I love it when the big studios experiment with different styles.
Though to be fair, this isn't really a new style for Pixar to be working with - it's just not typically a style that they release their films in.
If you've ever seen any of Pixar's pre-vis animatic work, you'll know what I'm talking about. (They frequently include segments as DVD extras. There was a ton of footage at the MoMa exhibit in NYC a few years ago, and snippets pop up online every so often). Half the time, I think that their animatics are more polished and more entertaining than some of the other studios' finished products. When you look at the time and money that they put in to story, character, and style development during the pre-vis stage, it's no wonder that their finished films so consistently deliver.
In any case, I'm not sure what the origin is behind this new short, George and AJ. Perhaps this style was the plan all along. But it almost looks like they might have been developing a fully rendered 3D piece and decided that the animatic was strong enough to release on it's own. The VO sounds like proxy in places, which would further support the theory. Check it out:
Granted, the average independent studio or solo animator can't afford to put together something this elaborate for all the work that they do. But I think it's important to put as much time and effort into pre-production as you have room for. It's better to spend a couple weeks putting together a board-o-matic upfront than to devote a year of your life, slaving away in 3D, before realized that your original idea didn't work so well to begin with. Storyboards and animatics can tell you what's working and what isn't before you dive into the more time consuming 3D process.
I say this from experience. A few years ago, I started tinkering around with a new idea for a short. I actually got as far as spending a month or two modeling and rigging some characters. But before I got too far along, I finally started to realize that the story just wasn't working in the animatic phase, and I decided to pursue other projects. Looking back, I'm glad that I did.
And who knows? Your animatic might take you off in a direction you didn't expect, and you could wind up with a finished product in a whole new creative style.
Tuesday, November 24, 2009
Saturday, November 14, 2009
Tip of the Week:
Command Line Mental Ray
Rendering outside of the Maya GUI (either by right clicking or using .bat files) provides all kinds benefits over normal batch rendering. (If you're unfamiliar with the process, you can read my tutorial on rendering with bat files). However, you can run into some obstacles when using Mental Ray.
Normally, if you right click on a Maya file and click render, the render will adhere to all of the render global settings in your file - start frame, end frame, image name, etc. However, one thing that it ignores is which renderer to use.
You can set your scene up and set all the mental ray settings, but when you try to render it outside the Maya GUI, it will always start rendering with the software renderer by default.
In order to make it render with Mental Ray, you have to specifically force it. Right clicking and clicking render won't work. You have to either open up the command line or create a .bat file.
For instance:
render myscene.mb
Will render in software by default, no matter what the settings in the file are. Instead, type:
render -r mr myscene.mb
For those of you who aren't familiar with this kind of rendering, I hope that you'll check out my tutorial or explore the Maya documentation, because it's a really useful production tool. If you're already familiar with using .bat files, and you've had trouble getting Mental Ray renders to work, I hope that this tip has been useful.
Normally, if you right click on a Maya file and click render, the render will adhere to all of the render global settings in your file - start frame, end frame, image name, etc. However, one thing that it ignores is which renderer to use.
You can set your scene up and set all the mental ray settings, but when you try to render it outside the Maya GUI, it will always start rendering with the software renderer by default.
In order to make it render with Mental Ray, you have to specifically force it. Right clicking and clicking render won't work. You have to either open up the command line or create a .bat file.
For instance:
render myscene.mb
Will render in software by default, no matter what the settings in the file are. Instead, type:
render -r mr myscene.mb
For those of you who aren't familiar with this kind of rendering, I hope that you'll check out my tutorial or explore the Maya documentation, because it's a really useful production tool. If you're already familiar with using .bat files, and you've had trouble getting Mental Ray renders to work, I hope that this tip has been useful.
Labels:
bat files,
Maya,
Mental Ray,
Rendering,
troubleshooting
Wednesday, November 11, 2009
Big Year for Animation
The Academy of Motion Picture Arts and Sciences announced today that 20 films have been submitted for consideration for this year's Animated Feature Film category:
Alvin and the Chipmunks: The Squeakquel
Astro Boy
Battle for Terra
Cloudy with a Chance of Meatballs
Coraline
Disney's A Christmas Carol
The Dolphin – Story of a Dreamer
Fantastic Mr. Fox
Ice Age: Dawn of the Dinosaurs
Mary and Max
The Missing Lynx
Monsters vs. Aliens
9
Planet 51
Ponyo
The Princess and the Frog
The Secret of Kells
Tinker Bell and the Lost Treasure
A Town Called Panic
Up
The rules for the category state that in a year in which 16 or more films qualify, there will be 5 official nominees (as opposed to the usual 3 nominees). Now, not all 20 films have qualified yet, but with so many up for consideration, the odds are better than usual that we'll hit the magic number.
This bodes well for animators. The more animation being produced, the more jobs there will be for everyone involved in the process. Furthermore, Oscar exposure can give a huge boost to lesser known films. How many more people in the US saw Waltz with Bashir after it had been nominated in the foreign film category?
You can read the full press release from the Academy here: Animated Features
Alvin and the Chipmunks: The Squeakquel
Astro Boy
Battle for Terra
Cloudy with a Chance of Meatballs
Coraline
Disney's A Christmas Carol
The Dolphin – Story of a Dreamer
Fantastic Mr. Fox
Ice Age: Dawn of the Dinosaurs
Mary and Max
The Missing Lynx
Monsters vs. Aliens
9
Planet 51
Ponyo
The Princess and the Frog
The Secret of Kells
Tinker Bell and the Lost Treasure
A Town Called Panic
Up
The rules for the category state that in a year in which 16 or more films qualify, there will be 5 official nominees (as opposed to the usual 3 nominees). Now, not all 20 films have qualified yet, but with so many up for consideration, the odds are better than usual that we'll hit the magic number.
This bodes well for animators. The more animation being produced, the more jobs there will be for everyone involved in the process. Furthermore, Oscar exposure can give a huge boost to lesser known films. How many more people in the US saw Waltz with Bashir after it had been nominated in the foreign film category?
You can read the full press release from the Academy here: Animated Features
Tuesday, November 10, 2009
Projection Mapping
Check out this fascinating article on the facial animation process in Where the Wild things Are:
http://www.awn.com/articles/article/getting-wild-about-facial-animation/page/1%2C1
Outside-the-box thinking with some amazing results.
http://www.awn.com/articles/article/getting-wild-about-facial-animation/page/1%2C1
Outside-the-box thinking with some amazing results.
Monday, November 9, 2009
Connecting with your Audience
I read an interesting post today by Mark Mayerson:
Clarity, Logic, and Entertainment
He breaks down the process of connecting with your audience into three aspects: Clarity, Logic, and Entertainment. These concepts aren't limited to animation or even to filmmaking necessarily - you could apply the same ideas to writing a novel.
Clarity is the first step. When your audience is watching your story, do they know what's going on? This sounds pretty basic, but we've all watched movies and read books where it's almost impossible to tell what's happening. This could be because it's shot/edited poorly. Or it could be because the story is too convoluted. Either way, you must establish a reasonible level of clarity to connect with your audience.
After that, you need to stick with some sort of logic. Your audience might be able to understand what's happening, but is there any kind of internal consistency? Do the characters do what they would logically do in that situation? If halfway through Finding Nemo, Marlin decided to give up searching for his son and go home, the audience wouldn't buy into it. Characters have to stay in character, and stories must follow a logical procession. According to Mayerson, logic is harder to achieve than clarity. You're not just trying to get your story across -- you're trying to make it plausible.
Last and most challenging of all is entertainment. Does your audience laugh when they should laugh? Cry when they should cry? Do they enjoy the experience? This of course is the hardest step in storytelling, and there's no real formula.
In any case, Mayerson explains it all much better than I do, so make sure to check out his original post.
Clarity, Logic, and Entertainment
He breaks down the process of connecting with your audience into three aspects: Clarity, Logic, and Entertainment. These concepts aren't limited to animation or even to filmmaking necessarily - you could apply the same ideas to writing a novel.
Clarity is the first step. When your audience is watching your story, do they know what's going on? This sounds pretty basic, but we've all watched movies and read books where it's almost impossible to tell what's happening. This could be because it's shot/edited poorly. Or it could be because the story is too convoluted. Either way, you must establish a reasonible level of clarity to connect with your audience.
After that, you need to stick with some sort of logic. Your audience might be able to understand what's happening, but is there any kind of internal consistency? Do the characters do what they would logically do in that situation? If halfway through Finding Nemo, Marlin decided to give up searching for his son and go home, the audience wouldn't buy into it. Characters have to stay in character, and stories must follow a logical procession. According to Mayerson, logic is harder to achieve than clarity. You're not just trying to get your story across -- you're trying to make it plausible.
Last and most challenging of all is entertainment. Does your audience laugh when they should laugh? Cry when they should cry? Do they enjoy the experience? This of course is the hardest step in storytelling, and there's no real formula.
In any case, Mayerson explains it all much better than I do, so make sure to check out his original post.
Thursday, November 5, 2009
Tip of the Week:
Creating Textures in 3D
Sometimes it can be advantageous to generate file textures in 3D as opposed to using photos or digital paintings.
You start by modeling a pattern in 3D - bricks, tile, wooden fence, etc - rendering out a still from an orthographic view, and using Photoshop to make it tileable and paint on top of it if necessary.
In addition to being able to create certain details that are difficult to paint or photograph, it's easy to generate a quick normal map that perfectly matches your texture.
Here's a great tutorial from cg-textures.com (an amazing texture resource by the way) that shows how to make a rope texture in 3D. It's a good example of the method:
Creating a rope texture in 3D
You start by modeling a pattern in 3D - bricks, tile, wooden fence, etc - rendering out a still from an orthographic view, and using Photoshop to make it tileable and paint on top of it if necessary.
In addition to being able to create certain details that are difficult to paint or photograph, it's easy to generate a quick normal map that perfectly matches your texture.
Here's a great tutorial from cg-textures.com (an amazing texture resource by the way) that shows how to make a rope texture in 3D. It's a good example of the method:
Creating a rope texture in 3D
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