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Justin Barrett: Maya's rotation tool and its Gimbal mode


A Guide to Making Modeling Demo Reels with Brien Hindman

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Brien Hindman is an environmental modeling supervisor at Disney Animation and an Instructor at one of the best 3D animation schools-- AnimSchool. Previously, he was a senior modeler at Blue Sky Studios as well as the environmental modeling lead for Ice Age 3. Films he has worked on include: Moana, Big Hero 6, Frozen, Wreck It Ralph, Epic, Ice Age: Continental Drift, Rio, Ice Age: Dawn of the Dinosaurs, Horton Hears a Who!, Ice Age: The Meltdown, and Robots.

As he himself is one of the many modelers at Disney who watches incoming demo reels on a regular basis, he gives his students lots of advice about the best, most effective ways to create their demo reels. Despite being a very busy guy, Brien agreed to share his insight with all of our readers.

What are the guidelines you tell your students when making a turntable?


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Be sensitive to screen time. Remember that professionals are looking at your work, and they can tell within a few seconds if it’s good or not. It’s important to keep the energy of a demo reel up, so you don’t need to make the turntable excessively slow. Generally about 3 rotations within 5 seconds is enough, which includes almost a full rotation with the wireframe comped onto the model. Start the turntable almost a full second before the most important side of the model, which typically includes the face. This gives you time to cross dissolve from your previous model, as well as giving the viewer enough time to figure out what she or he is looking at. It’s a bit annoying to have to wait a full second to see the face, but I’ve seen many turntables that start out on the face, but includes a cross dissolve, so we are essentially seeing the backside of the model first. It’s a good way to kill the moment of the demo reel. Further, end the rotation in a smart place. It doesn’t have to be where you began it, but you want to leave the model in an interesting place. It makes a better impression. Generally, 2 seconds or so per rotation is good, but it really depends on the model. I would say 4 seconds is pushing it in terms of speed.


In general, what should a good modeling demo reel look like in terms of length, variety, and number of models?


Longer demo reels do not constitute better demo reels! It’s better to make a shorter, stronger demo reel that is 1 minute long than pad it with an additional minute of mediocre work. Don’t overstay a model’s welcome. You’ll only annoy the professionals. Remember, they have a dozen others to get through, as well as get back to work. You’re not fooling anyone by making the demo reel by including that crane up rotation in addition to the standard demo reel rotation.

Consider who you are sending the demo reel to. Your demo reel is a commercial, as well as an extension of yourself. Variety is usually good, as it implies you are willing to work on sets as well as characters. Further, different styles show you are adaptable and have a good eye. From one project to the next, the style can be very different, and an employer will want to see you can produce from show to show.

In general, I tell my students they should include a variety of body types, genders and styles. A hyper real character is good to include as well, but if it’s a feature animation studio, they won’t want to see an entire demo of hyper real characters. Conversely, a video game studio won’t know what to do with stylized cartoon characters for the most part. Environments are important as well. An interior with plenty of scale cues is a good choice, as is a stylized car if it’s for a animation studio, real otherwise, as well as an exterior organic environment. Making trees is hard. Most people are terrible at it. Hard surface is good to demonstrate as well, but that is usually covered by the interior.


What makes the best arrangement of models, for example should the best ones be at the beginning, the end, or a little of both?


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Many people have different opinions on this matter. I think best first, second second and third last is best. You may only have 10 seconds to get someone’s attention before they move on to the next demo reel, so it’d be a shame if they never saw what you consider to be your second best work if it is last. That said, you want to end strong and leave a good impression. The third best model is generally enough to do that.



Should our modeling reels differ depending on the studio we are applying for? If yes, how so?


Yes. In addition to what I mentioned, consider each prospective employer a client. Said employer generally is not going to want to think outside of the box. If they can directly apply your skills to their needs, you will have a better shot.


You guys look through hundreds of demo reels all the time and I’m sure they all start to look the same. How can we make ours stand out from the rest and be remembered?


Follow everything above. Generally, HR screens the demo reels for us, and then we look at the top picks. You have a lot of hurdles to get over, so if the demo reel is entertaining from beginning to end without music, then you have a good shot. An easy way to stand out is to not build the same kind of characters or models as everyone else. Anime characters with giant swords are generally a good way to be forgotten. Everyone does it.


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What are some common mistakes that you often see people make in their modeling demo reels?


They add music. They don’t show wireframes. They add models that they shouldn’t have added that aren’t nearly as good. It shows a lack of judgement in that case. Remember you are saying you think these models are the very best you can do. If you don’t think it’s the very best, then don’t include it.

Don’t model well known 3d characters. Someone with more experience has already done it, and so you are inviting a comparison between someone with 15 years+ experience and yourself.


Any final words of wisdom?


Make your demo reels as modular as you can, so you can drag and drop turntables in with as little effort as possible. The more customizable the demo reel, the better you can tailor it for a prospective employer.


Thanks Brien!



To learn more about AnimSchool's online animation programs, as well as Brien's Intermediate Modeling class, please join us at animschool.com


10 Quotes for the Aspiring Animator

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“Animators can only draw from their own experiences of pain and shock and emotions.”
-Hayao Miyazaki





“The secret source to animation is truth.”
– Pete Docter


“The strength of animation is in its simplicity and caricature, and in reduction.”
– Pete Docter


“Animation is about creating the illusion of life. And you can’t create it if you don’t have one.”
-Brad Bird

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“All the technical considerations are unimportant when confronted with the question of 'Does it look right?'”
-Ron Brinkmann



“Animation is not so much about moving stuff as it is about moving the audience.”
-Glen Keane



“Believe in your character.”
-Glen Keane



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 “The better we [animators] do our jobs, the more invisible we become. The characters become the real ones.” -Glen Keane



“If the character emotes authentically, it has a power to connect with the audience.” -Rob Minkoff



“Animation means to invoke life, not to imitate it.”
-Chuck Jones



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To come and learn at one of the best online animation schools, please visit animschool.com


5 websites to feel the magic of animation!


An animator always craves to make an animation shot that makes people go, "wow!" (with or without stepping back with surprised face but preferably with). One of the best moments of an animator's life comes when people feel the emotions of the character(s) and forget that the shot is an animated shot. That feeling that you are making someone laugh, cry, happy or sad just by animating is an amazing feeling and is the basic drive behind the animators' struggle to become better at their job.

In order to be better at this craft, animators spent countless hours animating, studying live action or animated movies. In short, training eyes to see animation, beats, arcs and motion which brings me to my first website of this blog.


A typical post on frame by frame looks like this:

What is really really cool about this site is that more or less all gifs have a beautiful pattern to them. You might have watched the movie, the gif was from but missed that particular beat or small movement that made that animation so interesting. It has examples from all types of animations and once you get to know this site, it is hard to get out of it.


Second website that I would like to introduce is one of my top favorite sites and it is all about smear frames. 


 Smear frames is the first thing after the bouncing ball that animators get obsessed with. These become such an obsession that even when a shot does not require smear frames, they get put in (sometimes furiously and stubbornly) because look at them; they are so cool.
It takes quite a while to understand where to put them effectively and for this, you need really good teachers.

Once you know where to put a smear frame effectively, it becomes much more than just a frame; it becomes art. This site helps bring that art, otherwise lost in motion, in front of us and trust me, it is beautiful.



Third website that I want to bring into this blog is one of the most incredible blogs that I ever visited and it is called the "Living Lines Library."

Living Lines Library

This library is one of the most beautiful websites, dedicated to animation industry. It features pencil tests, model sheets, production art, documentaries and artists from almost all animated movies.

Where else will you find beautiful pencil tests like this one:



And beautiful drawings like this.


It is a gold mine for a person who has penchant for animated movies.. Go crazy!

Fourth website is


It's a crazy website. What it does is that it takes a movie and then puts all the frames of it on its website. It is also a pretty fast way for an animator to check a scene and analyze it because all the frames are there already. It also gives you an option to download images of a particular gallery in a .zip file. Pretty cool, eh!


Inside out 2015

The fifth and final website is


Cartoon Brew is one of the most famous websites to get information regarding animation. It is always breaking news regarding animation world, announcing new movies, giving information regarding animation festivals, topics to debate about and new artists and animators to watch out for.  The most interesting thing, for me, though is their daily picks of the day: videos (animated) and artists. It is inspiring to see so much variety in animation and sensibilities that artists around the world bring to their art. For me, this website opens one's mind and is essential to broaden one's horizon. It pushes you to find your own voice and get motivated. Bookmark it!

Cartoon Brew Pick of the day:

‘Loop’ by Michal Socha

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Thank you. I hope you enjoyed these 5 websites. 
To learn animation, join us at animSchool.com where we offer online animation classes to help you become better animator.


5 Common Modeling Mistakes and How to Avoid Them


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Mistake #1

Too Many Subdivisions, Too Early


Unnecessary geometry can get in the way in the beginning stages and it's sometimes hard to go back once you get too much. The higher the subdivisions, the harder it is to make changes while blocking out the forms and proportions. It can make the surface unnecessarily complicated and lumpy.


Solution:


While the industry standard for model resolutions has gotten higher throughout the years, it's important to remember to start low. Often times you can make the same shapes with less polygons. But at the same time, don't let this scare you into not adding more topology as you progress. When you need more edge loops, you need more edge loops. The key is just to start low and slowly add more as needed. 

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Mistake #2

Messy Topology and Bumpy Surfaces


Clean geometry = a stronger and more functional model.
It's easy to get caught up in the forms and ignore the topology. Just remember that every once in awhile it's important to clean things up.


Solution:

  • Make sure there aren't any stray vertices that are breaking the flow of the edge loops.
  • Try to keep edge loops evenly spaced and quads as square as possible.
  • Look at your model from all angles to find little bumps in the surface that need smoothed out. 




Mistake #3

Triangles and Ngons


One of the first things you learn in the character program at AnimSchool is: quads good, triangles and ngons bad.

But what are triangles and ngons?
An ngon is a face or polygon that is made up of five or more edges connected by five or more vertices. Anything over a quad (4 sides) is considered an ngon. And of course, a triangle is a polygon with 3 sides.



Why are these so bad you ask?
There are several issues that they can cause but the biggest is that they can create odd and unwanted deformations when rigged to be animated. If a rigger finds tris or ngons in your model, it will immediately be sent back to you to fix them. They can also cause issues further down the pipeline when smoothing and rendering.


Solution:


Quads, however, are universal and generally play nicely with all aspects of the animation pipeline.



Mistake #4

Incorrect Proportions


Proportions are one of the most crucial things to get right in 3D modeling. Get them wrong, and it will throw off your entire model. You have to train your eyes to make comparisons and estimate depth. Of course, allowances can be made for style, and in the end, if you are working off of concept art, certain exaggerations would have to be allowed.

Solution:

  • Break the model down to the most basic shapes, that way you can easily adjust them according to the concept art.
  • If you have multiple views of your object, then the use of image planes in orthographic views become very useful in judging proportion. However, try not to spend too much time in the orthographic views because it's more important that it looks right with perspective.
  • Another trick is to open the concept art in an image viewer program (outside of Maya), line up the concept and model so that they are directly on top of each other (same size and angle), and then quickly flash back and forth between them. This can help you notice more differences in your model to more closely match the concept art. 

Mistake #5

Worrying Too Much, or Too Little About Topology


Modeling (like most things in the animation industry) is a balancing act between the technical and creative aspects. They are equally important for both appeal as well as functionality. It's easy to get hung up on one or the other for too long.

Solution:


One of the best ways to approach it is to think artistically and focus on the forms for awhile, then give yourself a break by just going through and doing a little clean up. In the end, what really matters is how closely the 3D model looks to the original concept art. Just remember to always keep the topology in mind while you are interpreting the art.



For more animation training at one of the top online animation schools, please join us at www.animschool.com

Texture and contrast with Jeremy Lazare


In AnimSchool's 3D animation class for body acting, animation instructor Jeremy Lazare talks about adding texture and contrast to a shot in order to make it stand out.




"Looking for top 3D animation schools? Apply today for our 3D online animation classes at www.animschool.com

7 Questions You Should Be Asking Your Instructors


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Sometimes it's hard/awkward to speak up and ask questions in class (I know this all too well, as I am guilty of it myself). However, the instructors are there to help you learn and grow. They want you to ask questions so that they know how to teach you better and what to spend more time on. They won't know what you are struggling with unless you tell them.


But what should you ask? What kinds of questions will be the most helpful? Here are some examples of what you should be asking to get the most out of your online animation training:



Knowing what the weakest part of your project is means knowing what you need to work on the most. Putting some extra time into these areas can push your work from good to great.

At the same time though, it can also be a bit of an ego booster to know what your instructor thinks is your strongest area. It might seem awkward to ask, so you could reword it to something like, “Is there any part of this that you think is in a good place? Something that I shouldn't worry about as much anymore?” While critiques shouldn't be taken discouragingly, they can be hard at times when all of your project's flaws are being pointed out. The point of this question is not to get overconfident in your work, but to be encouraging and help you feel a little better about it.



There are times when it seems like you might be on the right track but something just feels...off. From some angles or positions maybe it looks pretty good but from others it is kind of awkward and you are not sure why. Even if you and your instructor can't quite pinpoint what exactly might be wrong, it's good to at least point out the most awkward parts so that you can experiment in making them feel more natural. 



While this is the most popular question that actually does sometimes get asked during classes, it's also the one that gets the most passed up. I know it seems rude to interrupt, especially for an introvert, but if you don't, then most likely you will miss your chance to find out how something was done. Whether it's during a lecture, your own critique, or even someone else's, it's important that you always try to ask how to do something if you don't understand. No one will care that you are interrupting because, chances are, other students in your class were wondering the same thing but were too afraid to speak up.




Most instructors will probably give you some guidance on where to look for helpful resources. However, just in case they forget or only went over it briefly, you should consider asking for more. They've probably been doing this longer than you and have therefore collected a goldmine of helpful websites, books, extra classes, and any other related resources you can think of. So don't be afraid to ask for these things because I guarantee they would be more than happy to share them with you.



Okay so you've been critiqued, you know all of the things that need fixed, cleaned up, or improved. But…where do you start? Asking this question will give you a clear next step instead of a potentially overwhelming list of things that need done. Your instructor will probably have a good idea what he or she would do next, so why not find out?



Just because your class is ending and you've turned in your project for final grading, doesn't mean you should stop working on it. Twelve weeks is not a lot of time to get a model/rig/shot 100% completed, even for professionals. There is always room for additions or improvements. In your final class, maybe during the one-on-ones, it's a good idea to find out what those things are. What can you do to push your work to stand out from all of the others that are looking to get the same jobs you will be applying for?



I'm sure most instructors won't mind you emailing them for feedback after your class with them is over, but it is always nice to ask as this can create a relationship with them outside of class. One of the most important aspects of the animation industry is having connections. The more instructors you keep in touch with, the better your demo reel will be and the more professional connections you will have when job hunting.


If you found these tips helpful and would like more blogs with advice about how to get the most out of your classes, critiques, etc, let us know either in the comments below or on the facebook post.



To learn more from one of the best online animation schools, please visit animschool.com

Sean Sullivan: Rule of Thirds in design




Most of the terms at AnimSchool.com have a complimentary free Art class, teaching students painting, design, character development or drawing.
In this video, Sean Sullivan, who worked as a background and Visual Development artist at Disney, talks about how Rule of Thirds can help you make better poses for your animation shot.





To learn animation, come join us at our online animation school website: http://www.animschool.com

10 Quotes to Awaken Your Inner Storyteller





"The role of the storyteller is to awaken the storyteller in others."
- Jack Zipes






"No amount of great animation will save a bad story.”
-John Lasseter




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AnimSchool student Sarah Crepeau



"Stories have an important role to play in the formation of human beings, they can stimulate, amaze and inspire their listeners.”
-Hayao Miyazaki








“The purpose of a storyteller is not to tell you how to think, but to give you questions to think upon.”
- Brandon Sanderson




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AnimSchool student Louie Rupinsky



"The universe is not made of atoms. It's made of TINY STORIES."
-Joseph Gordon-Levitt






“Storytelling is work. Pleasurable work, usually, but it is work."
-Maggie Stiefvater




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AnimSchool student Jason Chan


“Stories help us imagine the future differently. Telling stories is our best hope of reflecting the kind of world we want to live in and, therefore, gives us a hope of creating it.”
-Peter Forbes







“Stories tell us of what we already knew and forgot, and remind us of what we haven’t yet imagined.”
– Anne L. Watson




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AnimSchool student Roy Manor




"Storytelling is the most powerful way to put ideas into the world"
-Robert McKee







"Show the readers everything, tell them nothing."
-Ernest Hemingway







To come and learn at one of the best online animation schools, please visit animschool.com

5 Reasons to Shoot Video Reference



Finally, after spending hours on YouTube and audio clip sites, you have finally found an amazing audio byte that you think is perfect to make an awesome animated shot. You are excited. In your head this would be your "THE shot" to apply for jobs with. So excitedly you open Maya and start animating. But as you progress, your enthusiasm begins to fade away and you realize that even after laboring over this shot for days, it is nowhere as good as it should have been. It was perfect in your head, what went wrong?

The answer is may be simple: you didn't plan your shot well.

Pre-planning a shot is an important step that we 3D animators tend to forget. In our quest to jump into Maya and start blocking the shot, we leave a lot to our imagination. Things like camera angles, character position with respect to camera, storytelling poses and the character's thought process become a subject of whims and moods. The shot starts with a lot of energy, but then as we start questioning our acting choices, the shot begins to reflect our frustration. There are parts of it that work and parts of it that just don't. In other words, it is nothing like your imagined shot.
"Shooting video reference is one of the most important tools  at your disposal to add believability to your shot . "
How? I am glad you asked.

Reason#1: Experimentation

Video references help you to experiment with a lot of ideas. In this fast paced global world, having a good animated shot is not enough to get a job. You have to be a good storyteller and must have some good original or interesting story ideas. Usually it is said that after getting a dialogue shot, you need to understand the subtext of the scene and know where your character is coming from and where it's going to. Then you'll probably need to scratch the first three ideas for they likely will be cliched. For the rest of the ideas, experiment with them. 
With video camera on a tripod, start experimenting with the ideas, and see which one works best for you. Check the camera angles you think are interesting, and act standing in the character's position and move around to see how much freedom of movement you can have without compromising the clarity of poses and silhouette. In other words, this is your time to be loose and check all the ideas that you have for your story without making any serious commitment to any. Use props, be an alien-- heck, become a stranded pirate in desert. Everything is allowed.



Reason#2: Body mechanics
Hips certainly don't lie and neither does every other part of the body, especially in an animated shot. They have to work together to be believable. One tiny movement out of ordinary and every person will notice that. You can't take a risk there.
So when you shoot a video reference, acting a shot out the way you want it to be, it helps you to study how the body moves from one pose to another. You then bring that knowledge to your poses and suddenly poses and transitions begin to work. 
There are many ways you can translate the body mechanics aspect of your video reference to your shot. One of the ways is to bring all the movements of the body into your poses. You might have to essentially block in 4's for that. Then get rid of the reference, and build on the existing body mechanics. With a strong body mechanics base, exaggerating poses and pushing them to the cartoony side becomes easier--without getting out of the realm of believability.



Reason#3: Acting choices
Once you refine a pose in Maya, it becomes harder for you to kill it because you feel committed to it. You have spent hours on it and it is "perfect" so you become attached to it and try to keep it in your shot even at the expense of the storytelling. Shooting video reference and experimenting with acting choices are much easier and less time consuming.
A general tip to follow is to go as non-traditional as possible. Bring in acting choices that are interesting to look at and are different from what anyone else is doing. Don't go too random, but try to bring in something that is unique to your shot. So if you are acting standing up, sit down. If you are sitting, try to move around. Will it be ok for your character to move his hands a lot or just use them only once? Every idea that you get, perform it and then perform the opposite of it. Within the parameter of your story idea and character's personality, test as much as possible. Figure out the beats, the motions and the poses. Go with the choices that get the point across as clearly as possible and still bring out the personality of the character you are going to animate.
Try to work within the pose as much as you can. New animators tend to overact and move the character too much. Hitting a few strong storytelling poses and working within them results in much clearer and  more appealing acting.



Reason#4: Nuances
Sometimes while shooting reference, our body subconsciously brings out movements that we never plan. Maybe it's subtle breathing, a certain way of moving hand, a micro eye-movement, or a subconscious gesture during one of the pauses: all these small actions bring the 3D rig into life. They make the whole shot seem very natural and effortless. Without reference, you're not likely to get these moments no matter how good you are at animating characters.


Reason #5: Time saving
Having a deadline often makes the idea of ditching reference shooting plausible, but the truth is that this 2-3 hours of video shooting saves you from spending hours later in your shot. It is far better to open Maya with everything mapped out than "planning as you go". Never underestimate the power of pre-planning your shots. Experiment and have fun.

So next time, don't skip the video reference step. There is no reason why it can't be fun. AnimSchool instructor and Disney Animator Tony Bonilla must have been having fun when he shot this video reference for one of his students. Enjoy!



Join us at www.animschool.com to make great animation shots.


AnimSchool's Game Animation Student Showcase 2016



AnimSchool has released our new Game Animation Student Showcase for their work in 2015-2016!
We would like to salute our game animation students, recognizing the amount of work each one of these assignments represents and the level of talent they are achieving.

The quality of our students, our programs, and instruction is seen in this impressive showcase.

If you want to recognize their efforts, comment on the youtube section.

To learn 3D game animation skills with us, apply at www.animschool.com. Talk to an admissions advisor using our Live Chat, phone, or email.
(The work of AnimSchool's feature film animation students and amazing rigging and modeling students (Character Program) are featured separately in another Showcase.)

Rigging Eyebrows with Nico Sanghrajka

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In AnimSchool's Advanced Rigging class, Nico Sanghrajka, Rigger at Atomic Fiction, shows how to take eyebrow blendshapes to the extreme in order to give the animators more flexibility.




To learn more about facial rigging from one of the best online animation schools, join us at animschool.com

Class Time with Hans Dastrup: Twinning

In this video clip of our online animation class, Hans Dastrup talks about twinning in a shot- when to do it and when not to do it.




Come join us in our online animation school at http://www.animschool.com

5 ZBrush Tools You Should Be Using

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1.  Spotlight


While the Spotlight feature is primarily meant to be used to project textures, it's also great for setting up reference images.

To do this:
  1. Go to the Texture menu. 
  2. Import an image. 
  3. Select the image so that it appears in the Current Texture box. 
  4. Then hit the “Add to Spotlight” button. 

Now your image(s) should be in the document. Also, the Spotlight Dial will appear. The dial allows you to scale, rotate, and move your images as well as change the opacity, etc. 

When you are done setting up your images, hit Z on your keyboard to remove the dial and start modeling. (Z will also bring the dial back for further adjusting.) Shift-Z allows you to show/hide all of the reference images if you need to. 

You can also save your spotlight set-up at the top of the texture menu so that you don't have to redo it every time you reopen zbrush. 

For a more visual guide on setting up reference images using Spotlight, check out this tutorial: 




2.  ClayPolish


An important part of the modeling process is to define the planes. Clay Polish can help with that. It is located in the Geometry palette under the Tool menu, right above Dynamesh. This tool hardens the edges of your model while softening the rest. It's good for when you are starting to roughly add details and helps you see the forms better and make decisions about where your planes should be.






3.  ReplayLast


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The ReplayLast button (under Stroke>Modifiers) re-traces your last brush stroke from mouse/pen click to release. This can really be useful when modeling in things like wrinkles or scratches. It allows you to start off with a more shallow brush stroke and then slowly make it deeper by just hitting ReplayLast as many times as needed. That way you get the exact intensity that you want, without having to undo or manually re-trace it yourself.






4.  ShadowBox


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If you need a more complex primitive shape and you don't want to have to go over to a different modeling program, you could try ShadowBox (Tool>Geometry menu above the ClayPolish section) instead. ShadowBox is a tool that can create any kind of shape by projecting masks from the front, side, and bottom of an isometric cube. It will generate a shape based on the projection of the masks toward a center volume. This method of creation can be good for making props or accessories for your character. It's not meant to create finely detailed models, but rather as a starting point for more complex shapes.

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5.  Lazy Mouse


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Lazy Mouse (under the Stroke menu) is a tool that smoothes out your strokes by “averaging” them out. When activated, the stroke will be created by a virtual string (a red line) that follows your mouse cursor rather than directly under it. Lazy Mouse is especially good to use when modeling with a mouse, as it smooths away the jitteriness caused by your hand.











For more animation training at one of the top online animation schools, please join us at www.animschool.com

6 Bony Landmarks to Identify When Modeling

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Finding bony landmarks in the beginning stages of modeling is essential even in the most stylized characters. They can help add structure and with judging proportions. No matter what body type your character has, the skeletal system stays more or less the same. So whether the character is very anatomically accurate or very stylized, finding these bony landmarks will greatly enhance your model, even if you have to smooth them out some later.

Here are some key bony landmarks to identify:






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1.  Clavicle


Clavicles are more defined in some than others, but most characters should at least have a hint of them. They are shaped kind of like a handle bar. Also note that the clavicle is not straight across. It actually extends back towards the shoulders at an angle.




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2. Costal Cartilage


Costal cartilage connects the sternum and the ends of the ribs. They are what form the ribcage shape that you see on the torso. Again, most characters should at least have a hint of this landmark, especially in thinner or more muscular body types.








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3.  Spine of Scapula


The back can be a scary place for modelers. There's a lot going on back there and adding too much detail can end up just looking lumpy or unnecessarily complicated. In most cases though, at least adding the Spine of Scapula can be enough depending on how muscular the character.


4.  7th Cervical Vertebra

If you feel the back of your neck, you will almost definitely find a small bump. This is the 7th cervical vertebra. It is the largest vertebra in your neck. Adding this small landmark can surprisingly make a big difference in enhancing your character.




5.  Greater Trochanter

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Most people mistakenly think that the widest part of the pelvis region is at the hips, but really it's right below that at the Greater Trochanter. The Greater Trochanter is a fairly prominent protrusion located at the top of the thighs.


6.  Sacral Triangle

The sacral triangle is made up of the sacrum and the posterior superior iliac spines (those two little dimples right above the butt). Those bones usually form a visible triangle and when added to a character can give some much needed structure to that region.







To learn more about anatomy for character modeling from one of the best online animation schools, join us at animschool.com

5 things animators can do to improve without animating




Those of us who dream of landing the coveted animation job have become accustomed to sitting and staring at a computer monitor for hours on end as we struggle to master the craft of giving life to our beloved characters. I can’t count how many times I have told aspiring animators to work hard and practice as many hours as possible. The more you animate, the better you will become. Of course, sitting in front of your computer moving stuff around in Maya is definitely a major ingredient to honing your animation skills, however, there are things we can do away from our computers that will add to our animation utility belt, and better prepare us for the challenges of being an animator.

1. Draw

I would encourage you to draw from life examples rather than attempting to copy existing characters, also known as fan art. In other words, stop drawing your version of Ariel the mermaid, and go to a figure drawing class. Be sure to focus your efforts on anatomy by deconstructing the main body parts with simple shapes. Study how the parts relate to one another, how they work together within the pose, how they flow together. Once you get proficient with anatomy and gesture drawings, study the fine details of anatomy and start exploring more realized figures.

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Mike Mattesi teaching drawing in AnimSchool drawing class
Make drawing fun by taking sketch trips to places like the zoo, museum, park, and shopping mall. Try to capture interesting moments, or poses. You should consider joining a sketch group, or an online drawing community. This is especially helpful because you will have people who can give you constructive feedback.


Whether you are trying to become more proficient as a traditional or CG animator, being a strong draftsman will give you an incredible advantage when posing your characters. You can use your drawing ability to help you plan shots, or plus poses. I often do my first blocking pass, and then draw over my poses as an attempt to find a stronger pose, or a clearer read on the action.


2. Be a Student of Acting

      Acting is a skillset every animator must have. It is a discipline that you should develop with practice and hopefully guidance from others.
One of the easiest ways to learn about acting is to read books by some of history’s great performers. The time and money investment are accessible and flexible enough for anyone’s budget and schedule. Of course, you must be a diligent student and implement what you read with practical exercises. 


The one drawback of just reading about acting is you won’t have a professional guiding you when you practice the techniques, but I would encourage you to invest in acting books as your starter kit to acting lessons.
The best way to get practice and valuable feedback is to take acting classes, or join an improv group.

Improv taught me to make quick decisions that service a story. I also learned how to listen and react, rather than trying to think ahead and have a predetermined response.
I would recommend you get involved with a local theater group. Ideally you would be able to practice acting, but if you have to start out volunteering as stage hand, you will be exposed to others who are acting and getting feedback, which can be just as valuable.


Always be on the lookout for interesting dialogue clips that have a range of emotional beats. Shoot video reference of yourself and get feedback on your acting. Get in the habit of practicing your acting without the intent of animating every clip you act out.
I believe it is useful to learn about voice acting and singing as well. You can take voice lessons, or just listen to lectures or podcasts by professionals. I enjoy listening to voice work to train my ear for inflections and nuance that makes a character unique, interesting, and entertaining.


3. Be a Student of Movement

      Understanding human and animal movement is essential for creating believable movement as an animator. 
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Ministry of Silly walks: Monty Python

     One of the best ways to learn about movement is to be good at observing and dissecting movement. At first it may be more useful to watch videos on a device that allows you to draw-over poses. Then scrub from pose to pose and dissect how each body part is getting from one pose to another. Find the root of the motion, typically the hips, and work your way out, to understand how the motion is driven and stopped.

Dance is an art of movement that is very informative for an animator. Dance can be emotional. It has a texture of movement that can be good reference on how to build and break patterns. With dance it is easy to separate phrasing of motion, and to find strong, dynamic posing with flowing lines of action. The principles of animation are found in every dance performance.


I would also recommend you play a sport to stay active, and to forge relationships. Playing a sport tunes your body to execute actions. The more you do with your body, the better acting tool it will be for you.


A steady exercise routine is a good idea for every animator. We spend so much time sitting at a desk. We need to remember to take care of our bodies. It is also necessary to keep our bodies limber and able to perform, when we need to shoot some reference.


4. Be a Student of Storytelling

Animators are all storytellers. So it makes sense that we should get good at telling stories. Being a good storyteller is probably the most challenging task we are faced with, and it will take the most time and effort to master.
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Mornoi Taylor teaching visual storytelling in AnimSchool class
There are several passive activities that we can turn into active ways to learn to be a better storyteller. A fun exercise is to watch your favorite films with an agenda. Focus on specifics such as; staging, acting, pacing, scene negotiations, juxtaposition, conflict and resolution, character development, and so on. Attend theatrical productions and take notes on moments that moved you, and why they worked. It is just as useful to take notes on things that didn’t work. After I watch a disappointing movie, I do a fun story exercise. I try to replace the problem areas with better scenes and smarter story choices with the intent of making an overall stronger and entertaining story.

I encourage you to read the great stories of the past as well as current popular books.

      The more you expose yourself to entertaining stories, the easier it will be for you to identify why you do not like poor stories. You should invest time in fiction, but I also find it valuable to read biographies of successful people that I admire. Not only will you be getting more story training, but you will hopefully find inspiration in their journey.

      Finally, I recommend you write your own stories as a practical application of story studies. Start with short stories. Share them with family and friends. Be open to constructive criticism, and be willing to edit your stories based on the feedback you receive. Remember that good storytellers understand that their stories are not only meant for themselves, but for a specific audience as well. Therefore, they know the power of iteration to find the best version of their story.

5. Get a Hobby

I am reminded of a quote by the great Brad Bird, “Animation is about creating the illusion of life. And you can’t create it if you don’t have one.” Simply put boring people can’t create interesting characters. It’s easy to get sucked into your chair and spend countless hours slaving away at the computer. That’s definitely an important ingredient, but we can’t lose ourselves in the chair. We must force ourselves out into the world to experience it, and learn from it. I believe that having one or more hobbies helps us to become more interesting people, and more interested in other people. I would encourage you to choose something you enjoy that naturally creates opportunities to interact with people.
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Rodrigo Rodrigues, an AnimSchool student: Enjoying with his family in Turkey


Try your hand at a musical instrument, photography, wood-working, board games, sailing, or biking. There are so many possibilities that they are too numerous to list, so be creative and choose something that you have a genuine interest in learning. There’s also nothing wrong with going out and trying new things just for fun.


I can guarantee that you will be a better person and animator if you engage in activities that are unrelated to animation.

So remember to practice your craft as often as you can, but never forget to step away from your computer and invest in these other areas to become a well-rounded person, and animator!

Tony Bonilla

Pre-Planning Environments with Juan Pablo Chen



In AnimSchool's Environmental Modeling class, DreamWorks Modeler Juan Pablo Chen shows how to breakdown your environments and get a lot of mileage from modeling just a few variations of repeated assets.






To learn more about environmental modeling from one of the best online animation schools, join us at animschool.com

Dan Seggaro - Facial Asymmetry


 In this video, AnimSchool's instructor Dan Segarra discusses asymmetry in facial expressions and how to use it to enhance appeal and personality of a rig.



For more information of our online animation school, visit www.animschool.com

8 AnimSchool Perks to Take Advantage of

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At AnimSchool, you will learn industry-ready 3D skills from more than 30 instructors from top studios such as Blue Sky, DreamWorks, Disney and Pixar. The best part is that you are able to attend classes and master the skills from home, from anywhere in the world, for just a fraction of the cost of a traditional college.

But these are only a few of the many advantages to becoming a student at one of the top online animation schools. Here are a few more that you may not be aware of:


1.  General Reviews

Each term, a few times a week, AnimSchool offers extra critiquing times from current instructors and other industry professionals. It can be very helpful to get a second or third opinion of your work, outside of your class. In animation, no matter what your area of focus is, getting lots of feedback will bring your project to the next level. Even professionals at the best studios in the world regularly discuss each other's work. Sometimes it just takes a fresh pair of eyes to see the areas that need improvement.




2.  Atrium


The Atrium is generally offered once or twice a week and is very similar to the General Reviews except they are run by AnimSchool graduates and students. This is your chance to interact with fellow AnimSchoolers and help each other with your assignments or personal projects.


3.  Class Recordings


One of the most beneficial AnimSchool perks is that since each class is attended via video conferencing, they can also be recorded. Every single class is recorded and available for later viewing. Once you sign up for a particular class, you will automatically gain access to every single class recording throughout every term that the class has been offered. That is hundreds of hours of valuable information that is hard to get anywhere else.




4.  Art Classes


Whether you are focusing on animation, modeling, or rigging, it's just as important to grow artistically as it is technically. Developing your artistic ability will increase your skills and your competitiveness. AnimSchool offers every student access to free live art classes most terms, as well as full access to recordings of past art classes. In these classes you will learn everything from character design to anatomy to storyboarding from current industry professionals.



5.  Lifetime Access


Once you graduate from AnimSchool, you will never lose access to the school. You will still be able to watch every class recording available to you, as well as all recordings from every general review, atrium and art class past and current. You can even still attend the general reviews, atriums, and art classes to get feedback on any personal project you may be working on or to further hone your artistic ability after graduation.


6.  No Student Loans!


When you graduate from most traditional colleges, you might feel like you'll have to spend the rest of your life paying off your student loans. But when you get your certificate from AnimSchool, you will be all paid up! AnimSchool tuition costs are among the lowest high-end U.S. animation education. We also have some very convenient payment plans (the lowest being only $356 per month.) At AnimSchool, we want to help people all over the world with animation education, regardless of economic status. For people with lower-incomes, we provide a special need-based Discount program, "Global Access," with the lowest possible price to access the best 3D animation talent in the world. Global Access tuition is approximately 1/2 the usual cost. Paired with the EasyPay program, the monthly payments can be very low.




7.  AnimSchool Rigs - Forever!


AnimSchool is known worldwide as a leader in appealing, flexible 3D character rigs, with almost 50,000 downloads of our famous Malcolm rig.

One of the best kept secrets of AnimSchool is that our graduates get permanent access to current AND FUTURE AnimSchool character rigs. We have quite a collection to use.


8.  Community


Being an online animation school, you may think that there is not a real sense of community because we are all scattered throughout the world. However, this couldn't be further from the truth. As a current student myself, I can tell you with absolute honesty that every student and instructor is so friendly and enthusiastic that you forget how far apart you are. Each class feels like you are all actually in the same room, sitting right next to each other, eagerly absorbing as much knowledge as you possibly can. Often as you progress in your program, you will start seeing more and more familiar faces throughout all of your classes. As long as you are friendly, reach out and actively participate, you will likely make some very good friends because chances are you and your classmates, as well as your instructors, will have several (and probably very geeky) common interests.


Of all of the perks this school has to offer, I feel that being a member of this community is the best part. The people you meet through AnimSchool will be some of the best people you will meet in your life. Regardless of where you live, your backgrounds, or your area of focus, you are all connected by one common goal. To create and bring to life unique characters. To tell stories. To entertain, uplift and connect with audiences in a way that only animation can. To sit quietly in a crowded movie theater on opening day watching and listening not so much to the movie playing in front of you, but to the audience's reactions to a film you helped to create. To make a career out of doing something you truly love.


To be a part of this amazing community and to take full advantage of all of these and many other benefits from one of the best online animation schools in the world, come and learn with us at animschool.com

Interview with June's 11 Secs club winner: Sergio Martin


Every month 11 Second Club holds an animation competition in which animators around the world participate by submitting their work. In June 2016, Sergio Martins took first place with his beautifully animated 11 second animation clip. Sergio is an animator from Portugal who has been animating for a little over 10 years. Recently, we got a chance to interview him and learn more about him and his work. We hope that you would enjoy the interview as much as we did.



So Martins, tell us about yourself.

I have always been into animation. Even when I was very little, most of my free time was spent drawing the animation characters from the shows I was watching at the time.
When I was 15, instead of entering a normal high school, I was very lucky to be able to go to a high school with a specific animation technical course. All the animation classes were in 2D medium, which was great since my favourite animations back then were all in 2D.  I was a huge fan of western animation masters like Glen Keane, James Baxter, Sergio Pablos, etc, but at the same time I was introduced to Japanese Classics like Akira, Princess Mononoke, Ghost in the shell among many others. Both these different approaches to animation have hugely influenced  me and I try to merge a bit of both in my own stuff.

Once I finished high school I started working directly for one of my animation teachers.  I animated for children TV shows for some years and at the same time I was lucky to be able to co-direct an animated music video for the Portuguese band Moonspell.



 I was around 21 years old at that time (10 years ago) and the experience helped me a lot to understand how to manage an animation production under a tight schedule (we had a couple of months to animate almost 5 minutes for the music video).  After that I worked on a lot of different Portuguese animation productions.

More recently I was very lucky to co-direct an animated short alongside my twin brother Edgar Martins and Tom Delonge (front man  of Angels and Airwaves, Blink 182 and BCR), which I have been a fan since my teens.  The short is called “Poet Anderson – The Dreamwalker”




Right now I'm working on a Pilot for an animation TV show, unfortunately I can't show anything yet.

So was it easy for you to transition from 2D animation medium to 3D? What was the best part of it and what was the worst?

It was a smooth transition since it was a very slow one. The first project where I animated in 3D was Foxy & Meg, a kid's show for television in 2006. The animations and rigs were extremely simple. Later I did some 3D animations for video games, but once again, nothing too fancy.
More recently in my short film, “Poet Anderson – The Dream Walker” I animated a little more complex 3D creature, but I still felt I never really animated any character acting/talking using a top quality rig.
Last month I decided I had to do a more complex and detailed acting scene with a 3D top quality rig, once and for all. I was very lucky to have a free rig like Malcolm's to use, and that is why I decided to participate on the “11 second club” competition.  It would give me a dialogue and more importantly, a motivation to keep working with a deadline otherwise, I wouldn't even be halfway through the scene by now.

The best part of animating in 3D:
-Definitely the ability to have much more detail. It's very hard to animate the small facial expression nuances in 2D.
-ls so cool to not have to clean up your animation once you finish animating it in 3D. I spend as much time cleaning up my 2D animation as I spend on actually animating it.

The best part of animating in 2D:
There are no the rig's limitations (even if it is a really cool rig, there is a limit to what you can do with it).
-In 2D you can be way more graphic on your approach to the animation since you are working with fewer lines, and you can be very picky about the way a line is drawn to convey a specific emotion.

Tell us about your workflow in 3D animation. How did you animate your winner shot?

Story Idea
First I started by deciding on a “story” for the dialogue. It was supposed to be a casting for “Life of Pi”. Unfortunately, since it was my first time animating 3D with such a complex rig, I had a lot of problems with Maya, and ended up not having time to do the story I had in mind.

Thumbnails
After the story I did some small thumbnails, just to try out very basic ideas, my main focus at this stage is the image composition, the character most important key and very basic acting choices. For this scene specifically I really wanted to focus more on the character's facial expressions and not so much on the body or hands.
Video reference
After deciding the composition and going through some acting ideas, I filmed myself acting out the dialogue. The plus side of filming reference is that I could try out a lot of crazy stuff in a small amount of time. A lot of small acting ideas and movement subtleties came into consideration in this stage.

Keys
I think it is important to differentiate this stage from the rest since the keys are probably the most important stage. I try to tell as much as possible about the character and scene in the fewer amount of keys possible (2 or 3 keys should show the whole scene intention). I look at the video before doing the main poses but the actual keys will be very different from the reference (which just gives me a direction to follow).

Blocking
Maybe because I come from a 2D background, before I start the spline, I usually have a key on every 2 frames, sometimes I even have a key on every single frame on a more specific part of the scene. That way I have a very clear notion of what my animation will look like in the end.

Spline and Polish
My spline is very simple, it mostly consists of cleaning the curves and exaggerating the timing here and there. After the spline I will polish the bits of animation that are lacking enough life or information in it.


How was your experience with AnimSchool's Malcolm rig?

It was really cool.
Before starting the animation, I checked some free rigs from different sources and even though there are some really great free rigs out there, since I was coming from 2D animation, I wanted a rig that would let me manipulate the character as much as possible and Malcolm was definitely the most complete of all of the rigs I found.
It was a bit slower than other rigs I found (probably because I was using a pc from 2009 to animate the scene), but it was an easy decision to choose Malcolm's rig since I like to control every tiny bit of  the face in every frame and Malcolm had a huge amount of extra controls. It was really cool to be able to get the expression exactly right.
Big thanks to AnimSchool for letting animators use it for free!

Before ending this interview, what advice do you have for animators out there who want to improve their animation skill and become a better animator?

If you haven't yet, read the books “Illusion of life” by Frank Thomas and Ollie Johnston and “Animator's Survival Kit” by Richard Williams. They were huge in my animation education.

Keep it simple. Exercise walk cycles, hand gestures, changing of expression, jumps, etc. but always in small animations, 1, 2 or 3 seconds maximum. If you keep the exercises small, you focus on the areas you want to improve and learn a lot without getting lost in a complex animation. After you feel more comfortable in specific small animations, you can start mixing exercises.
Before starting animating a jump for example, try to get inspired, research jumps from films, athletes or other animators, or maybe cool drawings in comic books or something you saw that moved you. Once you have that “it would be so cool to animate it this way” feeling going on, the animation comes out much more easily and you actually have fun doing it.
Study the animations from the best (in my case it helps a lot, and inspires me). Once again, since I'm from 2D my favourite animators are James Baxter, Sergio Pablos, Glenn Keane, Nick Ranieri, Milt Kahl, Andreas Dejas, etc. I like to spend some time studying these guys' pencil tests, and try to figure out the choices they made, or understanding their approach to movement in general.
Here is a link for my Pinterest if you are interested in checking these animator's pencil tests: https://pt.pinterest.com/pointlesssergio/pencil-tests/


Animation Reel 2016 from Sergio Martins on Vimeo.





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