Mar20
2012

By: admin                Categories: GamesGeneral

Focal Press is excited to announce a new addition to our collection of blogs and mastering sites – launch details coming soon.  We are currently seeking game design/development, and web design/development  professionals who are interested in writing for the Focal Press community.

Join our team of award winning authors, professors, and professionals if you have experience in the game and web design industry and want to shape a community that will train designers and developers, provide thought provoking commentary on the industry, and report keen insights on the latest research trends and emerging technologies.

We are offering a cash stipend for articles 1,000 words or less in the fields of game design/development and web design/development.  If you are interested please contact Cedric Sinclair to discuss your experience and proposed articles.  Please visit MasteringPhoto and MasteringFilm to see the kind of impact we will make in the Game and Web Design industries.

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May16
2012

By: Dave                Categories: General

Tom Bancroft, author of Character Mentor, recently did an interview with charactersengage.com where he discusses his beginnings in the animation business, how he came to writing his two books, and website, charactermentorstudio.com.

Also, Tom encourages you to enter his Character Mentor Contest for a chance to show off your talents illustrating poses and emotions and win $100 worth of Focal Press animation books.

You can read the full interview here, but here’s a snippet for you:

CE:  What made you become interested in the educational aspects of character design/creation?

TOM:  Growing up, my twin brother Tony and I wanted to be comic strip artists. Drawing and creating characters was a passion of mine, but I didn’t know it at the time. Soon after that, I discovered animation and my passion changed to wanting to just be an animator at Disney. Once there, I was content with the challenge of making their characters come to life and have appeal. I worked my way up the ladder, eventually becoming a supervising animator. In that position, you were expected to help design the character you were going to animate. In my case, it was “Mushu” for the film Mulan.

CE:  You have launched a new website called “Character Mentor Studio” to coincide with the release of “Character Mentor”.  What was this site set up for?

TOM:  The site www.charactermentorstudio.com is a place for people to find more information about “Character Mentor”, my first book, and other educational products, as well as some personal sketchbooks and comic books I’ve illustrated.

I am also very excited to introduce a new “workbook” series I am creating.  The first 4 of these will be both sketchbooks and instructional books in one.  You draw in them like a sketchbook, but I have added instructions on things you can draw.  Challenges, you could say.

The first workbook, called “Shape Inspiration”, is about to ship.  It features 50 pages of 3-4 different shapes per page.  The goal is to turn each of them into a face or character of some kind.  You can turn the same shape into something different many times over.  I think it will be a great tool to get your creative juices flowing!

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May15
2012

By: Cedric                Categories: General

Here is a beginner’s tip from Tony White’s Animator’s Notebook which all animators should keep in mind regardless of  experience.  Tony highlights the importance of testing your animation while in the process of creating and provides a few tools for this important task.  Tony White’s Animator’s Notebook is a beautiful handbook of insider tips and techniques for budding animators working with pencil and animation paper as well as 3D applications.

The Importance of Testing
It is extremely important for animators to test and review their work regularly as they go along. In all honesty it is very, very rare for any animator to get things right on the first attempt. Consequently, the process of animation is very much one of trial and error. So testing everything as you go along is strongly advised. For traditional 2D animators, regular “flipping” of their drawings is a must.

Flipping


Flipping is where an animator holds up a stack of animation drawings (lowest numbers at the bottom, highest at the top) and views them as they flip rapidly from bottom to top. Flipping gives a sense of how an entire action is shaping up before it is formally shot. It doesn’t necessarily give a perfect representation of how the action will appear in real time on a screen, but it does give a strong overall impression of how it will look. Here’s another example of scene flipping.

Sometimes traditional animators will want to check just the few drawings they are working on rather than an entire sequence. In this case, peg flipping, or rolling, as it is sometimes called, is used. Traditional animators need to use registration pegs to synchronize their drawings one to another. They will either position these pegs at the top of the drawing (top pegs animation) or at the bottom (bottom pegs animation), depending on preference. Peg flipping therefore is a process of interweaving the fingers between the drawings and flipping them in sequence to see how it is moving. Here’s an example of peg flipping for bottom peg animators.

And here is an example of top peg flipping.

Playback Testing
All types of animators will need to test their work by playback before anyone signs off on it. Most traditional animation software, as well as 3D animation software, allows animators to play back their animation in real time, whether that real time is at 24 fps (frames per second), 25fps, or 30 fps. However, whatever system of animation is being attempted, the regular playing back of animation is of paramount importance, and clearly, the more the animators test and refine their work, the better it ultimately will be.

Tony White, renowned animator, director, professor, lecturer, and author, has been in the animation industry for over 30 years, and currently teaches 2D animation and oversees principal animation production classes at DigiPen Institute of Technology. White began his career working with legendary industry professionals like award-winning illustrator Ralph Steadman, animation gurus Ken Harris, Art Babbit (original lead animator on Pinocchio, Fantasia, and others at Disney).  He also personally assisted, then directed/animated for Richard Williams (3-time Oscar winner and author of The Animator’s Survival Kit). In addition to being the Dean of Fine Art and Animation at DigiPen, White founded and presides over The Animaticus Foundation, which he formed to preserve, teach and evolve the art form of traditional 2D animation.

Tony has also authored:

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May10
2012

By: admin                Categories: General

Earlier this week, we brought you an excerpt from Elemental Magic, Vol. II, by former Disney animator, Joseph Gilland discussing the advantages of creating pixie dust special effects with hand-drawn techniques over CG.  Today, Gilland will walk you through creating pixie dust special effects by hand.

Excerpt:
Now I’ll look at how I might go about animating a pixie dust scene, from scratch. In most cases, an effects animator working in a studio will get a scene that has already been finished by the layout department, and if there is any character animation, it will usually have been completed before the scene gets to the effects department. So chances are, in the case of a pixie dust scene, there will already be a clearly defined path of action for the effects animator to follow.

For the sake of this exercise, let’s imagine that the character that is generating the pixie dust is a tiny fairy, who only appears as a shining, sparkling light as she flies into and around the screen. This would be considered an “effects only” scene (a scene in which there is no actual character animation, only effects), but the path of action would still be previously defined by the layout department, and then the character animation department would probably animate the point of light, at least roughly, for the effects department to follow.

Before starting to animate, I will usually do a few sketches, and maybe a couple of clean, finished drawings, to get an idea of the look I am trying to achieve. At this stage, I would be working closely with the director, to make absolutely sure I get a clear idea of what he or she is thinking of, both design- and animation-wise. There are a lot of different ways to approach a magic scene of this nature, and it is important to make sure that you are on the same page as the director, art director, and others, before getting too far into the work at hand. This stage is one of my favourite parts of the creative animation process, for it gives me a chance to come up with fresh ideas and techniques, and possibly to pitch a unique way of animating pixie dust to the director.

Even if the design and look of the animation have already been predetermined, this is still a fun, creative part of the process, and thumb-nailing the way the pixie dust will unfold is a good way to get started. This is also when an effects artist can think about the physics of the magic he or she is going to create. As the trail of magic particles is created, they can behave in an infinite variety of ways, as mentioned earlier in the chapter. I like to invent a new set of physics, particular for the film I am working on. Even if the director is looking for typical, traditionally animated pixie dust, there is always room for a little variation or customization of the magic effect, which will give it some originality and set it apart, if only slightly, from the the rest. Adding that special something to your special effects animation should always be your goal, if you wish to excel in this field.

It is important at this point, to determine the complexity of the pixie dust. One of the most common mistakes that I see effects animators make is making pixie dust overly dense. A really elegant pixie dust design does not necessarily need to have millions of densely packed particles to look good. In fact, far fewer particles can look far better in many cases. A much cleaner and more subtle design overall is also far easier to manage timewise, so I always try to economize as much as possible, although I am as guilty as anyone for getting carried away and going over the top from time to time.

As a general rule for either a novice or experienced professional animator, pixie dust, like most fluid special effects elements, is usually animated straight ahead. That is, without many key frames or poses, but rather just animating one drawing after another, forward through time. As always, I start the animation out with very rough drawings, just to get a feel for the scene. Flipping pages is important at this phase of the scene’s development, to see how the flow of the animation is working.

So what does this rough animation actually look like? Well, it can be as messy as can be, mere scribbles on the page initially. What is most important is that we create a series of drawings that flow into each other elegantly. As the path of action meanders and the pixie dust magic turns corners and moves through space in perspective, we must take great care to assure that there are no abrupt changes of trajectory or direction in our animation, if we are to create a flowing piece of animation. The smallest awkward bump in our animation will kill the magical feeling that we are attempting to portray.

As pixie dust flows around a corner, it is of utmost importance to keep the directional flow moving smoothly and following through elegantly in its path of action. Failure to do so will result in a stiff performance, so flip your pages often and make sure you “go with the flow!”

This brings to a close this small chapter on animating pixie dust. I invite you to take a look at the examples of me animating pixie dust in real time on the Elemental Magic II website, as well as many other clips of well executed magic effects animation. This is where the true value of this volume will spring to life, giving you moving examples in real time rather than relying entirely on a series of images in a book. While I am sure this book will be helpful, I am excited to be introducing an interactive website as well, and I welcome your input and comments wholeheartedly! And if there is anything I have missed in this volume (I know there are tons of things!) that you would like to see, drop me a line and I will do my best to get it up on the website www.elementalmagicbook.com as it progresses!

Happy animating!

In his 32+ year animation career, Joseph Gilland has worked with such studios as Walt Disney Feature Animation, Don Bluth Animation, Productions Pascal Blais and the National Film Board of Canada. At Walt Disney Feature Animation, he served as Supervisor of Visual Effects for the Disney features Lilo & Stitch and Brother Bear. At Disney he also served as Head of Special Effects Units for the Disney features Kingdom of the Sun and Tarzan, and was Special Effects Animator on such notable titles as Pocahontas, The Hunchback of Notre Dame, James and the Giant Peach, Hercules and Mulan. He served as Designer and Supervisor for all 2D and 3D visual effects on the television series Silverwing, and Chaotic at Bardel Animation in Vancouver. He has also designed and directed a wide variety of television commercials. Clients include General Motors, CocaCola, Honda, MacDonald’s, Gillette, Players Tobacco, Larrouse Dictionaries, and Radio Quebec. For almost three years, he was the Head of animation, and Digital Character animation at the Vancouver Film School. He lectures at animation schools in Canada, Europe and Asia, and has conducted workshops at animation festivals and schools around the world. he is a professional musician and performer as well. He has been writing professionally for over three years now, and has a bi-monthly column in the online Animation World Magazine, entitled ‘The Animated Scene’ which has an enormous readership around the world. He has also had articles published in Animation Magazine, the world’s foremost industry magazine, as well as well as an article in ‘Cartoons’ The International Journal of Animation.

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May08
2012

By: admin                Categories: General

In this excerpt from Elemental Magic, Vol. II, former Disney animator, Joseph Gilland discuses the advantages of creating pixie dust special effects with hand-drawn techniques over CG.  Stay tuned for the continuation, where Gilland will demonstrate his techniques for hand-drawing pixie dust.

Cinematographic masterpieces like Avatar have completely blurred the lines between what is “real” and what is “animated,” and what constitutes an actor as opposed to an animated character. Using motion-capture technology and extremely powerful new tools to build artificial environments and create mind-boggling visual effects, today’s filmmakers are unfettered by any limitations, except maybe what they can afford to do, depending on their budget. But the sky is definitely the limit. The only limit to what we can do with visual effects today is our knowledge and imaginations.

However, what I am covering in this chapter has absolutely nothing to do with the sophisticated digital wizardry seen in our modern-day animation filmmaking industry. In this chapter I will delve into the art of creating beautiful pixie dust animation, similar to the magic effects in Disney’s Cinderella (1950) or Peter Pan (1953). This magic has been thoroughly rooted in my imagination since childhood, and it has much to do with the fact that I always wanted to be an animator, for as long as I can remember. Although the stories in the early Disney films certainly captivated me, and the characters had their wonderful appeal, it was when I saw actual magic on the screen that my jaw dropped opened, and I felt my imagination swirling with the idea that absolutely anything is possible.

Suddenly, a pumpkin being transformed into a garish gilded carriage was not a long stretch of the imagination, and children flying out of their bedroom window and out into the starry night sky made perfect sense. And it was the appearance of the magic sparkling fairy dust that carried me into that state of complete suspension of disbelief.

The “classic” pixie dust that first comes to mind for most people is probably Tinker Bell’s trail of magic dust that she leaves behind wherever she flies. And this is reinforced by the fact that even if you haven’t seen Disney’s original Peter Pan in decades, Tinker Bell continues to grace countless Disney television shows and commercials. Although much of the Tinker Bell pixie dust we see these days is a cold computer-generated version that is a far cry from the whimsical, light, and playful pixie dust of days gone by.

Some readers may remember that in my first volume of Elemental Magic, I touched on the fact that in my early days at Disney I was saddled with the job of attempting to recreate perfect Tinker Bell pixie dust with CGI technology, using Disney’s own proprietary particle software. It was an arduous task, far more difficult than it sounded at the time. And it still is to this day, which is why the CGI pixie dust that we frequently see in films and on television today somehow lacks that special something that makes the old hand-drawn stuff look so darned magical. This is really a damned shame, because it is still feasible and could actually be substantially cheaper for an animated production to create pixie dust the old-fashioned, hand-drawn way.

But our 21st century obsession with all things digital has narrowed people’s creative toolboxes, and at this point the mere suggestion that something could possibly be done better and cheaper by hand would be summarily dismissed by most folks in the animation industry. Be that as it may, I have found in my travels around the globe conducting my Elemental Magic workshops, that students and professionals from all arenas of the animation world are still very interested in how these magical effects are (or were) done, back in the day.

I can’t help but look back on my computer-generated pixie dust work at Disney in the early 1990s, and I’ll never forget telling my boss at the time, “You know, I’ve been working on this digital pixie dust for weeks, and I could easily have animated it all by hand by now, and it would look spot-on perfect!”

And I contend that learning just how it was once done will benefit any animation artist immensely if he or she intends to attempt to create pixie dust of any kind, regardless of the technique being used. Animating magical pixie dust by hand, one gets to see it unfold frame by frame on a piece of paper in front of one’s eyes, and subtleties become apparent that are sadly missed when digital tools are used to splash pixie dust recklessly across the silver screen. When animating pixie dust by hand, each sparkle, every tumbling twinkle, can be infused with character and a mischievous magic all its own. The level of control one actually has over the general “feel” of the pixie dust is far and above what one has using digital tools.

When I am animating pixie dust, I take full advantage of the fact that each individual particle can be tweaked in its own special way. Some sparkles will glimmer, starting from a small, barely perceivable dot, and then expanding and contracting in size. Others will twirl and whirl, also growing and shrinking in size as they do. Still others will twinkle randomly, with no rhyme or reason, creating a fluttering kind of chaotic energy in the pixie dust. Many particles can be allowed to appear randomly out of nowhere and then disappear, winking in and out of existence and creating a shimmering effect to the overall look of the pixie dust.

Another consideration is the lifespan of each individual particle; the lifespan being the amount of time any given particle of pixie dust actually appears on the screen. When we are creating particle pixie dust using CGI software, one must control each particle’s lifespan using fairly broad tools that affect all of the particles in the same way, with only a modicum of control over the randomness of the particles’ lifespans. This can be pushed farther using mathematical expressions, and some software allows the artist to introduce additional chaos to the lifespan of the particles in a number of different ways. But it is still a far cry from being able to tweak each individual particle, on the fly, making decisions intuitively and immediately as we animate straightforward in time.

When animating pixie dust by hand, an effects artist can add or subtract the number of particles at will, customizing the final design of each 24th of a second, and playing with the lifespan of the particles to suit the needs of each individual frame. The decisions being made can be purely esthetic and utterly random in nature, and this kind of frame-by-frame creative freedom gives hand-drawn pixie dust a personality that is nigh impossible to match when software is being relied upon to generate this effect.

Another fascinating thing about animating pixie dust by hand is the effects artist’s ability to change up the overall design and/or physics of his or her pixie dust at any time. Let’s say a “fairy” flies into screen left, leaving behind a string of sparking magic dust that falls elegantly in dripping curtains of twinkling particles, in the classical style of Disney pixie dust. But then, when the fairy does a series of loops or sharp turns, the trailing magic powder can suddenly spray out and away from its source, much like a beautiful wake of water spray from behind a water skier. Or it can billow out elegantly in turbulent smokelike waves, or perhaps it can animate upwards away from its source like air bubbles trapped underwater.

For an effects animator using CGI tools to match the extremely chaotic, random, and sometimes absurdly imaginative changes that a traditional effects animator can bring into play at whim is, in my estimation, absolutely impossible. And I welcome a healthy debate on this topic, as I know there are a great many 3D artists who will probably vehemently disagree with me. But before anyone out there gets too upset with these ideas, at least try animating some pixie dust by hand before forming an opinion, and read on, as I do honor all the great things that CGI technology is capable of.

I will concede that yes, of course it is possible to create some utterly amazing looking pixie dust with CGI tools, and that yes, of course there is a place for it in the industry as well. In some cases, if a director is looking for a very dense, or large-scale kind of magical pixie dust effect, I would be the first to recommend creating the effect digitally. In addition, when working in a fully 3D CGI environment, with complex 3D camera moves and sets, sticking with CGI tools is probably the best bet to ensure that everything is working together well and integrating into the 3D space seamlessly.

Please, keep in mind that the pixie dust I am referring to here is the classical and much simpler Peter Pan or Cinderella style of magic, that to this day has never been matched by an animation artist using CGI software, at least not to my knowledge.

Check back in later this week for part two, where Gilland demonstrates his technique for hand-drawing pixie dust.

In his 32+ year animation career, Joseph Gilland has worked with such studios as Walt Disney Feature Animation, Don Bluth Animation, Productions Pascal Blais and the National Film Board of Canada. At Walt Disney Feature Animation, he served as Supervisor of Visual Effects for the Disney features Lilo & Stitch and Brother Bear. At Disney he also served as Head of Special Effects Units for the Disney features Kingdom of the Sun and Tarzan, and was Special Effects Animator on such notable titles as Pocahontas, The Hunchback of Notre Dame, James and the Giant Peach, Hercules and Mulan. He served as Designer and Supervisor for all 2D and 3D visual effects on the television series Silverwing, and Chaotic at Bardel Animation in Vancouver. He has also designed and directed a wide variety of television commercials. Clients include General Motors, CocaCola, Honda, MacDonald’s, Gillette, Players Tobacco, Larrouse Dictionaries, and Radio Quebec. For almost three years, he was the Head of animation, and Digital Character animation at the Vancouver Film School. He lectures at animation schools in Canada, Europe and Asia, and has conducted workshops at animation festivals and schools around the world. he is a professional musician and performer as well. He has been writing professionally for over three years now, and has a bi-monthly column in the online Animation World Magazine, entitled ‘The Animated Scene’ which has an enormous readership around the world. He has also had articles published in Animation Magazine, the world’s foremost industry magazine, as well as well as an article in ‘Cartoons’ The International Journal of Animation.

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May04
2012

By: admin                Categories: General

Contributor: Jean Ann Wright

How to Begin

Put in as much time as it takes to develop characters that are really original and interesting! You’ll want each of them to be as different from the others as possible. Those differences allow your characters to conflict and to relate to each other in funny ways. You’ll probably want to start by writing a biography or fact sheet for each of your main characters. If you’re an artist, you may prefer to start by drawing the characters. Often writers choose to script scenes between characters to see how they’ll react. And actors sometimes prefer to improvise scenes out loud to develop their characters. Whatever works best for you is fine. Think of your characters as real actors. Get to know them so you know what they’ll do. Lucky for you, your actors won’t indulge in gourmet lunches and then demand a trainer to get in shape for the big battle scene or insist on a stunt double to fight the fifty-foot, flying monster with two robotic heads!

Types of People

People have been characterized by types and traits for eons. In the Middle Ages there was black bile (melancholic, sentimental, thoughtful), blood (sanguine, amorous, joyful), yellow bile (easily angered, obstinate), and phlegmatic (calm and cool). Another method divides the body into centers: head (soul, link to God), pituitary (integrated mental, emotional, and physical), throat (conscious creativity, intellect), heart (greater love, brotherhood of man, self-sacrifice), solar plexus (aspiration, group power, personal power), sacral (sex, money, fear), and root center (survival). Carl Jung classified types as the introvert or the extrovert, and then further into those who experience life mainly through sensing, thinking, feeling, or intuition. People have been characterized as being dependent, independent, or interdependent. Whether or not you believe in these kinds of classifications, any of these methods might help you to develop your characters. Of course, there’s also astrology.

Consider these other norms. Real people are often in conflict with their character opposite. However, some people seek out others that complement their strongest traits. Usually, people are a combination of two or more types.

Classic Comedy Character Types

From its beginnings, comedy has often been based on a character type. It’s a stereotype in that it’s an exaggerated model we recognize and understand. This kind of character is valuable in comedy shorts like cartoons because we already know that character and what to expect. It saves time. We don’t have to set up a new character for the audience, but we can go immediately into the story and the gags. We laugh when the character does the funny thing that we have come to expect, and we laugh when he does something off-the-wall that we don’t expect. Inflexible types are great for comedy. These character types have a comic defect. You can set up a character type and bounce the world off him, using conflict and contrast. Think of Homer Simpson, Donald Duck, and the Grinch.

Comedy stemming from character allows for sustained humor, and it’s remembered long after the gags and the situations. A good gag builds characterization, and characterization builds gags.

Classic Roman comedy types are still used in cartoons:

  • The Blockhead —We’re smarter than he. He’s defeated before he even begins.
    • Fred Flintstone (The Flintstones)
  • The Naif — The kid who’s always in trouble.
    • Bart Simpson (The Simpsons)

Other typical comedy types include the following:

  • The Fish Out of Water—The misfit. (Try developing a whole series around this type!)
    • Shrek (Shrek)
  • The Naïve—Forever innocent.
    • Winnie the Pooh (Winnie the Pooh)
  • The Conniver—Not innocent, but really guilty.
    • Wile E. Coyote (Road Runner)
  • The Zany—Wild and crazy.
    • Aladdin (Disney’s Aladdin)
  • The Poor Soul—The underdog. This character works best today when he’s a child or an animal. Be careful about adult characters that appear to be victims. If the adult is a victim, then he must constantly be struggling to get out of that situation for us to identify with him. Also, this kind of character must retain his cool and remain likeable no matter what injustices are done to him. Charlie Chaplin fought for his dignity.
    • Tweety Pie (Tweety Pie)
  • The Coward—Always the chicken.
    • Scooby-Doo (Scooby-Doo)

Starting a Profile

Not every question that follows will be applicable or necessary for each character you develop. The most important information is what will help you delve into the thoughts, feelings, and emotions of your characters. Feelings and emotions are key to good writing! You might even want to write down your own character profile and delve more deeply into the things that make you tick. Tapping into your own emotions, often buried deep inside you, maygetting inside their skins. Some people feel that it’s better to write a character profile in the first person, as if it were an autobiography, so you really get inside the soul of each character. Your characters should be allowed some room to grow as you write more about them. The more you know about your characters, the better.

Character Profile

  • Name (name may give us a clue: Precious, Cowboy, U.R. Steel, or Ted D.Bear)
  • Sex
  • Age
  • Appearance (height; weight; hair color; eye color; physique; size; posture/poise/carriage; outstanding physical characteristics, such as dimples; dress—taste, neatness)
  • Movement
    • Does he move like a dancer or someone who’s sleepwalking?
    • Howdoes he walk?
    • Does he use expansive gestures when he talks?
  • Mannerisms
  • Voice (diction, vocabulary, power, pitch, unusual attributes)
    • What does the character say, and how?
    • Give your character a dialogue tag (Fred Flintstone’s “Yabba dabbadoo!”).
    • Make your character’s voice distinctively his or hers.
  • I.Q., abilities, talents, qualities (imagination, judgment).
  • Personality/attitudes/temperament. Attitudes are key to comedy and situationdrama.
    • Is your character ambitious, loyal, sensitive? Inferior, optimistic? Shy?Sloppy? Eager?
    • Character flaws, bad habits, weaknesses
      • What is your character’s biggest secret? What will happen if someone finds out?
      • What is your character’s biggest fear? Why? What caused this?
      • What was your character’s biggest disappointment?
      • What was his most embarrassing moment?
      • What was the worst thing that ever happened to him?
      • How does this affect your character today?
      • What makes your character angry? Frustrated? Ashamed?
      • Does he have self-esteem?
    • Is your character a loner? Does he belong to lots of groups? Which ones?
      • How does he connect with the other characters during your story?
    • What makes your character laugh?
    • How does he relax?
    • Motivations, goals, ambitions. What does your character want?
    • What is your character’s spine? What’s his unchanging driving forcethroughout life?
    • Does your character put his own self-interest first, or that of the groupand its survival?
    • What are the shifting allegiances in your character’s life?
    • Does he feel pressured by other people or circumstances?
      • What are your character’s hard choices? Crises? Urgent decisions?
      • How does he react differently from the norm?
    • Values. What’s important to your character?
    • How does he feel about the past? What in past situations have specifically affected the important choices he is making in this story?
    • What are your character’s current circumstances (rich/poor, good luck/bad luck)?
      • What effect do these things have?
      • What current threats exist in your character’s life?
      • What opportunities does he have?
      • How does your character feel about the future?
  • Situation
    • How did your character get involved in this situation?
    • What about his background or personality made him get involved?
    • What kinds of changes has your character been going through?
      • Birth of a child? New brother or sister?
      • Marriage? New stepmother or stepfather?
      • Death in the family?
      • A major move?
      • A major school or job change?
    • What external or internal stresses is your character facing
  • Birthplace
  • Ethnic background (when needed, research for authenticity) and any cultural baggage?
  • Social/economic/political/cultural background and current status (research)
  • Education
  • Occupation—research well if he has one. Values derived from the work(an accountant vs. an actress)
    • Pace, stress factors, other characteristics of the job.
  • Lifestyle
  • Family
    • Siblings? Parents? Husband or wife? Extended, adopted, or alternative family?
    • How do these relationships now or in the past affect your character?
    • How did he grow up? With love? Closeness? Neglect? Abuse?
    • How did your character’s family affect his self-image?
  • Hobbies, amusements
    • What does your character read, watch on TV/in the movies/on the Internet
    • What sports, exercise, or hobbies does your character engage in?
    • What does he do on Saturdays? Sundays? Tuesday evenings?
  • What makes him funny?
  • Give your character one dominant trait, with a couple of other less important traits.
  • Era—if this is historical, research well.
  • Setting or place
    • What kind of people would be in this setting?
    • How would your character react to this setting? Would he be happy here?
      • Why or why not?
    • Where was your character before this? Why?
    • Is he likely to leave soon? Why or why not?
    • Does this setting or where he was before give your character a different outlook or attitude? A different rhythm?
    • What sounds, smells, and tastes are in your character’s surroundings?

You don’t need to answer every single one of these questions, but do take the time to get to know your character. Use the Character Profile to help you explore personality.

This is an excerpt from Write Your Way Into Animation and Games by Christy Marx.  Write Your Way Into Animation and Games can be found on Amazon, BN.com, and wherever fine books are sold.

Christy Marx is a writer, story editor, series developer, game designer, and interactive writer. Her many credits include: Babylon 5 and the Twilight Zone; 20,000 Leagues Under the Sea; He-Man; X-Men Evolution; Teenage Mutant Ninja Turtles; Lord of the Rings; Elfquest; and more.

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Apr27
2012

By: Dave                Categories: General

In the coming weeks, we will be releasing Bill Plympton’s Make Toons That Sell Without Selling Out. I’ve posted a picture of advanced copy that I have here and it looks amazing. It also looks like that photo a kidnapper sends the hostage’s family… but you can ignore that.

If you ever want to see your book again....

Make Toons that Sell

Bill began his career creating cartoons for publications such as The New York Times, National Lampoon, and Playboy. He has received Oscar nominations for his animated short films “Your Face” and “Guard Dog”. He’s made nine feature films and most recently he animated the opening couch gag for The Simpsons which I’ve posted below. His upcoming book teaches you how to start a successful career outside the world of corporate animation–without compromise. You’ll learn fundamental and advanced drawing techniques, the secrets to telling a good story, and the business side of short and feature-length films. And you’ll get to see some of Bill’s art from as early as age 13 all the way to his present sketching and drawing.

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Apr25
2012

By: admin                Categories: General

Disney veteran, Tom Bancroft will publish Character Mentor with Focal Press later this month.  The advanced copy just landed on my desk.  We would like to share an excerpt from the title to give you a glimpse of the amazing techniques Tom has shared with us.  Also, check out some video tutorials Tom shared several weeks ago and if you are already a pro at making illustrations emit emotion and personality enter our Character Mentor Contest for $100 worth of Focal Press books.

Excerpt:
This excerpt goes through a pose-based illustration from start to finish to see how I would approach it. I always learn from seeing other artists’ processes, and I think you might get something out of this that you can apply throughout this book.

I gave myself a simple assignment to create a spot illustration of a woman jumping out of the way of something – possibly reacting to someone throwing a firecracker at her. My goal is to create a pose that expresses a powerful leap but also has a strong sense of fear to her facial expression.

Here are the steps I took:

1. I create a quick sketch that is mostly just a line of action with simple shapes on top of it to show her basic anatomy. I’m going for a feeling here – almost like the pose is an exclamation mark. I use a red, erasable pencil to sketch this out. There is no real reason for the color red, but I do like using a color for my sketch so that I can clearly see the changes/final line when I add the black graphite in step 6.

Character Mentor - figure 1

2. I like where the sketch is going, so I stay with it. I add some more details, still using just basic shapes: ovals for the eyes and nose, a shape for the mouth. And I indicate the drag of her long hair, which also accents the movement.

Character Mentor - figure 2

3. I continue to add details. Refining her clothes (and the sense of drag on them). I start figuring out her expression more, too.

Character Mentor - figure 3

4. Because the sketch is far enough along to see some problems creeping into the drawing, I do what I do to most of my drawings – I flip it over. Looking at a drawing backward (via a light box) always helps me see the problems of a drawing. I create a new sketch on the back of the paper, fixing problems I see, like the lower foot placement, the tilt of the chest, opening the hand on one of the arms, and even redrawing the tilt of her head.

Character Mentor - figure 4

5. Flipping the drawing back the original way, I redraw the drawing, transferring the corrections I made on the back. They are minor tweaks, but they helped.

Character Mentor - figure 5

6. Using a kneaded eraser, I “knock back” the red underdrawing (which simply means I lighten the line by hitting it lightly with the eraser). Then I start creating my final, tighter line drawing with a graphite pencil. I want the final line to still feel loose, so I keep it slightly sketchy.

Character Mentor - figure 6

7. After I’ve drawn everything in the tighter black line – adding little details like hair strands and highlights in the eyes – I scan the drawing into the computer. This step enables me to go into the Channels box and select the Red channel, which takes out all the red line underdrawing, leaving only the tight black line. I then tweak the levels and contrast a bit until I have a final, tight black line. Ready for color!

Character Mentor - figure 7

8. In Adobe Photoshop, I start adding color. On a separate level, I cut out a shape for the background color and fill it with a gradient. I start with the background color simply because I already know that I want it to be a reddish-orange to give a sense of danger. Establishing the main color first is usually a good idea so that you can make sure everything else goes with it.

Character Mentor - figure 8

9. I add a white level (in the shape of the figure) in between the line and background color levels. This step gives me an opaque surface to work off of so the girl’s colors aren’t affected by the background colors.

Character Mentor - figure 9

10. At this point, I start blocking in flat color for her. Not all of them are completely flat; in a few places I use a gradient, like for her hair and blouse. There are a million different ways to color this piece, but I wanted a simple, “animated” coloring style for this that I thought would suit the linework style.

Character Mentor - figure 10

11. The last step is to add another layer that has some highlights and darker shadows that are applied graphically. Also, I make a last-minute decision to move her left arm down a bit so that the two arms weren’t twinning so much. I should have caught this earlier (around steps 4–7) because changing it in the color stage is more work. With that change made, the drawing is done!

Character Mentor - figure 11
Character Mentor is available at Amazon, BN.com, and wherever fine books are sold.

Tom Bancroft
is a 30 year veteran of the animation industry. In his artistic career he has specialized in children’s character designs, animation, video game development, and comic books.  He worked at Walt Disney Feature Animation for twelve years, animating on new Disney classics, including Beauty and the Beast, The Lion King, Aladdin, Pocahontas, Mulan, Brother Bear, and more. He is the author of the popular character design book Creating Characters with Personality: For Film, TV, Animation, Video Games, and Graphic Novels.

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Apr17
2012

By: admin                Categories: General

Looking for a better brush for realistic skin in Photoshop?  Stop looking and make your own custom brush with this tutorial from Digital Painting Techniques.

Excerpt by Mélanie Delon, 3D Total
The Speckled Brush
This brush is the best that I have used so far to achieve a painterly feel, and the great thing about it is that you can use it for everything!

Create I t !
The technique is really simple … On a new white canvas with a basic round–edged brush, I’ll paint little random black dots of different shapes and sizes. I usually start without a lot of dots, and I want my brush very low in opacity (Fig.01). I’ll then add more dots, but with a very low opacity, just to bring more texture to the future brush (Fig.02). Once this step is OK I’ll define this image as a brush, by going into the Edit mode and clicking on Define Brush Preset (Fig.03), and then clicking OK in the pop-up. Now I have my new brush in the list, ready to be used.

Fig 1

Fig 2

Fig 3

Brush Settings
Now the fun part begins … As you can see (Fig.04), this brush is basically unusable as it is (Fig.05), so I now have to tweak it. For
this, I go into the brushes palette where I set the control setting under the Opacity Jitter to Pen Pressure (Fig.06) and the Spacing to 6%
(Fig.07). The settings are now OK, and this new brush looks much better (Fig.08) so I’ll save it (Fig.09).

You can make different versions of the same brush, some with more dots or less – just try them! It’s good to have several speckled brushes and combine them to create a great texture.

Fig 4

Fig 5

Fig 6

Fig 7

Fig 8

Fig 9

The Brush in Action
Now, how to use it … This kind of brush is good when you need to bring texture and color variation; you can use it to bring life to a base
done with a basic round edge (Fig.10), to paint hair (Fig.11), or to paint fabric (Fig.12). This brush can be used for unlimited purposes!

Fig 10

Fig 11

Fig 12

The “ Smooth-Textured ” Brush
This one is a kind of hybrid brush; it’s a mix of a basic round edge and a speckled brush, so let’s see how to create it.

Fig 13

Fig 14

Fig 15

Create It !
For the base (on a white canvas), I’ll use a speckled brush and scribble an oval shape softly with a very low opacity (Fig.13). Then
I’ll add more intensity here and there with another speckled brush, or a basic round edge (Fig.14). I’m now satisfi ed with the general
shape so I’ll defi ne it as a new brush (Edit >Define Brush Preset) (Fig.15) and move on to the settings.

Fig 16

Fig 17

Fig 18

Brush Settings
As usual, I set the Opacity Jitter to Pen Pressure and the Spacing to 12%, and then I save the new presets (Fig.16). The brush will
now look like that shown in Fig.17. You can of course play with the different settings to find nice effects, like the Scattering mode (Fig.18) which is pretty handy for creating textured brushes.

The Brush in Action
Most of the time, I use this one (see Fig.17) after the speckled brush when I want to smooth the skin (Fig.19). This brush will not destroy
those little color variations obtained previously, so you don’t need to worry about that – the only rule is to use it with a very low opacity. This step will bring the last smoothing touches and unify the whole texture (Fig.20). You can also use it as a starting point for most textures!

Fig 19

Fig 20

You can download a custom brush (ABR) file to accompany this tutorial from www.focalpress.com/digitalartmasters

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Apr09
2012

By: Dave                Categories: AnimationBooksGeneral

By Bryan Tillman

Now I want to talk about shapes. I know what you are thinking:


Well, I’m glad you asked that question (if you didn’t, you should have). Shapes are what we fundamentally use to define what certain things are and what they possibly can be used for. If you don’t believe me, look at it this way. If cavemen had decided that a square was better for mobility and movement, we would be using squares on our cars instead circles. Luckily for us, they decided to go with the circle. But as long as we are talking about squares, let’s look at one.

So what do you see here? I hope you see a square, but what does this shape tell you about itself? If this shape was the dominate shape in your character, what would it say about the character? Any ideas? Generally, when we look at a square, certain terms should come to mind:

Stability
Trust
Honesty
Order
Conformity
Security
Equality
Masculinity

These are the most common things people think about when they see a square shape. It is important to know this kind of information when making characters because you don’t want them to suggest something they are not.

Here is an example of a square shape being used in character design. This character has a so-called square jaw. Now that you know some of the meanings behind a square, do you see any of them in this character? At this point you are probably going through all the shapes you know and trying to figure out the meanings behind them. Or you might be trying to figure out if this works with any other shapes. Let’s try it.

What do you see here? That’s right, it’s a triangle. What do you think the triangle is trying to convey? Once again, generally speaking, a triangle conveys the following:
Action
Aggression
Energy
Sneakiness
Conflict
Tension

I don’t know how many triangle people or character designs you have seen, but the triangle shape is present in people’s faces.

Let’s do one more for good measure.

What do you see here?

Can you think of some of the meanings behind a circle? What do you think a circle could possibly be telling us about itself? If it could talk, it might tell you that a circle can be viewed as
Completeness
Gracefulness
Playfulness
Comforting
Unity
Protection
Childlike

Do you see the circle shape in this character’s face? Do you see any of the meanings in this character?

Some students have told me that these meanings aren’t really the focus of a character. That is fine, but you have to know that, depending on what shapes you use, you might be telling a different story with your character designs than you think you are. So it’s a good idea to remember the meanings behind different shapes for future reference. Trust me; you’ll be glad you did.

Excerpted from Creative Character Design, by Bryan Tillman. © 2011, Elsevier, Inc. All rights reserved.

Bryan Tillman is currently the academic director for Media Arts and Animation, Game Art and Design, Visual Game Programming and Visual Effects and Motion Graphics at the Art Institute of Washington, DC. He has an MFA with a focus in sequential art and a minor in drawing. Bryan is the owner and CEO of Kaiser Studio Productions, a production studio for comics, toys, animation, and games and published author of Creative Character Design, Focal Press, 2011. For further inspiration, visit Bryan’s website: www.kaiserstudio.net or follow him on twitter: @kaiserstudio.

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Mar26
2012

By: admin                Categories: AnimationBooksGamesGeneral

This is video 6 of 10 from Andrew Gahan’s Maya in Minutes video series. In this lesson, Andrew reviews how to create vegetation in the 3D software Maya. Download all files used in this tutorial. For more info on the full 10 part series for Maya and 3ds Max, visit the links below.

Maya in Minutes is a series of video tutorials for Maya offering top quality, easily-digestible shots of Maya. The videos are designed to help trainees improve speed, workflow, and build good working practices. All videos offer help in bite-sized modules, so busy professionals can learn effective techniques fast – without having to sit through hours of filler, or wade through loads of documentation. All tutorials include a PDF summary of the lesson and Maya project files, so the artist can master techniques quickly.

Maya in Minutes: http://www.focalpress.com/books/animation_and_3d/maya_in_minutes.aspx?terms=m…

3ds Max in Minutes: http://www.focalpress.com/books/animation_and_3d/3ds_max_in_minutes.aspx?term…

Video Tutorial:

Tutorial Summary:
In this video we’ll look at common techniques used in the games industry to create vegetation.First we will look at the basic techniques of creating grass to be used in-game. Because most game engines can’t afford to model every leaf or blade of grass, the solution we will cover is how to apply texture maps with alpha maps or alpha channels to simpler geometry.  

These alpha maps are black-and-white or grayscale images which, when used with a diffuse texture, show any elements in white as being opaque and black areas as being transparent. All gray values will create relevant levels of transparency. For example, 50% gray is taken as 50% transparent.   

Figure 1

We will first take a look at creating some grass with this technique. We willexplore the process of how a diffuse or color map can be created from photos, scans of grass, or, in the case of the tutorial, using a render from 3-D geometry, which also gives us an accurate alpha channel.    

Figure 2

If you prefer to use a photo to create the texture, we also cover the process of doing that.   

We will take you through the process of painting the white area of the alpha channel by painting it manually. We will use the various lasso, magic wand, and other selection tools to select the areas and then paint them.   

Figure 3

With the grass modeling techniques covered, we will progress to building more complex bushes. We will take you through the texture creation process once again and then move swiftly on to how to deconstruct the models before you start modeling to help you to create great-looking assets in the shortest time possible.  

Figure 5

We will investigate how each plant grows and how the weight of the leaves cause the stems to start bending as they grow away from the center. In the sketch of the larger plant you’ll notice how the stems grow upward and then fall away from the center, back toward the ground, with the stems closest to the ground being more horizontal and the ones higher being more vertical.   

We’ll start with the process of creating the small plant first, and step be step we will build up the various types of leaf construction we can use, as well as modeling and mapping the stems. We will discuss various optimization techniques to reduce the amount of alpha to be drawn, which is very important for a lot of current generation game engines.  

We will then take a look at modeling the second plant and how to introduce variety in the leaves as well as complexity in the model without adding too many polygons to the model, all using the same techniques we’ve been using throughout the tutorial.   

Figure 6

Finally, we will investigate how to build up a scene from the assets we’ve created. We will discuss which assets to place where and why and how to consider composition and placement from the player or viewer point of view.  

   

Figure 7

Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. His roles have included Senior Artist, Lead Artist, Art Manager, Art Director, Art Outsource Manager, and Producer. Andrew is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, Z Brush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins). During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior – Armoured Fighting Vehicle, Harrier and Tornado aircraft.

In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry. Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses.

Andrew has judged the Independent Games Festival for the past 2 years. He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course. Andrew Gahan has given numerous media interviews, of which a recent selection is given below: 15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm’s Andy Gahan. Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm. Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)

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