What I tell myself everyday.

To all the people watching, I can never ever thank you enough for the kindness to me, I'll think about it for the rest of my life. All I ask is one thing, and this is.. I'm asking this particularily of young people that watch: Please do not be cynical. I hate cynicism - for the record it's my least favorite quality, it doesn't lead anywhere. Nobody in life gets exactly what they thought they were going to get. But if you work really hard and you're kind, amazing things will happen. I'm telling you, amazing things will happen." - Conan 'O'Brien

May 21, 2010

Animation : Strive for Simplicity


notes from Tissa David's lecture on 11/16/89.

Camera moves shouldn't be visible and obvious, they should be felt.

When zooming go in a straight line [important note for motion graphics]
EXCEPTION: unless you are following an action.

Jump cut should have a visible difference in size.

Timing: correct way of saying something you feel. Leading into something
Timing will show emotions by the pacing.

VERY LOUD beat can be two frames ahead of the beat.

Gestures 6 frames ahead can help a loud beat (impact)
lead ball falling down, the effect comes after it is bouncing off.

Gestures before or after the statement are more effective.

using joint movement gives smoother, looser animation otherwise it would be stiff.

cycle: should be simple (it would be less obvious)
strive for simplicity

You need 6 frames to see anything.

[illustrated example of lifting a heavy rock]

1) anticipation of weight
2) lifting of the weight
3) actual weight

Animation is acting

Light scarf will move very slowly and flows.

leaf [illustrated example]

drop of water [illustrated example]

Fast actions will overlap.

Its not necessary to overlap action generally.

[illustrated examples: finger pushing, ball, ball bounce]

Budgeting for animation Part 1 From Asterisk Animation



This budget is a variation on the AICP budget form. That is designed for live action. That budget form contains (literally) one line for "animation". Each of the production categories are culled from there.

We figure there are 5 phases of production as far a budgeting is concerned. Future posts will explain these in detail.

In general, it's best if "animation" covers about 30% of production costs. When we get into categories, you'll see this means labor/production costs of animators, assistant animators, inbetweeners, etc.

In this model, lines A-E total $90k. All of that should be detailed in the body of the budget.

Now for the next lines.

In work-for-hire, the producer isn't supposed to mark up director/creative fees. When we get into line items, we'll describe what this does and doesn't include. It's customary for a director to be budgeted somewhere around 10% of A-E. This is listed as "Creative" under "Subtotal A-E".

"Production Fee" is "mark up". This includes a lot of things. One thing is profit. Another is contingency. Another is operating expenses (like tax preparation, water, and daily costs of running a company). This is not entirely overhead, a lot of your overhead should be covered as line items.

In the good old days of advertising, it was common to mark a 28% production fee. These days it seems like 15% is closer to the norm. Some clients will insist on it being even lower. In those cases -since the Production Fee represents many real costs -those numbers just get shifted to line items.

Insurance is another figure which doesn't figure into the Production Fee. This is figured at 1.5% of A-E.

Eyjafjallajökull Time Lapse Animation.

Awesome video of Eyjafjallajökull Volcano Time Lapse Animation.

Iceland, Eyjafjallajökull - May 1st and 2nd, 2010 from Sean Stiegemeier on Vimeo.