9/14/08

I must admit, I dropped off for a while on blogging. I've been stretching my legs as art director at Prophetic Sky, and having a blast. I can't shed too many details, but here's some newer developments in my artistic arena I've rather enjoyed...

First off, Blender is awesome. The more I use it the more I like it, and I feel like I'm completely over that "new program" hump of learning. Anything beyond this point is advanced stuff, such as masterful rigging, nodal interface, and Python scripting. My goal is to learn python scripting, because aside from its uses with blender, it now transfers over to Maya and actual programming. That's one issue with MEL--if you're not in Maya, what's the point?

Second off, speaking of new programs, I've been learning MaPZone for procedural texturing. I've done a little of this in Maya's hypergraph, but MaPZone truly knows what it's doing. Furthermore, procedural texturing is truly an art unto itself--how do you make a texture when you're not allowed to simply add pixels by hand? Try it out, it's free! www.mapzoneeditor.com

Thirdly, I've been handling a new field for me--2D orthographic buildings. It's a new frontier for me, because I'm not only focused on character stuff usually, but it's also from the classic pixel RTS/RPG top down view.

And lastly, since I ought to post something worth seeing, here's a WIP for an idea I wanted to explore. It's essentially a huge, two-headed war tortoise, which will hopefully have that gargantuan feeling of an oliphant from LotR. Check it out!




Next big chunks are the head and anatomically correct feet, and after that I'm going to be modeling all the little detail stuff.

www.oscarts.org
oscarbaechler@gmail.com

7/8/08

Happy Birthday dad!!!


I painted this for my dad's birthday/father's Day present. And I'm psyched at how it's turned out! After grabbing a DVD of "Travels in Europe with Rick Steves" from the library, an image/concept that stuck in my head was the dervish dancer from the episode on Turkey. So I painted him, and am pretty happy with the result. Happy Birthday, dad!



www.oscarts.org
oscarbaechler@gmail.com

6/30/08

Thoughts on Blender

I'm much deeper into the rabbit hole of Blender now, and a particular analysis of the program has stuck in my mind. 

It goes like this: Blender's biggest shortfall is its age. The program is still only about ten years old, while Max, Maya, Lightwave, XSI, etc. are often twenty, twenty five years old. As a result, those programs have had a lot longer to add on new features, remove problems, or adjust what's already there. 

But there's the rub: all these "additions" are basically polishing something already in existence. The result? Due to the built in hierarchy of Maya or Max now, there's some problems they can't fix, because these flaws have become an integral part of pipelines everywhere. So to change a major part of Maya or Max, they have to rip out a ton of infrastructure.

Now try jumping into Blender, and you'll soon discover all sorts of things that they change from other programs, because they don't have to restart from the ground up. As a result, things like basic movements, the graph editor, character tools, weight painting and the like work the way they should. 

Weight painting is a great example. In Max and Maya, the first thing you do when learning to weight paint is pull out all your hair. The reason is because you have to get comfortable with the mathematics it's based around: adding up to %100, no more no less. So it ends up pissing you off when you can't increase a bone weight, and it especially pisses you off when you reduce weight to 90%, and it shoots to some wonky bone in order to automatically add up to 100%.

But mathematically, how does that make sense? Anything divided by itself equals 100%, so Blender goes off a splendidly additive system. If you've only got a cumulative 90% of the weight distributed (aka 90%/90%, aka 1) it doesn't jump to new places. If you've got (GASP!) two different bones at 80% (aka an unimaginable 160%) it just figures out the math any third grader should be able to handle, and puts 50% weight in both areas. 

It's clear that Blender's youth may limit its functionality so far, but at the same time Blender's youth means it tore down a lot of the broken, unfixable ideas from other programs. To date, I've used Blender tools for modeling, UV unwrapping, rigging, skin weighting and animating, and all of these have left me pleasantly impressed. 

www.oscarts.org
oscarbaechler@gmail.com

6/17/08

My movie to-do list

The problem with IMDB's top 250 movie list is that it's too democratic; any 13-year-old kid can create a profile and rank The Matrix higher than The Third Man.

The problem with AFI's top 100 films is that it's too mired with dogma. Some secret panel of men with long white beards tell us what's good, often when historical significance or precedence is all a film has going for it (Snow White's on it, not because it's the best animated feature, just 'cause it was the first.)

But combine the two, and you get an excellent cross-reference of the gems of our cinema landscape. So I'm going to get back on the wagon and make the big push to round out AFI's top 100, as well as the first 100 of IMDB's 250. Here's what I've got left:

IMDB
1. Paths of Glory
2. M
3. The Lives of Others
4. Double Indemnity
5. Eve
6. Spirited Away
7. Downfall
8. Metropolis
9. Modern Times
10. Rebecca
11. Life is Beautiful
12. Some Like it Hot
13. City Lights
14. The Seventh Seal
15. The Elephant Man
16. Touch of Evil
17. Once Upon a Time in America
18. Kramer vs. Kramer
19. The Great Dictator


AFI
1. Some like it hot
2. African Queen
3. The Grapes of Wrath
4. Bonnie and Clyde
5. High Noon
6. It happened one night
7. The Best Years of our Lives
8. Double Indemnity
9. West Side Story
10. Birth of a Nation
11. A Streetcar Named Desire
12. Butch Cassidy & Sundance Kid
13. Philadelphia Story
14. From Here to Eternity
15. Mash
16. Stagecoach
17. Network
18. An American in Paris
19. The French Connection
20. Wuthering Heights
21. The Gold Rush
22. City Lights
23. The Wild Bunch
24. Modern Times
25. Giant
26. Duck Soup
27. Mutiny on the Bounty
28. Frankenstein
29. The Jazz Singer
30. My Fair Lady
31. A Place in the Sun
32. The Apartment
33. The Searchers
34. Bringing up Baby
35. Yanky Doodle Dandy

I'm watching All About Eve right now, which is freakin' terrific. In some ways, the art of the evil woman has been lost. Sure, there's still female bad guys, and catty teen girls are frequent villains. However, that truly lifelike, catty, two-faced type of the finer sex's uglier side is a rarely well-portrayed character. For more great films with this, I recommend The Manchurian Candidate, Sunset Boulevard and Singin' in the Rain.

http://en.wikipedia.org/wiki/AFI%27s_100_Years..._100_Movies
http://www.imdb.com/chart/top



www.oscarts.org
oscarbaechler@gmail.com

6/9/08

I have a confession...

The first step is admitting you have a problem...so I'd just like to confess that I've developed an addiction to the firefox plugin on www.stumbleit.com.

For those of you not in the know, stumbleit.com has you fill in your user's interests, then provides you with a time-sucking firefox button, which will randomly pull up pages relating to your interests. Here's one I just came across, for all you mac users:

http://www.opensourcemac.org/

But the main website you need to check out is:

www.stumbleit.com

Seriously. It'll replace your current "web 1.0" internet addiction in a heartbeat.

www.oscarts.org
oscarbaechler@gmail.com

6/5/08

More new art!




Here's some stuff I've been painting recently. One is a mother's day gift for my mom, one I gave to my brother at my bachelor party, and the last one's a present for a friend's birthday. Back in the day I would make attempts at art for people's christmas presents, but it's hard to pack in 20 to 30 pieces in one holiday season. So my New Year's Resolution this year was to paint for peoples' individual occasions, most notably birthdays. This system's been much more successful (although not bulletproof), and definitely facilitated much more frequent painting. 

I also have to strongly agree with the argument that you can never be good at photoshop until you've tried your hand at other media. The Art Institute of Seattle doesn't have painting as a requirement, but we do learn photoshop and illustration techniques therein. However, it was always a situation with me where I was terrified of the program. "Is this selection clean? Is this the right layer?" I would generally be far to careful and mathematical--like you can easily do in 3D. But once I started water colors, there's this intense difference. You're constantly making mistakes and resigning yourself to a lack of an eraser or undo key, so you drive on and create a finished product. Once I experienced that, photoshop and painter became much more free-form painterly and casual; in that last illustration I did, I was so lazy that I just had a "value" layer for most of the way through, laying down B&W, then just colorized it and had color-transferring layers on top of it. 

But enough of that, on to my new paintings! 

www.oscarts.org
oscarbaechler@gmail.com

6/4/08

New art


I've been rather busy these last few weeks...first off, I got married! The wedding was a blast, and I couldn't be happier. I don't deserve what I lucked into. 

Secondly, I've been doing some art projects in my free time, some as part of a skill test for a local company. But anyway, here's a chunk of concept art I did, which I'm rather happy with. Enjoy! 



www.oscarts.org
oscarbaechler@gmail.com

5/9/08

Blender 3D

Time to make the jump! As of right now I'm seeking ways to emulate as much of the Maya interface as possible. Also, it'd be interesting to mess around with the scripting language in Maya. My theory is that if it's anything like MEL scripting, I can get away with some copy/pasting and write a plug-in to switch to a Maya-esque UI super fast.

www.oscarts.org
oscarbaechler@gmail.com

4/25/08

11 Second Club WIP #2

Getting to the stage of tweaking and nitpicking, eh? I'm going away for the weekend, then hopefully I'll finish polishing this off before the month ends.





www.oscarts.org
oscarbaechler@gmail.com

4/24/08

Phantom Menace vs. Ratatouille: the importance of choice

I just watched a great film and a crappy film one after another: Episode 1 and Ratatouille. Episode 1 is traditionally blasted for Jar Jar Binks and a general stew of crappiness aside from that, and anything Pixar just gets a blanket statement about story, dreams, Renderman, etc. 

But I noticed a very specific difference between the two in terms of story mechanics this time, which I think is the key to why Rat was great and Episode 1 didn't measure up to previous SW films: choice as a story mechanic. 

There's a number of good films that put hard choices on the shoulders of characters. But in Ratatouille they go the extra mile: EVERYTHING is choice. Almost at NO point is Remy carried along by fate. He CHOOSES to break into the kitchen, to fix the soup, to go back and stick with Linguini, to let his family steal, soon and so forth. Choice is so big a part of the movie that even in the place when Remy is swept along by fate in the sewer early on, he's given an arbitrary choice of guessing which sewer pipe to go down. It's a meaningless choice, because he's guessing randomly, but it is nonetheless a choice, and therefore it carries emotional weight. As a result of all this choice, when it finally comes to the moment of truth, when Remy/Linguini have to rely on others and see if they're believed in, everyone else makes a choice, and it shows a lot of character for everyone involved: most leave, but the rat family finally believes in Remy, and Colette still believes in Linguini. 

Compare this to Phantom Menace, in which the characters are almost nailed to a conveyer belt. Engine trouble FORCES (ha!) the heroes onto Tatooine. Watto's supply monopoly FORCES the heroes to deal with him. With no worthwhile currency, they are FORCED to look at Anakin as a solution. Jar Jar is FORCED to follow Qui Gon due to a life debt. 

Sure, there's plenty of times where characters overcome odds in saber fights, podraces, etc, but they almost never made conscious, hard emotional decisions to be in those situations. The third act is the icing on the garbage cake: Metaphorically like all other parts of the movie, Anakin is forced into an auto-pilot starfighter that drags him into a situation where he saves the day. He has no heroic spirit or courage leading him to make choices others would fear. Similarly, Qui Gon's death is not a result of any internal, meaningful choice on anyone's part, especially Kenobi's or Qui Gon's. Instead, Obi Wan is forced into a spectator role, then afterward is just a dude fighting another dude. Imagine the guilt Obi Wan would feel if instead he made a bad decision, and that led to Qui Gon's death. Imagine the powerful message of love if Qui Gon sacrificed himself to save Obi Wan (as Obi Wan later does to save Luke, etc.). Less choreography, more choice please.

To analyze things further, compare Anakin (crappy hero) to Luke (good hero). Anakin does not succeed or fail by his choices, literally. In the new films we learn about a prophecy apparently meaning that Anakin's fate is already written in the stars. So who cares? WE knew he would be Darth Vader, and the reason he sucks is because apparently the Force new as well. 

But Luke? Luke is a hero of choice, of decision. It's never "he's a good guy, he's the hero, just trust me." He's presented with potent, troubling decisions about his father, his loyalty, his friends and his greed. And in all these cases, he CHOOSES the light side, rather than arbitrarily have his decisions made for him. Same thing with Han Solo. Imagine how meaningless it would be for him to pick off Darth Vader in the end, if instead he was with Luke to start with, just blindly on the good guy's side.




But enough of that! Back to work with me. I should have my trial-finished 11-Second-Club animation completed tonight. Stay tuned!

www.oscarts.org
oscarbaechler@gmail.com

4/18/08

On facial animation

I'm working on that 11-Second-Club animation right now, and I thought I'd say something (ha!) about lip-syncing. We only really had one or two classes at AIS involving lip-syncing, and I would argue that was good, because I do think it's takes a back seat role to physical body animation. 

With that in mind, a lot of what I know about lip-syncing I figured out by actually animating lip-syncs, and I've found a lot of the stuff I learned coincides with what you're supposed to be doing. Here's one thing I've found to be truly important about lip syncing (and, blah, I always remember it 100 frames into animating...). With fast-talking dialogue, you have to understand how it slurs, because the slurred form is how you'll end up setting keys.

Right now I'm animating the following line: "And you want to call it a health problem." To mark this phonetically every time a unique syllable comes up in writing is ludicrous. You'd be doing this: 

"Aah-nn-duh Yee-oo  Ww-ah-nn-tuh tuh-ook Caaah-ll..." so on and so forth. 

But when you slur it a bit, it comes out looking much more natural, because in fact we say 90% of things slurred. 

"An Oooh Ah NN Ahk  Ah it," so on and so forth. 

The jaw is especially important. It opens and closes far less than we think. If you do it every time a new letter shows up, you'll get speed-racer talk. 

So in conclusion, just like most animation, less keyframes is better, counterintuitive though that may be. Now hopefully by writing all this down, I'll remember it on frame 1 next time...

www.oscarts.org
oscarbaechler@gmail.com

4/8/08

I'm working on an animation for 11secondclub.com's April competition. Here's the first go at blocking stuff out. 

http://www.youtube.com/watch?v=2eXTU9seLSk

www.oscarts.org
oscarbaechler@gmail.com

4/3/08

Experimental animation's true calling

http://www.youtube.com/watch?v=JIzRI73gzrE&eurl=http://cgi.fark.com/cgi/fark/youtube.pl?IDLink=3513727

http://www.cyriak.co.uk/moo.html

And for the sake of vanity, here's my own experiment:  http://www.oscarts.org/production_03.html

As someone who has magical fantasies about someday dominating and mastering the indie/experimental animation market through a combination of bribes and demagoguery (only to be overthrown when I can't rig the vote...), it warms my heart that the modern landscape offers an opportunity for this medium which has been hitherto unknown. 

A while ago I found an anniversary archive of Cal Arts experimental animation from over 20 years or something. The article flippantly mentioned that despite this robust portfolio, the school began discouraging experimental animation because it's, shall we say, practically unmarketable.  

However, my generation has a much better opportunity to not only create experimental animation, but also profit from it. Here's what I think the major factors contributing to it are:

1. Internet distribution reaching a wide audience. How many people have seen Charlie the Unicorn? Ask this at a college, and you aught to hit at least 50%. Back in the day, you had to drop $50 on a festival submission fee so that 100 people could see your stuff. Now you can get it out there and build a rep without spending a dime via YouTube. Even better, a site like www.awntv.com or www.atomfilms.com lets you actually MAKE money off your cartoons through ad revenue. And even in the case of real-life viewings at film festivals and venues, you still have much better access; film festivals always have websites now, and it's far easier and less committing to hit "upload" than to send out a whole press package with a VHS tape. www.withoutabox.com offers a search engine that lets you submit a film to any film festival in the world, all from a central hub. 
2. Technology. Back in the day, animation was great because it could tell any story and show anything possible through the pencil. Well, in modern day  we essentially have a thousand new metaphorical "pencils" to explore looks, production techniques, stylistic approaches and motion methods. Flash, 3D, and After Effects mean that any video-oriented medium can be approached in a whole new way.

3. Exposure and learning resources. Distribution is terrific for the indie animator, but it's also great for the up-and-coming artist looking for a niche. Now when you're in school, there's a multitude of cartoons on YouTube that lets you hypothesize about your own ability to create such a cartoon. Similarly, you can easily find a number of great animations that are supplemented with tutorials, explanations, production focus, and a method of contacting the artist who created it. 

4. It's hip to be square! Disney famously set the pace for years in the animation industry, setting standards for quality, convention and popularity. And even when projects like Yellow Submarine or Fritz the Cat would try and make elbow room for the weirdos, they were playing to a very small weirdo crowd. But in today's landscape, kids love finding the primordial, aberrant animation that you can't necessarily throw on Cartoon Network. And even then, often times you can, and when the demand is high enough it DOES get on Cartoon Network. A great example of this is Jason Reitman, director of Academy Award-winning Juno, who back in the day was posting stuff on AtomFilms. Clearly, there's people out there who dig this stuff, and an ever-increasing crowd that'll drop 90 minutes on this market rather than on some Pixar-imitating SFX-laden piece that is nonetheless devoid of style and substance. 


www.oscarts.org
oscarbaechler@gmail.com

3/23/08

Neverwhere review

I read "Neverwhere" by Neil Gaiman before I had even heard of Sandman, and it encouraged me to check out a lot of his other stuff. It's a terrific book, and I've been wanting to see the BBC series for a long time, but wasn't willing to shell out for it. 

But hey! Now it's out at Hollywood Video, so I'm watching it right now. The production quality is a little, uh, BBC-esque, but the wiki says that the show came first, then Neil adapted it for a novel. This kind of explains the lower level of production, since it came before he was a truly famous writer. Nonetheless, the series is still wildly entertaining just based off of the strength of the concept: that we ignore homeless people and other street-culture vagrants because they actually exist on a slightly different plane of existence. 

In conclusion, if you're a big fan of Gaiman, watch the show and read the book; if not, you should still enjoy one of the two. You'll undoubtedly become a big enough fan that you seek out the other one anyway. Also, bonus: muzak/ambiance by Brian Eno. 

www.oscarts.org
oscarbaechler@gmail.com

3/21/08

The top five list of...uh...lists.

In a lot of ways, animation school is very much a frou-frou "build your own education" sort of experience, and although faculty may push you toward one direction or another, you can always just claim to be a 2D guy and only touch Maya for the required classes, or vice versa. 

However, all that aside, I think there's a handful of "commandments" that every animator should learn verbatim. People have memorized far greater quantities of info, and therefore I don't think there's a good excuse for spending three years at school and not learning these by heart. (Although I admit, if you put me on the spot I might fall short of reciting everything perfect...)

So, without further ado, here's my top 5 list of lists! 

1. Disney's twelve principles of animation. Ideally, one should know the complexities and intricacies of the twelve principles, and although animation varies greatly based off of experience, passion, talent,  and resources, generally one thing instantly sets bad animation apart from good animation. In bad animation, it's usually not that you're using a principle poorly; you're not using it at all! 

2. Blake Snyder's 4 elements of a logline (taken from his book "Save the Cat!") As Pixar says and everyone parrots, animation is all about story. Similarly, story is all about the logline. If you can't tell me a story in one sentence, it's a crappy story. In case you don't have his book (although you should definitely buy it), his four elements are...
1. Irony (Peter Sellers' "Being There" is an excellent example: a mentally handicapped dude rises to national politics.)
2. A Compelling mental picture. I think the two key elements of this step are first, a protagonist, and second, a complete story arc. 
3. Audience and cost. A lot of this lines up with Disney's "appeal" principle, and arguably cost determines how much of #1-#11 you can afford. 
4. A killer title. 

3. At least one of several story beat methods, which include Blake Snyder's Beat Sheet (also in "Save the Cat"), or for a less screenplay-focused model, any number of the "Monomyth" structures, better known as the Hero's Journey. Several of these formulas are described in the wikipedia monomyth page, and I frequently use a version provided by Stephen Glover, but it's generally the same: you have to hit certain story notes in a certain chronology, or else it's just a series of vignettes. 

4. Andrew Loomis' four steps for informal composition, as highlighted in "Creative Illustration." Okay, maybe this one's a bit of a stretch, but I think it's desperately important for one main reason: knowing this method means that Artist's Block is pretty much unheard of. Once again, I think this is a detailed abstraction of a Disney Principle (Staging), and it's important to start seeing everything as composition. I remember making thumbnails as a freshmen, and I couldn't see the forest for the trees. I would make my first mini design, then just draw fairly identical versions of it. But Andrew Loomis' method is a brilliant staple of drawing; you throw down some abstract lines, it makes abstract shapes, you fit your concept into the abstraction, and you get a dynamic and surprising new composition every time.

5. Andrew Loomis' four essential principles of tone, also in "Creative Illustration." Light is a science, not an art; it becomes art in how we interpret its inalienable properties, and Andrew Loomis provides the exact foundation for you to jump off of. Additionally, read his exerpt from Howard Pyle, who Loomis was building off of. I've heard variations of these principles from a number of artists, but as far as an empirical printed form, here's where to go.  Another analysis of these principles is to break down tone into their five categories: Halftone, Highlight, Core Shadow, Cast Shadow, Reflected Light. The best illustrators I've learned from (including Dave Ehlert and Bruce Sharp) generally teach to some version of this formula. 

So there you go. And I think it's worth noting that, even though I'm more technically oriented than traditionally oriented, none of these concern a computer program. Curious, eh? I think there's a number of other lists that didn't make the cut (for instance, uh, every chapter outline Loomis EVER had), but these are the essentials I try to keep within arm's reach of my computer chair. 

3/16/08

Auditory philosophy of the demo reel.

A lot of the feedback I've been hearing regarding audio on a demo reel is pretty blunt: if it's not a lip sync, just remove audio entirely. There's some good logic behind it. Worst case scenario, they hate your music tastes and therefore hate you, and the alternative worst case scenario is they like your music tastes and it's unfortunate that YOUR art isn't as good as that musician's art. Additionally, they might be listening to something already, and on the job-seeker's end of things, rendering without audio results in a smaller file size. 

But I think there's a rebuttal to this. Put simply, here's my philosophical model:

A. Your demo reel is a compilation of all your best art, and anything sub-par should be removed.
B. By definition of a demo reel, it shows off your editing abilities. 
C. Since the art of editing CANNOT be removed from your demo reel, it HAS to be polished into a beautiful "piece." 
D. As numerous media shows (previews, music videos, video in general, etc...), an integral part of good editing is based around your ability to present audio dynamically, so that it goes hand in hand with your visuals.
E. Therefore, a demo reel should have dynamic visual and sound editing.


But of course, then it's worth exploring what good editing is. After all, in the same way that no sound is still technically better than bad sound or over-complicated sound. What I've discovered is that the point when music on my demo reel sucks is when it's clashing with animations that are already animated to sound. I predict that in an ideal world, my demo reel will be comprised entirely of clips that already have a built-in sound narrative, and therefore no new audio is needed. 

And my render's done! So enough burning time. 

3/14/08

Screen capture software

I've been trying out some screen capture programs to get footage of my rigging goodies in action to throw 'em on my demo reel. So far I've tried two programs, with mixed results...

Copernicus: On the plus side, this program's free to use, and it's also available for mac. Unfortunately, the quality of the output is pretty bad, and you can't really mess with the settings too much. A lot of the captured frames seem to be blended between camera moves, and therefore get some weird artifacting. But, on the other hand, it pumped out a file successfully.

Camtasia: This was recommended to me by dudes at www.strutyourreel.com, and it's once again got some ups and downs. For one, there's no mac version, but that's pretty minor; I just rebooted in windows and installed it there instead. For another thing, it's only a 30 day trial. Bummer. And lastly, although it pumped out a native format video file (.camtec) it took me a couple tries to get the file format I wanted. However, the ends justify the means, and Camtasia's final output was great. The quicktime file I ended up with is great quality, and I look forward to replacing the ugly, way-too-fast copernicus footage.

First Post!

Hey y'all, my blog is now launched! I look forward to posting lots and lots of stuff. But to start things off, check out my website at www.oscarts.org, packed full of meaty animation goodness. Enjoy!