Animation Mentor · Updates

AM: FINISHED!!!!!!

As of last month, I officially completed Animation Mentor! I’ll be traveling to San Francisco this weekend to attend the AM Graduation ceremony, and that’s that! To celebrate, I decided to redo my website layout. The home page contains my latest animation, which are my shots from AM. I’ll probably post another reel with my game work once Skyrim ships.

And speaking of Skyrim: last month was an exciting one for our studio. We had a fantastic show at E3 (so I hear from my co-workers who went), and our game garnered top awards at E3: “Best Console Game” and “Best Role-playing Game”! Here is some footage of our game demo from the show:

Animation Mentor

AM: Class 5 (the remaining .75) + Skyrim!

It’s been insanely busy both at work and at school. My second to last term at AM finished today, and we have this weekend to recharge before beginning anew on Monday. Two days of break? I’ll take it!

Another (scary) thing, this upcoming term marks my final term at AM, Class 6: Polishing and Portfolio.

Here’s my progress reel, which is a collection of all the animations I’ve done during my time at AM. Class 6 focuses solely on cleaning up and polishing your AM assignments. I need a LOT of polish, so I’m looking forward to it. I’m posting this so I can measure my progress next term and just to compile everything in one spot:


On the work front (though old news), my studio released our first gameplay trailer:

I’m incredibly excited about this project. I can’t wait ’til we get to show more of it. 11/11/11!

Animation Mentor

AM: Classes 4 and 5(.25)

This past December, I finished Class 4, Intro to Acting (or as my mentor would prefer, “Intro to Character”) and am already 4 weeks into Class 5, Advanced Acting. Acting is a new beast to me. Needless to say, I am learning TONS.

For Class 4, I had Steve Cunningham, Dreamworks animator extraordinaire, as my mentor. He taught me so much about developing a character for my acting shots, and how “action reveals character” (his favorite motto). The class was eye opening and changed the way I approach my shots. For our 1st assignment in that class, we had to do a pantomime shot. For the 2nd assignment we had to choose a 10 second (max.) single person dialogue and animate to it. We only had to animate the body; we do the facial animation in Class 5.

Bonus points if you can guess where it’s from:

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2011/01/LianneCruz_Class4.mov 480 360]

My Class 5 mentor is Wayne Gilbert, of “Simplified Drawing for Planning Animation” fame. I highly recommend the book if you want good pointers for thumbnailing. He’s been a great mentor so far, extremely helpful in helping me with my facial animation for my Class 4 dialogue shot:

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2011/01/SUBMIT_pusher_polish_revise.mov 480 360]

I’m not too keen of my work (particularly the pantomime) from Class 4. I feel like these were my “growing pains” as I tried to understand the concepts Steve taught us. It started coming together during the dialogue shot and during the first quarter of Class 5 as I wrap the shot up, but I still have ways to go when it comes to grasping character motivation. Reading “A Practical Handbook for The Actor” helped open my mind a bit on how to approach my shots. There’s definitely a long road ahead for me, but that’s what excites me most: the fact there’s still more to learn and more to improve upon.

We start our last AM assignment, a 2 person dialogue shot, this week. After that, we move onto our final class, Polishing and Portfolio. I can’t believe there’s only 5 more months to go!

Animation Mentor · Learning · Updates

Renders and summer

Leo over at CG Bootcamp was kind enough to do a very comprehensive tutorial on lighting and rendering with motion blur for me. Definitely check it out.

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2010/09/monkey123_render.mov 480 360]

Aaaand, that’s basically all I did this summer. I return from my leave of absence to begin Class 4 at AM next week.

I had so much planned with the large chunk of time freed from school, but I ended up not accomplishing much on the personal project side.

What I did accomplish:

  • Spent more time at the office to (hopefully) improve the quality of my work
  • Caught up on sleep (to make up for the all-nighters I’ve pulled during the past 9 months)
  • Spent time with friends and family
  • Consistently exercised (mountain biking)
  • Played videogames, read books, learned a piano piece or two without feeling the pressure that I need to be working on homework
  • And the biggest “accomplishment”, though it’s not mine to take credit: I am now engaged to the most patient and most loving guy in the world.

Ever since I relocated to my new workplace a year ago, it’s been nonstop animation work for me. While I was beating myself up a little over the summer for not accomplishing any personal projects, it was nice to take a breather and catch up on life. As the adage goes: “How can you animate life if you’re not living it?”

Back to work!

Animation Mentor

AM: Class 03! Weeks 3-7

It’s been pretty hectic, but learning tons for sure. 😀

Here’s my revised final for the 1st assignment:

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2010/05/monkey_ass01revision.mov 480 360]

And here’s my final for the 2nd assignment, but I’m planning on doing some revisions based on my mentor’s crits I’ve received this week:

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2010/05/monkey_ass02_polish.mov 480 360]

You can also check out my WIP’s for the 2nd assignment below the cut.
Continue reading “AM: Class 03! Weeks 3-7”

Animation Mentor

AM: Class 02, Week 6-7

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2010/03/SUBMIT_parkour_revise.mov 480 360]

Yikes, the weeks are flying fast! Above is the final version of my parkour assignment after splining, polishing, and then adding in all my mentor’s and peers’ notes. This assignment was one of the most challenging yet for me. I need to keep pushing my timing and my poses…and learn the finer things of cinematography. 😉

We’re already on Week 9. I’ll probably post the final assignment as one long post showing the whole process.

Animation Mentor

AM: Class 2, Week 5

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2010/02/SUBMIT_parkour_blocking_post.mov 480 360]

Here’s the start of my 2nd assignment: parkour! I did a parkour animation over a year ago, but there was definitely room for improvement. Hopefully, armed with new knowledge I can make up for it with this assignment. 😉 My main sources of video reference was the parkour chase scene at the beginning of Casino Royale and Damien Walters.

Once I get notes from my mentor on the blocking, I’ll move onto refining/splining. I can’t believe we’re already on week 6!

Animation Mentor

AM Class 2! Week 1-4

The beginning of this month, term 2 of Animation Mentor started. This class is called “Psychology of Body Mechanics” and Dave Vallone is my mentor. Dave is an incredibly experienced animator with his 15+ years of animating both 2d and 3d at studios like Blue Sky, Sony, Blur, and ReelFX. I’m enjoying the class so far. Physical animation is the bread and butter of video game animation so I’m hoping to learn a TON this term. 🙂

This class is a bit different assignment-wise than last. We have more time (3 – 4 weeks per assignment) and less assignments (only 3 to hand in this semester). Also, we have more options in choosing what we animate. Each assignment provides a list of 10 different physical activities using a specific rig for each assignment. For Assignment 1, we had to use Ballie, the same one we used for our personality walk last term.

For Assignment 1, I chose “walking up the stairs” from the pick list. I knew I wanted him to have some sort of personality going up or down the stairs. In the end, I decided to go with the exhausted-dying-as-he-reached-the-top-of-the-stairs personality. Below is the final version.

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2010/01/SUBMIT_stair_polish.mov 480 360]

The process is located below the cut…

Continue reading “AM Class 2! Week 1-4”

Animation Mentor · Learning

AM: Week 10 and 11 Assignments

[singlepic id=83 w=320 h=240 float=center]
I finished my 1st term at Animation Mentor!

For our last animation assignment, we had to animate a personality walk using the structured process we learned from creating the vanilla walk: plan, create main keys/breakdowns/extremes, polish. Following this workflow made things a LOT easier for me when dissecting the limp, a walk inspired from playing the recently released Left 4 Dead 2. 😉 I also chose this walk for educational reasons; I know I’m not the best at timing so I figured an uneven timing would help me sharpen my eye.

Since this is a 2 week assignment I thought I’d post it in a work in progress type post:

So first is the planning. Above is my planning for the limp based on several reference videos I took inside my apartment. I tried to find the contacts, passing positions, up and down extremes of the walk. Couple things I noticed:

  • You spend most of your time on your good leg. When you do use your bad leg, you try to put as little weight and spend as little time on it as possible.
  • For the above reason, your strides are going to be smaller.

There were a couple things that confused me though as I analyzed the limp and picked apart the key poses, especially for the bad leg. The good leg’s key poses were very prominent, save for the fact that the spacing for the good leg from passing to contact is huuuge since it’s trying to quickly move forward to catch all the weight.

Even though I had unanswered questions, I figured if I blocked it out and got some feedback from my peers and mentor, it’ll help clear the air. Below is what I submitted at the end of week 11:

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2009/12/SUBMIT_injuredwalk_block.mov 480 360]

My mentor gave me some good notes. She said while the limp is readable (which was the main objective), she felt that Ballie spent too much time on the down positions and the good leg needed to spend more time in the up position, with the leg staying straight earlier in the animation. Straightened legs take the most weight and require less energy than a bent leg (try holding a squat position for a long period of time and I’m sure your legs will start to tremble). She then pointed out something that really helped me out: the bad leg’s contact and extreme downs should be combined into one pose. That was something I overlooked: that maybe the bad leg’s keys were actually combined. It explains why I had a hard time picking out its contacts.

With all those in mind, I reworked my blocking before I polished it. After some major timing changes and pose changes, here’s my revised blocking:

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2009/12/SUBMIT_REVISE_limpblock.mov 480 360]

After that, splining! I always have a difficult time going from blocking to splining. I tend to lose the punchiness of my timing when I smooth out my animation…something I will keep working on as I continue these assignments. One way I’m trying to retain the timing is to have my blocking video open as I polish my animation in Maya. I compare the key poses in my blocking to my current work in progress polishing and make adjustments as needed. Then I force myself to adjust the surrounding frames of that key pose and make them accommodate any changes that I’ve made to retain as much of the timing “punch”. I try to smooth out the hips first, but I can’t help but look at the whole thing and get disgusted by it…so sometimes I’ll also adjust the foot positions while doing the hips (probably not the most logical method). It *is* important to look at the hips first, though, since that’s driving the way the legs catch the weight.

After I’m happy with the arcs, timing, and overall feel of the hips and feet, I go into fixing the knees. What’s nice about Ballie is that he has sphere knees which makes arc tracking for his knees a lot easier. It also helps diagnose IK pops when a leg overextends. The whole polishing process is lengthy and sometimes tedious, taking days to finish up before my 3pm Sunday deadline. I spend a lot of time comparing the spacing, especially, and making sure all the motion flows smoothly into each other without downplaying the timing. Each and every frame gets looked at as I scrub forwards and backwards along the animation. Even though the planning/blocking is the meat of the movement, I think every extra bit of time you invest in the polish will increase the “wow” factor of your animation.

Below is my ‘finished’ personality walk:

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2009/12/SUBMIT_limp_walk.mov 480 360]

So there ya go: 2 weeks spent on slightly over 2 seconds. (Note the assignment requirement was 50-100 frames…so I barely made the minimum.) And of course, there’s still things I’d like to tweak.

My 3D Design professor from college (as in sculpture and tactile modeling, not CG) often discussed the work practices of many installation and sculpture artists and the obsessive nature that comes with perfecting their art. Any creative practice is dependent on the amount of time and effort invested by the artist, and the question my professor asked us that day is “when is it good enough?” What I hope is that every time I make something new, I keep pushing past my previous bar of “good enough” within the boundaries of the deadline given.

As you saw from my process for something as ‘simple’ as a walk cycle, there’s still a lot of experimentation and revision. I hardly ever get my work right the first time, and it’s unreasonable to think you should. Otherwise, you’d miss out on the fun part: the process.

Have a great holiday and good luck to all in the New Year!

Animation Mentor

AM: Week 9 Assignment

[singlepic id=77 w=320 h=240 float=center] I did a revision of the Physical Strength pose from last week. My mentor suggested to try another one of the poses I sketched out instead. Poses are definitely not my strongest suit, so hopefully all this practice will help me improve.

[singlepic id=78 w=320 h=240 float=center]

[singlepic id=76 w=320 h=240 float=center] …And this one’s last week’s topic, Concern.

[qt:https://www.liannecruz.com/blog/wp-content/uploads/2009/11/SUBMIT_vanillawalk_polish.mov 480 360]

Here’s my polished version of the vanilla walk cycle, definitely a learning experience especially when it came to tracking the knees. No matter how many times I do one, there’s always something new I learn about them…but that will be in another post. For now, it’s time to catch up on some sleep!