background preloader

Animation resources

Facebook Twitter

Downloads □ David OReilly □ Comedy for Animators. Aaron Blaise's animation reel advice. 51 Great Animation Exercises to Master. Quickest way to improvement?

51 Great Animation Exercises to Master

Practice. It’s a simple bit of advice that rings with absolute truth. Articles, tips, mentors, and study will never get you as far as rolling up your sleeves and getting down to work, be it animation or any other skill. Today we’ve compiled a list of exercises, like animation push-ups, that will get your art skills buff and toned. Maybe you still need convinced of how important the “Art of Doing” is? Some of these exercises you may have done or seen before; some maybe not. Level 1 Exercises (Do not discount their simplicity! Ball Bouncing in place, no decay (loop)Ball Bouncing across the screenBrick falling from a shelf onto the groundSimple character head turnCharacter head turn with anticipationCharacter blinkingCharacter thinking [tougher than it sounds!] Level 2 Exercises. 5 Reasons You Won't Be an Animator - Bloop Animation.

This is a guest contribution by Rusty Gray of rustyanimator.com.

5 Reasons You Won't Be an Animator - Bloop Animation

It’s 2015 and You Won’t be an Animator Another year is coming to a close. You’ve spent your life fascinated by movies (Jurassic Park, Toy Story, Lion King). You’ve captivated yourself for hours drawing on paper or designing on the computer. Head over heels: Upper body movement in gameplay. In this reprinted #altdevblogaday in-depth piece, IO Interactive lead animator Simon Unger demonstrates how developers can sometimes forget to take realistic head movements into account when animating characters.

Head over heels: Upper body movement in gameplay

For every gameplay feature that makes it in, ten were cut so that it could survive. In the epic battle (or collaboration, depending on your team/company) between designers, programmers, and animators to see these features get shipped, some core fundamentals often fall by the wayside. In games animation, it is very common to approach quality of movement in the wrong order; starting from the ground up.

Foot planting, phase matching, complicated IK solutions, procedural layering; they all have their place, but we often sacrifice much to keep them working. In film, animators long ago realized that audiences observe characters in a very specific priority order. Animation Tidbits — Building a Scene: It’s over isn’t it?

Acting

Storyboards. Teaching Hubs. Show, Don’t Tell. My wife loves old movies, especially those made in Hollywood during the 1940’s.

Show, Don’t Tell

I love my wife, but most of the time, I think those films have far too much dialogue, too much talking. There is an object lesson here for animators, and it is worth discussing. Early live action movies were, of course, silent. The acting in them was pretty awful and overwrought because the performers were trying to mime everything. There were too many anguished swoons and wild eyes. Talkies came along, and live action movies immediately became filmed stage plays. Recently, I returned from a teaching trip to India, and I noticed the same thing there that I have seen in other eastern countries: too much dialogue in movies, animated and live action. In the United States, the over-use and ineffective use of dialogue and voice-over narration in feature animation cannot be so easily forgiven. New animators, when creating their first short animations, seem particularly drawn to voice-over narration. Acting vs. Moving Illustrations.

Performance vs.

Acting vs. Moving Illustrations

Moving Illustrations Moving illustrations are most noticeable in animations, short or long, that feature a voice-over narrator who tells the story. Why Do You Animate? WHY DO YOU ANIMATE?

Why Do You Animate?

When a person wants to join my stage-acting class, I ask him why he wants to act. The answer to that question is very revealing, and the amazing thing to me is the number of people who have not enunciated why they are doing what they are doing. HULK’S ESSENTIAL READING LIST - 136 GREAT BOOKS FOR YOUR EYEBALLS. NOTE #1: THIS LIST IS MADE IN A DISTINCTLY APOLITICAL VEIN.

HULK’S ESSENTIAL READING LIST - 136 GREAT BOOKS FOR YOUR EYEBALLS

IT IS NOT MEANT TO IMPRESS ANYONE. SOME STUFF IS UBER OBVIOUS. SOME STUFF IS LEFT FIELD. Books-Animators. ( *click cover images to order or to learn more) The Illusion of Life: Disney Animation Frank Thomas and Ollie Johnston Disney Editions, 1995 The Illusion of Life: Disney Animation is essential reading for any aspiring animator.

Books-Animators

(It is also beautiful to look at fascinating to explore.) Drawn to Life: 20 Golden Years of Disney Master Classes Walter Stanchfield Focal Press, 2009 This is a two-volume compilation of notes from Walt Stanchfield's gesture-analysis classes at Disney. Hayao Miyazaki: Master of Japanese Animation Helen McCarthy Stone Bridge Press, 1999. How to Design and Vector a Set of Character Poses for a Video Game. Artists Sketchbooks – 10 Tips for Creativity. Most Artists use sketchbooks as a means of recording an idea, object or place.

Artists Sketchbooks – 10 Tips for Creativity

However, getting the best use out of your sketchbook is about way more than having a pretty book with a nice picture on every page. Here’s how to get low down and dirty with your sketchbook to squeeze more creativity out of it. The sketchbook is a means to an end – not the end itself. Try not to view your sketchbook as something you could put in a gallery all by itself. Could someone help me with the industrial design drawing method. 7 ways to make your portfolio sing.