Over the past 30 years, the art and techniques of animation have changed drastically. The advent of computer animation ushered in ‘better and faster’ ways to work. But at what cost? How did it affect the art of animation?
In this month’s motion+connect, Legendary Disney Animator, Dan Haskett shares his views and insights on the current [...]
Join us for motion+connect!
Concept Vehicle Design in 2D and 3D Using Sketchbook, Maya and Mudbox
Marcel de Jong is a visionary when it comes to his concept vehicle designs. His inspired designs simply state, ‘what if?’ and ‘why not?’ From his ‘Maasai’ motorcycle that Batman would drool over, to his ‘futuristic’ bomber that looks like…well, [...]
We are continually amazed by the talent we see in the up-and-coming members of the motion community . . . students! This year we provided two unique opportunities for students to have their work seen at motion09.
Congratulations to Alyx Loos, a senior at Ex’pression College for Digital Arts in Emeryville, CA
Congratulations to Lisa Hetherington, a senior at Ex’pression College for Digital Arts in Emeryville, CA
motion09 is an event that inspires.
Once a year, animators, motion graphics artists, title designers, visual effects (VFX) artists and broadcast designers come together to share their skills, work, and professional insights at this unique summit.
Industry professionals and students spend four days together in a collaborative environment designed for experiencing and participating in the creative process.
And [...]
motion09 is honored to announce yU+co.’s Synderela Peng
Specializing in broadcast design
Dan Haskett is a master animator with four decades in the business
Flash animation expert and founder of High Bar Films in Los Angeles
Brad Swardson, had a passion for computer animation and special effects since before he knew what it was.
Former Disney animator, Phil Nibbelink, now makes his own films.
Illustrator, Cedric Hohnstadt’s specialty is character design.
Fast Company recently released
motion09’s most recent rock-star
motion09’s most recent rock-star
Ex’Pression College for Digital Arts – part of the motion community
A graduated from Ex’pression College for Digital Arts, Tina was an attendee last year at motion08.
Last year at motion08, Jamie Caliri surprised and amazed the audience.
A look at Brandon Sugiyama’s reel. Brandon is a recent graduate of Ex’pression College for Digital Arts.
Mark Coleran’s screen designs appear in The Bourne Ultimatum, Mission Impossible 3
Jamie Caliri is a storytelling genius who connects with his audience
An interview Chris and Trish Meyer – the After Effects experts.
An interview with Zoa Martinez from Zona Design. Design Made to Move.
Mark Coleran’s visual, screen and interface designs appear in The Bourne Ultimatum, Children of Men, Mission Impossible 3, The Island, The Bourne Identity, Tomb Raider, and Harry Potter and the Prisoner of Azkaban.
Working with people in video got me interested in it. This was long before desktop motion graphics took off. I taught myself by doing a couple of initial test items, then did a second project that was a real job. It was learning by doing.
Video and graphics in movies are handled by a video supervisor. Generally, they’ll have their own companies and I subcontract to them. Once I’m involved, we’ll meet with the production designer and talk about the style, setting and feel of the film. The script can dictate everything. If it’s very realistic, you’ll want to keep the look of it realistic—although that doesn’t mean 100% real, because as you know, your computer screen doesn’t do very much when you sit in front of it. From a story point of view, and visually on film, that’s not particularly engaging, so we jazz it up a bit, make it work to tell the story. The animation is actually a tiny part of it. Most of the work goes into design and production in Illustrator and Photoshop. Only the last 5 to 10 percent involves animation.
Most of it, 99 percent of it, is done live on set. If it’s on set you can get it all in a single take, everything works and looks right, and the actors have something to respond to. Later scenes can be shot first and might include video or screen imagery from scenes that haven’t been shot yet, so we’ll put something in to just hold it in place, or give the actors something to work with, or we’ll blue screen—though it’s very rare that we do blue screen, and if we do, it’s usually more to do with a technical limit of what can be played back.
It varies massively. For Children of Men, I had 2 weeks to deliver everything. For The Island, we had 3-4 weeks pre-development, and 3 months to get it done and on set. It’s usually about 4-5 weeks for pre-production. After you get the initial look and feel of it done, production of the elements happens in stages, so you’re working on upcoming scenes all the way through the film.
That’s someone else’s job, though software for playback exists, which makes it very easy for the artist to do. Some of the playback is done using custom-built QuickTime players and it is sometimes programmed in Director. So, we’ll be on set and do the control ourselves because we know the animation and we know the sequence. But we’re generally on set anyway, in case changes are made and we have to rework the screens to get them ready for the next shot.
Elements within a film can be very different, but for the most part, the work is very similar from film to film, even if it’s a completely different style. We spend the most time on the hero screens, which are larger, or have elements specific to the film or a particular sequence. We put the most effort into them, making sure they stand out—you do have to allocate your time and budget proportionately. When I started, you might do 20-40 screens for a film, but now you can do over 200, it’s grown a lot. But at the same time, budgets are lower.
It’s a bit of both. I spotted this happening quite a long time ago. It’s like a lot of design over the years in one field or another, it becomes fairly commoditized and people tend to pay per item rather than for a creative service. So you need to be very efficient. I’ve found ways to re-use my previous work, making it into templates that can be easily adapted, changed or re-tasked.
It’s good to recycle—as long as nobody knows it. I can save out layer styles in Photoshop, apply them to previous layouts, and have a new look very quickly. I’ve used one little animation—a map of the earth with some satellite lines and blinks—in 7 films. But the whole look and framing of it is changed, so it looks very different. With the sheer volume you have to deliver, you can’t always create from scratch anymore.
Sometimes. It is like a great many tasks and repetition can set in, although there are great moments and a lot of satisfaction to be had from seeing the final product. I guess I should say yes, really, because I have actually moved on from doing the films, looking for a new challenge.
Absolutely different. Well, kind of absolutely different—I’m now working in software design. Instead of designing for the script and to a brief, I’m designing for a real product that works, so the audience is slightly different. But there are similarities with the film work, and I can use many of the same techniques I’d developed.
It’s ironic, but part of the reason I got into user interface design isn’t from a like of the subject, but from dislike—so much of what I see around me is so awful. Being involved in changing that is a wonderful opportunity.
I draw inspiration from all kinds of sources. A lot of it away from my machine, but a lot of it from work being done with motion graphics and information visualization—everything from airport signage to maps. I also love drawing and photography.
Yes, I’ve read them all, I do like his work. It’s very, very nice stuff. It’s inspiring to see someone articulate why things work in information design—and why they don’t. He’s almost created an industry out of it.
I develop an overview first, so I have an idea of how I’m going to present something. That’s quite a quick thing, initially. To hammer it out and make it a reality, I start with broad strokes, then build it in layers. It’s almost like painting—you develop the form, shape and color, and then add the detail.
speaking at motion09
Mark Coleran will be one of the ‘rock stars’ at motion09
10.11 – 10.14 2009 | abq | nm
motion | experience inspiration
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author: Lilian Dregalla
Working Story Creative
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copyright: © 2008 – 09
motion.tv
June 15th, 2009 at 9:05 pm
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