The Amazing Demo Reel Race


#1

Hey everyone,

I’m not a super active member on here admittedly, but I’m taking this chance to kinda start anew.

Basically I’m a studio assistant right now, and there’s opportunity to find my place in the studio soon. The thing is that doesn’t give me much time, I have possibly 2 months or less to produces some work…

I’ve always loved animation and it’s what I focused on at school, therefore my new reel should be animation. In the coming days and weeks I’m going to be uploading detailed play blasts of what I’m working on with some details, what the goal was and such. I’m mostly using the animator’s survival guide but I’m open to any suggested tutorials there might be. Frankly the only thing I really need right is hard work and time. I’m also going to become familiar with the software they use, getting a general knowledge anyways to how the pipeline works.

It’s a lot to ask a community I don’t contribute to for help…but some of the best talent out there comes here, so I want to help out others too! Cheers everyone, I have a full week of work to do!
:beer:


#2

I’ve found a tremendous lack of animation tutorials on the internet. There’s

Gnomon Workshop (the quality of gnomon tutorials are amazing, but their animation ones are somewhat lacking IMO)
Digital Tutors (good enough introduction, modeling, maybe texturing tutorials… but they don’t rig well, and they don’t animate well… I haven’t seen their new ones, because I have a bad taste from the previous ones, but I’d avoid them)
Jason Ryan (expensive, but completely amazing from what I hear, your only real option that I know of of learning besides your animator’s survival kit).

Also… I can rig characters for you to use in your demo reel if you can’t do it yourself. Would just need to provide a model preferably with UVs unwrapped (as I have very limited time).

My rigs aren’t great, but they work, they have:

Stretchy legs/arms with on/off switch
Stretchy/Squashy spine
IK/FK blending on arms
Basic RL foot setups
IK/FK spine
Jason Osipa based facial setup
Global Scale
Global Translate
Global Rotate
Low res proxy mesh (optionally)
Hi res mesh
Dynamics driven by Maya’s hair system in appropriate areas

Only thing I ask in return is you let me use the animation to show off the rig’s capability in my own demoreels. This way we help each other out :slight_smile:


#3

Wow thanks Virtualistic!
I don’t know about those workshops only because I haven’t look over each one you suggested.
I would definitely take up your offer for rigging EXCEPT I’m a terrible modeler! I have to jump straight into animating but I’ll post the rigs I plan to use. I definitely will keep you in mind when I do have time to model, because I’d like to see what you can do!

I will also share some animations I made about a year ago.
http://jonduguay.ca/files/jonathanduguay_wip.zip

With this you all can probably judge what my level is roughly right now.
Later tonight I will post the rigs, a certain ‘flour sack’ and a generic man who was apparently made by someone at Pixar. Other than that I’ll whip up quick a quick ball for stuff like bouncing or blocks for swing principles.


#4

Right as I said here are the rigs I’ve picked to work with.

Norman
Flour Sack Rig

I’m also going to read over some of the way things are done at work (software, organization, stuff I can’t talk about)

Thanks again though for the free rig list for making things easy. I’ll have to snoop around the forum some more!


#5

Don’t forget to check out the 11second club forum, they have a free rig page too.


#6

TOTALLY I found them and was going to edit my post to mention that!
I have lots of reading to do between work so I can be ready to animate when I get home.

Since I used Dropbox I’m keeping my work on there so I can work cross platform. I’ll have to keep an eye on compatibility however as not all my computers have the same version of Maya, probably 2011 on PC and 2009 on a MAC so I’m expecting issues, but it will be done so I can at least access my files easily if I’m on the go.


#7

Hey Jonathan,

Don’t feel bad, I’ve practically grown up on these forums and only have about 100 posts. It’s great that you’re working at Digital Domain and they’re giving you a chance to shine :wink:

I took a look at the animations you did a year ago. Nice job! I like the feel of the first animation. I also like the way you turned the Generi rig into a creature. Good stuff.

Norman is a great rig to work with to practice animating.

Do read up on whatever you can find. Animators Survival Kit is a must read at least once. Illusion of Life is good. I haven’t read Animation Crash Course by Eric Goldberg but I’ve only heard great things about it.

If you ever get the chance, I highly recommend either going through the Animation Mentor program or Jason Ryan’s new program called IAnimate.

That’s probably not an option considering you’ve got about two months to produce something. I’d recommend doing your fair bit of reading but try to keep disciplined enough to also spend a great amount of time practicing in the computer.

Some advice I could give would be to find some of your favorite animation and frame by frame through it to develop your eye.

Also, for your own personal animation, make sure to plan it before you go into CG! I don’t know how many times they told us at Animation Mentor this. “If you fail to plan, you plan to fail.” That’s something my mentor said. And he works at Dreamworks! So take it from the pros :wink: I don’t plan my animations out as much as I should :\

Anyways, I really look forward to seeing any work you put up. I’ll try to offer any advice I can and hopefully some better animators can give their insights here too.


#8

It would have to be a aesthetically pleasing model for me to want to rig it, with good enough topology. Just keep that in mind if you ever do make them.

Norman’s a good choice, never used the flour sack model myself. Moom is worth a look or two.


#9

Well I haven’t talked to many at work but seems like probably if I make less than 20 seconds that should be enough to show around. It makes the idea of many quick short play blasts (rendered this time), like I did before, sound like the right route to take.


#10

I was told what I should focus on to impress the lead animator. Realistic Physics over cartoony and just make is look AMAZING even if it’s super short. A for legged animal would be a plus, but that might be a little harder for me, not sure. Looks like I just have to get started and show samples, refining the best one or two.


#11

If you want a four legged rig, look up the great dane rig.


#12

Alright everyone it was a busy week at the studio and we had some good Friday fun for Halloween :slight_smile:

It’s been a lot of read an prep between work this week. Mostly it’s been the tips on the 11 Second club, but I took the time to look over the breakdown of your animation.

Keys = the main thumbnails, pretty much what you’d have on paper to happen. Man walks over, picks up chalk, writes on board. That would be 3 actions that you would space the timing on.

Extremes = all the important contact points. Things like, the man walks over, and when he sees the chalk, bending over, and then approaching the board he writes on.

Breakdowns = the arcs of action you need between an action. Simple examples are between the extremes of say a ball bounce, the hight of the bounce is the middle break down. With the previous example you have the points of contact for say the feet on the ground, but you don’t have the important middle. It’s the highest point of the walk cycle where one foot passes the other leg while moving forward. When he sees the chalk, there is an extreme before and when he locks eyes, but the breakdown for that action is his slight reaction, the anticipation of any act.
The Breakdown stage is also key because you are working out a lot of your timing at this stage. Where and when you add your frames is key, but this is also after the the extreme which you should be satisfied with before you move on, pose and timing wise.
Lastly when doing a breakdown it should be focused. The actions of the legs, arms and head should be focused on separately to avoid confusion.

THEN it’s straight ahead animation, playing with the curves, etc. If you could’t guess now this is the traditional pose to pose and straight ahead methods. Basic stuff I’m sure, but I found that a year ago I was getting lost at a certain point when animating. I would make good poses and extremes, but I think I was trying to work fast and I would get lost near the end and not finish them.

Combining those principles I’m going to make sure I find lots of reference to study for whatever action I may need. I’ll study the spacing between timing a bit more with some basic geo tests, but I’m gonna shop around 2 idea here, and at work.

  1. video myself doing some sword swings and hitting a hard object. I would take many many takes, and then craft and animation based on that.
    2.A man is playing with a puzzle, think jenga or stacking cards, that kinda thing. he’s at a table and behind him a dog will enter. he will bark and mess up the man’s game.

With the second one there’s a lot to decide on; how the dog enters, walk or jump? What would be simple for me to have the man play with. What is his reaction, angry, upset, coy?
I thought about it and decided that to make the scene more interesting, the dog shouldn’t bark; it should MEOW. I think then I could have a very surprised reaction by the man when he turns around to see it isn’t a little cat but a great Dane behind him! There’s ideas that I think I’ll thumbnail out and I’ll get opinions on the idea, but I like that second one for the Goal of my reel to be.


#13

Hey Everyone,

I felt I needed to update because it’s been a few weeks. I was getting a scene ready to work on but office work has been busy. I got some more hours and I almost though I was gonna do some render wrangling too, but I’m not sure if that will happen just yet. The scene I was going to start out with was the one laid out in The animation survival guide, picking up the chalk mostly because a lot of the in betweens were already laid out and I could study them for my first go. I figure if I do get wrangling training I could spend some time at work animating. It’s a matter of ‘do’ right now but I’ve heard I’m doing a good job at work so I really have to make little steps every day…it just stinks that the next 3 days look pretty busy. The upside is I get of work earlier now so I should have no reason to not work an hour a day at home.

I’ll show off some key frames early next week! I just need the weekend.


#14

I’m an animator as well. If you’re looking for more rigs there’s also http://www.animationbuffet.blogspot.com/. Most of the rigs are fairly good, and there’s a lot of variety of things that have been rigged to choose from.


#15

congratz dude and thanks for posting those rigs I have been looking for another one to use. Moon rocks I would use it I just wanted a dif model im my reel.


#16

Thanks GameFox, there’s a ton of biped rigs and tools here! I’m staying after work is over to get some blocking done.
I’m thinking…maybe a warm up, because the dropbox setup I made MIGHT end up giving me errors in the long run…using a thumbdrive is probably better. I’ll probably have to update Maya on my mac to stop these scene errors…


#17

Hey everyone.

I’ve been really bad at updating…but it’s been for a good reason!
Over the past month I worked hard enough to get and opening for DPA at DD! I’m getting more hours and learning more about the studio as a result :thumbsup:
It’s gonna help me move up more in the company for sure, and it means my demo reel has more time to get done! WOO!
I’d like to take this chance to really practice, but I have some moving to do now. I will be picking up where I left off but I really have to manage my time off work now.
Wish me luck, I’ll be back soon!


#18

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