Nick Fredin

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What is your name and your current occupation?
Nick Fredin. Currently working as an animator at Weta Digital.

What are some of the crazier jobs you had before getting into animation?
The craziest jobs I had were actually in between animation jobs when I was just trying to get my foot in the door in the animation industry. I worked for a movie theatre cleaning up popcorn kids puke, but mainly I switched off my radio so no one could find me and watched the films that I would one day help make. I fully recommend to newbies to get a job related to your craft whether it’s working at a video rental store or an art gallery. I would also suggest learning to cook or make coffees. Once you’ve broken into the industry you’ll have a full wealth of movie knowledge, know how to feed yourself and stay caffeinated.

 

What are some of your favourite projects you’re proud to have been a part of?
Rango won the Oscar for best animated feature this year so I’d have to say I’m most proud of that project. Not only was it amazing to work on but the team was incredible as well. It was also amazing to be a part of The Adventures of Tin Tin under the direction of Steven Spielberg. I felt like a little kid when I was a part of my first telephone conference with Steven Spielberg. Any time he approved a shot it was spine tingling. Rise of the Planet of the Apes was pretty special too although I didn’t get to work on it nearly as much as many others. 2010-2011 was a pretty great year for me in terms of working on some great projects.

How did you become interested in animation?
Jurassic Park! After seeing that film I needed to somehow be involved in the movie making process. I wasn’t sure exactly how though. After a suspicious Continue reading

Character animation technique produces realistic looking bends at joints

Bending of an elbow or a knee is common in most computer animations of human or animal figures, but current techniques often result in unwanted pinching or bulging near the joints. Disney Research has found a way to eliminate those artifacts even when the animation algorithm is running in real-time.

Jessica Hodgins, vice president at Disney Research, and Binh Huy Le, a post-doctoral researcher, were able to pre-compute an optimized center of rotation for each vertex in the character model, so those centers of rotation could be the basis for calculating how the skin around each joint is deformed as it is bent.

“It’s a very simple idea,” Hodgins said. “The pre-computation enabled us to significantly reduce the joint distortions that often plague these animations, preserving the volume of the skin surface around the joint. And this method can be dropped into the standard animation pipeline.”

Hodgins and Le will present their skeletal skinning method July 24 at the ACM International Conference on Computer Graphics & Interactive Techniques (SIGGRAPH) in Anaheim, Calif.

Computer animators will often use a virtual skeleton to control the pose of a character and then use a skinning algorithm to define the surface of the character. Two skinning methods, called linear blend skinning (LBS) and dual quaternion skinning (DQS), are widely used in computer game engines, virtual reality engines and in 3D animation software and have been the standard for more than ten years.

But both have difficulty with certain poses. When an elbow is flexed, for instance, LBS can cause a volume loss at the area around the joint, resulting in a crease resembling a bent cardboard tube. When the forearm is twisted, a similar volume loss results in an appearance similar to a twisted candy wrapper. DQS eliminates those problems of volume loss, but creates one of its own – a bulging of the joint.

Pre-computing the centers of rotation, by contrast, improves the ability to properly weight the influence of each bone in the joint on the skin deformation, Le said.

The result is that the volume losses of LBS and the bulging associated with DQS are minimized or eliminated.

The method uses the same setup as other skeletal-based skinning models, including LBS and DQS, so it can be seamlessly integrated into existing animation pipelines. The required inputs are just the rest pose model and the skinning weights that also are required by the existing algorithms. The method also can fully utilize current graphics hardware (GPUs).

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For more information and a video, visit the project web site at https://www.disneyresearch.com/publication/skinning-with-optimized-cors/.

About Disney Research

Disney Research is a network of research laboratories supporting The Walt Disney Company. Its purpose is to pursue scientific and technological innovation to advance the company’s broad media and entertainment efforts. Vice Presidents Jessica Hodgins and Markus Gross manage Disney Research facilities in Los Angeles, Pittsburgh and Zürich, and work closely with the Pixar and ILM research groups in the San Francisco Bay Area. Research topics include computer graphics, animation, video processing, computer vision, robotics, wireless & mobile computing, human-computer interaction, displays, behavioral economics, and machine learning.

Website: http://www.disneyresearch.com
Twitter: @DisneyResearch
Facebook: http://www.facebook.com/DisneyResearch

Ryan Woodward

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What is your name and your current occupation?
Ryan Woodward – animator/storyboard artist/professor of animation.

What are some of the crazier jobs you had before getting into animation?
Little ceasars pizza!

 

What are some of your favorite projects you’re proud to have been a part of?
My latest Bottom of the Ninth. My short film, Thought of You. and of course some nice films like The Avengers, The Iron Giant and Spider-man 2.
How did you become interested in animation?
Ever since I was a kid. It’s what I always wanted to do. There really wasn’t any other Continue reading

David Pritchard

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What is your name and your current occupation?
David Pritchard

What are some of the crazier jobs you had before getting into animation?
potato picker.
What are some of your favorite projects you’re proud to have been a part of?
Iron Giant,Roger Rabbit,300,Benjamin Button ,and recent project i cant mention yet .
How did you become interested in animation?
Tony hart art show on the bbc in England also Walt Disney films .  Continue reading

Alexandre Belbari

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What is your name and your current occupation?
My name is Alexandre Belbari, I am 24, and at the moment I work as a Creature Animator in a Film company called Trixter, I am animating Wolves for an Upcoming BBC Series.

 

What are some of the crazier jobs you had before getting into animation?
My best memory of work would be pizza delivering in France, I was doing this job at the same time of my animation studies.  It s bloody dangerous but really fun for a small period. As you get a low salary, you put all your efforts on getting a maximum amount of tips from the client ;p

 

What are some of your favourite projects you’re proud to have been a part of?
As I am a total fan on Marvel films, I was really proud to work on the last Xmen- First Class, and it was also my first film project.  Another favourite project would be Prometheus , it was a really good experience! ( I haven’t seen it yet but I usually love Ridley Scott movies )

How did you become interested in animation?
When I was really young, when I saw for the first time Jurassic Park and Terminator 2. From that moment, my dream was to work in visual effects, Then I saw Continue reading

CineSpace 2016

For the second year in a row, NASA and Houston Cinema Arts Society are inviting filmmakers around the world to participate in CineSpace, a short film competition that is inspired by, and utilizes actual NASA video footage.

Eligible submissions include short video, film, and digital-media works of 10 minutes or less. CineSpace is seeking films from all genres and styles including but not limited to: experimental, narrative, documentary, comedy, drama, animation, ambient, music videos, re-mix, sports, horror, and underground.

Prize Details: The total prize purse for this competition is USD 26,000. In addition to monetary prizes, winners shall receive tremendous exposure for their work.

Application Instructions: Last date for submission is July 31, 2016. No entry fee is required.

Guidelines/ Registration Link: You may visit the CineSpace 2016 challenge page to register and to check out last year’s winners and finalists.