Showing posts with label animation collaborative. Show all posts
Showing posts with label animation collaborative. Show all posts

Wednesday, September 9, 2015

The Return of Fall and the Great Mike Makarewicz



That's right! The indelible Michal Makarewicz will be kicking off our fall semester with a full demo and lecture. Details are in the poster above, and we'll see you there. 

SPACE EXTREMELY LIMITED -- Wear your merchandise to secure a spot!

Happy Animating!

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

Friday, March 27, 2015

Mike Makarewicz Demo and Lecture II - Eyes

II. Get it? Two "eyes". I'll see myself out now...

This semester Tea Time has been super fortunate to have Mike come back to give a second lecture! Not only was this a second lecture but this was a brand new lecture that Mike has been preparing and we were some of the first to hear it. The lecture lasted for two hours where we learned about animating eyes, blinks, darts, and eye shapes in how they convey emotion and thought process. 

I've warned that if you missed it you're out of luck as there won't be a detailed write up this time. However, don't worry as it's not the end of the world. Mike teaches his lectures at Animation Collaborative along with other current industry professionals.

The start date will be May 14th to avoid overlapping AAU's schedule. Registration for Animation Demo & Lecture will be open until April 27th! Just send an email to staff@animationcollaborative.com letting them know that you are a Tea Timer and they will apply the discount!


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, February 25, 2015

Animation Demo with Mike Makarewicz

Photo by Animation Collaborative

Hello, and welcome to the Spring semester! To start the semester off early and with a bang, Mike Makarewicz returns once again with an animation/workflow demo. As per usual, no recording was allowed so you had to be there to get the full learning experience of what Mike says and watching how he works. That aside,I'll do my best and share some points and insights to the night.

First, a disclaimer. Mike is a straight ahead animator and so he focuses on motion instead of poses. This is one way of animating and his way of animating. Animators all have different workflows and it is not necessarily that one method is superior to the other; each has their own advantages and pitfalls. Mike always claims that he can't draw and instead of focusing on creating a golden pose, he is more interested in the action of getting in to or out of a pose; timing is the most important principle and the most important part of animation and the poses can always be tweaked later after the action itself is solid. It's also important for working in production, too, as you want your conversation with the director to be about ideas and performance and not to be spending time on attempting to explain a vague idea of what is suppose to be going on in the scene.

To begin, use your hotkeys and scripts. Don't leave Maya to the defaults because you want to be using the program as a tool to the utmost of your advantage instead of trying to work around it. Check out aaronkoressel.com for some awesome scripts and be sure to get the pushpull script as it will allow you to quickly amp or dampen your curves in the graph editor.

For this evening, Tea Time prepared clips for Mike to choose from to animate to. Before beginning animation, it is important to think about the context. Not just what is being said but other exterior influences that may affect how the shot needs to be animated. Consider if the action is taking place in a private or public space, the time of day, if there are people in the vicinity, etc.


Nope, you're not animating yet! Now is the time to act it out for reference. The important thing about acting your reference is to look for the major ideas, get the main parts in, you don't have to worry about every single little movements. The reference will act as a road map for you to animate to and ultimately change. Remember, you're an animator and not a rotoscoper. Make your motions somewhat larger than normal so you can see what you're doing when looking at the reference, but more sure not to overact as the actions themselves need to be appropriate to the animation.

Now is the time to begin your animation. Yay. Find the largest movement, or what body is leading the movement, and start quickly posing through the animation. Focus on that driver first as that body part is what will lead the rest of the body in its actions. If you get stuck in an area, you don't have to be working forward; instead, jump ahead to another section and you can work backwards from there to find the actions. Get those big movements in, the sexy overlaps can happen later.

A great tip for keep alive is the "drop and tilt". Instead of having a flat tangent to hold a pose, drop that key down and tilt it up so there's some slight movement of the pose. Don't drop it down too much though as you don't want to destroy the pose or the animation. It's just a little thing so that nothing is completely still.

Always think about "what should I do" instead of "can I do it". "Can I do it" is easy. Yes, you can. Everything is just a bouncing ball and that is the basic animation practices that animators master. If you can find the bouncing ball in everything, the technical side of "can I do it" becomes easy so focus on the what and why of your acting choices.

The eyes are the most important. It may not be as glorious as all those waving torsos and arms with their overlap and arcs but eyes are where everything lives and often a contrast point which draws the audiences' eyes. Therefore use those eyelids to intensify emotions! Sculpt those eye shapes and don't just have them be animated up and down as blinks.

That was a very pared down write up of what we all learned that night, particularly since a lot of the information was also visual. If you like what you learned and want more from Mike, he teaches at the Animation Collaborative in the evenings along with other amazing industry professionals. If you're interested, go on over the animationcollaborative.com to check out some of the classes that they offer!


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, December 8, 2013

'Reel Talk' Webinar with Reel Feedback

Good morning and happy Monday! I certainly hope everyone had as lovely a weekend as we did.

No?

Well that probably means you missed the 'Reel Talk' Webinar hosted by the charming Hans Brekke of Reel Feedback and moderated by Tea Time's own Lana Bachynski. If you happened to have missed out on the live showing, don't worry, we've got you covered. Please enjoy 'Reel Talk' in full, below, and keep your eyes peeled for another session coming up in the new year!

That being said - you don't have to wait. Did you know you can get amazing feedback on your work straight from professionals at your favourite companies any day of the year? Go to www.reelfeedback.com for more information.

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




Thursday, December 5, 2013

Question Collection


Hello everyone!

"Reel Talk" host Reel Feedback is asking students everywhere to submit questions they would like answered during their upcoming online summit this Saturday, December 7th @ 4pm PST. Submit questions by asking them here, or e-mailing them to us at info@teatimeanimation.com.



You can find full info about the talk - including speaker line-up and where to find the link on the day of - here: http://www.reelfeedback.com/reel-talk/

Happy Animating!

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 10, 2013

Mike Makarewicz - Friday, Sept 13th



IMPORTANT UPDATE:

Due to lack of a suitable meeting space, our event has been temporarily postponed. Our sincerest apologies, but keep your eyes out for updates! THE SHOW WILL GO ON.

Questions? E-mail info@teatimeanimation.com for details.

--------------------------------------------------------------------------------------------------------

That's right, folks! Our first guest lecturer of the fall semester is none other than the Animation Collaborator, himself - Mike Makarewicz! Keep a watchful eye here for the location, and we'll see you Friday!