Showing posts with label Events. Show all posts
Showing posts with label Events. Show all posts

Monday, August 17, 2015

Free Portfolio Review with the Animation Collaborative

If you haven't seen - Our friends at the Animation Collaborative are excited to announce that registration for the Fall workshops is now open! They've got some great courses lined up -- as many of us here can be testament to.

If you haven't heard of them before, The Animation Collaborative offers amazing supplemental education to all of the Bay Area students' current curricula. They have a strong and eager body of students ready to share work and ideas!

Most importantly, however, they have announced a FREE Demo Reel and Portfolio Review and Open House on August 28 at 6:00pm, where they will have animators and artists from Pixar looking at Animation Reels, Design and Visual Development portfolios, and Storyboard portfolios!

Don't miss out on this incredible opportunity, and we hope to see you there!

Happy Animating

Don't forget to join the conversation at www.teatimeanimation.com 
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Wednesday, November 12, 2014

A 2K Day and an Evening with Paul Lee

I am very excited to tell you that we are ramping up for an amazing month of events this November. Unfortunately, that ramp was a little steep so you're getting a bit of a delayed write up from our fantastic 2K Games day on October 17th.

This summer, we were proud to have had a number of Tea Timers on a short term contract with 2K games working NBA 2K14. Lucky for us, they were happy to come back and share their experiences with the rest of us! They joined us for club, becoming the opening act for Paul Lee, their animation supervisor, who joined us for a delightful Q&A.

First, we covered file referencing. You may already be familiar with referencing assets - such as your set or rigged characters - but how about a method that makes your scene file even lighter and letting you animate despite ever-changing rigs / weights? We learned that there is a relatively easy method that isn't utilized very often! Simply separate out an additional rig to animate on. You will have 2 files to reference, one that is only the skeleton joints and the rig controls and the other is the mesh and skeleton joints. Orient constrain all the parts of the animation rig, except the hip which needs to be point constrained, to the original. This way, you, as an animator, can continue working and not have to worry about the character or animation not transferring while the art team is still developing the character, the modelers still modeling, or the riggers still creating the controls and weight paints.

Following this, we discussed animation layers; that third tab at the bottom of the Channel Box. Layers are extremely powerful. Just as in Photoshop, you can build up animation on top of each other in layers without affecting anything else underneath. You can easily take a vanilla walk cycle to a character walk cycle in almost no time. Layers are particularly amazing when having to edit a complex animation. They allow you to add on top of what was already animated or to do some minor tweaks and edit some poses just to try things out, without worrying about ruining your keys and splines. Each layer can also be toggled to be on and off, so if you don't like what you see, just disable the layer to hide the extra animation -- it will instantly revert to what it looked like before without having to go through and figuring out which keys you need to delete. Like buffer curves on a broader scale!

To wrap up the night, Paul shared some of his experiences with us. When asked about his number one piece of advice, his biggest suggestion was to always find ways to keep improving yourself. As a student or anyone interested in animation that is just starting out, learn your skills and other disciplines well enough to be self sufficient and then push yourself to doing those tasks more efficiently. While there has been fear of outsourcing and people losing their jobs, Paul has expressed not to worry about it too much. Other than issues of having to manage resources and schedules, outsourcing is just another part of the equation and there will always be a need to have key people in house. Instead of worrying about the things that are out of your control, take the time to be the better, and you'll do better stepping into the industry.

A big thank you to all those who stayed on a Friday night to enjoy the evening with Paul Lee -- we hope you found the talk helpful and informative -- and obviously all of our gratitude to Mr. Lee, himself -- and all of our 2K Tea Timers -- for sharing with us.

Happy Animating!

Don't forget to join the conversation at www.teatimeanimation.com 
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Sunday, October 5, 2014

Official CTN 2014 Planning!



November will be here before you know it!

CLICK HERE to join in the Tea Time Animation official CTNx 2014 planning thread to figure out your carpools, hotel rooms, and anything else you might need to bring before the great SoCal migration. (Portfolio reviews, anyone?)

CTNx 2014 is November 21-23, and will be held at the delightful Burbank Marriott Hotel and Conference Center, 2500 North Hollywood Way, Burbank, CA. While it is probable that they are already booked up, I might advise calling with them to double check before going elsewhere. You can reach the front desk at (818) 237-3615‎.

In other news:We're going to be heading to CTNx in style. That's right! Our final Tea Shirt and Hoodie orders for Fall 2014 are placed and on their way to printing. We will delivering all merchandise to CTNx go-ers Thursday evening/Friday morning of the Conference. Not attending? Don't worry! Stop by to pick up your swag at the next Tea Time meeting.

Happy Animating!

Monday, February 10, 2014

February Game Developer's Drink Up


This Thursday is the second of the month which means it's Game Developer drink up night! Woo! Here's the text copied directly from the RSVP page:


It's that time, and we can't help but feel loved that you'll be spending Valentine's Day Eve with your local DrinkUp chapter. 

What better way to celebrate your passion of video games than with your local game development community! So, join us for a candle-lite evening of networking, tasteful libations from Twitch & raffles of surprises you'll hope to win.

When: Thurs., 2/13 from 8 - 11PM
Where: Dear Mom – 2700 16th St., San Francisco 94103
Raffle & 50 free drinks by Twitch

Some FAQ:

Do I have to RSVP to attend?
Nope! It just helps Warren and team get a good idea of what the numbers will be.

But what about the screening?
Yes, this is the same day as the Mr. Peabody and Sherman screening - but this is in the evening, so don't worry, you can do both!

I mean, I'm an <animator/modeler/lighter/rigger/texture artist>, but that doesn't mean I'm a "game dev", does it? Can I still go?
Not a problem! You don't need to have shipped a game to come to the event -- it would be nearly if it was only people who already had a job! This is a chance for you to rub elbows with people you might like to work with some day, ask a few questions, and - more importantly - have a few beers among friends.

RSVP HERE: https://www.facebook.com/events/508357579285431/?previousaction=join&source=1

Happy Animating and we'll see you there!
(Wear your Tea Time merch so you can find each other, too!)

Don't forget to join the conversation at www.teatimeanimation.com
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Monday, February 3, 2014

Nickelodeon Animated Shorts Program

 

Sherley Ibarra - manager of talent outreach and development.
Jill Sanford - vice president of animation development

The past Friday, the Academy - in conjunction with Tea Time - was proud to invite Nickelodeon's own Jill Sanford (VP of Animation Development) and Sherley Ibarra (Manager of Talent Outreach and Development), to share with us what the Nick Shorts Program is all about and tell us exactly what they are looking for in 2014.

Nickelodeon's Animated Shorts Program was started back in 2012 to find and assist the development of a new generation of content creators (that's you). Now, going onto its third year, the program has seen well over a thousand pitches and produced a total of 22 shorts for Nickelodeon's website and app.

So, what are they looking for?
The Animated Shorts Program is looking for comedies that target children ages 6 to 11 with entry points for both boys and girl -- Nickelodeon feels that this demographic is right at the core of the company; they prefer to focus on making cartoons that are character driven, warm, and playful. They aim to be silly and 'smart funny', while still being immature (in the way it is to be a kid); Unique, exciting, and surprising stories with kid-relatable issues.

Nickelodeon is not:
Weird for weird's sake, excited by stories that are too traditional and safe, trendy (as it crosses over into the teen age group), or looking for stories that are oriented around gimmicks.

Interested? Here are some of the finer points:
Your pitch should be limited to two minutes, primarily in one setting, and with a total of 2 or 3 characters.  Materials to submit include:
  • Concept treatment (a writeup of who the characters are, what the story is about, and where the setting is)
  • Character descriptions - written/and or drawn with a preference to have both
  • 2 minute rough story boards or outline/script (more info is better)
  • Signed submission release form which can be found on the website
The short can be produced in any medium such as  2D, 3D, and/or stop motion. What is important is that the shorts must be comedic, character driven, and have kid appeal. You do not have to do everything yourself; the pitch submitted can be a collaborative project with people working on concept art, storyboards, character designs, etc., but ultimately, if it's your idea, you should bring the pitch yourself. There is no limit to the number of pitches that can be submitted and this program is open to everyone. Don't try to guess at what Nickelodeon wants to see. They want to hear your voice! Authenticity and uniqueness is what makes a story stand out and often times that comes from something personal. 

The deadline for submissions is March 14th, 2014. The winning pitches will be chosen approximately 2 weeks after the closing. Once the pitches are chosen, preproduction begins immediately with the goal of a  finished short by the end of the year. 

As the story creator, you will be working with Nickelodeon's production team to realize your vision and be able to give feedback and suggestions as the company seeks to support the creator. While working with Nickelodeon to produce the short, you will not necessarily be at the studio. There will be check-ins and meetings that may happen over the phone, Skype, or e-mail, but you mainly only shows up to the studio for key check-ins, such as voice recordings. While the 'gig' is paid, it is far from a livable wage. You should not consider this a full-time job; they will work around your schedule. (Of course if the short does extremely well and gets picked up for a series then you may have to reconsider your job at Starbucks.)

Don't be shy about sharing your stories! We know that it can be intimidating to think about how many other people are submitting ideas. Don't let the "they will never pick me" mentality take over. If you think that, probably everyone thinks that, and that means there are even less people competing and even better chances that you will get picked. Think about it.

Best of luck and Happy Animating! 
We'll see you Friday.


Don't forget to join the conversation at www.teatimeanimation.com
Questions? Don't hesitate to get in touch with us at info@teatimeanimation.com
Twitter: @TeaTimeAnimates
Instagram: @TeaTimeAnimation

Sunday, September 29, 2013

Mike Makarewicz Reader's Digest Style: Part III - Acting and Performance

Last week, Tea Time had the pleasure of welcoming Pixar Directing Animator / Animation Collaborative founder Michal Makarewicz to our stage for a third time -- as per usual, it was a humbling and inspiring experience. Though it wouldn't do to give away every little secret Michal graciously shared with us (you'll have to join us next time), I've done my best to translate any relevant information from my frantically scrawled notes here for the online community to enjoy (bear with me, it was a very visual lecture). Looking for more? Please feel free to join us at www.teatimeanimation.com.

Although our audience only had but a day's notice to change and/or cancel plans and/or skip class to attend our event due to unforeseen complications with AAU (Did you go to your Townhall Meeting this week?), ~150 of us piled into the theatre for the chance to hear some Pixar-grade insight into one of animation's most intimidating topics: Acting and Performance. He began with some comprehensive advice from Sir Ian McKellen:




Helpful, no? Well on the one hand - of course not. We have obviously learned nothing here. However, on the other hand, is there really any better way to sum up what it takes to be an actor? Any better way to dictate what it means to create a beautiful performance? Can you teach someone how to pretend? If so, how do we even begin to approach the subject?

"Well, as an animator, we can usually start with the principles," Michal continues, "in which case I generally see three important things to consider: 

One is POSING. I can then go through all of the principles and find which ones I apply to posing i.e: Pose to pose vs. straight ahead, squash and stretch, solid drawing (posing), exaggeration, appeal, staging, etc...

The next is MOTION. I can do the same thing here; find which principles directly apply to the actual movement of the character - They may overlap i.e. Followthrough and overlap, straight ahead vs. Layered, slow in/slow out, squash and stretch, secondary action, etc...

But over all, none of this will really matter. Obviously it will to a point, but it's the third category that will make or break a piece: CHOICES." If we make good choices, this is what will draw in the audience, make them believe in and connect with our characters. If we make poor choices, however, this is the exact same thing that will pull the audience away from us. When the characters make decisions that invoke thoughts like, "Oh, please, no one would ever do that" or "What? but..why?" in our viewers, we lose them."

"So, how is it we know what choices to make?" Michal asks. The answer is easy - we simply have to know our characters. Here's what Mike deems important to him when he begins a shot:




He considers his dialogue, he considers his characters, and then he considers this list. Why? Because it helps to eliminate choices! If you're able to whittle out the things your character would never do, it becomes easier to see the things they would. "We can't just move stuff,"he tells us, "our whole job [as an animator] is to bring soul to our work."...that being said, we also can't over do it.

As an animator, we should be invisible; we don't want the audience to think about the animation at all - not even in a good way! (i.e "what beautiful animation.") If the viewer sees the animator through the work, that animator is too involved. Remember: those acting choices are coming from within the character. It's not the animator moving a puppet around, it's internal motivation.

Do LESS as an animator - if you have a dialogue shot and you can get away with 3 main ideas - good! 2? Great! Stop trying to hold the audience's hand, you're overacting.

"The two most common mistakes I see in young animators are A) not thinking it through, and B) showing off. You need to move something, but you don't need to move EVERYTHING. There doesn't have to be a new pose for every word - And chill out on the eyebrows. "

First things first, we can take a macro look at the piece before we begin - what do we have: A character, and a shot. WHO is the character? What is the PURPOSE of the shot? HOW will the character fulfill it's purpose?

Let's start off with the shot - what is the context?
          --> Where is your character in relation to the main story? (what is their history?)

What is the dialogue?
          --> Mood? (what is the energy level?)
          --> Is the character saying what he's thinking?
          --> What IS he thinking?

What is the length?
          --> What is there time for? (enough time for thought process?)

Now, the Character -- who are they?
         --> List the main adjectives that define this person
         --> "You know my mother, she's just going to..."
         --> What are the ingredients? You should be able to identify this person! List actors, family, friends, anyone that resembles the character psychologically that can help you understand.


When you draw from films with great actors, or documentaries or - heaven forbid - even your real life experiences, your audience will feel closer to the characters, and can, therefore, help you fill in some of those blanks. Remember: you don't have to SHOW everything, emotions are closer in real life. If you depict them more accurately as opposed to so exaggerated, the audience will connect and insert pieces of themselves - things they recognize and identify with - into your characters, creating an even stronger connection.




If you know your character inside and out, it's easier for you to make appropriate, relatable decisions for them. Put your thinking cap on! What drives them: Their head? Heart? Stomach? Get inside their head. Take Remi and his brother Emile from Ratatouille. Remi is lead by his heart, meanwhile Emile is constantly thinking about filling his belly. 
Or, perhaps, Star Trek's Spock, Captain Kirk and Dr. McCoy:

Spock is lead by his head; very analytical, Captain Kirk is always lead by his heart, and McCoy, well, not exactly lead by his belly, but he is a nice balance of all of the above.

It's important to think about their history: What have they experienced? What do they want and what are they willing to do to get it? Remember: Every character wants something, even if it's just a glass of water.

Moving into animation, it's important to remember that we should be "communicating without complicating"(Ollie Johnston). Moving the character does NOT equal entertainment. Feeling equals entertainment; you have to find the truth within your shot. What is the subtext of your dialogue?

It's important to have an answer to all of these questions that you may develop something relatable. Let's look at what makes a hero vs. what makes a villain. Both are characters who are fighting for something that they believe in (This working with the notion that rarely is it that we come across a villain who is evil simply for the sake of being evil), both are characters who clearly think that what they are doing is 'right' - so how is it we identify one as the hero? It's by how much we can relate to the actions that character. One character is designed to make the audience say "I wish I were more like him", while the other character is designed that to make the audience say "I would never do that!" or "who could do something like that?!"  



Often enough, history has a profound affect on the decisions our characters will choose to make. The pain from the past makes the choices of today. Consider the following clip from the film Groundhog Day. On the off chance you've never seen the movie, A) you should change that, and B) it's about a man (Bill Murray) who, for some reason, manages to get stuck living the same day over and over again. The clip shows a particularly uncomfortable meeting he is forced to endure day after day with an old 'buddy' from high school. As he lives this day over and over and over again, we can see how his history starts to affect the choices he makes in dealing with this situation each day. 



Unfortunately, Mike was obligated to speed through the last leg of his lecture, so my notes aren't quite comprehensive enough (or legible enough) to post here, but there is one, final subject that we touched upon that I found exceedingly important: Body Language.

"If your voice is saying something, but your body is contradicting it, the truth is always in the body".

Body language is such an important part of communicating ideas, and yet we so rarely get to really see that in an animation. If your character is too busy poignantly over-acting out each word with hand gestures and other motions that do nothing but re-say what we can already hear like gibberish ASL, that character will never have the opportunity to really speak to the audience in a resounding and worthwhile manor. Consider the following;

 

Despite the fact that we have absolutely no facial expressions or dialogue or really any of the usual tells of human emotion, we still know exactly what is going through little Darth's brain every step of the way. The trials, the frustration of the sandwich, the urgency to get to the car but, most potently of all, the absolute THRILL he has when he thinks that he makes the car rev at him. His body language is unmistakable, and as a result, supremely endearing.

_________________________________________________________________________


Like what you read? There's far more where all this came from over at the Animation Collaborative. Check out their wide variety of classes including 2D animation and Demo / Lecture classes over at http://www.animationcollaborative.com/

Curious about any of the concepts or looking to ask a few questions? Please join our community over at www.teatimeanimation.com to get the answers you seek.

Happy animating!

Tuesday, September 24, 2013

Chris Landreth and Theodore Ushev at ILM


SIGGRAPH and ASIFA are hosting an evening with Directors Chris Landreth and Theodore Ushev.

The event is this upcoming Friday, September 27 at 7:00pm.
Registration is free! Don't miss out on this amazing opportunity.


Monday, April 22, 2013

Tea Time and the Walt Disney Family Museum!

At long last, here is the official invite! Busses will be departing 620 Sutter Street @ 5:30pm sharp. 
Scan the QR code or follow this case-sensitive link to RSVP:

http://goo.gl/dNU0A




Unfortunately the seats for the 3D department are already COMPLETELY SOLD OUT.

The seats for the Visual Development/Illustration departments are now SOLD OUT.
The seats for the 2D department are now SOLD OUT.

We are starting a waiting list, please e-mail teatimeanimationclub@gmail.com to be added. As for Stop Motion, sign up fast!

Wednesday, March 20, 2013

Thank you, Free Gold Watch!

A big thank you to Free Gold Watch for our beautiful, soft, brand new T-shirts! Here are a few glamour shots of Tea Time this past Friday modeling the merchandise.

If you haven't picked your shirt up yet, be sure to come to this week's meeting! If you didn't get a shirt, let us know! We will be doing a second run shortly.

The Gang

 Respectacles!

The Gang...lookin' tough!

Thursday, March 14, 2013

Blue Sky PAID Internship Postings!


Internship applications close April 12th, 2013! Don't miss this opportunity. Click here for all the details.

Tuesday, March 5, 2013

Tea Time Animation* and 2K Games!

Over the course of the next semesters, 2K Games will be partnering with AAU to produce animated shorts centered around the Borderlands 2 franchise -- starting with a storyboard contest!



2K will be providing just about everything besides a pen and paper; For those interested in storyboarding, there will be a selection of various story lines for you to storyboard so you don't really even need to know the current lore. They will also be supplying students with all assets -- environments, props, rigged models, etc... -- so even if you choose not to be a part of the storyboard competition, there are still opportunities for you to work with professional-grade material!

If that doesn't entice you enough, top prize for the storyboard contest (other than seeing your vision come to life with the aid of current professionals, of course) is an internship with 2K Games! (Perhaps more than one?)

Am I getting your attention yet? Well then come to the informational panel Thursday, March 7th at 7:30pm in the 79 New Montgomery theater.

Don't miss this amazing opportunity, and don't hesitate to e-mail us at teatimeanimationclub@gmail.com for more information.

*Contest limited to registered AAU students only

Monday, March 4, 2013

Guest Lecture with Jim Sidel

A Tea Time guest lecture on the importance of brevity and subtext with

Jim Sidel
540 Powell street, room 130
Tuesday, March 5 @ 7:00 pm

(with prizes)

Monday, February 18, 2013

Newer, Cheaper T-Shirts!

This is the last week to place your order for the new Tea Time T-shirts! Comment here, e-mail us or make a note in the Facebook group with your name, desired design and shirt size to order. We accept cash, cheque, and Paypal (Search lana.bachynski@gmail.com).

Shirts are $15 each.


 



Wednesday, February 13, 2013

Opportunity Knocking


Prepare yourselves for the first
Townhall meeting of the Spring Semester!

Townhall meeting? What is that!

The Townhall meeting is the rare opportunity to have students, faculty and high-ups from HQ all in the same room together in order to discuss department related news and concerns.

Why should I care?

Although there are other avenues available to students to have their cries heard, this is one of the only chances we get to tackle them face-to-face with almost everyone it could possibly concern. Class sizes too big? No meeting space available? Unsatisfied with an educator? Come tell somebody about it! As much good as whining behind closed doors does (which is none), there is no reason to let your voice go unheard! So please, join us on Thursday and help your school work for you!*

Not in town? Feel free to e-mail your suggestions to us at teatimeanimationclub@gmail.com.



Is there something else I should care about?

There certainly is! Tea Time animation takes pride in giving back to our local and global community though volunteering our helpful hands at Clean Team. Please refer to the following poster for dates, and follow us on Facebook for pickup times and locations!








*Note: If you've got a problem, do try and also come up with a plausible solution to propose! Simply whining about it to teachers won't do a lot. Ideas, suggestions and critique should be brought up in a calm and professional manor. 

Monday, February 11, 2013

Spring Semester's First Meeting

Lana, Frank and Cody at the AAU Club Mixer

With a surprising amount of room to spare in our new home of room 349, the first meeting of the spring semester went off without a hitch. Although we covered a lot of the basics,we also brushed up on a few of the principles while getting to know each other a little better. (Lots more where that came from, so stay tuned.)

So what's in store for next week? That's right -- our very first guest speaker! Mike Midlock most recently finishing up some work on ILM's Pacific Rim will be joining us in club this Friday. Don't miss this opportunity to listen, take notes and get your questions answered.

Finally, in the wake of the meeting, there were a few, quick, tutorials I thought could use a bump for those who haven't been to tea time before. Check them out, and feel free to ask any questions:

Weighted Tangents and Motion Trails 
Digital Tutors
Exporting from Quicktime Pro

Sunday, July 18, 2010

Local Events: Nina Paley @ Cartoon Art Museum

Sita Sings The Blues: A Benefit Screening Hosted by Nina Paley
Cartoon Art Museum/Electronic Frontier Foundation Event at the Delancey Street Foundation Screening Room: Tuesday, July 20, 2010, 7pm-10pm
Tickets: $25 in advance, $30 at the door

Join the Electronic Frontier Foundation (EFF) and the Cartoon Art Museum for a special evening with Nina Paley for a screening of her animated feature film Sita Sings the Blues, described by creator Nina Paley as “the greatest breakup story ever told.” Paley animated and produced the film single-handedly over the course of five years on a home computer, and take filmgoers behind the scenes of this award-winning film. This benefit screening will take place at the Delancey Street Foundation Screening Room, 600 The Embarcadero, San Francisco, from 7pm to 9pm on Tuesday, July 20. Advance tickets may be purchased online for $25 at http://action.eff.org/ninapaley, or for $30 at the door the night of the screening.

And for those of you on a tight budget, a free reception for Nina Paley at the Cartoon Art Museum on Thursday, July 29, from 7-9pm.

Wednesday, June 16, 2010

Local Events



LOCAL EVENTS



34th SAN FRANCISCO INTERNATIONAL LGBT FILM FESTIVAL, JUNE 17-27, TO SHOW FIVE ANIMATED SHORTS PLUS “DOTTIE’S MAGIC POCKETS”

Dottie’s Magic Pockets by Tammie Stoner is a 50-minute TV show on DVD for kids 4 – 6. Stoner says, “I created Dottie’s Magic Pockets to reflect a diverse family. I wanted to put my heart around positive gay and lesbian images. There isn’t anything else like this out there.” The show features actors, hand puppets and animated segments. The shorts are The Girl Bunnies, Hockey by Françoise Doherty, Mouse's Birthday by Barry Morse, Red Revenge by Eunha Choi, Cat's Cradle by Ray Rea and Queer Pet Adventures Episode #1 by Veronique Courtois.



Friday June 18, A TRIBUTE TO THE TOURNEE OF ANIMATION AND PRESCOTT WRIGHT, THE EARLY SHOWS at the Exploratorium, 7:30 pm
, free

For many years The Tournee of Animation was the major and often the only way to see wonderful independent animated shorts from around the world. Tonight we will look at original 16mm archival prints from the first three programs distributed (1968-1970) by Prescott Wright (1936 – 2007).

The highlights to be screened include work by Richard Williams, experimental computer animation by John and Michael Whitney, gems from the Zagreb Studio, Yoji Kuri from Japan, and work from the US, UK and other nations. A wide variety of content, styles and animation techniques will be included.

When Prescott died his library of Tournee prints went to the Pacific Film Archives with a duplicate set going to ASIFA. They recently gave us sets of the first three shows. After our screening the prints will go to ASIFA-LA for preservation. Due to colors fading and some of the shorts being dated we are only showing highlights. Don’t miss what may be your only chance to see these legendary films projected in 16mm, the way they were meant to be seen.

Tuesday, April 13, 2010

Next Wed April 28th: "The Allure of Hayao Miyazaki" at The Cartoon Art Museum

The Allure of Hayao Miyazaki
Slide lecture with authors Frederik L. Schodt and Beth Cary
Cartoon Art Museum Event: Wednesday, April 28, 2010 7pm - 9pm
$5 suggested donation

AT THE CARTOON ART MUSEUM


If you have been thrilled by the images and touched by the heartwarming stories of Hayao Miyazaki’s animations, you may count yourself among the vast numbers of fans of this revered filmmaker. One of the greatest animators of all time, his legions of fans include the viewing audience as well as those working in the field of manga and anime, both in Japan and around the world. He is also a prolific writer and speaker whose volume of writings has been translated into English as Starting Point: 1979-1996, published by Viz Media. In an illustrated talk, Beth Cary and Frederik Schodt, the translators of this work, will explore the reasons for the appeal of Miyazaki and his films, in both Japan and the United States.
The suggested donation for this event is $5.

Frederik L. Schodt’s writings on manga, and his translations of them, have helped trigger the current popularity of Japanese comics in the English-speaking world. In 2009, the Japanese Government presented him with the Order of the Rising Sun, Gold Rays with Rosette for his work in helping to promote Japan’s popular culture in the United States. He has written widely on Japanese history, popular culture, and technology.

Beth Cary has interpreted for many Japanese artists, including Hayao Miyazaki, at their presentations in the Bay Area. As a translator she has translated Japanese fiction and nonfiction works into English. The topics of these books range from the social sciences to literary reflections. Recently she has translated several award-winning mystery stories for the Ellery Queen Mystery Magazine.

Books will be available for purchase at the event.

CO-SPONSORED BY The Japan Society of Northern California

Founded in 1905, the Japan Society of Northern California is the West Coast’s leading forum on Japan and US-Japan relations. Its mission is to strengthen cooperation and understanding between the peoples of the United States and Japan by providing programs that help to expand knowledge, increase personal interaction and facilitate discussion of important issues.


-Posted by ASIFA

Monday, March 29, 2010

ASIFA SF EVENT: April 1st GUMBY TRIBUTE at THE BALBOA

Thurs. April 1, COME OUT AND CELEBRATE APRIL FOOLS DAY WITH A GUMBY TRIBUTE AT THE BALBOA featuring The Emmy award winning feature Gumby Dharma by Tim Hittle, Robina Marchesi and Karla Gunning-Harris plus see shorts and some of the artists in-person talking about working with Art Clokey (Gumby’s creator) who died in January, 2010. Check the Balboa’s website and local movie listings for details in late March.

Gumby Dharma explores why a man would spend his 85 years on earth playing with lumps of colored clay. His world famous characters, Gumby and Pokey, and Davy and Goliath, echo the spiritual path of their creator. Art's journey takes us from the orphanage to inspiring adopted father, from the Seminary to the Hollywood movie business, and from traditional Episcopalian church values to Buddhism and Indian guru Sai Baba. It is a fascinating life and career in it's own right but also in how it gently influenced his characters and story lines for over 40 years. Clokey’s work is one of the few animation characters that have survived the test of time to become a true American Icon. Interviews with contemporary leaders in animation, including Director Henry Selick (Coraline, Nightmare Before Christmas, James and the Giant Peach) and special effects legend Ray Harryhausen (Jason and the Argonauts, Adventures of Sinbad), place Clokey’s work in perspective with the history of animation and explore stop motion’s future in a computer graphics world. THIS IS ALSO A DVD RELEASE PARTY OF “GUMBY DHARMA” Details at www.gumbydharma.com

Don’t forget April 1 is the annual St. Stupid’s Day Parade at noon.