FAQ Section
Animation | Demo Reels | About the Industry | Full Sail (schools) | Setup Artist | Free Rigs | About Me
Top 10 Questions:
- Should I go to Full Sail?
- How do I get a job in the Industry?
- What is your Animation Process?
- What can I expect for an Art test in getting a job?
- What should I show on my demo reel?
- Will a Studio hire me if I don't know the program?
- Do animators do setup?
- What is 'Crunch time' at work?
- Where are you currently working? What are you working on?
- Why aren't there more personal animation updates on your site?
Latest Questions: (03/04/2006)
- General Demo Notes
- How do I get my name out with just a demo reel?
- What would you advise against showing?
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Animation Section
- Do you have any tips for becoming a better animator?
- Im having trouble with my timing, any ideas?
- I want to get into game animations, what type of animations should I do?
- Do you have any suggestions that will help me stay away from the extreme comedy, yet still have it funny?
- Im doing a comedic short, do you have any suggestions?
- I've Heard of two ways to animate, Pose to Pose and Block it out, which do you do?
- I just don't understand the graph editor as well as I should, what do you use?
- In Acting for Animators and Animation 3D we were incouraged to used stopwatches to get cycles down and timing, do you utilize this?
- What are some sources of information I could look up to continue gaining knowledge in Animating?
- What does IK mean? FK?
- Do you sketch out your animations before you start them?
- Where do you get your ideas for your animations?
- Whats a 'moving hold'?
- What are some good animation exercises?
- How should I Present my animations to get crits and better feedback?
- The guy is supposed to be franticly running with arms that are numb, i cant seem to get the arms the way i want it.
- Do you use any reference DVDs?
- How to animate a pivot in maya?
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Demo Reel Section
====General====
- General Demo Notes
- How do I get my name out with just a demo reel?
- What would you advise against showing?
====What Employeers Look For====
- What Employeers are looking for in an Animation Demo Reel?
====My Demo Reel====
- How long did it take to make your demo reel?
- Did you complete all the animations on your Demo Reel while at Full Sail?
- Are you working on a new reel?
- Why did you do your demo reel that way?
- For your reel animations, how many keyframes did you generally had?
====Animation Reels====
- What are your employers looking for in an Animation reel?
- With demo reels do you think in general are employers looking for flashy animations or subtle ones?
- What would you like to see on future demo reels?
- Should I use box models so that people look at the animation instead of the model?
- Should I use the same character for a long sequence or break it up?
- Should I build a demo reel with random clips of animation?
- Show should I show emotions if im going for game animation?
- I want to make a very emotional demo reel, what are your thoughts?
====Setup Reels====
- What are the companies looking for in a demo reel for Setup?
====Modeling Reels====
- Any insight for Modeling reels?
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Industry Section
- I have heard so many people talk about getting stuck with horrid companies, what do you do about this?
- "I just want to be somewhere that I can learn from people who are good at their craft"
- It may take several months to find a job after graduation to find a job, what do you think someone should do in that time?
- What have been your experiences with crunches and overall animation schedules in games?
- (in games)Do you feel inspired and do you feel you are constantly learning and growing in your animation?
- How is the general work environment when it's not crunch time? Is it somewhat laid back or very intense and focused pretty much all the time?
- (in games)How would you describe a typical work week there at TKO...and also your past experiences as a game animator?
- Is there more jobs in doing realistic/creature animations rather then cartoony/snappy animations?
- Do you think it would increase my chances of finding work if I devoted myself to creature animations and realistic motions as opposed to cartoony?
- Do animators have to rig?
- Do modelers have to texture?
- Do you have to know somebody in big studios to get into them?
- I have a really funny email address, should I use it for my professional one?
- What kind of software or traditional tool do you commonly use in the industry?
- Is the business any different than how you envisioned it when you were a student?
- Do you find yourself moving alot as you go from project to project? If so, is it all over the U.S or is it usually within the same state?
- Was it difficult to relocate after graduation from Full Sail? Was it absolutely necessary?
- Do you focus on only animation or do you also other tasks as well (i.e Rigging, Modeling)?
- How many different operating systems other than windows have you come across in your work experiences?
- Would I be required to know something other than animation like, know how to rigging?
- I don't think a gaming studio would hire me because I'm not a hardcore gamer?
- Is working in the industry what you thought it would be when you got out?
- So far how many different animation programs other than Maya have you used with each different company?
- Do you find your self doing much more then animating?
- How much did your other skills help you get a job?
- Will a company teach me a different program?
- Is switching to 3dsMax hard?
- I am currently specializing myself in game modeling, what other 3d facet should I pursue?
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Full Sail (Schools) Section
====Program / General====
- What have you found Full Sail's reputation to be among the industry that you have seen?
- Do most companies know about the intense program here or do they just know that it's a media arts school?
- Should I do an animated short for my reel while at Full Sail?
- Should I aim to have all my assets ready by the time I start CAP or is there some cushion where I can afford to spend the first week rigging my characters?
- After GCSD, being a modeler/texturer, is fullsail even worth continuing, since there is no modeling/texturing classes?
- Im a lab monitor and have been keeping track of my open lab hours to show employers that on top of the rigorous curriculum I've spent x numbers of hours in open labs as well.
====Common Full Sail Advice====
- If you could tell someone who is looking to go into the gaming industry one thing, what would it be?
- Any parting advice for us Animation artists out here, what would yours be?
- I'm about to enter CAP next month. I was wondering if you could offer any advice as an animator on how I should approach it.
====My account of Full Sail====
- Is the business any different than how you envisioned it when you were a student?
- Is your job more time consuming then when you where at Full Sail?
- Did you know that animation was what you wanted to concentrate on right away or did you decide as you were going through the program?
- In Acting for Animators and Animation 3D we were encouraged to used stopwatches to get cycles down and timing, do you utilize this?
- How did you get so good? Did you spend countless hours in labs? Natural knack? Particular references you looked into?
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Setup Artist Section
====Setup / Rigging====
- I was wondering what you charge to rig for a character?
- Do Setup Artists just rig or do they also work in other areas?
- How can I give lip movement to the character?
- How to make character face expression like talking,laughing etc.?
- What type of rigs would I be expected to build?
- Is a Setup job just creating a joint system and binding the rig? It makes the job sound too easy.
- Do characters the Setup Artist rigs up have a bunch of windows and sliders?
====Scripting / Dynamics====
- MAXScripting? Is that similar to MEL? I'm afraid I know terribly little about scripting
- What do the setup artist script?
- Should I script a way to save a pose and quickly recall later?
- Is there much work with dynamics, scripting?
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Free Rigs Section
- Can I use the rigs on your site for a personal project?
- Can these rigs be used in a demo reel?
- Why do you host those rigs?
- Will you re-rig/fix any of the rigs on on your site?
- Is there a neck control on the "Sage Rig"?
- Have you used the ninja model for any animations?
- Why do the Shoulders on the Ninja Rig stop at his head?
- How do you smooth out the polygon in Maya for rendering?
- How do you get the baby rig to work it gets an error when reading the file?
- The comic girl rig is deformed and pre posed when I open the file?
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About Me Section
====Personal====
- How Tall are you?
- Do you play basketball?
- Why do you bullet point your emails?
- How did you get into animation?
- What kind of software do you use?
- How did you get so good? Did you spend countless hours in labs? Natural knack? Particular references you looked into?
- Is there any certain branch of Animation that interests you the most, and if you'd like, why?
- Are you a professor?
- How you doing lately?
- What projects are you currently working on and for what company?
- Do you plan to make an animated short or full length film?
- You have some serious talents, dont you plan to work with the big studios like, blue sky, pdi, pixar?
====Animating / 3d====
- I've Heard of two ways to animate, Pose to Pose and Block it out, which do you do?
- When, if at all, do you look at your project and just say to your self, "wow, that is really awesome," when animating it?
- How much time do you spend in the pre-pro phase, just thinking of what is going to happen in the sequence?
- I just don't understand the graph editor as well as I should, what do you use?
- What software do you prefer?
- Do you sketch out your animations before you start them?
- Where do you get your ideas for your animations?
- Is switching to 3dsMax hard?
- Do you use any reference DVDs?
====Requests / Crits====
- Can I get critique from you on my animations?
- Do you have any free time at all to do an animation for me with the character I have?
- Can I contact you?
- Can I ask you questions that arent animation related?
====Full Sail Related====
- Is your job more time consuming then when you where at Full Sail?
- what is it that you like about animating so much that you decided to go into this industry?
- How does the schedule at Fullsail compare to what you are doing now?
- Do you reference alot of material for work, by using books that you got at Full Sail?
- How did you get your foot in the door when you graduated Full Sail?
- Did you know that animation was what you wanted to concentrate on right away or did you decide as you were going through the program?
====Websites====
- Do you have any suggestions for Web providers?
- What are the render setting for the movies on your site?
- How did you get your web site higher on search engines?
- Why do you host those rigs?
- Could you take a look at my website and tell me what you think. Things i should get rid of, change, improve on, or even animations that i should fix?
====Industry Related====
- What kind of software or traditional tool do you commonly use in the industry?
- Is the business any different than how you envisioned it when you were a student?
- What made you want to get in the industry?
- Do you feel you made the right decision choosing your profession?
- Is the job everything you expected to be?
- Do you find yourself moving alot as you go from project to project? If so, is it all over the U.S or is it usually within the same state?
- Was it difficult to relocate after graduation from Full Sail? Was it absolutely necessary?
- Do you focus on only animation or do you also other tasks as well (i.e Rigging, Modeling)?
- How many different operating systems other than windows have you come across in your work experiences?
- Is working in the industry what you thought it would be when you got out?
- So far how many different animation programs other than Maya have you used with each different company?
- How long have you been in the industry?
- Do you find your self doing much more then animating?
- How much did your other skills help you get a job?
- Hows working at NCsoft?
Top 10 Questions
Should I go to Full Sail?
Thats always a tough question. And I'll refrain from any definitive yes or no, for a few reasons. When I went through the Computer Animation program in 2003-04, it was an Associate Degree and lasted 14 months. As of the start of 2006, that program has become a Bachelors Program and now lasts 23 months. So first off, due to this shift, the program has yet to have any bugs worked out in the cirriculm. Secondly, since I have yet to see any portfolios come out of the new graduates, I cannot make a solid judgement.
Aside from the course change, theres other elements to consider. When I went through the program, I started out with 84 people, 14 months later I graduated with 4 of them. The program at FS difficult and intense, with very strange hours. If you decide to go, be prepared to be at school at any and all times of day. Also be prepared to set your life aside for the length of the program. If your unable to do either of these, I would recommend a different course of action.
Other schools. If your interested in Full Sail, do check out other school so you can get an idea of the options out there. Schools like Ringling ( www.rsad.edu ), Academy of Art San Fransico ( www.academyart.edu ) , Vancouver Film School ( www.vfs.com ), Gnomon ( www.thegnomonworkshop.com ).
Getting a Job. The average class that graduated at full sail was about 20-30 people a month. From those people, typically 1-3 get a job withen 3 months out of school. Of course this fluxuates and is only based of my experiences. Just because you graduate from Full Sail (or any school from that matter) doesnt mean you'll be a handed a job. Even if your the best in your class, thats still not a given right. There are many factors at play in getting a job, graduation is minimual
To Top 10 Questions...
How do I get a job in the Industry?
-Figure out where you want to work and what job you want to have. When you know this, research that company and job position to get an understanding of what their looking for in potential employees. Then, go 1 by 1 down the list of requirements. Become familiar in the packages they use/recommend.
-Begin creating work based on the style that is used by the company you wish to work for. Are they cartoony, hyperrealistic, ect? Do they do a lot of sci-fi, kids movies, ect? Base your portfolio around the work they demonstrate.
-Focus on one area (animation, modeling, setup, ect) and stick to it.
-Become deeply familiar with one 3d package, so that you can master your craft once your past the learning curve. Knowing multiple programs wont get you a job, being able to create the desired work will.
-Get a website, keep it updated with your most recent and best work. Keep the site clean, professional, easy to navigate.
-Get a professional email account like, YourFullName@gmail.com or YourFullName@yoursite.com, to contact companies with.
-Get on the online Forums ( www.cgtalk.com ) (the more the merrier) and the like, and start presenting your work.
-In your forum presence, keep it professional, use your real name, link your site in your forum signature along with the job title you wish to have. Example "Kiel Figgins, www.3dfiggins.com, Character Animator"
-Critique the other work you see on these forums, this will help you build a reputation, and have your name and work be seen more.
-Once you've built up a decent portfolio, online presence (website AND forums), you can start to contact companies. Find out companies HR or Job placement emails, send an email thats short and specific stating that you have researched their company, liked what you've seen, and are looking for a job as __blank__ (Animator, Modeler, ect). Give them a direct link to your website and portfolio, and use the same signature as your Forum signature.
-When sending out emails expect to send out a lot of them (anywhere from 300-800) and only hear back from maybe 10 of them. Don't hound companies that havent written back. If you can't think of any more companies to contact, go on to sites like ( www.gamasutra.com ) and ( www.thescratchpost.com ). Look at the job postings and company sites, and go one by one and contact them with the same email as before, even if their not hiring your position.
-Along those same lines, the forums your on typically have a sort of 'Job Board' like ( http://forums.cgsociety.org/forumdisplay.php?f=28 ) where you can see what companies are hiring, as well as post your own resume and job application in a similiar thread.
-Lastly and most importantly, during this entire process you should continue to keep working and honing your craft, each and every day, literally. 1 hour a day is better then 4 hours on the weekend. It will keep it fresh and keep you reminded of why your still doing it. You should be able to update your site least once a week with new content. With this new content you can post again on the forums and the whole cycle repeats.
To Top 10 Questions...
What is your Animation Process?
Typically, I like to do a few quick thumbnails after I've written down whatever actions or events will take place and any time restrictions I have. Those thumbnails are little more then gesture lines (typically the curve of the spine, foot placement and angle, waist angle, and knee bends are key). From that, I act it out to see what 'feels' right about my thumbs, and tweek and go back and forth till I think its ready to move forward. This takes about 10 mins or so, just acting it out and jotting notes down (longer of course for more complex or multiple character actions.
When I get it into 3d, I use autokey and character sets. Then I pretty much block out my thumb nails with rough timing. I put a key on everything for each of those main poses, since I know I'll want that pose at whatever time it ends up. Once the thumbs are in 3d, I use the dope sheet to play and scrub the animation to see if I missed anything and to verify it'll work with the character(s). I'll add in a few inbetweens to help visually if the poses are too far apart or if the feet (or other parts of the body) become distracting. Once the motion is roughed, I do my bulk timing with the Dope sheet, just moving the main poses around in time to see what 'feels' right again for the character.
After that phase, its pretty much standard animation and the tricks that follow.
-start with the body control, get the core motion clean
-Get the feet going to support the body and the weight
-Adjust the waist to work with the feet
-Roll the chest to get the intention and interia for the upperbody
-Work the 'eye brows of the body' (shoulders)
-Finese the curves and arcs for the arms
-Angle the head to give it direction and focus
-Do a secondary/accessory pass
Then its 'find what element is most distracting, fix it, find the next one' until your done...
To Top 10 Questions...
What can I expect for an Art test in getting a job?
These aren't set in stone, but should give you a good heads up:
Animation Test (Games):
-Take a biped character, and animate him doing __blank__ (run, walk, attack cycle). Do this in 3 days.
Example:TKO test ( by Kiel Figgins )
-Take a biped character, and animate him to match given storyboards. Do this in 5 days.
Example:NSpace test ( by Kiel Figgins )
-We've given you a mesh, rig it and animate him doing a run, walk, attack. Do this in 7 days.
Animation Test (Film):
-Heres a sound clip and rig, animate to it. Do this in 7 days.
Example:Blue Sky test ( by Tom Saville )
Setup Artist (Games):
-Heres a character mesh, rig and skin it, be as complex as possible.
-Heres a character mesh, rig and skin it, keeping the bone count under 25, 30, ect...
Setup Artist (Film):
-Here is a mocap rig, add a modifier rig ontop of it to clean up the existing animation
Modeling (Games):
-Here is a brief description and concept sketch, model and texture the character keeping it under 2500-3000 faces and 2 512 texture maps
Environment Artist (Games)
-Here is a few concept pieces of the existing environment, model one of those elements such as a plant or structure
-Here is a concept of an environment, model and match the concept
Example:Environment test ( by Brian Miller ) (look at 'The Corridor')
Example:Environment test ( by Cheuk Lee )
Modeling (Film):
-Here is an existing model, clean up the topology and in a seperate mesh, up rez the model
-Here is a brief description and concept sketch, model and zbrush the character
Concept Artist (Games):
-Here is a High Concept (something that shows a large view of the environment or overall level), take 3-5 of the objects shown and drawn each of them in a front, side, back ortho views to make model sheets out of them.
What they are looking for from the test:
-work withen style, but expand and add own flare
-see objects from different more descriptive angles
-ability to render given objects
-continue objects past drawn borders
To Top 10 Questions...
What should I show on my demo reel?
Animation Reel:
Animation reels should show a clear understand of timing, weight and body mechanics. This is the bare minimual that the reel can be built off. From here you can define more of a focus, such as towards game animation (more humanoid/creature based cycle animation) or film/broadcast (more staging and dialog/lip sync animation).
Game Reel:
-Show animations that are applicable to games. Take a game you enjoy (say Prince of Persia) look at the animations the characters do, run cycles, sword attack, back flips, ect. These are the types of animations you'll want to mimic. If you perfer another style of game (say Ray Man), mimic those types of animations.
-Show a large variety. Being able to animate bipeds is a must so keep that your focus. But mix it up, even in that since. Animate Femme Fatals, Ogres, Marines, goblins, ect. Atop this, showing creature animations is a nice addition. Quadipeds, serpents, monsters, ect. Showing these sorts of animations can show versities in body types, attitudes, weight and motion.
-Brief In Game Cinematics. Those clips when going through a game where the character comes to a door, pulls a lever and the door open, and he runs through. Demonstrating a few of these can show staging, camera angles, and working off the origin.
-Keep your animations short. 3-5 seconds to show the action, then cut to the next one.
-Super hero poses, heavy hits, ect. Try these animations some time:
-leap over mid wall, roll, fire back over w/ a gun
-special move/spell/power move
-heavy recoil with an oversized gun (non comedic)
-180 degree slide from sprint (run, slide to stop, turn, run opposite direction)
-exaggreated/severe death (non comedic, ex. gernade in the face bounce against wall, sniper shot to the head)
Film Reel:
-Lip Syncs are the main element here. Show a variety of characters, acting out the clips is a good start.
-For an idea of what sort of sound clips, check out 10secondclub.net
Setup Reel:
You should be able to fully automate a bipedal rig, be able to customize the different pieces, (say it had dog legs or another set of arms), make sure its solid, scalable, named properly, and flexiable for multple types of animators (some like IK, some like FK, some want their IK to go with their body, some dont). You'll also be doing everything from robots, building elements (structures), animals, snakes, and pretty anything else combining those elements that come out of a concept artists head.
A Setup Reel should Include:
-Facial Setup - demonstrated with actual expersions (happy, sad, yell, pout)
-Bipedal Rig thats Automated - show that you can rig up a standard mesh of the most common type fast and uniformly
-Creature Rig - shows complexity and variety from Bipedal and Facial, this could be a quadiped monster, dragon, ect.
Setup Reel Notes:
-as a setup artist you have to be able to weight and bind, only briefly touch on these then show the more complex elements
-more curious about your systems and process and why their cool then the end result
-your rig has to be visually appealing, have the control make sense and still show the volume of the character even wen the mesh is hidden
-highlight the customizable abilities and animator preferences that can be changed
-more object/controls doesnt mean better, make sure its functional, yet optomized
-for custom rig scripts bullet the aspects, can you add/subtract fingers? spine complexity? use it on quad? ect
-show more tech demo of rig cabalities
-suggestion that your reel be more of a powerpoint-ish (but jazzy), flash marketing tool, less anims more bullets of interest
-any built window should look like it came hardcoded with maya with appropriate spaces or at least be visually pleasing
Model Reel(Games):
Modelers model and texture low poly character and props to be used in the game. Games have rather strict limitiations so keep them in mind.
-Poly count, standard biped would be around 2000-3500 polys with a single 1024 or two 512 textures.
-Show attention to anatomy and maintaining a clean mesh (topology)
-When you present your models, put them in characteristic pose, on a platform, do two rotations with a static camera. 1 rotation to show the wire, the second showing the full texture. State the poly count and textures used.
-A good game reel would have about 5-8 models, 4 bipeds (mixed male and female), 2 Creature-esque (monsters or quadipeds), the rest should show a variety in style or poly count (robots, ulta low poly, fluffy or kids game like models).Animation reels should show a clear understand of timing, weight and body mechanics. This is the bare minimual that the reel can be built off.
From here you can define more of a focus, such as towards game animation (more humanoid/creature based cycle animation) or film/broadcast (more staging and dialog/lip sync animation).
To Top 10 Questions...
Will a Studio hire me if I don't know the program?
If you can produce the level of quality in the time they desire that fits the style their using, then Yes. Learning another package is just another tool. What their hiring in you is not your knowledge of the software (with a few exceptions, scripting and coding be a big one) but rather your creative sense and so forth.
Most studios will buffer in addition time when hiring new employees that need to learn their software. And when those employees are hired, their engulfed in that environment, so they tend to pick up the package rather quickly.
To Top 10 Questions...
Do animators do setup?
Sometimes, but it really depends on the Studio. If a particular studio has a Setup Artist, then animators are pretty much set on animation and exporting. If not, then its fairly common place for Animators to be given a Character Mesh, and be expected to rig, skin (bind), animate, and get it in the game.
Don't fret it if you dont know setup when you take a job. It should have already been discussed when taking the job weither or not you would be doing it. Past that, if you are willing to learn, they will be more then willing to teach you.
To Top 10 Questions...
What is 'Crunch time' at work?
Crunch is a fun and interesting term and occurance. Crunch happens a bit oddly in games, theres a lot of hurry up and wait, especially for animation. Being the last artist to get assests, your under the gun the most if theres been any hitches in the pipeline, its our necks. Overall, the schedule is more or less a daily quota basis. Normally the number of cycles you do that day. 'Crunch Weeks' Can push up to 70-80 hours, but those weeks typically don't come one after the other.
Crunch is also inevitable, and is done at every game house, film studio and basement contractor. The amount of crunch depends typically on the quality of management. If your team is crunching all the time, its quiet possible that management is setting unrealistic deadlines.
Time with out crunch is nothing special really, business as usual. Get your work done on a timely matter. Revise, rework, rethink previous approachs, and work on ways of optomiziing the existing pipeline, then crunch for the deadline, rinse, wash, repeat. Throw in the occassional Nerf Gun wars among departments, going out to lunch, and LAN gaming, and you got your average week, give or take. Lessoned learned, work always comes first, then play.
To Top 10 Questions...
Where are you currently working? What are you working on?
I am currently working at NCSoft, Austin. The game I am working on is Tabula Rasa, pronouced 'tab-you-la ra-za' and meaning 'blank slate'. Tabula Rasa is Richard Garriot's latest MMORPG, due out in September 2006.
At NCSoft, I am a Creature Animator. I do Animation, Setup, Skinning, MAXScripting Animation tools, and exporting with the Animation team on all the Creatures and Playable Characters.
To Top 10 Questions...
Why aren't there more personal animation updates on your site?
Between working full time, freelancing on my offtime, and the falling under the occasional urge to sleep or remain a trace of a life, working to create personal content a top that sometimes falls under the radar. Also, when I do get a chance to do personal work, I typically like to experiment with different approachs while not under time or production restraints. From these small projects and exercises, I learn what I need to from them, but they typically don't yield any sort of product that I wish to show.
Aside from side projects that I dont want to show, I remain under contracts to not show the work I've done the for the companies I've worked for. Once I get clearance to show these works, then their on my site soon after. Until then, believe me when I say, I have a lot to show.
To Top 10 Questions...
Animation Section
Do you have any tips for becoming a better animator?
I cannot stress enough value of simple repetition, countless hours of simple repetition. Have Maya open at all times, press every button in the animation windows, GE, DS, everything, just to get a feeling for the tools. Be animating EVERY SINGLE DAY for a bare minimual of 2 hours on your OWN work, not school. I was hitting some where around 4-5 hours daily on my own work for 7 months, its a personal commitment thats harder to do then say and requires many sacrifices so good luck. Keep your animations under 5 seconds, single character, non cartoony, and do actions or events you can act out in lab (and its best to be in lab while doing this, great networking) near your desk, so you can really feel your animation. And once you think you got that animation squared away, start another one, doing something else entirely, keeping under the same guides. You should be able to hit out two 3-5 second clips a week. This will help with speed, work flow and variation. All the while, not setting a goal like 'I wanna make a full short' will allow you a sense of completion and satifaction, which leads to more motivation to continue and move onward.
To Animation Questions...
Im having trouble with my timing, any ideas?
The troubles your having with timing is nothing unusual. Timing is a hard thing to grasp and then recreate digitially. What I would recommend is doing simply exercises that you can easily act out in your home or office. Things like:
-a standing jump
-scratching your head
-side stepping
Short 3-5 sec actions that you can put your own body through, and see if what your doing transfers to the screen. Ive done so many of these, they really pay off. The trick there is to acutally get up out of your chair and act it out, do the motion, dont just think about or draw them.
To Animation Questions...
I want to get into game animations, what type of animations should I do?
I would seriously recommend trying realistic and aggressive animations. No comedy, fopy toes, gross overlap, but rather more volient game orientended animations. Super hero poses, heavy hits, ect. Try these animations some time:
-leap over mid wall, roll, fire back over w/ a gun
-special move/spell/power move
-heavy recoil with an oversized gun (non comedic)
-180 degree slide from sprint (run, slide to stop, turn, run opposite direction)
-exaggreated/severe death (non comedic, ex. gernade in the face bounce against wall, sniper shot to the head)
To Animation Questions...
Do you have any suggestions that will help me stay away from the extreme comedy, yet still have it funny?
To stay away from extreme comedy yet still keep it funny, I honestly dont know. Dont do falling down, kicked in the groin, or trying and failing to lift a heavy object, theyve all been done too much. Do something thats funny to you, and go from there, thats about all i got.
If in your animations specifically, your characters arent realistic first of all, so their character alone make them want to be floppy with excessive overlap. Even if you just had a biped man made of proportionate boxes, that would allow you think more about how a human moves, not a stylized cartoon model. And as for a general animation mind set, dont set out to be funny in the least, just try to be serious, see if that helps.
To Animation Questions...
Im doing a comedic short, do you have any suggestions?
I'm personally not a fan of comedic animation, for the main reason of people try to be funny before they try to have solid animation. Im not watching your short to laugh as much as I am to judge your animation. Now you may have a different reason for the short, but I would think that you would be going for an animator position at a company, local or distant. What does it show them if you do a short? That you can do everything somewhat? But since you spent all that time on everything else, you didnt have time to focus on the animation, which is the position yoru going for....
To Animation Questions...
I've Heard of two ways to animate, Pose to Pose and Block it out, which do you do?
Pose to pose for most instances, sometimes straight ahead if I'm doing a short and simple animation cycle.
To Animation Questions...
I just don't understand the graph editor as well as I should, what do you use?
I use both the graph editor and the dope sheet, i would highly suggest getting VERY familiar with the GE.
To Animation Questions...
In Acting for Animators and Animation 3D we were incouraged to used stopwatches to get cycles down and timing, do you utilize this?
No, I dont use stopwatchs. Id recommend putting down the stop watch, block out your animation and its major poses and use the many tools in maya to set it correctly to what your artistic eye says is accurate.
To Animation Questions...
What are some sources of information I could look up to continue gaining knowledge in Animating?
There are a ton of animation books out there, lots of online forums, ect. I would recommend trying the various competitions on 10 sec club and CGTalk, doing your thing, submitting it, seeing the feed back you get and what the winner did and comparing and learning from there.
Also check this out:
*************Link to Ref Sites
To Animation Questions...
What does IK mean? FK?
IK - Inverse Kinetics. Uses an IKSolver to manipulate joints. For joints that rotate, and IK Solver will determing the proper number of counter rotation for joints to stay in place based off the movement of the root joint or end joint. For example, if your char is standing there and you drop his waist into a squat, youd want the feet to react as if the feet where on a floor. You'd put IK on the legs to solve for the rotation needed for the joints to stay in place while another part of the hierarchy is adjusted.
FK - Forward Kinetics. Direct rotation of Joints. For joints that rotate, FK rotates along the joints axis to manipulate them. If you rotate a shoulder in FK, the elbow will rotate under it in an arc. In the same example as above, if you squated down with FK, the feet would stay with the body and go straight through the floor.
To Animation Questions...
Do you sketch out your animations before you start them?
Yes, I sketch out most of my animations before starting. Unless time is a factor (usually at work thats the case) i go straight ahead after acting out the idea to my boss and gettign it approved.
To Animation Questions...
Where do you get your ideas for your animations?
I get my ideas for my animations just walking around and observing the world around me. If im sitting in a room, there always seems to be creatures climbing on walls, jumping off rails, fighting each other, superheros and femme fatals all breaking through doors, shooting guns,ect. Kinda like watching a movie, only the room is empty. I try to take what i see, jot it down on paper to remember the general idea or sketch out the key poses if i have time and then try to create it in a medium to show others.
To Animation Questions...
Whats a 'moving hold'?
"Moving holds" is where the character is acutually moving yet keeping a certain pose, this is used to add emphasis, change pacing, or show character or character reaction. And trust me, it's a whole new can of worms. It took me about 5 months professional to get a better (and i dont even have a good one yet) understanding of what they actually entitle.
To Animation Questions...
How should I Present my animations to get crits and better feedback?
How should I Present my animations to get crits and better feedback?
**************LINK TO TUTORIAL
In terms of presentation:
-dont show the grid and the grey plane, too many lines to look at
-show more then one angle, form the side for example to get better feedback
-get a website instead of putfile.com, its worth it by far. I would recommend, www.asmallorange.com , their great and cheap.
To Animation Questions...
The guy is supposed to be franticly running with arms that are numb, i cant seem to get the arms the way i want it.
-Go out and rent Ace ventura 2, he gets shot with darts and his arms go numb and he runs around.
-Less is more, your arms are flailing all over the place, you might be able to emit "numbness" if you had them more flop down the sides, twist from the shoulder and bend from the elbow. They would keep minimual swing (front and back) to them and their rather stationary position (in the upper arm) would help offset and emphasize the lower arms, wrist and entire body.
To Animation Questions...
Do you use any reference DVDs?
I have never really looked at animation dvds or even much reference. I act most it out and just kinda "do it" in the computer, i have no really secret tricks aside from a few effiency things.
To Animation Questions...
How to animate a pivot in maya?
Though I dont know why you would want to animate a pivot, you would key it in the Attr Editor. Open the Attr Editor, in the far left Tab, there are various attritubes you can key that affect the placement and rotation of a pivot.
To Animation Questions...
Demo Reel Section
====General====
General Demo Reel Notes
If you are going for an Animation position, we're looking at motion, not the model. It could be a box man or ultra high res, if the motion isnt there, the model, texture, lighting, ect doesnt matter. Dont worry about not doing it yourself (modeling, ect) we dont care. Snag the stuff off my site, online, from friends, and just start laying keys.
Directly relating to a demo reel:
-dont show exercises, if it looks like class work, its probably not to exciting
-dont repeat anims, show them once, we'll rewind if we wanna see it again
Animations (to get into games)
-leap over mid wall, roll, fire back over w/ a gun
-special move/spell/power move - think of a fighting or platformer game
-heavy recoil with an oversized gun (non comedic)
-180 degree slide from sprint (run, slide to stop, turn, run in opposite direction)
-exaggreated/severe death (non comedic, ex. gernade in the face, bounce against wall)
-lots of bipeds, but also creatures, machines and monsters doing attacks, deaths, ect
To Demo Questions...
How do I get my name out with just a demo reel?
Getting you name out, with just a demo? Gonna need a web site and online presence for that. The biggest things is spending every waking moment animating, get a portfolio website up to show work, then posted that work on online forums, got critique and then work those animations based on that and the cycle repeated. I cannot stress that cycle enough, sadfully FS doesnt, getting an online presense will aid you more then making a ton of demo reels, for so many reasons.
To Demo Questions...
What Would you advise against showing?
Anything your not good at or dont want to do. I dont model, so i worked with modelers and used theirs, over generalizations in demo reels really hurt people. A horrible model with an awful texture, with even a medicore rig will cripple a good animation, spend the time and efforts on skills you wish to pursue.
To Demo Questions...
====What Employeers Look For====
What Employeers are looking for in a Demo Reel?
A demo reel with a thorough understanding of body mechanics, which equates to body langauge. This will provide a solid foundation (enough so to get a job). Aiming to have people in tears for (at least your first) demo is something i would try to stear you from. Show solid body language and mechanics on a variety of characters and creatures, and itll make you more appealling to entry level animation (for both games and broadcast).
To Demo Questions...
====My Demo Reel====
How long did it take to make your demo reel?
3-4 months, thats the content you acutually see, ive got a whole slew of stuff i never finished or simply cut from my reel. Then about 2 weeks to cut together and flush out for school (rerendering, final passes, and school requirements, and the bug animation i did the morning i cut my reel, that was fun).
To Demo Questions...
Did you complete all the animations on your Demo Reel while at Full Sail?
*********Yes, explain timeline
To Demo Questions...
Are you working on a new demo reel?
Nope, been learning 3ds Max and writing a "Maya to Max: Animator's Guide: that i hope to put on my site when im done in case any other maya users have to take the plunge.
To Demo Questions...
Why did you do your demo reel that way?
I didnt have anything of the sort when i went to school i found out about demo reel showings in 3df, and went to every one from that month to the month after i graduated. Took notes on each and every one (you can learn something from every reel), form that, complied a huge list of demo reel "do's and donts" from what i saw and combined that all into (along with my own vision and creativity) to make mine.
To Demo Questions...
For your reel animations, how many keyframes did you generally had?
As for you keyframe questions. Ahh... kinda got me there. It really doesnt matter how many keys you set, as long as you get the look your going for. If it looks right, it is right.
To Demo Questions...
====Animation Reels====
What are your employers looking for in a demo reel?
To clarify, its going to be exceptionally rare that a concept artist and animator are the same person, so ill break it down for an animator. The reason being is that those two skills are at very different times in the pipeline. Now if you where a character modeler and concept, youd be a go, or setup artist and animator, youd have a chance but concept and animation stay pretty seperate.
-For a demo reel:
-solid animation, sounds foolish but only pic your best stuff
-biped (human esque) characters doing "player controled animations" things like jumps, runs, idles,
attacks and lots and lots of deaths.
-Action cut sequences, jumping through a crushing/closing door to avoid explosions or a gun fight in a cooridor.
Sequence that give the player more story while still in game mode.
-2d portfolio (for animation):
-first off, its truly not needed, but can be a plus but more often then not is medicore at best
-solid gesture and line of motion from life studies of human form,
-less rendered and more action poses and studios of animals
To Demo Questions...
With demo reels do you think in general are employers looking for flashy animations or subtle ones?
In demo reels it really depends on where you want to apply to. Do you wanna work in games or film, if film, would you rather have animated on Lord of the Rings or Toy Story? there are main avenues and types of animation, each one the employeer is looking for different cases. So ill go off what worked for me, game animation. Do you play games? Ever notice how violent they are? head shots, creatures and monsters, sword play, ect. We want to see that sort of stuff, because its applicable. Do creatures clawing at each other, chicks with guns running down hallways, small quick exciment moments that could be used as ingame cut scenes or anything that could be player controled (hits, deaths, fring guns, swinging swords). And from what ive seen, no dancing... just trust me. If i see one more dance (weither its break dancing, beat boxing, ballet) that looks great, no matter how good, its not appliacable, plus its far to easy to mocap or roto the same thing, so it doest help your portfolio.
To Demo Questions...
What would you like to see on future demo reels?
-solid animation, sounds foolish but only pick your best stuff
-biped (human esque) characters doing "player controled animations" things like jumps, runs, idles, attacks and lots and lots of deaths.
-Action cut sequences, jumping through a crushing/closing door to avoid explosions or a gun fight in a cooridor.
-Sequence that give the player more story while still in game mode.
-short clips that are packed with action
-static cameras to show the animation, not hide it in a poorly moving camera
To Demo Questions...
Should I use box models so that people look at the animation instead of the model?
Many people talk about chopping up your model because it overshadows your work, put that aside and work with what you got. Remember your reel has a presentation value to it and nice models add flare and such to a real. Doesnt help you get an animation job, but can make you more memoriable. Also working with other people's assets helps get your name out there and network, which can be extremely valuable at any stage of your career. Ahh well, my two cents, I prefer working with others, just the sheer fun of and reward of larger group projects and only having to do what i enjoy, while others do the same yields some amazing work...
To Demo Questions...
Should i use the same character for a long sequence or break it up?
For your character doing that sequence. I would (if possible and if you have assets) break that into two different sequences, and do one with a different character (like a creature or female, ect) to show variety in abilities. If you dont have the assets to accomdate that, only spend enough time on the environment to illustrate the point, grey cubes will do just fine, we'll get the idea.
To Demo Questions...
Should I build a demo reel with random clips of animation?
Thats great you want to animate for different mediums, cool stuff, but i would suggest not building a random animation reel. Go out, find the companies you want to work for, and see their requirements for Animators and see what specs they give. What concerns me about the animations you mentioned to me, is their gonna be tough to snag you game work (although, above all else, good animation is good animation, im only mentioning the theme, style and perference of game studios). And that type of sutle character interaction is very difficult to pull off, not entirely for technical reasons, but mainly for experience and the understanding of body mechanics and motion. I would recommend doing a few short anims that are fast, actions ect do get a feel for the dynamic and active. Which ever way you roll, good luck, hit me up if you think i can help any.
Outside of that, I would really mention doing variey anims like, cartoony, ultra volient, quadipeds, aliens, ect... stuff to show you know other things "would" move, stuff outside of humanoid.
To Demo Questions...
Show should I show emotions if im going for game animation?
Emotions wont help you get into games as much as fighting, voilence, monsters, creatures, extreme deaths and spell attacks, they have much more weight in a demo.
To Demo Questions...
I want to make a very emotional demo reel, what are your thoughts?
Honestly that a really steep goal to set (and shoot for yourself as your first reel). To reach that level of animation, you have to have a thorough understanding of body mechanics, which equates to body langauge. This will provide a solid foundation (enough so to get a job). Aiming to have people in tears for (at least your first) demo is something i would try to stear you from. Show solid body language and mechanics on a variety of characters and creatures, and itll make you more appealling to entry level animation (for both games and broadcast).
To Demo Questions...
====Setup Reels====
What are the companies looking for in a demo reel for Setup?
-Demo reel for setup: Thats a long one.
- complex, compatiable, intuitive rigs
- binding is a must, but dont make a point of it (muscle deformations ect) unless your doing dynmaic skinning,
your skins should be bound exceptionally well
- bipeds allowing for fast action, acting, and extremes
-facial setups
-ikfk blending (typically automated, this is a first level script for Setup Artists)
-ect
-MEL and Automation
- showing an understanding of MEL is a heavy plus
- having some sort of "Auto Rig" script is another heavy hitter.
Setup: Show complex binding, muscle systems, understanding of complex, yet effective setup processes
Automation: The windows, scripts, ect that you use to create your rigs. Bullet point the highlights of this, and show the process but keep it quick
Scripting: More advanced scripting, particles, dynamic skin, dynamics in general. Again show the process, end result, bullet the highlights.
To Demo Questions...
====Modeling Reels====
Any insight for Modeling reels?
Making it as a Modeler:
-become a lab monitor
-spend every once of time you can modeling AT SCHOOL, sounds foolish but its better then at home
-get a website ( i can help you with this) to show your work
-subscribe to online forums and keep up on posts and work to see what others are doing
-get to know your peers, in classes a head and behind you, you never know when an animator or setup artists
needs a cool model and you can get some sweet assets from it.
-dont do everything in your reel if your going for modeling, spend your time modeling, dont animate or setup if possible.
If you want more specific demo reel stuff, it really depends on what field your going for:
high res film, contact Ricardo Ariza , www.concretepixel.com or Adam Schuman , www.one-lung.com , for game and texture.
Industry Section
I have heard so many people talk about getting stuck with horrid companies, what do you do about this?
There are plenty of those, but the ones that dont pay are the worst. If you have to take a job keyframing 'My Pretty Pony' to get paid and get your resume built up, you take it with a smile and you animate the best damn prancing pink pony they've ever seen. Your gonna get less then optimial jobs, espcially starting out, your not goning be animating the Hero's Death Combo, youll probably be doing the ambient bugs Idle varation #4. Ability, experience and company structure determine who gets what. But what will help you move up to more exicting animation (and responsibilities) is how you act when given a less then favorable task. Ive been given tasks like animating 5 yellow poly triangles around a box as fire flies, all the way up through a cut scene of the Hell Demon decapitating the Spirit of Heaven, and I take them all the same, their all animation, and I love what I do.
To Industry Questions...
"I just want to be somewhere that I can learn from people who are good at their craft"
Though that may seem just and true at this time, look at it from an employeers perspective. Their not paying you to learn, their paying you to produce their content based off their criteria. They'll hire you if you skills fit their needs, so you need to be thinking much more specifically about what need you want to fill. If you want to be an animator in games, research the game company you wanna work for, find out their need (job requirements are the guide lines to this) and build a reel based off this. If they want creatures, do that, if they want lip sync do that, if their portfolio is realistic, do realistic, cartoony, do cartoony.... See where this is going? The more focused you are on your goals, the "easier" they are to attain. So ask yourself I, "where do you want to be after school?
To Industry Questions...
It may take several months to find a job after graduation to find a job, what do you think someone should do in that time?
Continue to animate, just as feverously as you did in Final Project, Demo Reel Creation, if not more so. Get a website up and be active on the forums. Get your name out there, promote your demo reel (a link to it in your forum and email signature helps). And just keep making, revising and showing new work.
The largest mistake I see students make is a , "I deserve a break after such a hard program..." then they just drift back to their daily lives and habits and 3d becomes a very expensive hobby and past time.
Keep working like never before, once you have a site up, promote the hell out of it. With a site, you can (technically) send your resume and reel to every company in the world, that has a little bit better odds then a ups mailed vhs tape and cover letter.
To Industry Questions...
What have been your experiences with crunches and overall animation schedules in games?
Ahh... crunch... a fun and interesting term and occurance. Crunch happens a bit oddly in games, theres a lot of hurry up and wait, especially for animation. Being the last artist to get assests, your under the gun the most if theres been any hitches in the pipeline its our necks. So that kinda sucks, but you get past it. Overall schedule is more or less a daily quota basis. Normally the number of cycles you do that day. However what doesnt factor in or at least is added atop that, is what else you have to do.
Crunch is also inevitable, and is done at every game house, film studio and basement contractor. The amount of crunch depends typically on the quality of management. If your team is crunching all the time, its quiet possible that management is setting unrealistic deadlines.
To Industry Questions...
(in games)Do you feel inspired and do you feel you are constantly learning and growing in your animation?
Do I feel inspired? Lately yes and no, the animations im doing are really getting cool, and the speed that I've been churning them out is keeping pace pretty well. The down side is that engines, computers, graphics cards, ect... all effect how the animation is played, what frame rate, and so on. So an animation that looks great in maya, looks less then cool in the engine.
As for learning, yes, I learn something new everyday. Weither it be trouble shoting the engine, animations tricks, work flow, or setup tips from my boss.
To Industry Questions...
How is the general work environment when it's not crunch time? Is it somewhat laid back or very intense and focused pretty much all the time?
Time with out crunch, ehh, nothing special really, business as usual. Get your work done on a timely matter. Revise, rework, rethink previous approachs, and work on ways of optmiziing the existing pipeline, then crunch for th deadline, rinse wash repeat. Throw in the occassional Nerf Gun wars among departments, going out to lunch, and LAN gaming, and you got your average week, give or take. Lessoned learned, work always comes first, then play.
To Industry Questions...
(in games)How would you describe a typical work week there at TKO...and also your past experiences as a game animator?
Typical work week... thats kinda hard. Theres pretty much two types of weeks, a deadline week or a non deadline week. If thers no deadline, its business as usual , come in, get your animation list, load up the rigs, do your thing, get them approved, exported, see them working in the game, rinse wash repeat. If it is a deadline week, do the same thing just a lot faster and a lot longer. We dont have meetings, its a more personal thing dealing with you and your lead, the leads meet and discuss, and report back to us, we just crank out animations.
To Industry Questions...
Is there more jobs in doing realistic/creature animations rather then cartoony/snappy animations?
Studios (of all types, game, broadcast, film, ect) want you do be able to do realistic motion. Why? Not becuase they use it all the time, but rather becuase it shows your attention to detail and ability to recreate it. The reason why they can have a snappy style is becuase they know what to exaggreate to get that style. I have a different style then my boss, but he teachs me how to achieve his since its his view the games going around, same in film.
Saying that theres more work in creatures is kinda off. Games animate all forms, because we can and need to, but there is also a fair share in the other genres.
To Industry Questions...
Do you think it would increase my chances of finding work if I devoted myself to creature animations and realistic motions as opposed to cartoony?
To increase your chances. Simple, devote yourself to becoming a good animator in the area of focus that you have passion in. If you just do gamish animation (which in my book there is little difference) just to get a job, and happen to get one, but dont feel passionate about it, then youll hate your job, or just use it as a stepping stone and most companies arent fond of that. I would do realistic motions of imagary characters and creatures, this will put you in a good spot for both places. Aside from that, ILM or DNA would hire you if you demonstate solid understanding and ablity in animations, showing a veristility (quads and bipeds, fantasy, ect) will really work well no matter the house.
To Industry Questions...
Do animators have to rig?
Sometimes. If your hired for animation, its typically expected that you know some form of setup. If the company has a Setup Artist, then you might just get to animate full time. If not, its pretty standard practice to give a mesh to an animator have have it be expected to get it rigged, animated and in the game.
To Industry Questions...
Do modelers have to texture?
Modelers model and texture as well as various other 2d and 3d tasks (hud, export, light concepting, ect).
To Industry Questions...
Do you have to know somebody in big studios to get into them?
Its a valuable assets to know someone at larger studios. Due to the sheer amount of resumes and demo reels they recieve on a daily basis, having someone personally deliver your stuff, say a bit about you and refer you personally will go a long way. If not, then its up to the Human resource department and if the studio isnt looking for that position, HR isnt looking, so it can be difficult on a timing sense.
To Industry Questions...
I have a really funny email address, should I use it for my professional one?
As professional thing, even though i could care less, I know other employeers and HR's that might find your email name egotistical and offensive, i would suggest getting a more professional one, i.e. "YourName@gmail.com" or something with your entire name in it with no joke to accompany it. Keep this one for purely professional matters.
To Industry Questions...
What kind of software or traditional tool do you commonly use in the industry?
Tools: Maya/Max and photoshop, be extremely use to both of them. For traditional, paper, pencil, and wacom tablets and photoshop for all coloring and presentation. Characoal, watercolor, ect is pretty much obsoluete, digital is faster and clean and easier to duplicate, edit and disperse.
To Industry Questions...
Is the business any different than how you envisioned it when you were a student?
The industry is a bit different. Mainly dealing with speed and quality, a lot more is expected in a much less time. And with working under the guidance of others to acheive a greater goal is more productive then letting everyone do their own thing. (i knew many people that just wnated to do model robots or such, but once they got in a different setting, their work improved dramatically)
To Industry Questions...
Do you find yourself moving alot as you go from project to project? If so, is it all over the U.S or is it usually within the same state?
Not much, I was pretty set in TKO (until they shut their doors) now im looking for work in Cali and Virginia area. Its pretty common in film to be let go after your specific shot, but games normally keep their teams together as long as they can.
To Industry Questions...
Was it difficult to relocate after graduation from Full Sail? Was it absolutely necessary?
My moving expenses where paid for by TKO when i moved, so the move was rather painless (cept the 4 days sleeping on the floor waiting on my stuff to arrive, but hey, it was free) . Absolutely necessary? No, not really, I had 3 job offers in the Orlando area, so i could have stayed. But here in Dallas I have nine studios withen 45 minuts of my apt and i could walk to work to TKO. And CA is littered with them as well. So i would say for more oppurtinty, a move would be wise.
To Industry Questions...
Do you focus on only animation or do you also other tasks as well (i.e Rigging, Modeling)?
I was prodominatly animation, though in my experience i have done a whole slew of project elements. Though i have never modeled or textured, I have done setup, binding, book keeping, progress reports, lighting/rendering for publications, and various task as the right hand man for the Technical Director at TKO.
To Industry Questions...
How many different operating systems other than windows have you come across in your work experiences?
Thankfully only windows, though the art director at TKO used Mac and a few programmers had a Linux server.
To Industry Questions...
Would I be required to know something other than animation like, know how to rigging?
It depends on the Studio. I was hired (At TKO) and wasnt asked to rig, they hired me for animation, however, by the end i was doing setup, particle work, dynamics, lighting and rendering for publications, and bunch of other stuff. So having more knowledge and interest in other fields is a bonus, and also know the vocabulary of setup willl help community issues with the setup artists. However, if you get hired as animation, youll be expected to make it move above all else.
To Industry Questions...
I don't think a gaming studio would hire me because I'm not a hardcore gamer?
If you like making it move, then they take on you like nothng else. Liking games is secondary, sure theyll ask you what you play and such, but thats just feeling you out and making sure theyll have a common ground for conversation. It never hurts to have passion and interest in your field, but their still hiring you for your abilities not your hobbies.
To Industry Questions...
Is working in the industry what you thought it would be when you got out?
Every day i get to animate is a good day. Working under my formerboss, Chris Adams, www.csa3d.com, was the most amazing experience. I learned more from him about animation, setup, timing, weight, style, ect then i though imaginable. I thought i was pretty on the ball leaving school,that changed. The industry is much different then school ever was.
To Industry Questions...
So far how many different animation programs other than Maya have you used with each different company?
(At TKO) Mayas a big one, some other guys in the studio used Max, everybody knows photoshop inside and out, a lot of use know After Effects, the concept guy knows painter, and more then a few of us know HTML
To Industry Questions...
Do you find your self doing much more then animating?
I find myself doing a ton more then animating, but not art related. I do help docs, exporting, clean up, work with the TD's to make more customizable and optomized rigs, ect.
To Industry Questions...
How much did your other skills help you get a job?
I'm an animator, so they judged about 80% of me off that. They knew I did fine art, design, and various other side projects, and those help show creativity, eye for detail, presention, ect. They all helped, but our jobs are specific, they would have hired me without those being demonstrated and I surely wasnt tested on them.
Every house has something thats their own. Its normally a given that theyll catch you up on it, but only on the part you need to know to do your job. If I were to get an animator, I would show him how to get an animation into the game engine, but not the other aspects sicne he doesnt need to know, as time whent on, I would show him more and more but not off the bat.
To Industry Questions...
Will a company teach me a different program?
Other packages. Hmm... thas a double edge sword and has different meanings per department. For example, Modelers have it easy, max to maya is fairly straight forward and if your work is solid then can get you up to speed fairly quickly with minimual discomfort. Animators, are a bit more difficult, but if you can make it move the way they want, they'll take you on if the schedule allows additional buffer for learning the program. Shaders/Lighting, thats getting a hard cross, Setup/Rigging is really tough as well.
Every house has something thats their own. Its normally a given that theyll catch you up on it, but only on the part you need to know to do your job. If I were to get an animator, I would show him how to get an animation into the game engine, but not the other aspects sicne he doesnt need to know, as time whent on, I would show him more and more but not off the bat.
To Industry Questions...
Is switching to 3dsMax hard?
Switching packages is really tough, especially at first just trying to navigate the view port, can be super frustrating. Who knows maybe if you read my guide backwards it might help you over to maya : ) If your a good animator, companies will teach you the program they want you to work in. NCSoft is teaching me MAX and paying me at the same time, and ive had several offers from other companies saying the same thing. Get good and they wont care about the tools you used. A few animators I know use max, but most prefer maya, however, www.theonlyt.com is an incrediably talented young individual with skills far beyond mine. Check it out, worth a look.
To Industry Questions...
I am currently specializing myself in game modeling, what other 3d facet should I pursue?
If your going for games, you should be able to bust it at texturing. Modeling for low poly is fairly straight forward, its the texture that will make your work shine.
To AnimationIndustry Questions...
Full Sail (schools) Section
====Program / General====
What have you found Full Sail's reputation to be among the industry that you have seen?
First off, dont sweat it. People know FS but that doesnt mean much, either way. Sure, FS is not a VFS, CalArts, Academy of Art, or Ringling, but that matters little. I was heavily involved with hiring potential artists and animators at TKO, so with that have had the fortune (and sometimes the curse) of reviewing and finding artists. So, I say this, "Its not the school that matters, its the work thats shown." Not everybody from those other schools are great, and not everyone from FS is bad. We might not be looking upon as the shining star of schools, but they wont turn you away if your work fits their need.
To School Questions...
Do most companies know about the intense program here or do they just know that it's a media arts school?
Companies dont know, and frankly dont care, about the FS "intense" program. Wait till you get a job, you'll learn intense, FS just gives you a taste of it. Most companies have more money then time, so theyll want results done to the same quality, twice as fast then the time before to meet an ever changing deadline. Theres no tests, bubble sheets, or cheat sheets, everyday your tested on your knowledge that their paying you to know.
To School Questions...
Should I do an animated short for my reel while at Full Sail?
Personally, I feel that students shouldnt do animated shorts when applying for a job. Shorts require a lot of generalizing of skills, and not everyone is set to do that. I personally am not fond of modeling, so my short would look odd, i feel somewhat comfortable with rigging, but nothing advanced, so my short would be simple.... see where im going with this? My interest and out look was on animation, so i did just that. Short actions, acrobatics, player controled motions, small cut scenes, acutual applicable animation types for a growing market in game animation. Full Sail is trying to compete with the Ringlings and Vancouvers out there, and the simply wont be able to. Something like understanding fundamentals, come with time, and no amount of late night labs and break neck class schedules will make any difference.
To School Questions...
Should I aim to have all my assets ready by the time I start CAP or is there some cushion where I can afford to spend the first week rigging my characters?
If you need a character, you need a character. Spend a week and rig it, my question would be, why wouldnt you rig it a head of time. Theres 24 hours in a day...thats a lot of hours. I dont think you'll be in bad shape taking a week to rig. You'll probably have time in drc to get some of that time back. So look at it this way, your gonna do a 1:30 reel (thats content, not title fluff), so thats 11 seconds every week (assuming you have no other animations) every week, for eight weeks. That might be tough, but doable.
To School Questions...
After GCSD, being a modeler/texturer, is fullsail even worth continuing, since there is no modeling/texturing classes?
Continuing after GCSD... well... I'm not going to say drop out of school, that would be bad. I would say stick it out, get the xposure to the other facets, all the while building assets, contacts, getting crits and remaining in the production environment. Atop that, its a good "dry run" of heavy production, making a reel, compressions, resumes, ect.
To School Questions...
Im a lab monitor and have been keeping track of my open lab hours to show employers that on top of the rigorous curriculum I've spent x numbers of hours in open labs as well.
Though its good practice and such to keep track of hours, but I dont know if you want stress the rigorousness of Full Sail, its hard sure, but it doesnt matter to employeers, your work does, everything else is secondary, but keep it up never the less.
To School Questions...
====Common Full Sail Advice====
If you could tell someone who is looking to go into the gaming industry a few things, what would they be?
-become a lab monitor
-spend every ounce of time you can producing (animating, modeling, rigging, ect) AT SCHOOL, sounds foolish but its better then at home
-get a website to show your work
-subscribe to online forums and keep up on posts and work to see what others are doing
-get to know your peers, in classes ahead and behind you, they can provide their skills to best emphasize your assets
To School Questions...
Any parting advice for us Animation artists out here, what would yours be?
Get a web site and get your name out. The biggest things are spending every waking moment animating, get a portfolio website up to show work, then post that work on online forums, get critique and then rework those animations based off that and then the cycle repeats. I cannot stress that cycle enough, sadfully FS doesnt, getting an online presense will aid you more then making a ton of demo reels, for so many reasons.
To School Questions...
I'm about to enter CAP next month. I was wondering if you could offer any advice as an animator on how I should approach it.
Well, theres a lot of advice out there for animation, what will help out more is knowing where you want to go / be? Games or Film? Cute talking animals or Orcs crushing elves? So on and so forth. Once you can decide where to go, start thinking about what companies do that style or genre. Look at their job requirements, company demo reel or produced games. See the animations that their doing and start doing your own in the same vein.
To School Questions...
====My Account of Full Sail====
Is the business any different than how you envisioned it when you were a student?
The industry is a bit different. Mainly dealing with speed and quality, a lot more is expected in a much less time. And with working under the guidance of others to acheive a greater goal is more productive then letting everyone do their own thing. (i knew many people that just wnated to do model robots or such, but once they got in a different setting, their work improved dramatically, not to mention their horizons broadened)
To School Questions...
Is your job more time consuming then when you where at Full Sail?
I would say that my job is more consuming the FS. Its a different sort of consumption, more intense, but perhaps slightly shorter hour wise.
To School Questions...
Did you know that animation was what you wanted to concentrate on right away or did you decide as you were going through the program?
Animation is why I even went to Full Sail, it was my focus for the entire program.
To School Questions...
In Acting for Animators and Animation 3D we were encouraged to used stopwatches to get cycles down and timing, do you utilize this?
No, I dont use Stopwatches. Get up out of your chair and act it out, over and over again, until you have a mental (and physical) idea of what your doing. Put down the stop watch, block out your animation and its major poses and use the many tools in maya to set it correctly to what your artistic eye says is accurate. A fun thing do to (scene file allowing) is play the animation and 'mirror' it as it plays. Does it feel to fast? Too slow? are the poses awkward? I often do this, and it works pretty good.
To School Questions...
How did you get so good? Did you spend countless hours in labs? Natural knack? Particular references you looked into?
Countless hours in lab helps anything, and animation is no exception. I like to think i have a knack for it, but theres a lot of factors involved. First, being active on the online community allowed me to see and learn from other peoples mistakes and pick out what worked for the ones that succedded. Another is going to demo reel showings at FS, i wonder if they mention that in classes? My reel doesnt look like that by accident or chance, I went to every single demo reel showing for CA since my first month of OP uptil my own month of graduation, then even saw the month after mine's.
Doing the math thats seeing over 400 demo reels, and i took notes on each reel, what i liked, what worked, what stood out, ect. Not to mention the countless posts, reels and topics ive watched on multiple forums for almost 2 years now. If you see enough you start to see what works.
I never really "used" reference, not form digital source at least, though there have been many instances that i would be seen outside full sails mirror walls jumping, spinning and such over and over again. I see very few animators that acutually get up and act it out, but lemme tell you, you get a job as an animator and your boss will act out the sexy female walk, all the way down to the the demon eating a corpse, and youll be expected to do the same thing. So get up out of your chair and act it out, feel the animation.
Lastly, I had never set a key frame before Feb 2, 2004, I started working professional Sept 4, 2004. Seven months. In those seven months, i animated every single day. There was not one 24 hour period that i did not step foot in FS (save 2 days due to hurricanes and the state of Florida shutting down) I was at FS upwards of 16-18 hours a day, i literally slept under benchs in the halls, squated in every lab, was a lab monitor myself, ect. Just practicing animation. I also did class work as fast as i could, but only enough to pass the class, past that, it was back to animation. All that work paid off, since i had enough content when i started Compositing/Scene Finishing to pass both Final Project and Demo Reel Creation. So what does all that mean, hard work and countless hours of committed practice, dont think animation (or any other field) will just be handed to you.
To School Questions...
Setup Artist Section
====Setup / Rigging====
I was wondering what you charge to rig for a character?
Fill me in the details, along with screen grabs of the character and it'll be based off that. If I'm unable to, I would personally recommend:
-Christopher Adams, www.csa3d.com
-Christopher Frobose, www.cfrobose.com
-Malcolm Thomas-Gustave, www.ikfk.com
-Kyle Wood, www.kyle3d.com
-Trevor Dorsey, www.tddev.com
Fill them in on the extent of the character, screen grabs of the model, ect.
To Setup Questions...
Do Setup Artists just rig or do they also work in other areas?
Setup does rigging, binding, exporting, pipeline, help docs, maya/max trouble shoting, tons of scripting, build tools for artists, optomizing, and then its back to rigging.
To Setup Questions...
How can I give lip movement to the character?
Heres a tutorial for a basic facial rig that should help you get started
Face Tutorial
To Setup Questions...
How to make character face expression like talking, laughing, etc?
For more specific facial works and animation, this book might be helpful
Stop Staring!
also for more free stuff, do a google search for "maya facial rig"
To Setup Questions...
What type of rigs would I be expected to build?
Any and all. You should be able to fully automate a bipedal rig, be able to customize the different pieces, (say it had dog legs or another set of arms), make sure its solid, scalable, named properly, and flexiable for multple types of animators (some like IK some like FK, some want their IK to go with their body, some dont) . Youll also be doing everything from robots, building elements (structures), animals, snakes, and damn near anything else combining those things that come out of a concept artists head.
To Setup Questions...
Is a Setup job just creating a joint system and binding the rig? It makes the job sound too easy.
Trust me the job is FAR from easy, even if it was just joints and bindings, because if its easy, then your not doing it fast enough.
To Setup Questions...
Do characters the Setup Artist rigs up have a bunch of windows and sliders?
Windows and slider? No. They are pretty slow for animation and realtime manipulation. Curves around the pieces of movement do fine.
To Setup Questions...
====Scripting / Dynamics====
MAXScripting? Is that similar to MEL? I'm afraid I know terribly little about scripting
Haha, no worry about not know scripting. When i entered the field, i could barely do setup (which i later found out, i utterly couldnt do setup) and knew nothing of scripting. Once again this is typically an area of development that you can choose to pursue on the down time at work or on your off time to make you more of a valued employee and help out. Not knowing it a head of time is not as big a deal as being willing to learn. I was willing to listen and notetake what information was given to me, now I can script and rig fairly effectivly, yet still a long way to go never the less.
To Setup Questions...
What do the setup artist script?
Setup artists script automation really. Thats a bout all i can say. Mainly you would be making scripts that would aid your speed and consistancy, so if something breaks you can quickly fix it or if they suddenly need a character done on the spur, you can process it quickly in the same manner.
To Setup Questions...
Should I script a way to save a pose and quickly recall later?
Poses and recalling, definatly. Take it further though, automate the process of exporting and importing and animation, so that an animator can do it with out using the graph editor.
To Setup Questions...
Is there much work with dynamics, scripting?
Scripting is an incrediably huge plus, dynamics are nice to note, but dont carry the same weight. Lots of MEL and C++ pull a lot, but keep MEL the focus.
To Setup Questions...
Free Rigs Section
Can I use the rigs on your site for a personal project?
By all means use whatever rigs you desire. Just give due and public credit for them to their rightful owners. Also, when you get the animations done up, I'd love to see them.
To Free Rigs Questions...
Can these rigs be used in a demo reel?
Course they can be used on your demo reel, just cant sell them or host them yourself. And above all, give credit to thus who made them on your reel, site, ect..
To Free Rigs Questions...
Why do you host those rigs?
- When I was going through school, I didnt have a choice about what rigs to use, there was IK Joe, Blue man, and Package man JUST came out my last month at school. So, I made it a point to get to know everyone I could that did any asset creation to start networking and get assets I could use.
-Animators should animate, not spend there fleeting and precious time modeling and rigging (and god forbid texturing, lighting ,ect) assets when what they want to do is just make it move. So many animators fall into this problem, and their reels reflect that, and even good animation is distracted by a god awful bind on a horrible character rig. Save the personal short done completely by you, for once you land a job doing what you love and do it on your off time.
-Exposure to other artists, unless your active in the online community, the only real exposure you get is your porfolio site. But these rigs allow the Setup and Modelers names to be on demo reels, web sites, porfolios, ect. And if someone likes it, they find them out and get leads from that. (side note about that, even before I gave out rigs, by the time I graduated, I had my name on almost 25 demo reels for animations, or other work I did for people, and have had it on I think 10 after I graduated for work I did for other students, gotta keep networking, its the way to be)
-Share and share alike, hopefully after seeing the response these rigs get, other artists will start releasing their assets and stop clinging to them like life itself. I still hit up my other friends for rigs, models, ect, and most release them, some dont. What i would like to see is other people in the community start handing theirs out. I think ive acutually seen an increase as of late, dunno if thats from my contibution or not, either way, its more rigs available to the animation community.
To Free Rigs Questions...
Will you re-rig/fix any of the rigs on on your site?
Probably not, they are what they are, if its a simple settings issue, i may have a fix or workaround, but an overhaul is not the line up. New rigs will be added instead of fixing old ones.
To Free Rigs Questions...
Is there a neck control on the "Sage Rig"?
The face control within the face control is how you manipulate the neck. Its called Head_Ctrl, translating it up/down and left/right will turn the head. Rotating it on Z will cock the neck.
To Free Rigs Questions...
Have you used the ninja model for any animations?
Yes, but they were early tests not worth showing.
To Free Rigs Questions...
Why do the Shoulders on the Ninja Rig stop at his head?
The have limits set on the controls. To unhook them:
-Select the shoulder control
-Open the Attribute Editor (ctl+A)
-Select the tab to the left named "LfShoulder"
-Expand Limit Information
-Expand Rotate
-Uncheck the boxes you wish to control
To Free Rigs Questions...
How do you smooth out the polygon in Maya for rendering?
To smooth the mesh: Click on the start at the base of the character, there is a channel in the Channel box called "Subdivisions", click that over to 1 and the mesh should smooth. I wouldnt go higher then 2 or it will really chug or even crash.
To Free Rigs Questions...
How do you get the baby rig to work it gets an error when reading the file?
I have no idea about the baby rig, it should just open. You might have the wrong version of maya, follow the instructions in the Zip file to convert to the appropriate type
To Free Rigs Questions...
The comic girl rig is deformed and pre posed when I open the file?
Whats happening is that its reverting back to a blend between 2 poses I had set in the file a while back (a jump and a stand). I dont know why the values are there since the keys were deleted, and when i open the file off my website she's in T pose. So i dont know how to fix that issue since i cant replicate it.
What you can do to fix it is put here in a pose you want, go to the character sets (bottoms right corner is a dark arrow, click on it and select "girl" i believe) and press the s key, this will set a key on all attributes. Then save the file and it should element the issue.
A side note, if you just set a pose and dont key it, the joints do not keep that information if you close maya and open it back up. So remember to set a key and save before closing.
To Free Rigs Questions...
About Me Section
====Personal====
How tall are you?
6'6"
To About Me Questions...
Do you play basketball?
Not really, that whole dribbling thing got in the way... I'm more of a runner anyways.
To About Me Questions...
Why do you bullet point your emails?
I bullet point them not out of insult, but to keep things orderly and concise. Atop that it helps me make sure i didnt miss anything.
To About Me Questions...
How did you get into animation?
For how i got into animation. Well, I've been doodling since I can remember, spent too much time drawing as a kid, and my parents couldnt keep me off the computer when i found out you could play games, so i guess those combined. Past that, read my bio on my site for more, for what sparked the animation bug for me. Oddly enough it was my 7th or 8th grade year where I wanted to become an animator.5
To About Me Questions...
What kind of software do you use?
Maya 6, 3dsmax 7, Photoshop 7, After Effects 5
To About Me Questions...
How did you get so good? Did you spend countless hours in labs? Natural knack? Particular references you looked into?
Countless hours in lab helps anything, and animation is no exception. I like to think i have a knack for it, but theres a lot of factors involved. First, being active on the online community allowed me to see and learned form other peoples mistakes and pick out what worked for the ones that succedded. Another is going to demo reel showings at FS, i wonder if they mention that in classes? My reel doesnt look like that by accident or chance, I went to every single demo reel showing for CA since my first month of OP till my own month of graduation. Doing the math thats seeing over 400 demo reels, and i took notes on each reel, what i liked, what worked, what stood out, ect. Not to mention the countless posts, reels and topics ive watched on multiple forums for almost 2 years now. If you see enough you start to see what works.
I never really "used" reference, not form digital source at least, though there have been many instances that i would be seen outside full sails mirror walls jumping, spinning and such over and over again. I see very few animators that acutually get up and act it out, but lemme tell you, you get a job as an animator and your boss will act out the sexy female walk, all the way down to the the demon eating a corpse, and youll be expected to do the same thing. So get up out of your chair and act it out, feel the animation.
Lastly, some math for you. I had never set a key frame before Feb 2, 2004, I started working professional Sept 4, 2004. Seven months. In those seven months, i animated every single day. There was not one 24 hour period that i did not step foot in FS (save 2 days due to hurricanes and FL shutting down) I was at FS upwards of 16-18 hours a day, i literally slept under benchs in the halls, squated in every lab, was a lab monitor myself, ect. Just practicing animation. I also did class work as fast as i could, but only enough to pass the class, past that, it was back to animation. All that work paid off, since i had enough content when i started compositing to pass both Final Project and Demo Reel. So what does all that mean, hard work and countless hours of committed practice, dont think animation will just be handed to you.
To About Me Questions...
Is there any certain branch of Animation that interests you the most, and if you'd like, why?
Im a huge fan of exaggreated realism and acrobatics, stuff like creature movements and spiderman stuff is all top notch. I prefer it over standard, "making furry animals tell bad jokes" dialog clips because, to me, their just more entertaining.
To About Me Questions...
AIs there any certain branch of Animation that interests you the most, and if you'd like, why?
Im a huge fan of exaggreated realism and acrobatics, stuff like creature movements and spiderman stuff is all top notch. I prefer it over standard, "making furry animals tell bad jokes" dialog clips because, to me, their just more entertaining.
To About Me Questions...
Are you a professor?
Nope, not a professor, just a guy who likes to animate and help out other if asked.
To About Me Questions...
How you doing lately?
Ive been doing alright lately, extremely busy lately, doing too many projects for friends and working more and more. All resulting in a cut back of sleep which is never a good thing.
To About Me Questions...
What projects are you currently working on and for what company?
Im currently working for NCSoft, Austin. I work as a Creature Artist doing Animation, Setup, MAXScripting, exporting and other various tasks on Tabula Rasa (tab-you-la ra-za).
To About Me Questions...
Do you plan to make an animated short or full length film?
I have few goals that are fairly large, though not an full length film, thats a bit much. But i have a large magnitude of small projects that i've been keeping track of for the last few years. Similiar to my clips on my site, short action scenes are really appealing to me, and thats what i use my free time doing.
To About Me Questions...
You have some serious talents, dont you plan to work with the big studios like, blue sky, pdi, pixar?
Sure, when and if the times right. Im constantly learning so much, and expanding my knowledge in both animation and 3d in general, that i beleive that such an early leap into film may be premature.
To About Me Questions...
====Animation / 3d====
I've Heard of two ways to animate, Pose to Pose and Block it out, which do you do?
Pose to pose for most instances, sometimes straight ahead if I'm doing a short and simple animation cycle.
To About Me Questions...
When, if at all, do you look at your project and just say to your self, "wow, that is really awesome," when animating it?
Umm... maybe when its done and im on to something else. Most of the time im overly critical of my work, especaily once time passes. I really enjoy the blocking out stage, their always so much potential there, but seeing it rendered out or in game is a great time too.
To About Me Questions...
How much time do you spend in the pre-pro phase, just thinking of what is going to happen in the sequence?
It really depends on the sequence. I have a large scene that ive been pre proing for a few month now in my off time. All the way down to no time for a cycle at work or maybe just a quick defining pose. Im a big fan of gesture drawings and the like, just a lot of energy and fun lines of motion that can be achieved quickly and easily. Atop that, sketching out various poses and laying them next to each other really lets you pick the best or most appropriate one. It also cuts back on revision as you can present the drawings to your boss or lead and see which one he wishes you to pursue.
To About Me Questions...
I just don't understand the graph editor as well as I should, what do you use?
I use both the graph editor and the dope sheet, I would highly suggest getting VERY familiar with the GE.
To About Me Questions...
What software do you prefer?
Maya, through and through. A much more solid and well built program, much more powerful and able to adjust to individual preference.
To About Me Questions...
Do you sketch out your animations before you start them?
Yes, i sketch out most of my animations before starting. Unless time is a factor (usually at work thats the case) i go straight ahead after acting out the idea to my boss and get it approved. Heres a sketch sequence of the flip i did up, thats much more complex 2d then i would normally do for a simply back flip, often times ill go off one pose or concept and go from there.
To About Me Questions...
Where do you get your ideas for your animations?
I get my ideas for my animations just walking around and observing the world around me. If im sitting in a room, there always seems to be creatures climbing on walls, jumping off rails, fighting each other, superheros and femme fatals all breaking through doors, shooting guns,ect. Kinda like watching a movie, only the room is empty. I try to take what i see, jot it down on paper to remember the general idea or sketch out the key poses if i have time and then try to create it in a medium to show others.
To About Me Questions...
Is switching to 3dsMax hard?
Switching packages is somewhat tough, especially at first just trying to navigate the view port, can be super frustrating. If your a good animator, companies will teach you the program they want you to work in. NCSoft is taught me MAX and paying me at the same time, and ive had several offers from other companies saying the same thing. Get good and they wont care about the tools you used. A few animators I know use max, but most prefer maya, however, www.theonlyt.com is an incrediably talented young individual with skills far beyond mine. Check it out, worth a look.
To About Me Questions...
Do you use any reference DVDs?
I have never really looked at animation dvds or even much reference. I act most it out and just kinda "do it" in the computer, i have no really secret tricks aside from a few effiency things.
To About Me Questions...
====Requests / Crits====
Can I get critique from you on my animations?
Playblast 3 of your best animations, 2 of which should be biped animations and the last should be something else, doesnt matter. Make sure their all static cameras, and hide everything that isnt necessary. Throw those files in a zip and send them my way. This will give me a good starting point of what your working with.
To About Me Questions...
Do you have any free time at all to do an animation for me with the character I have?
Send me all the elements that you have that i need (the rig, storyboards and idea) and ill judge if i have time.
To About Me Questions...
Can I contact you?
My sites public, I'm not to big and scary, so go on ahead.
To About Me Questions...
Can I ask you questions that arent animation related?
You can ask pretty much whatever you want, i really dont care, they dont have to be entirely professional or such. I enjoy chatting with people and hopefully helping them what what i have to say or show.
To About Me Questions...
Can I ask you questions that arent animation related?
You can ask pretty much whatever you want, i really dont care, they dont have to be entirely professional or such. I enjoy chatting with people and hopefully helping them what what i have to say or show.
To About Me Questions...
====Full Sail Related====
Is your job more time consuming then when you where at Full Sail?
I would say that my job is more consuming the FS. Its a different sort of consumption, more intense, but perhaps slightly shorter hour wise.
To About Me Questions...
what is it that you like about animating so much that you decided to go into this industry?
For how i got into animation. Well, ive been creative since i can remember, spent too much time drawing as a kid, and my parents couldnt keep me off the computer when i found out you could play games, so i guess those combined. Beyond that, just bring a character to "life" giving it a personality or doing acts with it that wouldnt be possible (or probable) in the real world, just has great appeal.
To About Me Questions...
How does the schedule at Fullsail compare to what you are doing now?
Depends what you consider "FS Schedule" mine or the normal? I started making assets for my demo reel 8 months before i graduated (char setup class), in that time period, i averaged 14 hours a day at FS, open lab monitor, seven days a week. Aside form the school closing for hurricanes, there was not a 24 hour period in those months that i was not at fs. Compared to that, work is much easier. On average, I work about 50+ hours a week, and plenty more if asked or needed. 2 weeks ago i pulled a 74 hour one, it all depends. In terms of intensity, its much more consistant at a higher level of stress, since you have to work out issues and problems on top of creating new assets (animations). There are no bubble sheets, there are no grades, only product and the speed you can produce it. If you are unable to produce quality animations at a relativly quick pace, you will be extremely hard pressed when you leave FS.
To About Me Questions...
Do you reference alot of material for work, by using books that you got at Full Sail?
I have the dynamics book at the office on a shelf somewhere, never use it. The way the books are setup once your out of the class is useless, the odd outlining fashion is garbage. I have a ton of reference books on anatomy, cartoon animation, various maya and c++ manuals, ect, we use when needed. We dont use video reference, we act out our animations then thumbnailing on paper.
To About Me Questions...
How did you get your foot in the door when you graduated Full Sail?
I had about six offers before finishing FS, so i got the ball rolling early. The biggest things was i was spending every waking moment animating, I got a portfolio website up where i showed my work, then posted that work on online forums, got critique and then worked my animations based on that and the cycle repeated. I cannot stress that cycle enough, sadfully FS doesnt, getting an online presence will aid you more then making a ton of demo reels, for so many reasons.
To About Me Questions...
Did you know that animation was what you wanted to concentrate on right away or did you decide as you were going through the program?
Animation is why i even went to Full Sail, it was my focus for the entire program.
To About Me Questions...
====Websites====
Do you have any suggestions for Web providers?
www.asmallorange.com is by far the BEST hosting service ive had (out of 3), great and fast customer support, extremely reliable, great CPanel access, i highly recommend them. Past that, i use the medium oragne and it can handle some pretty heavy traffic. With that pay sometyhing like 10 bucks a month and 12 bucks a year for domain or something like that. Overall its very reasonable. www.asmallorange.com thats the host that I and most of my friends use, very reliable and affordable. Please note me (Kiel Figgins) as your referrie, it would be most appreciated.
To About Me Questions...
What are the render setting for the movies on your site?
1. Black and white = no color info to store
2. 320x240 = small size and uses the most effient compression algorithm
3. In AfterEffects, try these settings:
-quicktime, 320x240, compression Low (10-15)
4. No sounds
5. No clip is very long or very big, so i play with the compression quality to keep them around .5mb-1mb, i also like to state how big they are so that people have a rough idea on how long to wait.
To About Me Questions...
How did you get your web site higher on search engines?
1. My name all over that site, and since google looks for how often the words you search for is found per page, mine has the highest hits
2. My name is in the acutual web site title
3. Its been activated for almost 2 years now and is updated regularly
4. I have a links page, and most the people there have my site linked back
5. I use my real name on forums, forum signatures and such, so google finds those posts and associates it with my site
6. The more external sites link to your site, the higher your rating
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Why do you host those rigs?
- When I was going through school, I didnt have a choice about what rigs to use, there was IK Joe, Blue man, and Package man JUST came out my last month at school. So, I made it a point to get to know everyone I could that did any asset creation to start networking and get assets I could use.
-Animators should animate, not spend there fleeting and precious time modeling and rigging (and god forbid texturing, lighting ,ect) assets when what they want to do is just make it move. So many animators fall into this problem, and their reels reflect that, and even good animation is distracted by a god awful bind on a horrible character rig. Save the personal short done completely by you, for once you land a job doing what you love and do it on your off time.
-Exposure to other artists, unless your active in the online community, the only real exposure you get is your porfolio site. But these rigs allow the Setup and Modelers names to be on demo reels, web sites, porfolios, ect. And if someone likes it, they find them out and get leads from that. (side note about that, even before I gave out rigs, by the time I graduated, I had my name on almost 25 demo reels for animations, or other work I did for people, and have had it on I think 10 after I graduated for work I did for other students, gotta keep networking, its the way to be)
-Share and share alike, hopefully after seeing the response these rigs get, other artists will start releasing their assets and stop clinging to them like life itself. I still hit up my other friends for rigs, models, ect, and most release them, some dont. What i would like to see is other people in the community start handing theirs out. I think ive acutually seen an increase as of late, dunno if thats from my contibution or not, either way, its more rigs available to the animation community.
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Could you take a look at my website and tell me what you think. Things i should get rid of, change, improve on, or even animations that i should fix?
Sure send me the link.
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====Industry Related====
What kind of software or traditional tool do you commonly use in the industry?
Tools: Maya/Max and photoshop, be extremely use to both of them. For traditional, paper, pencil, and wacom tablets and photoshop for all coloring and presentation. Characoal, watercolor, ect is pretty much obsoluete, digital is faster, cleaner and easier to duplicate, edit and disperse.
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Is the business any different than how you envisioned it when you were a student?
The industry is a bit different. Mainly dealing with speed and quality, a lot more is expected in a much less time. And with working under the guidance of others to acheive a greater goal is more productive then letting everyone do their own thing. (i knew many people that just wnated to do model robots or such, but once they got in a different setting, their work improved dramatically)
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What made you want to get in the industry?
Blizzard cinematics where the definate push to get into the industry (which started as games, but is currently heading towards film).
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Do you feel you made the right decision choosing your profession?
Every day I get to animate is good day, so yes, I'm very pleased with my choice in careers.
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Is the job everything you expected to be?
At NCsoft, the job is very challenging and rewarding. Having learned max and being around the incrediably talented animation team, has truly been great. At TKO, the job was great and I got a lot more out of it then i imaged. I learned setup from a guy that had 5 shipped titles and 4 years experience and a 4 year degree from Ringling. I was exposed to a much more focused style and teaching of animation, while still being able to explore cartoony and 2d sprites.
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Do you find yourself moving alot as you go from project to project? If so, is it all over the U.S or is it usually within the same state?
Not much, i was pretty set in TKO (until they shut their doors). Its pretty common in film to be let go after your specific shot, but games normally keep their teams together as long as they can.
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Was it difficult to relocate after graduation from Full Sail? Was it absolutely necessary?
My moving expenses where paid for by TKO when i moved, so the move was rather painless (cept the 4 days sleeping on the floor waiting on my stuff to arrive, but hey, it was free) . Absolutely necessary? No, not really, I had 3 job offers in the Orlando area, so i could have stayed. But here in Dallas I have nine studios withen 45 minuts of my apt and i could walk to work to TKO. And CA is littered with them as well. So i would say for more oppurtinty, a move would be wise.
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Do you focus on only animation or do you also other tasks as well (i.e Rigging, Modeling)?
(At TKO, NOT NCSoft) I was prodominatly animation, though in my experience i have done a whole slew of project elements. Though i have never modeled or textured, i have done setup, binding, book keeping, progress reports, lighting/rendering for publications, and various task as the right hand man for the Technical Director.
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How many different operating systems other than windows have you come across in your work experiences?
Thankfully only windows, though the art director used Mac and a few programmers had a Linux server, but those are rare instances.
And if there were to be any parting advice for us Animation artists out here, what would yours be?
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Is working in the industry what you thought it would be when you got out?
Every day i get to animate is a good day. Working under my former boss, Chris Adams, was an amazing experience. I learned more from him about animation, setup, timing, weight, style, ect then i though imaginable. I thought i was pretty on the ball leaving school, come to find out, I wasnt. I thought with that many points in FP and all that jazz that i would be up to snuff, nope, entirely different game out there, but its a helluva lot fun.
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So far how many different animation programs other than Maya have you used with each different company?
(At TKO, not NCSoft) Mayas a big one, some other guys in the studio used Max, everybody knows photoshop inside and out, a lot of us know After Effects, the concept guy knows painter, and more then a few of us know HTML
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How long have you been in the industry?
I have been in the Industry for... 2 years about. I set my first keyframe in feburary 04, had job August 04 at TKO Games, stayed there till July 05, left and looked for a job, and started at NCSoft start of Sept 05. Quick little time line.
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Do you find your self doing much more then animating?
I find myself doing a ton more then animating, but not art related. I do help docs, exporting, clean up, work with the TD's to make more customizable and optomized rigs, ect.
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How much did your other skills help you get a job?
I call my self an animator, so they judged about 80% of me off that, they knew i did fine art, design, and various other side projects, and those help show creativity, eye for detail, presention, ect. They all helped but our jobs are specific, they would have hired me without those being demonstrated and i surely wasnt tested on them.
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Hows working at NCsoft?
NCSoft is pretty cool, liking it thus far. People around me really know what their doing, weither it be animation, years experience or programs known, they're really on the ball.
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