Geek Fact
Did you know that Sony Pictures Animation, which is a division of Sony Pictures Entertainment, was created in 2002 to produce computer-animated films. Their first feature-length film, "Open Season", opens this month and they are already working on their next film, "Surf's Up."

Animation Mentor Tips & Tricks:
Contrast Is The Key To Entertainment, Part 1
By: Shawn Kelly

Welcome to the first tip of Year Two!

Wow!  I'm thinking of making a New Year's resolution to be more concise with these articles, but if you've been reading this column for a while, you know that's probably pretty much impossible for me, so why even bother.  I get too excited about this stuff, and I have the unfortunate (for you) skill (thanks to my Mom's typing lessons 20 years ago) of being able to type 105 words per minute.  (Yes, I just took an online typing test, and yes, that was thinly-disguised bragging.   ...to whom, I have no idea.  Typing teachers, I guess).  The consequence of this, of course, is that before I even start talking about today's topic, I know this is going to be a long one!

So buckle up, because this one's meaty.  I am, by no means, the expert on this subject, but I'll go ahead and share the bits I've picked up along my animation journey...

Contrast.

If you're newer to animation, you're saying, "Huh?  Contrast?  Like the TV setting?" which was pretty much my first reaction too.

What's contrast?  Well, on your TV, your digital camera, or in Photoshop, it's the amount of grayscale that exists between black and white.  But contrast exists in all things and in many forms, in every day life.  Contrast is the difference between things.

What's that have to do with animation?

*TIP #13:  Contrast Is The Key To Entertainment, Part I (Contrast In Posing)*

There is nothing that will add more life to your scene than contrast.  Contrast makes a scene fun.  It gives it interest.  It imbues it with a sense of immediacy and power.  Contrast draws an audience into your scene and locks their attention.  Without contrast, the world is flat.  It's boring.  Robotic.  A scene without contrast is like being forced to listen to a monotone voice over and over, while a scene that has been carefully constructed to make use of contrast opportunities will pop from the screen.

People enjoy change.  Maybe not when it's happening to themselves, necessarily, but we all enjoy WATCHING change.  Regardless of how it affects us emotionally, we are drawn to tragedy, triumph, tears, and joy.  We gobble up love story after love story, horror movie after horror movie.

But what's a love story without first seeing the characters before they fall in love?  We pay for our ticket to see them actually FALL IN LOVE.  To see them change.  To see the process of the characters moving from lonely isolation to finding each other, falling for each other, screwing it all up, breaking up, realizing they are meant for each other, getting back together, blah blah blah.  We watch to SEE these changes, these moments in time that are full of energy and drama.  If a movie started with 2 people madly and happily in love, and we watched two hours of them simply going on romantic picnics, having dinner with their loving welcoming families, dancing under the stars, and then the movie ends and they're still just in love...  well, come on!  Could there possibly BE a more boring movie?  That movie would put all but the most diehard romantics to sleep.  And what about horror?  We go to a horror movie to be scared, right?  I want to be frightened.  Creeped out, grossed out, whatever - I paid my $10, just make me feel scared walking back to my car after the movie and I'll be happy.  But what would a horror movie be like if it was just endless non-stop "scary" images for 2 hours?  It would all degenerate into noise after 15 minutes.  It could be the creepiest, scariest imagery imaginable, and we'd all be bored out of our minds (and probably disgusted) in no time flat.  Why?  Because in order for a genuine scare to happen in a movie, there needs to be some periods of calm.  Moments of levity.  Give us some daylight, and a giggle at a funny conversation, and something happy.  Then, and only then, can you WHAM us with something that'll really scare us.

It's that contrast that will truly frighten and entertain us.  It's that contrast that will make us flinch and spill our popcorn and then laugh.  And it's that contrast we paid to see.  Just as the best photographs contrast the preconceived ideas of the viewer with the results they find, or how the best mysteries conclude with a revelation that starkly contrasts our expectations, or how the best comedies (or any good joke, for that matter) contrast the normal world with the absurd -- contrast likewise fills any animation scene with that most elusive and desirable ingredient, entertainment.

In short, it gives your audience a reason to look at it....  and better still, it gives them a desire to keep looking!

Animators use contrast in two key ways.  We hunt for opportunities to use contrast in POSING and contrast in TIMING.

Let's talk about posing first.

Anyone who's taken a figure drawing class knows the most boring pose you can possibly draw is of a person just standing straight up, arms at their sides.  Zero contrast.  On the other hand, poses filled with contrasting shapes and angles create a sense of dynamism and strength, and give the artist a chance to convey the power and weight of the body.  One of the most commonly drawn poses, the classic "contrapposto," evident in everything from classical renaissance sculpture to today's modern superhero comics, is simply a way of contrasting the angle of the hips with the angle of the shoulders, creating a far less stiff (boring) standing pose that helps us feel the weight of the body balanced over one foot or the other.

So right off the bat, we know that symmetry is boring.  Why?  No contrast!  This is the basis for the concept of twinning, which should probably be its own article so I won't go into it here (want to hear more about twinning, or anything else under the sun?  Hit me back at tipsandtricks@animationmentor.com) other than to say you should almost always avoid it.  Anyway, the point is, if the right arm is raised and pointing, you should (as a general rule of thumb, but not 100% of the time) usually try to find something else to do with the left arm in order to create a more interesting, dynamic, and contrast-filled pose.

Where else could you contrast poses?  Well, instead of just thinking about the static pose of a single frame, how about finding ways to contrast the poses that occur throughout a scene?

Reversals, as one example, are the most commonly employed facet of this idea.  Reversing the curve of a spine from a "(" curve to a ")" for example.  This basic principle - essentially a distilling of the wave/whip action that rolls through the body, driven by the arc of the hips and the shifting balance of weight - is what gives the power and force to a baseball pitch or the bell-pull I talked about a couple months ago.  So, mechanically, you're pretty much forced to put reversals into many actions simply because the rules of body mechanics dictate that they must be there, BUT you should also be aware of the contrast you are building into these overall pose shapes, and the entertainment value they inevitably add to your shot.

Reversals are one of the most powerful tools an animator has in his arsenal for creating dynamic and powerful movements.  You'll use them in everything from lifting a heavy object to big emotional changes, such as shifting from shy to confident.  (A shy character will be hunched over, with the spine bent down, but when he discovers that confidence, it will likely be best communicated to the audience through an overall spine reversal, now being bent back, head held high, etc).

You can even apply this idea of contrast on a very subtle level to animation cycles.

I should qualify this by saying that if you have to do a short cycle, a 30 frames walk cycle for example, then you should probably steer clear of contrast for the most part.  If you've done any cycle work, you know that anything of interest that happens in a short walk cycle (say, a blink, or one hand having a different style of swing than the other, or one step being slower than the other) is going to jump out at the audience and scream "I AM CYCLED ANIMATION!!!!" from the mountaintops, so you usually want to keep short cycles as vanilla and bland as possible.  Some characters, obviously, will require more "character" to their walk (say, a strutting gangster or a stiff military commander) which might require contrast between the steps, but otherwise, keep it mostly symmetrical.  This allows other animators to use extrapolated versions of your walk-cycle in other scenes of the production and then build on top of your work to add in the necessary contrast throughout the scene.

Anyway, caveats aside, if you are doing a walk cycle that will be 10 steps or so, then I'd definitely encourage subtle (SUBTLE!) contrast throughout the walk.  Maybe the left footstep takes 12 frames one time, and then a couple steps later that same step takes 11 frames.  Then it takes 13, maybe.  Or maybe the right shoulder drops a little on the 4th step, or the hips fall barely harder on the 7th step than they did on the 5th step.  Tiny little additions like this will give your cycle a sense of organic life, and all these barely discernible differences will culminate in a more interesting, more "alive," cycle.

Okay, so have I harped on contrast in posing enough, yet?  Thought so. 
Let's move on to Timing.

You know what?  Actually (sorry for the tease), this is already getting pretty long, and I have a *lot* to say about timing.  If I dive into timing right now, we'll be here all night, and this article will be twice as long as it is now.  I'll go ahead and save Contrast In Timing for next time.

In the meantime, it's been awesome hearing from you, so please feel free to continue to email any comments, suggestions, fried chicken recipes (thanks, Rosie!), or typing test scores to me at tipsandtricks@animationmentor.com.

So....  until next time, keep animating!

And as always, have FUN!

shawn :)




Book Showcase: Folk Pop
By Martin Hsu

Bio of Martin Hsu
I'm originally from Taiwan. My family and I moved to California about 15 years ago. I guess I've always been into drawing. When I was little, I used to draw on the back of torn out calendar pages at my grandparents' house. My first animated drawing that I can think of was an apple with some googly eyes. I'm not quite sure why I remember it though.

I'm currently a character designer at Nickelodeon Animation Studios in Burbank. I'm working on a preschool show that will air in Fall 2007. It's called Ni Hao Kai-lan. It's an ultra cute show that teaches kids Chinese.




Animation Mentor:
What inspired you to create the book?

Martin Hsu:
I was fortunate enough to go back to Taiwan and stay there for 2 months at the beginning of the year. I was surrounded by intense culture from the texture of the buildings, the faces of the people and the art history books. But most of all, I was inspired by my family.

I dedicated this book to Tao Yuan. It's a small city south of Taipei, the capital. It's where my grandparents' house is and it's also where I grew up.




Animation Mentor:
Tell us about the book.

Martin Hsu:
The book is called Folk Pop. It's a collection of sketches and illustrations I've done from the past year. They vary from art shows I've been in to concepts for future projects. I'm hugely inspired by Chinese folk art. I'm also extremely attracted to clean, sharp and bold designs. Therefore, I thought Folk Pop was the best title for the book.

In the book you'll see a varied style of illustrations done digitally and traditionally. Such as fully vector based, graphite rendered, acrylic, cross hatching with water color and faux graffiti art on photos.

Aside from making this book artistically appealing, most importantly, I wanted to make it fun.




Animation Mentor:
What are your steps in creating the art work in illustrator? Do you draw it out first?

Martin Hsu:
I generally start with thumbnails. I try to decide the composition of the illustration in this stage. After that, I start designing the characters and the backgrounds knowing where and how they would be positioned. Then I do a clean sketch of the whole illustration. I find that the cleaner your final sketch is, the easier it is to trace in Illustrator. After I scan in the sketch, I start tracing and coloring in Illustrator.




Animation Mentor:
Do you work in layers?

Martin Hsu:
I try to avoid using layers as much as I can in Illustrator. I find that moderate use of layers can be helpful, but too much is inconvenient. I generally keep my background on one layer, middle ground on one and foreground on another. It is a personal preference though.




Animation Mentor:
Do you work out the image in parts?

Martin Hsu:
I do work out the image in parts. I generally start with the image that is the most time consuming. After I finish building an image I group it immediately. I apply it to every image in the illustration so I'm able to select them as I wish.




Animation Mentor:
How many hours do you put into an image?

Martin Hsu:
It depends on the complexity of the illustration. I spent around 60 hours on finishing each one of the 4 Guardian illustrations from thumbnail to complete vector illustration.




Animation Mentor:
How big is your canvas?

Martin Hsu:
Since everything is built in Illustrator, the size of the canvas really doesn't matter. I usually work on a letter size canvas.




Animation Mentor:
What are some advantages and disadvantages of drawing or using Illustrator? What do you like and dislike about the two?

Martin Hsu:
I really enjoy how clean, precise and bold Illustrator is. I love the fact that I can adjust colors by a single click. I'm also very fond of the undo function. I love drawing because it's much more organic. I feel very free as the pencil glide on the paper. Well, until I make a mistake.

The disadvantage of using Illustrator is that it can be very time consuming. The tracing can be tedious and you might lose tons of work due to the computer freezing. As for drawing, I'm not able to make precise patterns as I can in Illustrator. I also can't copy and paste.




Animation Mentor:
Do you have any additional tips to share with our readers?

Martin Hsu:
The most helpful tip that I've learned is to do a super clean sketch for your Illustrator illustration, especially when it's very complex.

Find what truly inspires you. No matter how bizarre and unconventional it may be. Be proud of your art.




Animation Mentor:
Where can readers buy your book? Do you have any other websites?

Martin Hsu:
Readers are more than welcome to message me through my website- www.martinhsu.com to purchase a book or just to say hello.

They can also check out my work on my blog and myspace:

Martin's Blog-
www.martinhsuillustrations.blogspot.com

Martin's Myspace-
www.myspace.com/martinhsu


September US Movie Releases
Your inside guide to US movie releases and the visual effect companies who made movie magic.
Everyone's Hero
U.S. Release Date: September 15, 2006

Animation Studio:
IDT Entertainment

Synopsis: Yankee Irving is New York's #1 baseball fan--even if the boy's batting ability makes him unwanted on his neighbourhood team. When his father takes the blame for the theft of Babe Ruth's special baseball bat, Yankee embarks on a cross-country adventure to restore his family's honour and prove he can be his own kind of hero.
Open Season
U.S. Release Date: September 29, 2006

Visual Effects Studio:
Sony Pictures Animation

Synopsis: The film follows a 900 pound domesticated Grizzly bear named Boog and a scrawny, one-horned mule deer named Elliot, stranded together in the woods during hunting season. Boog and Elliot must work together to rally the animals of the forest and turn the tables on the hunters.