Did you know…

Between 1988 and 2005 Disney released at least one animated feature in every year except 1993. Three films were released in 2000: Fantasia 2000, Dinosaur, Emperor’s New Groove, the most wide-released animated films released by a single studio in one year.

Questions about the animation job market - animation tips and tricks with Animation Mentor co-founder Shawn Kelly

What Brings a Scene to Life?

Shawn Kelly  By: Aaron Gilman

First off, I want to define the word "archetype". The Greek roots are arkhe- ("first" or "original") + typos ("model", "type"). The meaning behind the word was advanced by the famous psychologist, Carl Jung. Archetypes can be defined as innate, universal prototypes for ideas, and may be used to interpret human observations of the universe. In simple terms, archetypes are stereotypes or preconceived notions of a concept that all human beings carry inside of them. Through our own collective experiences and personal observations of the universe, we build concepts and ideas for things that we carry in our psyches our entire lives. Some examples of archetypes are:

The mother figure - (warm, nurturing, loving,) the hero - (square jawed, knightly, courageous) the villain - (shadowy, deceitful, dressed in black, evil) the comedian – (goofy, uncoordinated, slaptstick)

Here are some examples of characters as archetypes. I purposely used Star Wars characters in many of these categories as I think that particular film exemplifies the concept of archetype extremely well, and we are all very familiar with the characters. But you will find that you can categorize many of your favorite film characters into different archetypes.

Wise mentor - Obi Wan Kenobi, Mr. Miyagi
The comic relief - Scrat, Dory, Jar Jar Binks
The battleworn veteran - Bruton, Han Solo
The villain - Darth Vader, Scar, Cruela DeVille, Macbeth
The innocent - Wall-E, C3PO, the Snowman in Knick Knack
The femme fatale - Jessica Rabbit, Poison Ivy
The hero - Luke Skywalker, Indiana Jones, Buzz Lightyear

These are just some examples of archetypes. In fact, there are dozens of these psychological models or prototypes. They help us identify and connect with the psychology of characters we see in film, literature, theatre, and opera. It is a way for human beings to communicate relevant ideas to each other.

A character animator's job is to tap into these archetypes when creating a performance. As a storyteller, motion can never be created randomly. It must always have a purpose. In telling a story, an animator must use their knowledge of motion and mechanics within the context of the archetype. Each of the above archetypes possesses its own animation-based ingredients. This applies to all departments involved in its creation. For example, the scriptwriter will write about the "mother figure" as being “protective” and “loving.” Her actions will never be violent or malicious. Her role is to “nurture” and “educate.” A texture artist will create textures that have earthy tones such as browns and warm oranges. The mother figure will not be modeled with long sexy legs and high cheek bones. That would be reserved for the “love interest” or “Femme Fatale.” What does the animator do? What are the animator's tools? Through understanding archetypes, the animator uses posing, timing, and observation to embrace its defining characteristics -- to bring it to life in the shot. This is executed through a comprehensive understanding of the ingredients that go into eliciting a "mother figure" performance.

Through this mastery of archetypes, an animator can successfully create a clear emotive performance connecting the viewer's psychology with a particular universal concept. And this idea can be mapped or modeled onto any kind of character. This is why some studios have been so successful in creating vivid personas for non-humans; the “motherly” tea cup in Beauty and the Beast, the “pitiful” lamb in Boundin’, the “comic relief” giraffe in Madagascar, and the “jubilant child” lamp in Luxo Jr. Luxo is a perfect example. Why is it that we can watch the movements of a lamp, without the help of any spoken dialogue, with a physiology completely different from a human, and know that it is a young playful child in love with his ball?

Now by extension, I believe archetypes may not be limited to psychological concepts shared only between humans. If we look at our relationship with the world all around us, we can find a multitude of models or concepts we recognize and experience in nature. We carry within our psyches models of how nature functions. In fact, in certain ways we are incredible experts in the rules of the universe by virtue of the fact that we are inherently apart of it from our very first breath out of the womb. We can spot the most imperceptible abnormalities around us everyday. We instantly notice a lady with the slightest limp because one leg is longer than the other; or a man who enters a room and you recognize almost instantly that he is unhappy just by the way he carries himself; or even a car veering ever so slightly off its lane causing us to break cautiously. If we see a four-legged monster in a film, we naturally expect, and even anticipate its movement and behavior to reflect our experiences of quadrupeds in nature. Physics, corporal mechanics, and even behavioral patterns existing outside of human social interactions fall within the spectrum of our collective experiences, and as animators we can communicate these concepts through animation. Of course the design of the creature may be vastly different from anything on earth, and its physics may have peripheral variations, but ultimately the animator must pull from their knowledge and understanding of the natural universe to create a performance consistent with the viewer’s expectations of believability.

Take Jurassic Park, for example. Why is it that so many viewers, who's only familiarity with dinosaurs were seeing prehistoric bones in museums, completely convinced that the T-Rex was authentic? The way it ran, roared, bit and attacked, felt terrifying and real. No one had ever seen a dinosaur move so realistically. Sure, scientists can argue all they want about how it could have moved based on decades of fossil analysis. Whether the T-Rex in Jurassic Park moved the way a real T-Rex would is not the point. The point is that the animators understood the way predators move, hunt and react in the wild and they extrapolated those ingredients and converted them into tangible “animation facts”.
If the animators made it run like a chicken we would have all laughed or dismissed it as strange. The animators pulled from the knowledge of paleontologists, studied bird physiology, watched documentary references and generally became experts in predatory behavior. They mapped onto the character an authentic and totally believable blueprint of the "predator".

If we look closer, we can find many such behavioral models that exist in nature that we as animators can become experts at communicating to the viewer. “Mothering”, “posturing”, “mating”, “birthing”, “fighting”, “hunting”, and “feeding”, are just some examples of common behavioral patterns existing in nature. Even though species may vary in the specifics of how they perform these behavioral patterns, a successful animator will find commonalities in the world and be able to express a behavioral model in a consistent way that allows the viewer to recognize it as a meaningful psychological concept.

I would like to offer one disclaimer. In the words of the famous psychologist, Sigmund Freud, “Sometimes a cigar is just a cigar.” When Freud said this, he was referring to the idea that not every human being’s relationship with a long narrow object need be interpreted as a psychological phallic symbol. In the same way, not every character you animate is necessarily based in an archetype. Sometimes your inspiration for animating a character in a certain way is based on a specific reference. For example, when I animated Abe Sapien in Hellboy, I was told to analyze references of Patrick Duffy swimming in the show Man From Atlantis. This was a direct reference and there was nothing archetypal about the performance. On Matrix Revolutions we used octopus tentacle movement as reference for the Sentinels. An octopus is obviously not an archetype. On Rainbow Six: Vegas we created thousands of SWAT animations, and used close quarter combat videos as our main source of reference. Remember that archetypes (as I have explained their relationship to animation), are psychological models that represent our collective experiences as human beings, and may not always be called upon in your performances.

To conclude, an animator’s job first and foremost is to both understand the essence of their subject, as well as how human beings collectively think about archetypes. Whether you are animating humans, animals, monsters, or inanimate objects; and whether you are creating something cartoony and highly expressive, or hyper real creature content, you must understand the ingredients that make up its archetype. Know the essence of your character, understand the posing, timing, and behavioral principles that go into that essence, and you will know the archetype in your subject better than your audience. In that knowledge and expertise, it is a natural consequence that your audience will believe you. Remember that archetypes may not be a viable source of information in every performance you create. They are simply a vehicle to connecting with your viewer, and therefore one of your greatest tools.

About Aaron Gilman
Aaron Gilman is an animator at Weta Digital and mentor at AnimationMentor.com. He is currently a guest blogger for the Animation Tips & Tricks blog. Check out his web site at http://www.aarongilman.com/

 

Animation Tips & Tricks eBook in Spanish!

Shawn Kelly  By: Shawn Kelly

Hablas Espanol?

I'm TOTALLY excited to announce that the Tips & Tricks eBook is being released in Spanish! We have a "sneak peek" of the eBook in Spanish for you -- the full book will be available in December. I've received a lot of emails asking for this, and I really appreciate all the offers to help with the translation - I hope you like the results! I don't know very much Spanish, but hopefully there are words for "fried" and "chicken," otherwise the book isn't going to make very much sense, huh? :)

I also wanted to thank my buddy Carlos Baena for writing the foreword to the book! Woo hoo!

Exciting stuff. Muchas gracias!


 

If you have questions, you can also email: tipsandtricks@AnimationMentor.com

Visit the Animation Tips & Tricks Blog: http://animationtipsandtricks.com/

Upcoming U.S. Movie & Game Releases

Your inside guide to U.S. movie & game releases and the visual effect companies who made movie magic.


MOVIES:

Madagascar: Escape 2 Africa

U.S. Release Date: November 7, 2008

Studio:
DreamWorks Animation

Synopsis: All the loveable characters are back - Alex the lion, Marty the zebra, Melman the giraffe and Gloria the hippo, King Julien, Maurice and the penguins - in "Madagascar: Escape 2 Africa." Left marooned on the distant shores of Madagascar, the New Yorkers have hatched a plan so crazy it just might work. With military precision, the penguins have repaired an old crashed plane - sort of. Once aloft, this unlikely crew stays airborne just enough to make it to the wildest place of all - the vast plains of Africa itself - where our zoo-raised crew encounter species of their own kind for the very first time. While discovering their roots, they quickly realize the difference between the concrete jungle and the heart of Africa. Despite long-lost relatives, romantic rivals and scheming hunters, Africa seems like a "crack-a-lackin" great place... but is it better than their Central Park home?



Quantum of Solace

U.S. Release Date: November 14, 2008

Studio:
Columbia Pictures (Sony), MGM

Synopsis: "Quantum of Solace" continues the high octane adventures of James Bond (Daniel Craig) in "Casino Royale."

Betrayed by Vesper, the woman he loved, 007 fights the urge to make his latest mission personal. Pursuing his determination to uncover the truth, Bond and M (Judi Dench) interrogate Mr White (Jesper Christensen) who reveals the organisation which blackmailed Vesper is far more complex and dangerous than anyone had imagined.

Forensic intelligence links an Mi6 traitor to a bank account in Haiti where a case of mistaken identity introduces Bond to the beautiful but feisty Camille (Olga Kurylenko), a woman who has her own vendetta. Camille leads Bond straight to Dominic Greene (Mathieu Amalric), a ruthless business man and major force within the mysterious organisation.

On a mission that leads him to Austria, Italy and South America, Bond discovers that Greene, conspiring to take total control of one of the world's most important natural resources, is forging a deal with the exiled General Medrano (Joaquin Cosio). Using his associates in the organisation, and manipulating his powerful contacts within the CIA and the British government, Greene promises to overthrow the existing regime in a Latin American country, giving the General control of the country in exchange for a seemingly barren piece of land.

In a minefield of treachery, murder and deceit, Bond allies with old friends in a battle to uncover the truth. As he gets closer to finding the man responsible for the betrayal of Vesper, 007 must keep one step ahead of the CIA, the terrorists and even M, to unravel Greene's sinister plan and stop his organisation.



BOLT

U.S. Release Date: November 21, 2008

Studio:
Walt Disney Pictures

Synopsis: From Walt Disney Pictures comes an animated comedy adventure featuring a super-dog named Bolt (voice of John Travolta), whose days are filled with danger and intrigue—at least until the cameras stop rolling. When the star of a hit TV show is accidentally shipped from his Hollywood soundstage to New York City, he begins his biggest adventure yet—a cross-country journey through the real world to get back to his owner and co-star, Penny (voice of Miley Cyrus). Armed only with the delusions that all his amazing feats and powers are real, and the help of two unlikely traveling companions—a jaded, abandoned housecat named Mittens (voice of Susie Essman) and a TV-obsessed hamster named Rhino (voice of Mark Walton)—Bolt discovers he doesn't need superpowers to be a hero.


Twilight

U.S. Release Date: November 21, 2008

Studio:
Summit Entertainment

Synopsis: "Twilight" is an action-packed, modern-day love story between a teenage girl and a vampire. Bella Swan (Kristen Stewart) has always been a little bit different, never caring about fitting in with the trendy girls at her Phoenix high school. When her mother re-marries and sends Bella to live with her father in the rainy little town of Forks, Washington, she doesn't expect much of anything to change. Then she meets the mysterious and dazzlingly beautiful Edward Cullen (Robert Pattinson), a boy unlike any she's ever met. Edward is a vampire, but he doesn't have fangs and his family is unique in that they choose not to drink human blood. Intelligent and witty, Edward sees straight into Bella's soul. Soon, they are swept up in a passionate, thrilling and unorthodox romance. To Edward, Bella is what he has waited 90 years for – a soul mate. But the closer they get, the more Edward must struggle to resist the primal pull of her scent, which could send him into an uncontrollable frenzy. But what will Edward & Bella do when a clan of new vampires – James (Cam Gigandet), Laurent (Edi Gathegi) and Victoria (Rachelle Lefevre) – come to town and threaten to disrupt their way of life?


GAMES:

Resistance 2

U.S. Release Date: November 4, 2008

Game Studio:
Sony Computer Entertainment

Platforms:
PS3

Synopsis: Picking up immediately where Resistance: Fall of Man concluded, Resistance 2 follows Nathan Hale as he finds himself once more in a world transformed by war and invasion. Undaunted by their defeat in London, the Chimera have continued to advance and are now poised to attack the United States. Entire cities have been leveled and communities annihilated. In this war where the odds are so heavily stacked against the human race, few are left who are willing and able to fight. Fortunately, Hale is not alone. A group of super soldiers known as the Sentinels will fight alongside Hale as they collectively attempt to thwart the inevitable.

Players will once again step into the war-torn boots of Nathan Hale, who not only faces near impossible odds on the battlefield, but also constantly struggles with the Chimeran virus raging inside his own body. In addition to an epic single-player campaign, Resistance 2 offers a truly unprecedented eight-player, class-based online co-op campaign with a separate, parallel storyline and 60-player online competitive multiplayer built upon a massive battles, greater intimacy mantra. Players can also visit a re-designed MyResistance.net, featuring social networking tools designed to enhance a user's gameplay experience whether they’re engaged in single, co-op or competitive combat.



Gears of War 2

U.S. Release Date: November 7, 2008

Studio:
Microsoft

Platforms:
XBOX 360

Synopsis: The gears of war continue to turn as Marcus Fenix and his squad of Cogs go back into action in the sequel to Microsoft and developer Epic Games' blockbuster action title. Gears of War 2 continues the story of Marcus Fenix and Delta Squad, locked in an increasingly desperate battle against the nightmarish Locust Horde for the survival of humanity. The game promises to be an epic saga of survival, loss, and retribution. Just as Gears of War set the standard for high-definition visuals, Gears of War 2 raises the bar even further with the amazing technological advances of Unreal Engine 3, delivering a bigger, badder, and more intense experience as the story continues.



Call of Duty: World at War

U.S. Release Date: November 11, 2008

Studio:
Activision

Platforms:
PS3, Wii, XBOX 360

Synopsis: Call of Duty: World at War throws out the rulebook of war to transform WWII combat through a new enemy, new tactics and an uncensored experience of the climatic battles that gripped a generation. As U.S. Marines and Russian soldiers, players will employ new features like cooperative gameplay, and weapons such as the flamethrower in the most chaotic and cinematically intense experience to date.


Mirror's Edge

U.S. Release Date: November 11, 2008

Studio:
Electronic Arts

Platforms:
PS3, XBOX 360

Synopsis: Mirror's Edge introduces players to Faith, a "runner" in a world where communication channels are highly monitored and the movement of human traffic is closely watched. When Faith's sister gets framed for a murder she did not commit, Faith finds herself on the edge of the city, on the wrong side of the law.

Mirror's Edge delivers players straight into the shoes of this modern day heroine as she traverses the vertigo-inducing cityscape, engaging in intense combat, fast-paced chases and challenging puzzles. With a never-before-seen sense of movement and perspective, players are drawn into Faith's world.


World of Warcraft: Wrath of the Lich King

U.S. Release Date: November 11, 2008

Studio:
Activision

Platforms:
PC

Synopsis: The second expansion pack for the awe-inspiring MMO, World of Warcraft. The Wrath of the Lich King takes players to a new area in northern Azeroth, Northrend, where the fallen prince Arthas plots and schemes on a way to wreak havoc on the world. As soon as players enter the new area, they'll be thrown into a new world of trouble that includes an original storyline, a level 80 cap, new skills, abilities, dungeons, gear, an extra profession and a brand new hero class, providing an added level of longevity to the world's most popular MMO.

Note: This expansion pack requires the full version of World of Warcraft to play.


Left 4 Dead

U.S. Release Date: November 17, 2008

Studio:
Valve, Electronic Arts

Platforms:
PC, XBOX 360

Synopsis: Setting out to do for co-op gaming what Counter-Strike did for team combat, Left 4 Dead is an ambitious survival horror game. Running on the Source engine, Left 4 Dead leaves four armed survivors of a world overrun with zombies, and they must fight their way out to escape the outbreak.

Designed for co-op play, the four players must work together to finish each stage of the game, lending each other artillery support, sharing ammo and rescuing each other when zombies are on top of them. In addition to the standard four players as humans, another four players can be amongst the masses of assaulting zombies, seeking to take down the other players. Zombie players might even find themselves become one of the four mutant "boss" zombies, who have unique powers that can be used to devastate, injure, tie up, mark and track, confuse, or even humiliate the gun-toting human survivors.