It's great to hear the enthusiasm that employees and interns expressed. One of the best blessings in life is looking forward to going to work each day, actually loving your career.
In a good art school or animator that truly understands animation will tell you/teach you the basics and hand drawn animation, not 3D not till you understand hand drawn and the principles.
If thats your thing then fair enough, I just personally think that. It's more becaue of what advice I've got from animators from Pixar, Disney and various other animation studios I've talked to and visited. I've only done a little hand drawn and it's improved my animation skills already looooads but if you can do 3D well straight off then nice one :) good luck with it all!
everyone that is involved in the Toy Story team is what he probably meant, in pretty much any kind of media there may be 2 or 3 projects going on simultaneously but only the high up guys will have a direct input on all of them
@jonnyboiboi That's because Pixar has it's own software- one that isn't released to any other company. That's why Pixar movies look so different from other 3d animated films. In a good art school they'll teach you how to animate in Maya, and when Pixar looks at ur reel, they look to see how well you can animate on that. And they teach you their software when they hire you.
It's a sequence of rendered images, so yes. Even old Films are a kind of stop motion, because all they are is thousands of Pictures in perfect order taken by Cameras
No. It depends on the artist's chosen workflow, but making animation these days probably has more to do with making videogames than fooling with clay puppets one frame at a time. For my part, I'm really interested in life-like movement and physics. The animation program I use has a very good physics and game engine built in. For the space dogfighting sequence I'm working on, I've created a videogame in which I fly my little spacefighters around. That makes the animation. Then you render it.
oh wow, I thought the animation would be like how maya does it, but instead. They just have all the blendshapes down and only press the buttons to use whatever expression is needed. Save a lot of work, but at the same time thats a hella of a lot of controls...
I guess that you could say that...For digital animation, you don't do every frame like you would have to for stop motion, though. You set things called keyframes for properties (position, rotation, opacity, light intensity, etc.) then the computer interpolates those properties between keyframes. Pixar-level animation is still a lot of keyframes, though.
The renderer and animation software are two different things. You animate in the animation software, then send the scene to the rendering program to interpret and bake the scene into a file. They use renderman to render, but I'm not sure what they use to animate.
Good to know, thanks. But the trouble with Vimeo, is that it's not RU-vid. Which is also what makes it great. I have a Vimy account, but hardly ever visit it. I have some animator friends who post tests and tutorials on Vimy. I wish it had more market share like youtube.
I know 30 is much smoother, im glad its slowly becoming more standard (though really, 60 is where it should be) but the basic principles of animation still harken back to 24, i.e. animating on 2's is now 15 fps, rather then 12.
There's little incentive to try 60 currently, the only place where it holds any incentive is in game design, but even there 30 is the standard. Im sure though with increases in tech 60 will become the standard in the coming years. And no, YT cap's it all at 30, I do believe that Vimeo let's you do 60 mind.
That might work okay with your scene, but usually artists work with keyframes, similar to stop-motion animation, or they use mocap. A good animator can create characters who move very realistically using keyframes, but it requires a great deal of skill and patience, which is why i dont animate ;)
He can still just put the shit on mute and refine the movement of the motion without listening to it. You know the audio matches already with your frames.
Not really, not anymore. 30fps is starting to become standard. In my animation I completely notice the difference between 24 and 30. 30 is much smoother.
i dont crash in maya but...i do get very strange glitches sometimes when i do certain things, i mean the timeline just glitches up and looks so crappy. 3DS Max however crashes on me alot when i...over do some things.....
Well I brought my dinosaur who eats force-field dogs. Well I brought my dinosaur who eats force-field dogs. Well I brought my dinosaur who eats force-field dogs. Well I brought my dinosaur who eats force-field dogs.
I like 24, personally. My recent Hitler parody miniseries was all done at 24, and I thought it added something to it. But 30 gets animation over a certain hump. 60, though, might be pushing it. I would think file sizes would become extremely unwieldy. The physics and game engine in my animation program runs standard at 60. But I habitually set it back down to 30, just to keep from going bonkers. I don't know. I might try some 60 just as an experiment. But can you even upload 60 to youtube?