Walter Mazoyer is french. His passion style is Anime. If you don’t believe me, then watch this incredible rough pencil test of a super-powered heroine battling a giant shapeshifter.
Now follow this link to see the pencil test in final color, along with the rest of his reel: https://vimeo.com/86521245
I’ve discovered only 2 of these fantastic lectures online, so as long as they exist I will keep them on Regurge for all to see!
Lecture 1 has incredible tips Richard Williams learned while watching Ken Harris, Art Babbitt, and Milt Kahl; the originators of many techniques all animators strive to accomplish everyday.
Lecture 2 covers the elements of timing and spacing in animation. This one does come off as rudimentary, but you will obtain profound knowledge by watching how he teaches it; what he skims over and what he highlights.
John Truby breaks down elements found in the most successful film concepts we know of today. He could be talking about Christopher Nolan’s Cobb character from “Inception”, or Bob Parr from Brad Bird’s “The Incredibles”. Hopefully, my animators out there will understand that the most successful animations (whether features, short films, or 11 second club entries) are the ones who present characters that live outside of the screen time we give them. Once we have that, we can move on to making sure they’re characters that actually entertain other people.
Important tip to note: Allowing the plot to come from the character means giving the story writing to your character, while you just try to copy everything he describes. Don’t force the character into a pre-planned scenario; They’ll never really come alive.
Have you ever given a critique on your friend’s animation and wondered why your excellent suggestions weren’t applied? Maybe you were saying the right things, but at the wrong time. Often times, the following phrase has rung true whenever my peers (including myself) were found on the chopping block:
The closer you get to being finished, the less critiques you want to hear from other people
So you can wish your friend chose your “Zombie Apocalypse alternate ending” idea, but the probability of them going back to 1st keys for your concept may be a bit too much to hope for. As a result, I’ve assembled the Animation Critiquing Poster for anyone to download, apply, or re-use.
Usually, the best way to help your peers is to:
1) Assess what stage they are in
2) Apply critiques that will help them finish the project, without slowing them down
If it’s not good, oh well! It’s better that they finish, so they can move on to another project and make that one into greatness.
Here I am linking a series of hard-to-find animations that are labeled as ALL ACTION, NON-ACTION, and BOTH. If any more are located, they will be found here in the future!
All Action —
ABORTED PROJECT – 2011
Cartoon bit from priest
Pokemon vs Pokemon
BigFoot Entertainment Intro
Azureus Rising – Proof of Concept
Out of Sight (敲敲)
O Rei Gastão | King Gaston
Growing Up – Animated Short Film
This one time…
Last Samurai (ink animated version)
Le Portefeuille – The Wallet by Vincent Bierrewaerts
CGI Animated Short HD: Multiple Award-Winning “HEART” by Erick Oh
Serenade to Miette
Palm Springs International ShortFest 2010
I was ecstatic when I finally located the video that revealed the software used to create Beast Wars in 1996. SoftImage was the weapon of choice for Mainframe Entertainment (now called Rainmaker Entertainment), who previously created the hit show ReBoot. I also discovered that this was a pivotal moment in history for the 3D software. Us animators should know the history of our craft, so here are a few notes about SoftImage in ’96:
1)Inverse kinematics(IK) was introduced
2)Raytracing was introduced
3)Preferred software for companies such as Digital Domain, ILM, Blue Sky Studios, BUF, and R/GA
4)Used to create Dragonheart, The Mask, Twister, ReBoot, Beast Wars, Jurassic Park , Mortal Kombat the movie, and Tekken the game
The first video is Beast Wars – behind the scenes, and the second one is Softimage’s 1996 promotional reel:
Mike L. Murphy (animation director, pre-vis supervisor, and teacher) gives insight here on how he pushed through every “NO” he received from employers. This interview has three parts, but the last segment is highlighted because it includes:
#1 How he got his portfolio from the HR pile to the head of animation
#2 His take on Malcolm Gladwell’s OutLiers and how it applies to animators
#3 Why an animator MUST respect their breaks and weekends
#4 Why his #1 priority is always making a poster of GOALS
To watch more interviews on Mike Murphy, click below: