19.03.10

Tim Burton’s Addams Family

Filed under: Watch — Tags: , , , , , — Alex Amelines @ 1:26 pm

Accord­ing to the Daily Express Tim Bur­ton is tak­ing on the cre­ation of a new ani­mated 3D ver­sion of The Addams Fam­ily. He is hop­ing CG will res­ur­rect the spooky Addams Fam­ily, who last appeared on the big screen in 1993’s Addams Fam­ily Values.

Deadline.com has reported that Illu­mi­na­tion Enter­tain­ment acquired the rights to the orig­i­nal car­toons by Charles Addams and the company’s boss Chris Meledan­dri will act as pro­ducer. Tim Burton’s inten­tion is to stay away from the orig­i­nal TV series or the 90s films and instead get closer to the orig­i­nal “Addams Fam­ily” designs once pub­lished in New Yorker Magazine.

Comments (0)

05.03.10

Penguins in Heaven

Filed under: Watch — Tags: , , , , , — Alex Amelines @ 10:27 pm

Pen­guins are no longer flight­less birds, how? Thanks to grav­ity zero and the help of a hand­ful of tal­ented ani­ma­tors, direc­tor Frank Vroe­gop and art direc­tor Fed­erico Costa. Another bril­liant pro­duc­tion cre­ated by Dela­post in Paris.

It’s quite vis­i­ble how much fun this must have been, is like repro­duc­ing the dreams of some­one who has too much cheese and choco­late the night before. Because the ani­ma­tion is quite real­is­tic, and a lot of the details are too, you kind of wish it was real. You can enjoy it all the same and still smile as you see these dash­ing seabirds finally tak­ing off.


Comments (0)

01.03.10

Pivot

Filed under: Watch — Tags: , , — Boris Drenec @ 5:24 pm

When a man is wit­ness to a mur­der and takes pic­tures of the killer, he has to run for his life. Dur­ing the chase he is able to turn the tables and the prey becomes the hunter. All result­ing in an unfor­tu­nate ending.

Very strong 3D art, dark and with an appar­ent rus­tic­ity but the move­ment is bril­lantly rendered.

The film is designed and ani­mated by: Kevin Megens, Floris Vos, Arno de Grijs, André Bergs. Music and sound design by Alex Debicki. Script by Jan Eduards. Pro­duced by il Lus­ter Pro­duc­tions. 2009.
For more infor­ma­tion visit: pivotthemovie.com/


Comments (6)

18.02.10

The Art of Mass Effect 2: Animation

Filed under: Watch — Tags: , , — Will DuToit @ 5:48 pm

Here is an inter­est­ing behind-the-scenes look at The Art of Mass Effect 2. This video focuses on the ani­ma­tion side of things and how that is imple­mented in the game. It’s part of a series of 5 videos that detail the art behind this game.

Comments (0)

16.02.10

Rubbed Out

Filed under: Watch — Tags: , — tomjudd @ 3:30 pm

A one minute CG ani­ma­tion that explores the rela­tion­ship between a pen­cil and a light switch.


Comments (0)

15.02.10

Andrew Grisdale

Filed under: Interviews — Tags: , , , , , , — Will DuToit @ 2:08 pm

Andy Gris­dale has been involved in var­i­ous types of ani­ma­tion through­out his career and has worked on a num­ber of excit­ing projects rang­ing from con­sole games for Xbox and Playsta­tion 2, to theme park attrac­tions, com­mer­cials and stun­ning cin­e­matic sequences for games such as Bioshock and Fable 2.

Andrew has spent the past 8 years hoard­ing a wealth of expe­ri­ence in very excit­ing projects. After work­ing for sev­eral stu­dios in Eng­land, he moved to the United Stated where he first joined Blur Stu­dios in Los Ange­les for just over a year before join­ing Pixar Ani­ma­tion Stu­dios in Emeryville, Cal­i­for­nia where he’s cur­rently work­ing as a lay­out artist on Toy Story 3.


You are cur­rently work­ing at Pixar. Can you tell us how you ended up there?

I started ani­mat­ing as a hobby back in the early 90s which led me to art school and even­tu­ally a degree in ani­ma­tion. My first three jobs were for games com­pa­nies in Eng­land. I wasn’t espe­cially inter­ested in the games indus­try and so in the mean­time I was mak­ing my own short films at home. I made two of them — ‘The Cir­cle’ and ‘The Green Miaow’. They look crude now but these shorts led to my being hired at Blur Stu­dio in Los Ange­les which was artis­ti­cally a huge move for me, col­lab­o­rat­ing on much more cin­e­matic pieces. I was there for three years before some larger stu­dios started to call. Although Blur was a great place to work I couldn’t say no when Pixar invited me to join them. i feel like cre­at­ing my own work was the most cru­cial step in get­ting here.


What is it about ani­ma­tion that made you choose it as your career?

I had an inter­est in film mak­ing from a very young age. When I was start­ing col­lege I thought I was going to go into live action film mak­ing but I quickly got dis­cour­aged by the lack of con­trol I had over the com­po­nents of a film — actors, light­ing, weather and so on. I was already com­fort­able with ani­ma­tion with which I could more eas­ily real­ize my ideas and have more fun with it. You’re only lim­ited by tal­ent and time. When I was at Blur I started to do lay­out pro­fes­sion­ally and in that area I really found my niche as it is the most filmic part of the ani­ma­tion process and I enjoyed it a lot.


What do you like the most about the type of work you do?

It’s just really fun to start a new sequence and to cre­ate a new Pixar scene from scratch. In lay­out we really work out the nuts and bolts of how the film is going to work in three dimen­sions. Aside from fig­ur­ing out the logis­tics we’re free to exper­i­ment as much as we please with the stag­ing, com­po­si­tion and cam­era work so we’re a big part of the film mak­ing process which is very satisfying.


Who or what inspires your per­sonal and pro­fes­sional work?

I’m mostly inspired by live action film­mak­ers — Kubrick, Hitch­cock, Lean, Scors­ese — all the usual sus­pects. PT Ander­son is my favourite work­ing right now. Scour­ing the inter­net for art blogs pro­vides an infi­nite source of inspi­ra­tion too. I’m for­tu­nate to live in an inspir­ing part of the world and to be sur­rounded by many tal­ented people.


What lessons have you learnt from you var­i­ous roles in games and films?

My years of work have taught me to have a plan and stick to it. Think about what you’re going to do do before you do it. I try to be as organ­ised as pos­si­ble. To build up my work in lay­ers and to do one thing after another. To com­mu­ni­cate as much as pos­si­ble with every­one you’re work­ing with. Keep track of how long tasks take so that you can best judge how long things will take to do in the future. But how well I stick to my own advice is another question…


Hav­ing tran­si­tioned from games to films, how do you think these two medi­ums are different?

From an ani­ma­tion stand­point there are obvi­ous dif­fer­ences — act­ing in ani­mated film ver­sus shorter actions and loops for games — but, really, the tools and the process are pretty much the same and you always try to cre­ate the finest qual­ity you can. I do remem­ber work­ing in games as being more repet­i­tive but it was still enjoy­able for the most part. I haven’t worked in games for quite a while so maybe things are chang­ing with this gen­er­a­tion of technology.


I know that you enjoy work­ing on your own ani­ma­tion shorts. Are there any more of them in the pipeline?

Nope! I would love to do another but this job takes too much out of me.


What are your tools of choice when animating?

Pixar has it’s own soft­ware which I really like using. Com­mer­cially, I like to use Max for most things but for ani­ma­tion I would say Maya is my favourite.


With films like Avatar and Up grac­ing the screens last year which take the art form of ani­ma­tion to new lev­els, where do you see ani­ma­tion going in the next few years?

Up, and espe­cially Avatar, had huge amounts of resources poured into them and it’s great for the indus­try that they’re doing so well. I’m more excited about how Cora­line and Fan­tas­tic Mr Fox went down so well. The ani­ma­tion indus­try is much cooler with those kind of films in it.


If you were a sur­vivor from the zom­bie apoc­a­lypse and you couldn’t do ani­ma­tion for a liv­ing, what would you be doing instead?
Hmm… hope­fully, build­ing boats to sail away on.

  1. Andrew’s offi­cial web­site A closer look at his work.
  2. Pixar Ani­ma­tion Stu­dios Andrew’s place of work.

A pro­fes­sional ani­ma­tor work­ing in the games indus­try, since 1999 Will has been ani­mat­ing for sev­eral major game titles in South Africa, Eng­land and cur­rently Denmark.

Comments (3)

11.02.10

Get Out

Filed under: Watch — Tags: , , , — Alex Amelines @ 10:22 pm

Gary’s doc­tor is deter­mined to cure him of his fear of doors but Gary does not want to leave the com­fort­able and beau­ti­ful world he’s imag­ined for him­self, he is happy where he is. Unfor­tu­nately his psy­chi­a­trist wont give up so easily.

This clever story was put together by a group of stu­dents from the Ecole Supérieure des Métiers Artis­tiques in Mont­pel­lier, France: Char­lotte Bois­son, Julien Fourvel, Pas­cal Han-Kwan, Tris­tan Reinarz and Fanny Roche.

The character’s body lan­guage is superb with plenty of sub­tleties that makes them feel really there, they’re very believ­able. Try watch­ing it with­out sound (after you’ve seen it with sound, or you will spoil a fan­tas­tic finale!) and you’ll see what I mean the words almost become unnec­es­sary. It’s really a joy to watch.

And here’s an insight­ful ‘mak­ing of’ doc­u­men­tary of the film.


Comments (0)

31.01.10

Eric Walls

Filed under: Interviews — Tags: , , , , , , , , , — Alex Amelines @ 6:33 pm

With 20 years of expe­ri­ence in the ani­ma­tion indus­try, Eric is an excep­tion­ally skilled ani­ma­tor in both CG and tra­di­tional ani­ma­tion. His impres­sive port­fo­lio con­tains names such as Dream­works, Walt Dis­ney Ani­ma­tion Stu­dios, Warner Broth­ers, and Rhythm & Hues among oth­ers. Some of his most recent projects are The Princess and the Frog, Alvin and the Chip­munks: The Squeakquel, Bolt and Meet the Robin­sons. He stud­ied ani­ma­tion at Cal­i­for­nia Insti­tute of Arts, in Valen­cia, Cal­i­for­nia, where he was awarded a par­tial Dis­ney Schol­ar­ship. He’s even pub­lished a children’s book, which he wrote and illus­trated: The Har­bor Light, pub­lished by Kregel Publications.


As an ani­ma­tor, do you have any pref­er­ence between 2D and 3D?

I hon­estly love both. Each has its own unique pluses and minuses, and I love the chal­lenges both bring. To me, ani­ma­tion has always been about the per­for­mance of the char­ac­ter, cre­at­ing a believ­able and relat­able per­sona you care about.


And as a spectator?

Both forms of film hold won­der­ful oppor­tu­ni­ties for cre­ativ­ity, imag­i­na­tion and style. I love films that pull you in and make you believe in and care for the char­ac­ters, regard­less of the medium used to achieve that goal.


How long had you been doing 2D when you first decided to learn CG, and how did you find the transition?

I was a 2D ani­ma­tor for about 10 years before I started learn­ing CG. It was a lit­tle daunt­ing at first, but since I’m an ana­lyt­i­cal per­son by nature, I wasn’t scared off by the tech­ni­cal side of things. Once I wrapped my head around the tools and how they affect the ani­ma­tion, it became sec­ond nature and I could con­cen­trate on the most impor­tant thing — cre­at­ing a performance.

I recently had the priv­i­lege to tran­si­tion back to 2D for a time to ani­mate on The Princess and the Frog for Dis­ney. I thor­oughly enjoyed the return to famil­iar ground. Then, it was back to CG for my next project. I feel so for­tu­nate to have the oppor­tu­nity for the variety.


Do you think CG is killing tra­di­tional animation?

No. I think there are sev­eral rea­sons why CG is at the fore­front of ani­ma­tion cur­rently. But I don’t think tra­di­tional ani­ma­tion is being “killed.” It’s just been pushed aside for the time being.

There’s a lot of room in the mar­ket­place for medium diver­sity. The last few years have been a mix of ani­mated films, mostly CG, but also tra­di­tional, stop-motion, as well as some new forms of ani­ma­tion. Great sto­ries, appeal­ing char­ac­ters, and unique expe­ri­ences are what make great films, and they are not exclu­sive to one par­tic­u­lar medium. Hope­fully we’ll see a bet­ter bal­ance of medi­ums in the not too dis­tant future.


What do you like ani­mat­ing the least?

I’d say any­thing not char­ac­ter per­for­mance related can become tedious for me. I know I keep repeat­ing myself, but it’s all about char­ac­ter to me.


How does life as a fam­ily man get along with the long hours of an animator?

It is tough at times, I must say. Fam­ily is num­ber one in my book. So when crunch time hits, I am very aware that I must be on guard to MAKE time avail­able. Work ethic is extremely impor­tant to me too, but a per­son can’t live their life at the stu­dio. I work with my employ­ers to have some flex­i­bil­ity in my work sched­ule at times.


You have worked with very tal­ented and renowned direc­tors and ani­ma­tors, is there any­one left you would like to work with?

Yes, I have been blessed to have worked with many great peo­ple in the ani­ma­tion field. Down-to-earth and approach­able peo­ple who make you feel part of a team, respect you, and value your expe­ri­ence and input.

The per­son I’d most like to work with is, actu­ally, who­ever is the next per­son or group of peo­ple I work with. Every­one has their own unique expe­ri­ences, skills and ideas, and the more peo­ple I col­lab­o­rate with, the more I’ll learn and grow as an artist.


Do you have any inten­tions of tak­ing your children’s book, ‘The Har­bor Light,’ into an animation?

I actu­ally started the idea as an ani­mated project. I had hopes of cre­at­ing a 30 minute, direct-to-video fea­turette with it. But from the very begin­ning, I wanted to do some­thing per­sonal, some­thing under my own com­plete cre­ative con­trol. As time went on, I real­ized a fully ani­mated project was a bit beyond my means, so my focus shifted to a more man­age­able form, and the idea to turn it into a 32 page children’s pic­ture book came in to being. There is noth­ing like hav­ing your own cre­ation and see­ing it through all the steps to completion.


Are you cur­rently work­ing on any new projects of your own?

Yes. I’m just fin­ish­ing up on a new children’s pic­ture book, my sec­ond. After that, I plan to move right on to my third pic­ture book idea, while con­tin­u­ing to develop a novel aimed toward an older audience.


How would you explain your job to a 90 year old lady who’s never seen a CG animation?

I’ve always found it a chal­lenge to con­vey to oth­ers exactly what an ani­ma­tor does, and the process they use to cre­ate a per­for­mance. I’ve sat down many times at my ani­ma­tion desk or my com­puter screen and shown in sum­ma­rized terms the steps to ani­mat­ing. They seem to under­stand it to a degree, and are always amazed to dis­cover the time and effort it takes. But in the end, I know it still eludes them. It seems “mag­i­cal” to them.

But I think that’s the way it should be. To cre­ate a char­ac­ter from absolute noth­ing that you could believe lives and breathes and feels and emotes, but is cre­ated through a tedious process one frame at a time over a period of weeks and weeks – how could that be any­thing but magic?

  1. Dis­ney­land minia­tures and stuff Eric’s per­sonal blog.
  2. Ani­ma­tion port­fo­lio A close look at his work.
  3. The Har­bor Light Buy his book!
  4. IMDb Eric’s filmography.

Cre­ator of one­huge­eye. Founder and direc­tor at Lon­don based Stu­dio Tinto. Dad. Cof­fee addict.

Comments (0)

25.01.10

La Chaussettologie

Filed under: Watch — Tags: , , , , — Alex Amelines @ 9:14 am

This short video was cre­ated by Yann Benedi and Celine Desru­maux, in Mon­treal (Novem­ber 2009), for the event Chal­lenge your world 20/20, a part­ner­ship between Chal­lenge Your World and Motiono­g­ra­pher. 20 video artists cre­ate 20 wild, whim­si­cal, and uncon­ven­tional machines that solve envi­ron­men­tal issues. If we’re going to trans­form the world we have to push our­selves to think differently.

This fan­tas­ti­cally quirky and charis­matic ani­ma­tion took three weeks to pro­duce with a mix of 3d and 2d. Jean-Francois Ler­oux was in charge of the sound design. The direc­tors say: “Through this video, we wanted to show that a sim­ple daily object can have dis­as­trous dam­age if we don’t care about it. We are telling the story of a Blue Planet, the last meet­ing of the inhab­i­tants to try to save the planet. Unfor­tu­nately they aren’t focused on the real prob­lem, which will doomed them. But it’s not too late for us…


Comments (0)

19.01.10

Character Modelling for Next-Gen Games

Filed under: Watch — Tags: , , , , , , — Alex Amelines @ 9:20 pm

This is an incred­i­bly awe wor­thy DVD course with award win­ning char­ac­ter artist Richard Smith, who has worked on titles such as Star Wars Bat­tle­front 3, Time Split­ters 4, With­out Warn­ing and Haze.

In this DVD, he takes you through mod­el­ling a Next-Gen game char­ac­ter, start­ing with a rough con­cept design and evolv­ing it into a low-res base mesh. Then ZBrush is used to cre­ate fur­ther detail, spe­cially those pesky cloth­ing folds. With all this detail in, the sculp­ture is mod­i­fied using a plu­gin for Maya called Nex. Finally, XNor­mal pro­duces a nor­mal map and is ready to bring into Maya.

This DVD is aimed at artists with a basic under­stand­ing of poly­gon mod­el­ling in Maya, but the tech­niques demon­strated can be applied using almost any other 3D mod­el­ling software.

Comments (0)
« Newer PostsOlder Posts »