Showing posts with label SCAD Atlanta. Show all posts
Showing posts with label SCAD Atlanta. Show all posts

Tuesday, May 22, 2012

Long time coming

So I have been neglecting my blog, I know.  But I've always been wanting to post.  I've just been too busy.  even now, I should really keep working on my projects but I figured I had too many animations done and not posted that I really should do a massive update this week.  And next week... FINALS!  So you will see the final products of all the things I've been working on.
Also, someone gave me the idea to put tutorials online for various techniques.  I might just do that, once I figure out what to post.
Regardless, let's start with my walk cycles.  Yes, 2 of them.  The first is just a basic study with a tail, which is designed to help us figure out secondary motion.  If anyone out there things the tail or whatnot is automatically scripted to move, think again.  While big production houses might be able to set that up, often these things are going to be hand done.  Especially with students.
So... first the tail walk cycle:


Next up is a walk cycle that uses attitude.  It can portray anything at all, be it excited or sad or whatever.  I decided  to do an animation for a tough cowboy.  But I'm not really into cowboys... unless their robot cowboys.  So... here's a robot cowboy:


Now I bring to you a full character animation.  Sure the last animation was a full body robot rig, but I bound his hands to his hips.  This next animation focuses on controlling a character more, and acting.  Here, we have to show a change of emotion, and a shift of weight.


Speaking of weight... the next animation is all about lifting them.  Honestly, this animation isn't finished, I want to add a joke at the end, however it did satisfy the requirements of the assignment, which is to show a sense of weight and balance in a character, and use acting to make something look heavy. More importantly, we learned how to make a character look like they are holding something. We do this with Ik handles and locators, which can "attach" an object to another when used properly.

[Right now there is an error on Youtube, so I will upload this in due time.]

More?!  Well yes, there is lots and lots more!!  I have a project I will be uploaded parts of soon that involves a robot, a girl, and a junkyard.  Right now I'm calling it Junk, and it is only 3 shots.  In fact, it isn't even that.  it is really only 1 fully animated shot and 2 shots still "in production".  This is on purpose as it is to help students figure out how long it takes to make an animation in preparation for the senior project.  I will be posting some of the work on this later, so please look forward to it.

Finally, I have a dialogue animation.  It is not done yet, so what you see now is merely a Work In Progress (WIP) which is only on the second animation pass.  This animation is going to be an entry in the 11 Second Club. This will be done and entered into the contest by the end of the month, which is coincidentally at the end of the quarter as well.  In other words, this is my final project in this class.  Here is my current WIP.


One last thing, I have been working on a new portfolio website, as well as a new portfolio, resume, demo reel, business cards, etc. for my other class, professional development.  You can find my new site at DHixon.com, and I will be posting some things on here as well.

Well that's all for now, I have tons more work to do!  I should have work from my finals up by next week.  Don't forget to follow me on the 11 Second Club (look for my entry in the forums, under the name WeaklyAnimated).


Ta ta!

Wednesday, May 2, 2012

More animations coming soon

I actually finished a few new animation this quarter to show you, an I'm really excited about the last two coming up. I'll explain more about that later. For now, I just want you to know I should have some new content up real soon. Also, this quarter has been a challenge for me, but I am finally figuring out how the rest of my BFA at SCAD is going to play out... Unless I do a minor which I am seriously considering. Then there is always doing an MFA... Decisions decisions.

Tuesday, April 10, 2012

Sleep Comes After Death

So for anyone who is familiar with SCAD, you should know that students there are often so busy with work, they don't have the time in a day to do what needs to be done for their classes.  That is why God invented night.  It is normal - nay - required that SCAD students work overnight at least once a quarter, if not once a week... or more.  Last quarter freaked me out a little because, while I did work all night once, I never went without sleep in a 24 hour period.  However, this quarter I am paying for it.  Already I have had to stay up working overnight 3 times in one week... twice in a row even.  Don't get me wrong, I'm not complaining.  I enjoy the work (for the most part).  But sleep is something every SCAD student craves and rarely gets.  For me to have to lose so much sleep so soon is a little crazy, and I can only think about what the next few weeks will bring.  I suppose better time management is one option, but the reality of it is that I never should have taken 3 studio courses at the same time.  Unfortunately, I have to in order to graduate in a timely manner.  There is a reason students joke that SCAD stands for Sleep Comes After Death.
But for me it is more like a rite of passage.  If I can get through this, I can handle anything anyone can throw at me.  So far I've done well, and I will continue to do my best.  I am thinking of declaring a minor even, so that I have more classes to help me fill out the ones I have left.  Who knows, maybe I'll go for the MFA program too (which I am seriously considering), but we'll have to see what happens a year from now first.  I will, however, keep that goal in mind in case I decide I want to do it.
That being said, I wanted to let everyone know that they blog will not only be about my art and animation, as well as my development in the art world and my take on all thinks animated, but will also involve shorter posts similar to this one to help me illustrate problem solving.  This is actually a recommendation from one of my professors who urged us to use our blogs for showing how we can think and evaluate and solve the problems we run into in our art.
I should also have a walk cycle up soon, but it is a boring plain one that everyone in the world has on their demo reel already.  Just wait till you see the one I do with "attitude".

Stay tuned!

Saturday, April 7, 2012

Basic 3D Animation tests

Yesterday I got to go to a talk from a Disney Interactive Director, and it was really inspiring.   He knew most of my teachers, and couldn't say enough good things about SCAD and the advantages we have here.  The day before I went to "AtlantAmation", a local film festival sponsored by SCAD, with many student films from SCAD.  While some were better than others, I was also inspired to make my own short film.  I may talk more about that later, but for now, I have several large projects looming over me.
Today, since I am knee deep in another quarter and already losing sleep over it, I will share with you 2 assignments I just completed.  These are both very simple animations using Maya, and are standard animation training exercises which you will see lots of.  The Bouncing Ball, and the Flour Sack.  The purpose of the bouncing ball is to understand some of the most basic principles of animation, those being timing, squash, and stretch.  If you look carefully, you'll see lots of bouncing ball animations online in every type of animation media out there, be it 2D or 3D.  The Flour Sack animation is designed to help develop your ability to emote through a character with no face and limited motion.  You are suppose to show a change in behavior or a reaction to an event or object through body language or pantomime.  Again, there are lots of animations out there of flour sacks.  I have a bouncing ball and a flour sack animation hand-drawn, which is posted on this site.  Just look for them.  Other than that, here are 2 new animations, this time in 3D!





Friday, March 16, 2012

Final Results

Well with the Winter quarter over, I have the final results of my classes.  At least, that is, I have final projects.  In all honesty I don't have as many this year as previous years, but I will be posting a little more in the near future from my Action Analysis class.  It was all drawing, and a really great and fun class, but I have to get together from images first before I am willing to show them.
The biggest project I did was actually the scenes I did in Autodesk Maya 2012, which I posted earlier.  However, I do have something else to show from that class which got me an even higher grade, and an A for the class (YAY!).  That would be a character modeled in Maya using "edgelooping" to follow the flow of the muscles of the character to allow for better animation and rigging.

Originally my design was a lot more... conservative than this... and it was boring as a result (boring as in my teacher said it looked like a men's room sign and required I change it).  So with some help from teachers and colleagues, I *ahem* enhanced it.  This was supposed to be a modernization of Annie Oakley... and I did quite a bit of research on her.  In the end, she should have an another layer of clothes at least.  That and I didn't model a gun.  So for now... screenshots of "Annie".

Oh... and if you are averse to nudity... 1) grow up... 2) avert your eyes.  But really... no details or anything, but the clothes are removable (which means I should be able to make better clothes later) but some of these might be NSFW.  Also, all of these are using the smooth preview so they are not renders, just screenshots.


Overview Front Shot
Upper Torso Shot

Face with Edgeloops turned on

Face without Edgloops

Upper torso Dynamic Angle Shot
Closeup of buckles around boots

Closeup of medals on coat


Closeup of gloved hand

Closeup of ear
Money Shot :P

Back with Edgeloops (without coat)
Back without Edgeloops (without coat)
Front with Edgloops (without coat)

Front comparison to character design sketch

Side comparison to character design sketch

So I made her body first, then duplicated the faces of her body to make the jacket in pieces and merged them together.  I actually used a cloth dynamic in Maya to let the coat and skirt rest on her body better, but the coat is so tight it didn't move much.  The gloves and boots are part of her body and don't come off.  Her hair was made one "strand" at a time, with about 2 dozen modeled individually.  The hat was modeled separately, as well as the buckles around her boots and the epaulettes and the medals. She was a LOT of fun to build, and I am working on fixing up her modeling a little, especially in her coat.  Maybe I'll add an undershirt option as well.  Her face isn't perfect either, so I will go back and tweak it some more till I have a better shape.  But all said and done, I made this model in about a week, and it is my first character model ever!  Pretty impressive for a first I think.
I will post more pictures later with better lighting and so forth, but I am having an issue where the coat is under "stress" (apparently a few vertices are poking through unnoticed...) which results in a funky artifact where the clothes are full of "banding"...  Check it out...

So I'll be fixing that at some point and posting more images later.  I'm pretty happy with it.  And yes... I've noticed she has a large chest.  Everyone keeps reminding me.

So next time I'll post some more on my Action Analysis class, as well as a review of Arriety.  I also got a request from someone to compare GMU and SCAD, so I will be writing up a comparison, although I think it will end up being more about the differences between my experience, a typical public college, and a specialty school like SCAD.

Aloha!

Thursday, March 1, 2012

Final rendered scene

Well I have finally been forced to stay up overnight this quarter.  I was getting scared there and thought it wasn't going to happen.  Of course it had to be the night before a big presentation.  But I'll get through it, that's what Think Geek caffeine gum is for.  :)

Well today I will share with you the final rendered scenes of my project for Digital Form, Space, and Lighting.  All those objects I showed earlier, well now they are all put together, with lighting, camera effects, and even environment fog.  Enjoy!



Sunday, February 19, 2012

More 3D goodies

Hello again!

I'd like to start off apologizing to anyone who has listened to 7th Row Center and figured out I had some bad information about The Secret World of Arrietty, and Studio Ghibli, and Hayao Miyazaki himself.  I realized that Patrick Stewart was in Nausicaa of the Valley of Wind, not Tales of Earthsea.  I was thinking about another fine British actor, Timothy Dalton, who played Ged/Sparrowhawk in the English language version.  Also, Miyazaki did not direct Arrietty; it was directed by Hiromasa Yonebayashi, who was a key animator for several other Ghibli (and non-Ghibli) films, such as Spirited Away and Ponyo.  Miyazaki has been credited as a writer and executive producer, so he was involved, just not as the director.

I'm sure I got more wrong, but if you have any questions, complaints, or comments, feel free to drop us a line at 7throwcenter.com, or on facebook, or reach me directly on this site or my facebook page, or find me on twitter at @WeaklyAnimated.  I know I haven't been that active on any of these lately, but I want to make sure I get good grades first, everything else comes after that.

Now that THAT is out of the way, I have some more images for people to view.  I have been working on modeling and texturing these models for a few weeks, in preparation for a scene focusing around the life and world of Harry Dresden, one of my favorite characters of literature.  If you are unfamiliar with Harry Dresden, I HIGHLY recommend you check out the Dresden Files novels by Jim Butcher, or the audio books narrated by James Marsters.  So while I work on the lighting, take a look at the objects themselves.







For those with keen eyes, yes that is Discord from My Little Ponies.  Don't ask.  I still have more tweaking to do, but these are pretty much finished.  The rest of the scene is all about lighting and camera work.  Soon, I should have fully lit scenes using 3-point lighting for you to enjoy.  Comments and feedback are welcome as always.

Cheerio!

Monday, December 12, 2011

Animation from America to Japan

Today's post will be a bit more of an intellectual one.  I have put together a term paper for one of my classes focusing on an aspect of animation I have been interested in learning more about, and will present it here as a post.  I hope you find it interested, and please feel free to contact me with questions or feedback.






Animation from America to Japan and Back
by David Hixon, © 2011

As early as 1915, Japan has been creating their own animations for public display.  However, despite these early films, animation in Japan didn't really come into its own until after WWII.  Anime as it is viewed today around the world really began with artists such as Osamu Tezuka, who created a series of manga which eventually became animated in a unique style.  However, if it wasn't for the animation from other countries and artists, in particular Walt Disney, he may never had inspired the anime genre as we know it.

I will explore the international influences that shaped anime into what it is today, and how that unique animation style has begun to affect mainstream media throughout the world.  Many people believe that the essence of anime has changed due to western influences, but I argue that western influences have always been strong in Japanese animation, and it is this clash of cultures that creates what is exciting and different.  I will begin by exploring how Western artists have influenced Japanese animators, focusing specifically on the works of Tezuka Osamu.  I will then explore the ongoing influences that go between eastern and Western artists, and how the cultures of these artists have begun to globalize.  I will finish by showing how the Japanese style of animation has invaded what we watch in theaters and on television today around the world.

The roots of anime really begin with early animators from America and Europe, such as Blackton and McCay.  In fact, by 1915, there were 21 foreign animations played nationally in Japan.  Both American and German artists, such as John R. Bray, the Fleischer brothers, and Lotte ReinigerIt, were strong inspirations for early Japanese animators.  A slew of animators emerged in Japan, including Shimokawa Oten, Kouchi Junichi, and Kitayama Seitaro, the earliest Japanese animators.  While they pioneered the techniques and genre, there was little they produced which was particularly worthwhile.  Shimokawa Oten was  trained as a caricaturist and cartoonist before being hired by Tenkatsu Studio to animate specifically in the style of Émile Cohl, while Kitayama Seitaro was particularly experienced with the Western style of painting.  Already, in the earliest years of anime, the Japanese style of animation was heavily influenced by the works of Western artists, not merely the techniques they pioneered.  These Western style influences were not limited to the origin of anime and continued into the 1930's.  Artists such as Ikuo Oishi broke away from other contemporary Japanese animators' styles, and modeled his characters after American animations such as Felix the Cat.  Yokoyama Ryuichi founded the Otogi Studio in Japan after having fallen in love with animation through Walt Disney's Skeleton Dance, which aired in Japan in 1930. He created several animations and manga, and would appear in the Mainichi newspaper.  He had the privilege to visit the Disney Studios in 1955, and met Walt Disney himself.

In the 1930's and 40's, the many Japanese animations were made as propaganda films during World War II, which probably caused a strain on the animators in terms of inspiration.  It seems likely that could they directly copy the styles of Western animators now that they were at war. And yet even during this troubling time, the animators would sometimes portray American soldiers as recognizable characters such as Bluto from Fleischer's Popeye as seen in Mitsuyo Seo's Momotaro, Eagle of the Sea released in 1943.  Political references like this continued throughout the war and beyond.  Even after the war, the government of Japan encouraged animators to make films that showed the possibilities of the West, such as the 1946 film by Masao Kumagawa, The Magic Pen.  However, this had little to do with the style of the animation, and more to do with propaganda.


It wasn't until a medical student decided in the 1950's to try his hand at manga and eventually anime that the modern style of anime was born.  Tezuka Osamu was privileged in his youth to have access to both manga and film, including animation.  Tezuka is said to have watched films like Felix the Cat in his youth, and was also influenced by Disney films, and French New Wave Cinema.  This lead to his unique way of looking at animation and manga as a cinematic experience in terms of film editing, camera work, and other cinematic devices.  His love of art and film from around the world gave him a unique viewpoint into the world of animation.  Even the character design of Astro Boy was an homage to the early Walt Disney character styles.

On the first day of 1963, Astro Boy (Tetsuwan Atomu) was aired in Japan, and in America soon after, which was during a time when there were limited channels and airtime on television.  One of the more interesting facts about this relationship between America and Japan was that Astro Boy would regularly mirror the civil rights struggles in America of the day, adding to the relations between the two countries and furthering the expansion of anime into the American market.  While Astro Boy started off roughly, it soon became a world famous show, spreading the art of Japanese animation early, and invading the homes of people around the world.  Tezuka produced several more series both before and after Astro Boy, which made big waves in America and abroad.  Of these, Kimba the White Lion (Jungle Emperor) was among the most popular on American television. 
In1967, Yoshida Tatsuo's Speed Racer (Mach Go Go Go) was aired in America as well.  It gained popularity on American television, and eventually the original manga it was based on was released to western audiences as well.  It became an icon of Japanese animation in its own right.

We can clearly see here that the Japanese styles used in animation were heavily influenced by their American and Western colleagues since the earliest days of Japanese produced animations.  These influences continued throughout the decades, culminating in the cinematic styles that Tezuka adopted.  While it is clear that the origins of anime were influenced as such, the American audience was also being slowly introduced to the phenomenon known as Anime, and despite the often controversial and bizarre shows, it became engrained in the minds of future American film makers and animators.

Astro Boy has been translated into over a dozen different languages, and Tezuka himself was one of the first Japanese artists to attend international festivals for comics and animations.  He not only pioneered airing his shows in America, but around the world, and was critically recognized for his work.  The influential styles of Japanese animation were not limited to Japan, and had already been seen by artists and future animators around the world.  One film which shows this obvious cross-pollination of story telling and visuals is Disney's 1994 hit movie The Lion King.  Many critics have pointed out the many similarities between this film and Tezuka's Kimba the White LionKimba aired on American television stations in the 60's and 70's, and many of the animators who worked on The Lion King would have grown up watching Kimba on television.  Critics have claimed Disney heavily “borrowed” from Tezuka, and controversy over the idea of homage versus plagiarism sparked.

While the films and animations of Japan continue to spread throughout the world, both the styles and culture of Japan spread with it.  Historically, Japan has been heavily influenced by Western cultures, and yet continues to hold onto their own unique perspective and cultural identity.  It is this mix of West meets East, tradition meeds modernization, that has shaped the very soul of modern day Japan.  Japan is becoming a country of a globalized culture, where they struggle to find their own identity and a place to fit within the world.  Anime is one way in which Japan has turned the tables, and allowed their art to influence other cultures more than their own, and yet it also conforms to many globalized standards.

Characters in anime productions are often depicted with large eyes, multiple colors of hair and eyes, and even skin.  While the characters are not always intended to be from another country, they are more often than not Western looking, copying the styles and appearance of Western cultures and people.  Characters often have blond, brown, or even red hair, as well as a slew of eye colors, which directly mimic these foreign people.  On the other hand, many anime characters also sport blue, green, purple, or even pink hair, as well as red or purple eyes, and even blue or green skin.  This seems bizarre, but is one of the defining characteristics of anime, and brings it out of any particular culture and into something all it's own.  By adopting a non-Japanese, or even “stateless” look in the characters is part of what makes anime so easily acceptable by cultures around the world.

Such mixing of ideas and styles goes both ways.  Several television shows and movies in America directly reflect the Japanese style, and even the anime characteristics that define it.  Avatar: The Last Airbender is one such show.  The directors and producers not only copied themes, styles, and designs as well as cultural references for their series from Japanese animation, but they also researched what studios to use, and chose a Korean studio that had previously worked on Japanese anime and were familiar with the style and demands of the process.  And it is not alone.  Several studios are adopting an anime style for certain shows, in order to reach the demographics they are looking for.  They are not just trying to mimic the look either, they are looking to emulate the style to a point where it is impossible to tell the difference between “Anime” produced in Japan versus America, at least in terms of quality and story-telling.  At the very least, studios are trying to take visual and stylistic cues, and leave the real anime style to the Japanese masters.

Many American and Japanese comics are already cross-pollinating, and both manga and anime are becoming less and less a product strictly of Japan, even if the primary demographic is Japanese.  The majority of Japanese anime with Western money backing it seems to be from making sequels and projects that did poorly in the Japanese market.  The West's desire to acquire or produce Eastern, and particularly Japanese art dates back to the 19th Century.  Anime shows a mix of traditional Japanese art that was so fascinating to the people of the time, such as Kabuki and Woodblock Prints (Ukiyo-e), and modern and even experimental cinema and artistic tools.

While many American studios have shied away attempting to emulate the Japanese style, and others have tried to make it their own, there have been several projects developed that are joint-projects between Japanese and American groups.  Warner Brothers Studios  commissioned a series of short animations from various anime studios and producers in Japan on more than one occasion, each time with a different movie they are to be based on.  Animatrix, released to home video in 2003, is a collection of short animations, each with a different Japanese director, focusing on telling more of the story of the Wachowski Brother's Matrix.  Again in 2008, they released Batman Gotham Knight under the same pretense.

These collaborations have extended into full length films as well.  Several remakes and re-imaginings of different anime and manga stories have been produced in America, and several more are in production and planning.  In 2009, a mainly American produced version of Astro Boy was released to theaters, with some limited interaction and approval by Tezuka Productions.  This followed the 2008 release of Speed Racer, and several other anime-to-live-action remakes.  This trend, to turn anime into live-action films, tends to produce mixed results, and yet there are several more films in the works for the next few years.

Beyond remaking anime series and movies for a Western audience, either through live action or animation, the most notable influence of anime in western cinema is the style it inspires in original Western works.  Blockbuster films, such as 300, The Matrix, Kill Bill, and even Up, and Ratatouille, are directly inspired by the cinematic and visual styling of anime.  Kill Bill went so far as to include an animated sequence produced by a Japanese animation studio in the middle of the film.  However, the most interesting influences are those between anime and animation.



Hayao Miyazaki fell in love with animation in 1958, when he was in high school, and went on to create one of the most influential animation studios in the world.  His first major motion film, which was Castle Cagliostro, made way for his much more epic masterpieces, such as Nausicaä of the Valley of Wind, that defined his style and the studio he started, Studio Ghibli.  He was not a fan of Disney-style animation, in both the use of cinematography, and rotoscoping.  He wanted to create a truly Japanese style of animation which focused more on the essence of animation in expression and motion, rather than smoothness of motion.  However, he was still heavily influenced by western cartoonists such as McCay, Fleischer, Back, and Norstein.  Because of his unique way of looking at animation, from writing the telling the story to the art style and visuals, his animations have influenced artists world wide.

Many artists, including those at Pixar Studios, grew up watching Miyazaki's films as a children, and continue to draw inspiration from him in their movies.  Many have studied the drawings and animations Miyazaki made, and used what they could learn from him to his work in films like Up, and Ratatouille.  Miyazaki himself became friends with John Lasseter of Pixar, visiting him at Pixar Studios on what Lasseter announced was “Miyazaki Day at Pixar”.

This type of international relationship between East and West are becoming more commonplace, and as a result, the highly stylized art and often adult and mature themes of anime have begun to spread globally and permeate cultures around the world.  As a result, it can be said that Japan is losing its singular unique identity, but replacing it with a unique cultural identity of contrasting elements of society and art.  Japan is both traditional and modern, conservative and edgy, and this contrast is reflected in the animation they have produced.  As a result, it is easily accepted in many cultures around the world, and has influenced the artists, cartoonists, sequential artists, and filmmakers of tomorrow, and today.  While the rest of the world struggles to keep up with the style of anime, the Japanese artists have drawn on inspirations from other cultures to make their art more unique and universal.

The future for anime is bright, and with international collaborations, it will prove to be even brighter.  Anime was born from the unique perspective of Eastern artists studying Western art, while drawing upon their own past and experiences to support it.  Thanks to efforts from artists such as Tezuka and Miyazaki, anime will continue to be an international influence on film, pushing the envelope and advancing what is possible on film, by unleashing the imagination.



Bibliography

Cavallaro, Dani. (2006). The Anime Art of Hayao Miyazaki.  Jefferson, N.C.: McFarland & Co.
Drazen, Patrick. (2003).  Anime Explosion!  The What? Why? & Wow! Of Japanese Animation.  Retrieved from
Kime, Chad. (n.d.).  American Anime: Blend or Bastardization?.  Accessed on October 9th, 2011.  Retrieved from
Koyama-Richard, Brigitte. (2010). Japanese Animation: From Painted Scrolls to Pokémon. Paris, France: Flammarion.
Lamarre, Thomas. (2009). The Anime Machine. Minnesota, MN: University of Minnesota Press.
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Miyazaki, Hayao.  (January 28th, 1988).  “About Japanese Animation”. Course Japanese Movies 7: The Current Situation of Japanese Movies. Iwanami Shoten.  Translated by Ryoko Toyama.  Accessed on November 5th, 2011.  Retrieved from
Napier, Susan J. (2005) Anime from Akira to Howl’s Moving Castle.  New York, NY: Palgrave Macmillan.
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Van der Lugt, Peter.  (n.d.).  Exclusive Interview with Pixar Storyboard Artist Enrico Casarosa.  Accessed on October 9th, 2011.  Retrieved from
Zahed, Ramin. (November 2004). “Astro Boy's American Cousins”.  Animation Magazine, vol 18 (no. 11). 

Filmography
  Bender, Lawrence (Producer), Tarantino, Quentin (Director).  (2003).  Kill Bill Volume 1 [Motion Picture].  United States: Miramax.
Bird, Brad; Pinkava, Jan (Directors). (2007).  Ratatouille [Motion Picture]. United States: Walt Disney / Pixar Animation Studios.
Black, Christopher (Executive Producer), Somers, Karen I. (Director).  (2007).  Anime: Drawing a Revolution [Television Documentary].  United States: Starz Entertainment.
Bowers, David (Director).  (2009).  Astro Boy [Motion Picture]. United States: Imagi Animation Studios / Imagi Crystal / Tezuka Production Company.
DiMartino, Michael Dante; Konietzko, Bryan (Producers).  (2005).  Avatar: The Last Airbender [Television Series].  United States: Nickelodeon Animation Studios.
  Disney, Walt (Producer), Iwerks, Ub (Director).  (1929).  Skeleton Dance [Animated Short].  United States: Disney.
Docter, Pete; Peterson, Bob(Directors).  (2009).  Up [Motion Picture]. United States: Walt Disney / Pixar Animation Studios.
Fleischer, Max (Producer). (1933).  Popeye The Sailor [Animated Short].  United States: Fleischer Studios/Paramount Studios.
Hanh, Don (Producer), Allers, Roger; Minkoff, Rob (Directors).  (1994).  The Lion King [Motion Picture]. United States: Disney.
  Hidehiko, Takei; Yamamoto, Satoshi (Producers), Ishiguro, Noboru (Director).  (1963).  Tetsuwan Atomu (Astro Boy) [Television Series]. Japan: Mushi Productions.
Kumagawa, Masao (Director). (1946). Maho no Pen (The Magic Pen) [Animated Short]. Japan: Kyoto Eiga-sha.
Melniker, Benjamin; Thomas, Emma; Timm, Bruce W.; Uslan, Michael E. (Executive Producers).  (2008)  Batman: Gotham Knight [Animated Film]. United States: Warner Home Video.
Miyazaki, Hayao (Director).  Katayama, Tetsuo (Producer).  (1979).  Rupan sansei: Kariosutoro no shiro (Lupin III: Castle Cagliostro) [Motion Picture]. Japan: Tokyo Movie Shinsha (TMS)
Miyazaki, Hayao (Director), Takahata, Isao (Producer).  (1984).  Nausicaä Of The Valley Of The Wind [Motion Picture].  Japan: Studio Ghibli, Disney.
  Seo, Mitsuyo (Director). (1943).  Momotaro no Umiwashi (Momotaro, Eagle of the Sea)  [Animated Short] Japan: Geijutsu Eiga-sha / Zakka Films (USA distributor).
Tezuka, Osamu; Yamamoto, Eiichi (Producers).  (1965-67).  Janguru Taitei (Kimba the White Lion) [Television Series]. Japan: Mushi Productions / NBC Enterprises.
Tezuka, Osamu (Producer).  (1967).  Mach Go Go Go (Speed Racer) [Television Series].  Japan: Tatsunoko Productions Company.
  Wachowski, Larry and Andy (Producers).  (2003).  Animatrix [Motion Picture].  United States: Warner Brothers.
Wachowski, Larry and Andy (Producers).  (2008).  Speed Racer [Motion Picture].  United States: Warner Brothers.

Supplemental Material
Anderson, Craig. (November 2009). Kimba the White Lion's Corner of the Web.  Accessed on November 5th 2011.  Retrieved from
Anime_Nanet.  (n.d.). The Anime History - origin and roots from 1900 to the 21st century.  Accessed on November 5h 2011.  Retrieved from

Monday, November 7, 2011

Watch your head!

Well it's that time... crunch time!  2 weeks left of classes, that's only 4 classes left till this quarter is finished!  No time left to think, just time to enough to work.  I've been up late all weekend working on a term paper and now I'm down to the final tests and projects!  So before I vanish into the world of even more sleepless nights, cramped hands, and bloodshot eyes, I wanted to share my latest animation from last week.  This one is of Adam reacting to a pie being thrown at his head.  Enjoy!


Be sure to check out the latest episode of 7th Row Center.  I was too busy to attend this show, but I will be back for the next one (of course that means I'll be doing it in the middle of finals... lucky me!)

Ta Ta!

Wednesday, October 19, 2011

New animation!

Well for all those interested, I have yet another new animation for you.  This one is coming to you a bit late because our teacher was out sick on Monday.  Actually, that's not why it is late.  It's late cause I procrastinated and then tried to make up for lost time but ended up only finishing one project, and not the other... Moral of the story... don't put off today what you can fail tomorrow.
LUCKILY for me, my teacher was sick.  Not that I think it is a good thing to be sick.  I hope he feels better in time for the next class, and wish him the best, he really is the coolest guy.  But God put his hand in when he saw I was working so hard to catch up for bad judgments, and I was able to finish the animation for the next class.  So here it is!  I call it... The Great Sack Escape!... not really...  It is about a sack of flour trying to escape the bakery, only to get... well...  watch and enjoy.


So there it is!  Hope you enjoyed it.  Short yes...  I am not satisfied with the truck... didn't plan out the movement well enough.  But the sack turned out great!

So what was the other project I finished?  A storyboard... which I may or may not be able to show you.  it is big and glued together...  We'll see what happens.

Other than that, I have a new toy, but I'll go into that one later.  I will be doing a new episode of 7th Row center with Alex "da movie guy".  Should be up this weekend.  Also, if you have any suggestions of movies or genres or anything else you want to talk about, let me know, and I'll gladly bring it up with Alex!

Till next time

CHEERIO!



Behold the animator's pencil!

Saturday, October 8, 2011

Great Metallic Balls


I have been really busy this last week.  With the completion of the GENERATE challenge (of which the Patchwork Pirates got 5th place), I have had to work on a hand-drawn animation of a waving flag (not an easy one for students to figure out), as well as an animation that involves following various principles of screen design and focusing on showing Z-depth (which is really just depth on a 2 dimensional screen), not to mention a presentation for a proposal for a term paper.  Busy all around really.
The cool thing is there are now 3 new excellent animations finished for my classes, all of which look better than I thought they'd turn out.
Also, I figured out why the bob-omb animation looked so bad.  Apparently I uploaded the wrong file, although the final one still has compression issues, but it looks a zillion times better.


Besides the bob-omb animation, I have the others to show as well.  Here is the flag waving pencil test:


This is the flag wave animation.  It took me several hours to complete, and I had to essentially start over at one point when I suddenly realized what I was doing wrong.  I kept drawing the various keys and inbetweens wrong, and it suddenly clicked, and I figured out how to make it work.  This is the result.  It is short, but fluid.

Next up is the Screen Design Z-Dept project, or as I all it... Marble Maze:



This animation is intended to loop.  The point of the exercise is to show depth in a 2D screen.  There are several ways to do this including scale, overlap, perspective, and more.  I originally intended to draw this out in Photoshop and then bring it into After Effects and animate it there.  However, after struggling to make it look the way I wanted to, I started modeling it in Maya, and decided it turned out so well, I'd just do the entire thing in Maya, and proceeded to do just that.  I used Maya 2008 (and 2012 for rendering on campus), and only used basic shapes and methods, but with very effective rendering techniques.  All the lights use Ray Tracing and shadows, the wood surfaces use many layers of textures to make it work, the rendering used mental ray, and Final Gathering, in order to get such effective colors and lighting etc.  It took me about 12 hours or so to render the final version (and I had to render it twice... one scene once... cause they earlier ones didn't look good), but luckily I could use multiple computers on campus, and managed the entire thing in about 4 hours.

In other news, keep your ears open for the latest episode of 7thRowCenter, where we talk about the power of cheese.  These movies are so bad, they are Gouda!

Till next time,

GUTEN TAG!

Sunday, October 2, 2011

GENERATE CHALLENGE

     All day Friday and into Saturday Morning, SCAD Atlanta hosted the GENERATE 24 hour challenge.  This is a sort of contest where they take each department (animation, sequential art, etc.) and split them into small groups of 3-5 people.  Each department has a company come in and host a challenge that has to be completed within 24 hours.  Each group is usually assigned a unique topic.  My group was the Patchwork Pirates (so named because of our hodgepodge of members), part of the animation department.  This year, Turner hosted our challenge, and the challenge was to create a series pitch within 24 hours.  The pitch had to consist of:

A 15-30 second animatic of the opening
A Treatment
A 15 second Elevator Pitch
3-5 Character design style sheets
A full color style frame
3 Merchandise ideas in 3D
And an outline for an entire season

     All this had to be completed within 24 hours of the start, which meant 10am Friday to 10am Saturday.  Each group within the department was assigned a different network to pitch the idea to, which meant we had to research demographics, etc.  We were the group everyone wish they could have been, because we had Adult Swim as our focus.
     We did have some trouble though.  First, our original idea was poopooed by one of the professors who was leading the event.  The problem was the story idea had (unknowingly to the rest of our group) been used before by one of our members for various projects/classes.  So we had to rework the idea, change some of the character designs, and make things more edgy.  When we had finished that, we pitched the idea to the head of Adult Swim (or was it Turner Animation?) who loved it!  The second problem was that the member with the most experience in 3D and animation left for a previous engagement.  Unfortunately, another member also had to leave due to medical reasons.  That left 3 of us to do a huge task, and none of us were very experienced.
     Somehow we managed to pull though.  With the help from a friend, we managed to complete everything with an hour to spare.  Personally, I still think the look was too "cutesy", but since I was dedicated to doing the animatic by myself, I couldn't keep rejecting images so I just worked with what I got and tried to make it work.  Adult Swim usually does cheap, simple, exaggerated, and over-the-top animations, which are edgy and stylized.  I think we should have really pushed this more, but we would have needed more members involved through the entire project to assure the look we wanted.  However, I think we still managed to pull out a very good project with the limitations and complications that arose.  Since we did all that work, I won't go into presenting all of it again from scratch.  However, I will post the final PDF of the project as well as the animatic here, so you can see what we did.  Enjoy!
The Patchwork Pirates are:
Karen Chesney
David Hixon
Alston Jones
Colin Wheeler
Whitney Wheeler (no relation)
Special Thanks to Jenna Zona