AVATAR HITS 1.4 BILLION WORLDWIDE

January 15th, 2010

Wow! We knew Avatar was going to be a huge success, but I would have never guessed it could possibly out-earn Titanic. It’s an incredible feeling to have worked on such a special film. I vivdly remember my first day starting at Weta. I was told to browse through the latest shots in progress and get my bearings on the look and feel of the film. I remember thinking, “Woah, is that CG?!” It was a shot of Neytiri watching Jake from the trees when she first sees him. I couldnt believe how vivid and real it felt. And the shots only continued to get better and better over the course of the next year and a half.

I had the opportunity to work on 55 animation shots. The most enjoyable aspect of the project was animating the banshees. That’s where I really got to have fun. I had also had my fair share of intense stress. There were a few shots where the motion capture data was completely unusable or didnt exist, and I had to animate the na’vi from scratch. A shot of Tsutey and his buddies climbing up a hillside to jump on their banshees comes to mind. That was a tough one!

I’ve made some incredible friends since I arrived at Weta and finished up Avatar. It was a very close bonding type of project, and the beauty of Weta is how close the animation team is. I’ve never quite worked at a studio that felt so friendly and tight-knit.

It’s so exciting to watch Avatar rise to such a level fo greatness and recognition. I am extremely proud to be able to say I was a part of it all. Now I have moved onto Tintin, and then after that hopefully The Hobbit.

Aaron Gilman

Interview by Vancouver Animation

September 27th, 2009

I was fortunate enough to be interviewed by the Vancouver Animation web site. Special thanks goes out to fellow Animation Mentor, Mario Pochat.  Here’s a link:

Article on Aaron Gilman

How does creating animation for films differ from games?

May 24th, 2009

This is an article I wrote for Animation Mentor. Please feel free to leave any comments. I hope you enjoy it as much as I enjoyed writing it.

As someone who has been back and forth between games and film for many years, I thought it might be interesting to offer my perspective on what I think are vastly different animation pipelines.

 

In my opinion, when it comes to animation, games and film begin their production process needing (not wanting) vastly different things, and this ultimately sets the tone for how animation is critiqued, processed and approved over the course of almost the entire project.

 

In general, prior to crewing up for a major animation feature, there needs to be in place some form of animatic that fairly accurately represents the needs of the client. From this animatic we can begin laying the groundwork for shot management, resource needs, asset needs, etc. The process is fairly linear in the sense that each respective department follows on the heels of the previous department, until eventually the shot is finalled and goes to film. For games this process is fundamentally different. By virtue of the fact that playability is required first and foremost, the only way to test the viability of the game play systems is by already having a large amount of assets on hand. This means that a lot of animations need to be blocked, put into the game engine, linked together by programmers and tested by game designers. This circular process of creating, testing, scrapping, and then creating some more, can go on for years. If during this process animation becomes overly concerned with aesthetic quality, they risk losing valuable time assessing the primary objective of any game, namely, “is it fun?”

 

In film, ensuring a strong narrative is to a large extent already done. Practically speaking this is not always the case, as many of us in the field are well aware of how often a project gets edited on the fly, shots get cut, sequences change, etc. But often those issues are merely a consequence of polishing the narrative and addressing budget constraints. Unlike games where animators serve a pivotal role in developing the game play systems, animators in film are not tasked with creating the overall narrative from scratch. Most of the groundwork has already been done. We have storyboards, an edit, a puppet, a layout scene, a camera, etc. Almost all of our time is dedicated to making amazing animation that communicates a narrative already (for the most part) locked down by the director.

 

So the division in methodology between games animation and film animation is quite clear to me. In games animations are finessed and tweaked once the game play systems are fun and functional. Getting game play to this level takes so much time and requires so much creating and re-working of animations, that making them beautiful needs to come much later in the process and is often left to the way side purely because time and money have run out. In film, we move from blocking to second pass much sooner in the process, and very rarely do we have to completely scrap our work as a result of core narrative changes affecting our shots.

 

Ultimately, I think of the film pipeline as linear, each department more or less sequentially following the next department down the pipe. On the other hand, I think of games as an intricate web. Each department is inextricably linked to multiple other departments, going around and around until a cohesive playable system is created. After these bare bones are built, then time can be allotted to perfecting the animation within the constraints of the system.

 

Animating for games can be a fulfilling process. What I enjoyed so much about it was the incredible sense of teamwork I felt on a regular basis. There is a big difference in the way film and game animators appreciate their work. Once you’ve completed a game, you wont sit back while playing it and say, “Get ready, here comes my walk cycle……there it is…see…I did that!” The reason is because often the work a gaming animator has done is fused into so many aspects of the game that it becomes very difficult to pinpoint an element and say it is exclusively yours. For that one walk cycle, a programmer has blended it with dozens of other animations made by other animators, a game designer may have tweaked it in the code, and other animators may have worked on it. In film, I can watch the movie, and when my shot comes up, I know the animation in that shot is exclusively mine. I can cut it out of the edit and point at it over and over again and say, “I did that.” But in film, the process of creating animation work is often isolating and impersonal. The sense of team (and I should specify this is not always the case on every project), is dramatically less intense. In games, you are constantly communicating and brainstorming with so many people from so many departments. That is rarely ever the case in film. But I personally will always love making films more than games simply because I love being part of movie history and knowing that my work may be seen by millions for years to come.

Where do you draw the line on exaggeration?

May 24th, 2009

This is an article I wrote for Animation Mentor. Please feel free to leave any comments. I hope you enjoy it as much as I enjoyed writing it.

As a creature animator who has worked primarily on hyper real content, exaggeration is a constant issue in my work. For example, just a few days ago, my animation supervisor told me my shot was an “eleven”, and he wanted me to take it down to an “eight”. What he meant by this was that the creatures in my shot were too energized. I was breaking the boundaries of believability within the context of this particular project and the edit. While my characters moved mechanically correct, and even the actions in their performances were good, everything was too bouncy, too fast, too BIG! Maybe this would have been fine if I was making a cartoon. Knowing where to draw the line between over exaggerated and contextually believable is part and parcel of a creature animator’s job. The only real difference between a cartoony animator and a creature animator is in how far the principles can be pushed.

 

Anticipation vs. Action

 

In cartoons, the relationship between the speed and size of a anticipation versus the subsequent action can be played with and manipulated to create a wide variety of different emotional responses. You might have a slow and big anticipation showing heaviness and a building of power, followed by an unusually fast action, thus creating a strong contrast in physics and timing. Or the opposite might be the case. A character takes a quick leap off a ledge and then hits a long moving hold as he hovers in mid-air over the precipice. Obviously with hyper real animation these kinds of timing relationships must still exist between antic and action, but the contrast must be toned down to the point that real world physics exists unquestionably in the mind of the viewer. And this is no easy task! This is very often why viewers can watch realistic CG animation and come away feeling something looked odd or unnatural about the performance. They may have no clue why they feel this way, and more often than not it is because as animators we have somehow failed to create motion that can deceive what the human mind is already an expert at, namely the scrutiny and perception of the physical universe. (As a side note, these issues segue into the Uncanny Valley, and are the source of why so many movies to date have failed to convince the viewer that humans can exist seamlessly and believably as CG characters.)

 

Striking a Pose

 

In cartoony animation there is a great deal of emphasis placed on hitting a pose to elicit an emotional “signal” to the viewer. A character expressing fatigue might inhale deeply, hitting a long upward and expansive anticipation, followed by a quick compression of the body and lungs, his shoulders and head slumping downward and striking a strong exhaustion pose. Since the origins of classical animation, we have become experts at breaking down the structure of poses to understand how they can elicit various emotional responses from the viewer. In hyper real animation we concentrate much less on striking poses. Of course the methodology and work flow that goes into creating animation will have very minor differences between a cartoony project and a realistic one. We still block our shots in very much the same ways (a cartoony animator may block in stepped while a realistic animator may block in spline), making sure the blocked performance has all the necessary key poses to convey the narrative. But our main goal is to create a fluid and organic performance based in reality, and is less about punching an emotion on a given frame; so more time and energy at even the earliest outset is placed on the breakdowns and inbetweens. What do I mean by this? Most creature animators I have worked with choose to block in spline. From the very beginning of our shot we need to place a great deal of importance in understanding how the weight, mass and energy of a character unravel through the performance. It is less about striking emotive poses and more about offsetting and layering the motion so that it never feels like parts of the character are landing at the same time. The parts of the character have to be perfectly grounded in physical reality, so that there is a constant justification for how muscles, bones, tendons, and organs react through the movement.

 

I could go on and on scrutinizing how different animation principles are handled differently between animation styles that favor strong exaggerated movement and those that do not. The point is that exaggeration is a constant give and take in the type of animations I have done throughout my career. Under some circumstances we may need to push a pose much harder than is physically realistic, but more often than not this is for technical reasons. A pan on a camera may be softening the look of a pose from that particular angle, or a character may be unflatteringly foreshortened and need to be “cheated” to make sense. As a general rule, exaggeration is a good thing if it brings life and energy to the performance, but it quickly becomes a bad thing when that part of the human brain rejects it as “weird” or unnatural. That’s when we know we’ve gone too far or have simply interpreted the physical world incorrectly.

What brings a scene to life?

May 24th, 2009

This is an article I wrote for Animation Mentor. Please feel free to leave any comments. I hope you enjoy it as much as I enjoyed writing it.

 

What brings a scene to life?

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 old man - 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.

Ezra 2009

May 24th, 2009

Here’s a gallery of pics of my gorgeous son, Ezra in 2009.

WETA Animation Bowling 2009

May 11th, 2009
WETA had its 2009 Annual Animation Bowling Competition and it was a blast! The Orange team, fresh out of Guantanamo Bay Prison, led by the mighty Phil “McCracken” Cramer, was the highest scoring team and walked away with the coveted Avatar Animation Bowling Trophy. Here is a pic of our unstoppable team of villainous brutes!

 

The Guantanamo Bay Brawlers

The Guantanamo Bay Brawlers

 It was a great evening filled with good times. Here are some more pics!

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Guantanamo Bay Brawlers

 

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Aaron "Fresh Fish" Gilman

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Todd Labonte

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Kevin loves his big booty