character and make it come to life is always a magical thing, but to make your own creation come to life, makes it extra special. When I started to animate in 3D at school there weren't many great free rigs to work with like the amazing Malcolm rig that Animschool offers for free. I had to work with rigs like the Generi rig, a very unappealing basic free rig. Some of you will probably remember him with mixed feelings, haha. This is one of the reasons that I wanted to make my own models and rigs so that I would have appealing characters to work with. This is also one of the main reasons why I picked Animschool over the other schools to go to. Animschool has some of the most appealing and professional character rigs that I have come across.


Who are the artists that inspire you?


There are so many amazing artists that inspire me. Everyday I try to look at blogs with artwork. A couple of my favorites are, David Colman, Peter de Séve, Greg Dykstra, Loralay Bove, Ryan Lang, Pascal Campion, Barbara Canepa, and lots and lots more. And I have a lot of very talented Dutch friends who inspire me every day as well, specially the illustrations by Lois van Baarle and Wouter Tulp, two amazing artists. And as for animators, I'm a huge fan of Glen Keane. I love his animation style and the appeal his characters have. When I went to CTN in 2012 I watched him animate the little Mermaid. That was very inspiring to watch. And of course the animations by the nine old men are a huge inspiration for me.


Can you share your process from start to finish on your shot with Mr. Bones for the Body Mechanics class?



That animation was so much fun to make. I had an amazing teacher, Tim Crawfurd. He has over 12 years of experience working at Pixar. I couldn't have asked for a better instructor. It was also a coincident because Tim is also from Holland. That was a lot of fun because we could sometimes speak in our native tongue with each other and make small inside jokes. The assignment for this term was to make a short pantomime story with one of the simpler Animschool rigs. I loved the look of the Mr. Bones rig so I decided to create my story around him. I knew it had to be a Pirate story because Pirates are simply awesome! The idea for the character to lose his arm came really quick to me but it was very tricky to think of a way to communicate this idea to the audience. First I had to establish that the character lost his arm and that he still had to find out himself that his arm was gone. It all depended on the timing of the animation. If he noticed his arm missing too quickly the audience wouldn't have noticed it themselves yet so they would miss the punchline. I really had to think about a way to direct the eye of the audience to the missing arm so. the yawn, and the looking for the arm helped to stage out this scene. It also helped the performance to give the character some real personality. After figuring out the staging and the blocking I polished my animation, modeled the stage for the cave, modeled and rigged the bat and did the lighting and shading. To really finish the animation I asked Dave van Luttervelt, a very talented composer, to do the sound design and music for me. I'm very pleased with the end result. I hope you'll enjoy it as well!



You worked on Trippel Trappel, a dutch feature animation film. Can you tell us more about the film, your role and what challenges did you face in the production?

Trippel Trappel is produced by il Luster in co-production with ViviFilm, animated at Anikey Studios. The story is about a couple of pets who want to celebrate the Dutch Holiday 'Sinterklaas'. Sinterklaas is very similar to Santa Claus, he also brings presents to children through the chimney. The pets want to get presents too so they're going to find Sinterklaas to bring him their wishlists. The film is still in production and will be released October this year in Dutch and Belgian theaters. This will be the first fully hand drawn animated feature from Holland since 1983. When I learned about this production I made an animation test and the studio asked me to be one of the Key animators for this film. In the studio they use TV paint and Wacom Cintiqs to animate. Unlike the old Disney films I didn't work on just one character. More like in 3D I got an entire scene and had to animate everything in it, so I had the chance to animate all the main characters in the film. It was very fun to do but also very challenging especially because I normally work in 3D and now had to animate by hand in 2D. I had about two weeks to learn how I had to draw the characters and after that I got my first scene. Because the movie is funded mostly by the government there isn't a big budget to work with. So I had to work very quickly and still try to keep the quality as high as possible. It was very challenging and hard work but I think it payed off. I'm very impressed by the quality of the animations made by everyone in the studio and I know that it will be a very beautiful film when it's done.

Here is a small teaser of the film. This piece is animated by Marcel Tigchelaar, our supervising animator. The official trailer will be released around February.

This is the Facebook page of 'Trippel Trappel':


What do you think is the most important thing you learned at AnimSchool so far?

I think the most important thing is to really think about your scene before animating. Thinking about what is happening in the scene, what the character is thinking. If the character says one thing but thinks something else. How you can use staging and timing to improve the performance of your character. Thinking about every eye dart and every small movement why you are animating it like this and if that is the best way to communicate an emotion or thought. Most of the time I work on short projects with very tight deadlines and then I just start to animate and see where I'll end up. In Animschool I finally have the chance to really take my time to focus on small details and work on my acting skills.



We thank Nanda for her time, and be sure to check out her awesome works on her site, LinkedIn profile, Facebook Page, Vimeo Page and Behance!

AnimSchool Webcast: Lluis Llobera, Part 2

AnimSchool Student Spotlight: Jilmar Altamirano

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Today we are interviewing AnimSchool student Jilmar Altamirano. Jilmar is taking the 3D Animation Program at AnimSchool and is showing some real talent in his animations!

Hi Jilmar! Can you share a bit about yourself, where you’re from, experience with animation prior to AnimSchool, and background?
I’m 20 years old and I currently live in Gainesville, FL. I was born in Ecuador and when I was 12 years old I moved to the US. When I was little, like most kids, I loved watching cartoons and playing video games. In particular, a video game called “Skullmonkeys” which I really enjoyed. At that moment I did not know anything about animation, or that people actually could make a living off of it. A few years ago I remembered about “Skullmonkeys” and decided to get it again. I still loved it. That’s when I started to do some research about animation and began to practice stop motion animation. After months of doing stop motion, I switched to computer animation.


Skullmonkeys in-game animation

The first year of my learning experience I watched tons of tutorials learning as much I can about modeling, rigging, lighting, rendering, etc. I really enjoyed all of those, but animation was still my priority. Learning animation with tutorials or on your own is very limited. So I decided to take my education further. I did not choose a college because of the poor reviews a lot of them got and how expensive they were. I looked into online animation schools. Luckily I found Animschool. I was really impressed with the student showcase, and the characters were very appealing. So I applied and here I am blessed to be doing this interview, and to have a very supportive family, friends and instructors.


Who are your favorite animators and artists?
I really don’t have a favorite animator or artist in particular; but if I had to pick I would say the whole team responsible for creating The Neverhood / Skullmonkeys because without them I probably would have never found my passion for animation. I also look up to my Animschool instructors. They are all great animators who are very supportive which inspires me to keep pushing myself.

We can see a very good foundation on your shot for your Body Acting class assignment. Can you describe how the idea came up and what was your process?



The idea of having a Halloween theme on my animation just popped in my head for some reason. It could have been because Halloween was coming up and also because I wanted to use the awesome “BoneApart” rig.
I won’t take all the credit for the idea, my story was improved by my awesome instructor at the time, Trevor Young, and at a general reviews class with another great instructor, Tony Bonilla.
I did not know I was going to do a cartoony piece until the middle of my first blocking, but I just felt like it needed to be snappy and it would just add to the comedy of the shot.

For the blocking I always try to block on 3’s or 4’s, but since this was a very snappy animation I found myself having to block on 1’s in those transitions.

For splining, I find it easy because of how much time I spend blocking. I just have to go through all my curves, cleaning them up, making sure the mechanics are there and the arcs are clean.

For polishing, I would say I focused 75% of the time I had on the kid and 25% on the skeleton. Since the kid was the focus of the shot I tried to polish him as much as I could, going frame by frame checking that every arc was clean.



You also have a great shot for the Character Performance class. Can you share your process from start to finish?

Picking audio clip: When I picked this audio clip I was telling myself: “what have I done? This is going to be way too hard for me.” I had no experience with dialogue shots, so I knew it was going to be very challenging for me from the beginning.
I listened to the audio like a hundred times. The character sounded very crazy and manipulative. I pictured the character in my head but when I would try to act it out it just wouldn’t be the same.

Reference: My instructor, Marcelo Sakai, recommended me to study Mother Gothel from Tangled, so I did. I watched all her clips from the movie a bunch of times. I shot a lot of reference; I mean a lot, maybe like one hour of footage in total. I also had a lot of help from my wife who acted it out. She helped me see a more girly performance and she made some acting choices I would have never thought of.

Blocking: Finally got my reference and after the fourth or fifth week of class I had my first blocking pass. It had a few story telling poses maybe 4 or 5 with basic facial expressions.

Blocking Plus: I added a lot of breakdowns, blocked on 3’s and 4’s. I refined some facial expressions and blocked all basic mouth shapes.

Spline: I splined the body first, cleaned all my curves. At this point I found myself getting more into the character, and finding facial expressions that fit the dialogue better. After spline on the body was done, I splined everything on the face except the mouth. I cleaned those curves, and then moved into the mouth, pushing the shapes. I had a lot of fun with those mouth shapes.

Polish: At this point I focused mostly on the face and hands, going frame by frame checking every arc, even the arc of the corner of the mouth. Also pushed mouth shapes even more. Added more fleshiness on the face and I worked on the hair.

I am really happy with how it turned out at the end. All my instructors were very helpful and supportive throughout the whole term.



How did your instructors help you achieve the desired quality in your animations?
My instructors are very supportive. When you tell them your goals for the term on your first day of class, they won’t stop pushing you until you reach that goal. They are all very talented artists and that is why my animation has improved so much over the past year. I tried to attend to as many extra classes offered in Animschool as possible.
The General Review classes have been very helpful. The instructors there care about your progress as much as your main instructor.
I can’t thank all of them enough, and I can’t thank Animschool enough for having all these amazing instructors!

Any advice for your fellow students?
Always try to challenge yourself on your assignments, try different things you haven’t tried on your previous work, like different styles (cartoony or realistic), different workflows, if you have only animated guys, then try animating girls, animals, robots, etc. Experiment a lot.

Don’t give up! If your assignment isn’t coming out like how you hoped, don’t get frustrated just keep working on it, it will look great in the end. Don’t be afraid to ask for feedback.
If you send your reel to studios and don’t hear back from them, it doesn’t matter: just keep improving your reel, and keep sending it to more studios.
Work hard!

We thank Jilmar for his time, and be sure to check out his siteVimeo and LinkeIn pages!

AnimSchool Classtime: Developing a character with Bill Robinson

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In today's clip instructor Bill Robinson gives us tips on how to develop a character based on references. He also tackles on how to build basic perspective for your characters. Enjoy!



AnimSchool offers extra classes each term for it's students. This is a clip from the Character Design and Drawing class with artist Bill Robinson. Go check our full list of courses and apply now!

AnimSchool Student Spotlight: Andrew Stovesand

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Today our interviewee is AnimSchool Student Andrew Stovesand. Andrew is now working as a character animator at Moonbot Studios.

Hi Andrew! Can you share a bit about yourself and experience with animation prior to AnimSchool?

Hi there, yeah for sure! Prior to Animschool most of my animation experience came from working as a Maya generalist. I did a lot of camera animation at a prior studio and that really helped me become aware of the graph editor and how it works. I had a few 11 Second Club attempts, most of which I am not super proud of (haha). Also I made a short animation while I was in school.

Do you have any favorite artists that inspire you?

I love watching those old Disney animators, Frank Thomas and Ollie Johnston and how they did it. I mean, they were just going with what felt right and they did amazing work! Nowadays there are so many ideas and theories on what to do and what not to do. Of course Glen Keane is very inspiring as well...

A clip I recently saw that inspired me:



I also like to paint and am very inspired by painting. Somehow I think they all link together, I feel like the more I grow as an animator the more I grow as a painter/artist in general and vice-versa.

Your facial performance shot is very appealing - mind to share your process with us?



Cool, thanks! Yes, that shot was fun. I knew right away when I heard the sound clip that it was the one I wanted to use. I mean, if you get a good sound clip where you can see the character easily in your head, then things fall together much more smoothly. I sketched a bunch for the shot and I believe it was Stewart who taught that class, he had us spell out the subtext for the shot which helped me get into her mindset. I also shot a bunch of reference of me and my wife acting, I got a lot of good ideas from that. I knew right away how I wanted her to start off in the shot but transitioning her to the end when she blows up was really the challenge.


Andrew's sketches and notes for his facial performance assignment (click to enlarge).

Your character performance assignment features two animated characters and a complete modeled set. How many hours per day did you work on this shot to get it done in time?




Ha, yes that had some love put into it. My generalist background helped me there. I can model basic stuff pretty quick, so once I knew what I wanted I modeled it in there fast and kept updating as I would go along. Once I see something working in a shot and it inspires me, I feel like nothing will stop me from getting it done. I did spend a lot of time on that shot, and this is where getting laid off had its benefits. Haha!

Back to the question, I think I worked a couple hours a day give or take on that one.




Andrew's sketches and notes for his character performance shot (click to enlarge).

How do you think your skills as an animator evolved since you joined AnimSchool?

Wow, great question. The biggest change for me, even after working in the industry for a few years, was getting it through my head that it really does take a lot of work and time to make quality animation. Honestly, it was a relief once I could do this. It kept me from being way to hard on myself. I mean really, anyone who has no experience would not think it takes so many hours to make something move in a pleasing way. We take it all for granted, don't we (I mean isn't this what the whole industry is trying to get the public eye to see?!)?
So really the biggest change was learning how to respect each step of the animation process (planning, reference, blocking, splining, polish) and the amount of time needed to do each one well.

Lastly, do you have any pointers or tips for your fellow animation students that are struggling to get their shots the way they want it?

Ok, yeah... Well, one really simple saying that Thom Roberts said in my very first Animschool class was "kill your babies!", meaning, be willing to start fresh and delete something that just isn't working. For example, the way the character is turning his/her head bugs you and you can't figure out why? Kill your babies. I find this also applies a lot to simplifying keys. So many times I realize I just needed to get rid of a few keys and it cleans up a movement. I still am amazed when this happens. Killing your babies is not easy and still difficult to do, but usually I find it always helps (that sounds terrible)!

Thanks Animschool for all your help and for having me!

We thank Andrew for this interview. Check out his reel below:

Marnie 2.0

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Today AnimSchool announces Marnie 2.0, a new version of Marnie with mix and match outfits, like the ones shown here, and other rig and model improvements.

Using AnimSchool Picker, students can turn on and off entire costumes or individual parts. You can even make her barefoot, since she has poseable toes!

AnimSchool specializes in appealing characters, from our world re-knowned "Malcolm" character to Coach to Scout.


Students have been using Marnie 2.0 in their animation assignments this term, and enjoying the many clothing options.

Marnie is exclusively for AnimSchool students. To use Marnie and learn from our amazing instructors, apply to be an AnimSchool student. Come join the hundreds of students and dozens of world-class instructors at AnimSchool!
http://www.animschool.com/Members/NewStudent.aspx


You can see lots of student examples on our facebook page:
http://www.facebook.com/AnimSchool

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AnimSchool Announces New Gaming Courses

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AnimSchool announces today our three new gaming courses:
  • Introduction to Gaming Animation
  • Game Animation Pipeline
  • Advanced Game Animation
Game animation students learn the animations, tools, and skills specifically required for working in games.

Students learn about game theory, interaction, working with game engines, importing animation into Unity, and working in game cinematics.

AnimSchool animation students can now choose a gaming emphasis, replacing animation classes 5,6 and 7, or take them after completing the program.

AnimSchool is known around the world for flexible, appealing characters. Over 20,000 people around the world use our AnimSchool Picker and "Malcolm" character, which has been used for commercials, short films, and to win dozens of animation awards.

AnimSchool students can learn modeling and rigging as well as animation.
Come join the over 200 students learning with us.
www.animschool.com

AnimSchool Interview: Xin Zhao and Florent Rubio, makers of "The Answer" short

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Today we are interviewing not one, but two people! Xin and Florent are the makers of "The Answer", a short animation film using Animschool's Malcolm Rig. 

The short is now featuring in Vimeo's "Staff Pick"collection. Check it out:


Both of them are now applied to our 3D Animation Program. Lets begin the interview!


Hi guys! Can you start by telling us where you’re from, your experience with character animation and background?
Xin: Hi, I'm Xin. I'm from Beijing. I always wanted to be a animator since I was a kid and they told me knowing how to draw is going to be benifical even if I want to be a 3D animator in the future. So I started my professional Fine Art training since I was in primary school. Since then I learn Fine Art for nearly 10 years before I went to Teesside University to get a Bachlor of Art Degree in Character Animation in the UK, where I gained a lot of 3D Generalist skills as well as animation skills.

Florent: I am from Toulouse, in France. I have always been a big fan of animation and video games but for some reason I thought about it as a possible career pretty late and I studied different subjects (including food processing...) in the end, after graduating in computing science in France I decided to move to England and learn animation.
We both studied at Teesside University, in England, where we graduated from Bachelor of Art in character computer animation. After our studies, we both got hired as animation interns by Ubisoft in Newcastle-Upon-Tyne. We are now still working at Ubisoft and we decided to study at Animschool on our free time to learn more about animation as our University course was very oriented on CG generalist skills.

How did the idea for the script came up? Who was in charge of what in the short?
Xin: Of course, it is slightly based on real events. My partner Florent was shaving in the bathroom with his electric razor, and some minutes later, he came back in the room with a half shaved beard and his razor which was out of power and the cable was nowhere to be found. With this idea in mind, we also wanted to find an idea about how he could finish up shaving in a funny way. I remembered reading a famous self-helping book based on “The law of attraction” and which marketing is based on a “secret” linked to many historical figures and conspiracy. And so we decided to make a parody of it.

Florent: We shared the different tasks according to our skills and what we wanted to do.
Both our dreams were to become character animators after university so we evenly shared the animation.
For the pre-production, after defining our story and getting some rough shot ideas, Xin draw an amazing storyboard (see panel). Xin's storyboard was so clear we even used it as the main reference for the environment design.

A panel from the storyboard
We both modelled and textured environment and assets.
Xin took care of Malcolm rig modifications, the 2D/motion graphics and compositing Florent did the shading, the lighting and the rendering.
And just a word about the book narration voice actor: Fernando Zamora. Who worked with us remotely and did an amazing job. Thank you again :)

Can you tell how much time did you guys spent per day on it and how long did it took from start to completion?
We started over the summer to be ready to animate at the start of the academic year so it took a part of the summer and half of the academic year (because we had another project), so around 5 months spread on a year.
The days were busy, we did everything from home and it was an average of 9-10 hours/day. A lot of hard work but it was worth it in the end :)

What did you guys think of the Animschool Malcolm rig? Did it meet your expectations on the production of the short?
From the start, this project goal was to produce the best character animation we could make to showcase our animation skills. To get the best results, we had to give up the idea of using our own character.



Quickly, we decided to use a Free Rig which allow us to have maximum performance of the character animation. We choose Animschool's Malcolm Rig due to its flexibility after we saw many great animations including a short animation called Mistakes on the 11 Second Club website. The runner-up of March 2012 gave us a great idea of how flexible and controllable the Malcolm Rig’s hands are.

The Malcolm Rig has an amazing facial rig. The eyebrows and mouth in particular allowed us to have greater facial animation without being limited by the rig itself. Of course, the body rig of Malcolm is fantastic too. The controllers on his limbs enable us to have great line of actions during the animation.
Malcolm flexibility and deformations 
Can you share the main process for the character animation and model modification?
This is the animation workflow we used for this project:

  • Video Reference Recording – Record video references of ourselves for the animation.
  • Character Animation Thumbnail – Decide the character’s actions by drawing out the storytelling poses.
    Example of thumbnail drawing for animation
  • Blocking Animation – Blocking of the storytelling poses of the animation and establish the rough timing of each movements.

  • Spline Animation – Change stepped animation curves to spline curves.
  • Polish Animation – Add textures to the spline animation and clean the curves in Graph Editor.


Model Modification


Geometry Modification
To fit our purpose, we wanted to personalized Malcolm geometry and textures. Considering the complicity of the rig, Xin didn’t dare to make too much changes on the geometry, otherwise it might result some problem on the rig. The main modifications are the general face shape was sculpted to be rounder and the hairs were removed to leave space for a Maya hair system

Malcom face modification
We also gave him a shirt collar to add some detail. The collar is animated by 6 blendshapes to reduce shoulders intersection once animated.


Blend Shapes for Malcom's collar
Our issue was that only Malcolm's face was UV mapped. We did not know at that time that uv mapping a rigged character would not end well :)

When we though skinned character's UV were still movable
After doing some research, Xin found an article from a blog called Anim Bizz, talking about how to transfer UVs after rigging. A "Shape Orig" node includes the information of the character before rigging. Therefore, a UV transfer can be applied to this and it allowed us to UV map Malcolm's body.

Hair System
For the hair, we wanted the non-dynamic hair system since dynamic hair is not necessary and it requires more work to do with the simulation which is way too complicated for us. Xin followed a course talking about hair system on DigitalTutors.com and had a basic idea how to build up the hair system with curves.
The idea was to create curves where we wanted the hairs to be and apply hair systems on them. Three layers of curves were created to had more realism and volume to the hair.

Layers of curves for more realism

These little guys were quite an inspiration ;)



For the Beard and Eyebrows, we used the Maya Fur system.
So after all these modifications, the character looks like this:

Malcom after a complete makeover

Detail of Malcom's new textures

The "new" Malcom

What were the main challenges for this short?
Hahaha... Everything. We basically had no experience using Maya for more than animating a basic walk cycle and lip sync exercise for University. Every aspect was new and we were constantly doing research and learning: how to rig, how to shade, light and render, how to use hair and fur .. and well .. how to animate. Thanks to a lot of great ressources online (including AnimSchool Youtube channel, Digital Tutors, countless blogs, univeristy feedback) we managed to get to the result we wanted.
Hair and fur were particularly difficult because there is less content about it ( how to create, how to render)
Oh! and having a big mirror in the first shots didn't make things easy ^^ (Camera angles, lighting, rendering and compositing)

What was the technology involved in the creation of the short (render, software, hair system, etc)?
The render was done using Mental Ray in Maya. It was done in parrallel with the lighting and shading. It took a lot of time and a lot of experiment. Here is an example of the process to find the lighting:

Several attempts in finding the correct lighting
And so on until we could get it right:

The final lighting set that made into the final version of the short
Most of the shiny/reflective materials are Mental Ray's "mia_material_x", the rest are Lambert materials:

Mental Ray's architectural materials are good for cool a realistic look. 

Another example of Mental Ray Area light and shadow transparency node use.
The other software we used were:

  • Maya 2013 for all the 3D (including non-dynamic hair system and fur)
  • Adobe After Effects for compositing, 2D and motion graphics
  • Nuke for some of the compositing (motion vectors)

Any advice for animators that want to start production of their own short?

The only advices we can give to people who want to produce a short film are the ones we wish we had heard/followed before we get started most of them are probably obvious and specially relevant if you are still studying:

  • Keep it simple: Especially if you are alone, it is hard to find the line between challenging yourself and putting the bar too high.
  • If the goal of your short is to demonstrate your animation skills, We advise you not to try making your own character/rig. (Unless you have time and you are an amazing character TD/ rigger :) ). There are a lot of rigs available out there, and as far as we know, Malcolm is by far the best. (No, Animschool don't pay us to say that !) :)
  • Find a subject/story that get you really engaged. So you don't throw everything by the window some months down the production.

If you have any questions, feel free to contact us through Vimeo or our websites:

http://www.florentrubio.com/

http://www.xinzhao.co.uk/

We thank Florent and Xin for this interview and hope to see more works from them in the future! If you want to learn real character animation taugh by professionals in the industry, come apply now!

Student Spotlight: Diego Collell

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Today we're interviewing AnimSchool Student Diego Collell.
Hi Diego! Tell us about yourself: where are you from, and how did you became interested in character animation?

First of all, I'd like to say thanks to David Gallagher, Animschool and all its teachers. In special, Juan Pablo Sans (former AnimSchool instructor) and Garrett Shikuma.

Hello! I'm Diego Collell, 35 years old and I live in Buenos Aires, Argentina, with my two kids Tiziana and Benicio, and my wife Cecilia.

Since I was a little kid, animated cartoons fascinate me (Chuck Jones and Tex Avery). When I started growing up, my willing to learn about these drawings and to really dive into animation.

By always watching cartoons, my love for animation grew everyday, a true hobby for me.

The first thing I did was to buy a bunch of animation related books and kept hours reading them.

In my free time I practice sports; I really like playing soccer and watch movies. Some of my favorite actors are Jerry Lewis, Rowan Atkinson (the guy that plays "Mr. Bean"), Steve Carell, etc. But one that amazes me is Jim Carrey. I really have fun with his performances. For that reason I chose to do a shot with his audio!

Did you have any experience as character animator before joining AnimSchool?

Yes! Here in Buenos Aires I've been working a lot in production companies for advertising, series and movies.

Tell us about your shot of your assignment for the Character Performance class. The character
has some really cool and exaggerated poses! What was the process from start to finish?


Since the beginning I told my instructor, Garrett Shikuma, that I wanted to make a shot in the style of "Horton Hears a Who!", and with the help of my instructors, I was able to improve it every time.

Research:
I've searched for an interesting audio for the animation so it would have texture.

Listening:




Soon after I start listening it several times in loop so I can understand every beat and clue. After that, I analyse the beats carefully, keeping into account every high and low, so I can apply the emotions and intentions according to the tone of the voices.
 








References:

Once I got a clear idea of what I want, I go to the mirror and practice.

Recording:

When I have more precise acting choices, I record myself doing it several times.

Editing the reference:
Somtimes I do, sometimes I don't. When I do, I use After Effects.

Blocking:
I use my reference to nail all the main story poses, not worrying with any extra detail.

Blocking Plus:
I take the key poses to the extreme so they can clearly convey the character's feeling in that shot. I also refine some facial expressions.

Spline:
I clean all my curves. Approximately, I spline my blocking every 50 frames.

Polish:
I made sure of polishing everything possible, frame by frame, checking everything!

I'm very happy with the final result of the shot. All of my instructors were essential for this.

The rendering and lighting was done by a friend, David Alexander Ary Aguero.

How do you think your instructors helped most in achieving the quality of animation you
wanted?

In general, my instructors are all very kind and solicit. The General Review classes have been a huge help. The instructors there care for your shot and your progress just like your main instructor.

Truth be told, all of Animschool teachers are AMAZING!

Are you working as a character animator at the moment?

Yes! At that moment I'm working as a character animator.

Any tips for your fellow students?
Work hard! The more you animate, the more you lern.

We thank Diego for his time, be sure to check his reel, LinkedIn and Facebook profile!

AnimSchool Classtime: Keith Osborn


AnimSchool Student Spotlight: Daniel Kraft

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Hi Daniel! Can you start by telling us a bit about yourself, like your background, where you’re from and experience before AnimSchool?

I'm from California, The Sacramento area. I originally went to Expression College and studied animation and visual effects. I didn’t focus on animation initially but more of a generalist role learning a little of everything. Only near the end of my time there did I focus on animation. Later I worked over at Adhesive Games as an animator and wanted to polish my animation skills more and do some shot animation. I looked for a good school and that’s when I found Animschool.



Who are the animators that inspire you?

It’s hard to choose, I get inspired by all the animation I see. One animation that sticks out for me is Ryan Woodward’s “Thought of You”:

I love the movement and expression that he conveys with simple gestures. I also view Wayne Unten’s blog and love his simple quick animations. Its creative animations that make me just want to buckle down and get my own done.

Can you share your process from start to finish on your shots for the body mechanics class?



This was a really fun assignment. I started with a brainstorming session. I knew I wanted to get the most out of this animation that I could. I took some time to come up with a clever and fun way to tell a story. I made a web with all my ideas and how they could be done differently. I went through quite a few ideas before settling on this one. The next step for me was to plan out my shot, I didn’t want to build any props if the idea was going to fall flat. A few thumbnails later and I was confident enough to get into Maya a build my scene.


Thumbnail drawings for Daniel's body mechanics assignment
I built the tree house trying to keep it simple as I could so it would match the character. I left out the rope till later and just imagined it as I animated.

Then I filmed reference. I didn’t have access to a rope swing so I found some reference online for that. I did have my brother and a friend drag me around the floor to get reference for the end:



After some notes on my idea in class I began to block out my scene. I did the main story telling possess at first and from there broke down the physicality of the movements. Then it was on to more blocking! I got it down to 3's for most of it, I think, before I moved into spline.

Of course I had lots of notes from my teacher to improve my work. In the polish stage I would do a pass then play blast and write down everything that I could see and then do another pass. Then repeated that step a few times more. After I was happy with it I modeled and rigged the rope and put it in.

Continuing on that, your facial expression shot is very emotional, and the character really shows that. How was the process to convey such subtle internal feelings on the character, from start to finish?



My facial performance shot was a challenge. I had several different ideas and quite a few sound clips. I really tried to get into the head of the character. I explored how she would act, not just what she was saying. I wanted her body and face to tell what she was thinking as she said the line. Again, I shot a lot of reference. When I got into Maya and started posing I really took the time to sculpt each pose.


But after a round of crits I had to rethink my acting choices. I redid most of my shot and tried to catch up to the class. I was a bit nervous at this point because I had a long shot and had already been set back but I knew the changes really helped. In spline I actually did some exploration of subtle acting choices to find the ones I thought worked best. I was still behind schedule so I pushed through polish in a weekend!

What was the most valuable pointers that your instructors at AnimSchool gave on your assignments, in your opinion?
Planning pays off! If you don’t spend the time up front it doesn’t matter how well you polish a shot it won’t be as good. You need to lay the foundation of a shot and how its framed and how it plays out before you get started. Then you need to look at the foundation you just made and pick it apart and try it differently. Then you know you’ve got something good. Another great bit of advice is that if it feels wrong it is wrong. It might be animated perfectly but if it doesn’t feel right then it’s not. On the flip side if it breaks the rig but feels great use it.

Any advice for your fellow students?
Don’t be afraid to start an animation over. When you do it the second time it will be faster and better!!

We thank Daniel for this interview and be sure to check out his LinkedIn profile and Facebook.

AnimSchool Classtime: Body Mechanics on a side step with Thom Roberts

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In this clip, Blue Sky animator and AnimSchool instructor Thom Roberts helps to figure out how the body mechanics on a side step work. Watch it below:



This is a clip from AnimSchool's class Introduction to Animation, the first term of the 3D Animation Program. To find out more, go to AnimSchool.com and apply now!

AnimSchool Webcast: David Williams

Animschool Introduction to Game Animation

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In our very first Introduction to Game Animation class, students had a chance to learn from very skillful animator Jarrod Showers (Carbine Studios), responsible for 12 AAA titles including Star Wars: Jedi Academy, X Men: Origins: Wolverine, Wolfenstein, Doom 4 and his latest title Wildstar that has been published couple days ago.

Students got to work with rigs that meet all industry standards. They were created to prepare the students to work at any serious gaming studio. Their task was to create a situation or conflict between two characters and do all required animation. They finished the term with a Demo Reel that had all the animation required to apply for a job in the gaming industry.
Not only that – they are also prepared to deal with short deadlines, pressure and critiques on their work, as we strongly feel that every student that finishes Animschool represent us at their future studios.


                                               
                                                  Robert Joseph Vicks - Elwood Animations



INTERVIEW WITH JARROD SHOWERS, THE INSTRUCTOR


What are the challenges that 3D character animators deal when switching to game animation?
I feel the biggest challenges that 3d character animators deal with when switching to game animation is the speed at which you must work. Game animators must often times turn in rough animations in order to test out and get implemented in time. It's important to learn shortcuts and ways to speed up your workflow. Since there are other departments that depend on each other to stay on schedule, it's important to not be a blocker to anyone, even if that means coming back to a rough animation later on in the production schedule.

Some people consider game animation easier and less detailed - what do you think about this?
Even though game animations tend to be shorter and with a focus on body mechanics, that just means there is more to convey in a small amount of time. Every frame counts!
It's important to understand also that being a game animator involves much more that just animating. A large amount of time is spent problem solving that requires a technical side as well.

We just have to ask - do you play games that you've worked on?
I do! Some of my fondest memories are of inviting friends over to play co-op together! I think it's important for game developers to be able to work on projects that they can stand behind, because if they are having fun making the game, that will show in the final product.

What were the assignments that students had to do in order to complete the term?
Students were asked to create the essential animations required for every game animator's demo reel, which include: walk or run, idle cycles, a player and enemy attack, jumps, pains, and a death. In many assignments, students are given choices so that everyone's creativity can shine and differentiate themselves from each other.


What awaits the animators in the next term?
Some really exciting things are planned for next term as students move more into the realm of the Game Engine pipeline, using Unity! Students will be asked to import their animations to the engine in order to see for themselves the principals that have been taught.
Another exciting thing to look forward to is the introduction of the first Game Animation quadruped!There are many plans for this course as it continues to develop!

Do you feel our students are a step closer to the job in the gaming industry?
I feel that students are in fact closer to getting a job in the gaming industry with this course. The instructors keep a close eye on staying current with the gaming industry and want to pass along inside information on creating a streamlined path to employment. Students will get back what effort they put into the course by setting goals and staying focused on getting that job!


                                                                         Andrej Jagar - Rock and Elwood Animations







AnimSchool's New Character, Mikey!

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For Immediate Release

Orem, UT  United States - June 25, 2014 -- AnimSchool announces today their new character, Mikey. Mikey is a film-quality boy rig. Mikey is exclusively for AnimSchool students.

Like all AnimSchool character rigs, Mikey is designed for maximum flexibility and appealing poses. Animating with the most refined, advanced characters allows AnimSchool student work to stand out among competitors. AnimSchool Character students can use Mikey and the other advanced character rigs to learn the arts of high-end modeling and rigging.

Mikey has clothing options: two shirts, pants, shorts, shoes, poseable toes, and UV's for textured rendering.

Student Work: Carlos Rivas and Orkun Sanal
AnimSchool students are using Mikey in their animation assignments, enjoying his natural appeal. They appreciate having access to best rigs and tools available, making their animation work more enjoyable.

Here are some of their comments about Mikey:
"This is quality!" 
"Awesome!!!"
 "He is so cute." 
"Oh man!!!! I can not wait to play with this character."

AnimSchool characters are used by more than 20,000 users worldwide, and have been used to win numerous animation contests and for commercial needs. AnimSchool is known as the most trusted name for appealing 3D characters.

With over 200 students, AnimSchool was founded in 2010 to bring character-focused 3D animation instruction to students all around the world, through live online sessions with the best film professionals.


Contact:
Isaac Nordlund
AnimSchool
admissions@animschool.com
560 South State Street, Suite F3
Orem, UT 84058

801 765-7677


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