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<strong>Creature</strong> <strong>Animation</strong>:<br />

Interviews and Videos from<br />

Top <strong>Creature</strong> Animators<br />

Read and watch a collection of tips and tricks from veteran<br />

creature animators from Tippett Studio to Industrial Light<br />

& Magic.<br />

Animating The Croods (in the Croodacious Period)<br />

Originally Posted: May 10, 2013<br />

By: Thomas Grummt<br />

SPOILER ALERT. SPOILER ALERT. SPOILER ALERT. We love for you to read about <strong>Animation</strong><br />

Mentor alumni — starting with Thomas Grummt — who just completed work on The Croods. But<br />

fair warning, Thomas does spoil the movie. Look away if you have to; but read it because you must.<br />

And please join us in a big <strong>Animation</strong> Mentor woot to Thomas — awesome work.<br />

— The <strong>Animation</strong> Mentor Crew


For a couple of months now, I’ve been busy animating dragons and vikings. However, I still think<br />

about The Croods a lot. It was my second movie at DreamWorks, and an altogether fantastic<br />

experience. It’s been exciting to see the movie perform well since its release — but the best thing<br />

for me is the feedback and reactions from audiences, who are just having a great time seeing the<br />

film, and who can relate to the characters and the themes of the story. Seeing people laugh or cry<br />

over a shot I created is what makes me want to be an animator.<br />

Just as the characters set out on their journey in the movie, it was a journey into new areas of<br />

animation for me. While it is hard to say what you are actually learning when working on a project,<br />

when I look back it was one big learning experience — ranging from improving my workflow<br />

and animation skills, communicating with supervisors and directors, (and gaining) a better<br />

understanding of acting and filmmaking.<br />

Production<br />

I worked on the movie for 18 months and was lucky enough to start at a fairly early stage of<br />

animation production. The story was still changing and many of the characters were just starting to<br />

take shape through animation tests and experimenting with their personalities. Right away, I fell in<br />

love with the concept of the weird creatures, who were a mix of animals we know today. I worked<br />

on a few tests before starting my first shots — for example, a punch monkey walk and a wing flap<br />

for the flying turtle. Most supervisors had been on the project for (some time) and there were acting<br />

tests and walk/run-cycles for most of the main characters. Moreover, the sequence where Eep first<br />

meets Guy was already far along in animation and it was animated by just their supervisors, Line<br />

Andersen and Jakob Jensen. I remember being super impressed by the unusual mix of animal<br />

behavior and human acting, and thinking: “This won’t be easy to live up to.”


I liked having a longer production schedule, because we were able to animate the movie with<br />

a very small crew (which I liked a lot). Led by head of character animation James Baxter and 5<br />

supervising animators, the team size ranged from just a handful of animators to about 36 in the<br />

end. For the majority of the production, we were just above 20. It was very exciting to see a movie<br />

taking shape and finding itself over the course of production. On Kung Fu Panda 2 and Puss in<br />

Boots, I only got a glimpse of that process in the few months that I worked on those shows.<br />

Just to give an example, the character of Belt the Sloth was quite different when I joined The<br />

Croods. He used to be more like an actual sloth and had a much smaller role in the story.<br />

Gradually, he became the fun sidekick with more of his own jokes and moments. I believe part of<br />

that was due to how much audiences loved him in test screenings. In the end, he carried a lot of<br />

the marketing for the movie and kids were running around crying “Dun dun duuuuh.” He is now one<br />

of my favorite toys in the office!<br />

Cavemen Acting<br />

One aspect I really liked about the show was that I got to work on a variety of characters, since we<br />

did not have “character teams.” We usually animate everything in the shot, unless it’s something<br />

like a flock of birds, which was handled by the crowds department.<br />

The Croods family members were almost always together, which resulted in a high-character<br />

density for many shots. All of them had a specific way of moving and characteristic behavior. Grug,<br />

the overprotective father, was similar to a silverback gorilla. Eep, the rebellious teenage daughter,<br />

moved more like an athletic cat. The 9-year-old Thunk resembled a clumsy chimpanzee and the<br />

youngest daughter Sandy acted more like a dog. It was both fascinating and challenging to find the<br />

balance between the animal-like and instinctual behavior, and relatable, human-like acting choices.<br />

We always looked for opportunities to show that the characters made use of their arms and legs for<br />

locomotion, and could transition between biped and quadruped mode with ease. For that, the rigs<br />

offered many IK controls on the feet as well as the hands, to achieve compression and natural roll<br />

and push-off motions.<br />

Much of the charm and life of the movie existed in the relations between the family members, and<br />

I think that is part of what grabbed audiences (that, and the furry animals). The Croods have family<br />

issues like we do today, but they live in a prehistoric, hostile world. They needed to be believable<br />

as a family, and I was lucky enough to work on some shots where I could show and explore those<br />

relations.<br />

For example, in one of my earliest shots, Eep and Grug come back to the canyon after Eep had run<br />

away, and her Mum checks her “animal-style” — sniffing and poking her hair, while Grug goes into<br />

a sulky gorilla pose. Eep, on the other hand, behaves more like an annoyed teenager, who has to<br />

undergo a parental ritual while thinking about the new Guy she just met.


Another scene was a transition from utter despair to curiosity and hope, when Eep and the family<br />

discover the view of the new world after their cave was destroyed. It was a challenging shot<br />

because it’s the longest one I’ve ever animated (900 frames), and it also has the whole family<br />

walking and climbing across uneven terrain, ending in the iconic pose of the family silhouette<br />

against the jungle valley. For most characters, I shot reference of myself and I used a nice take<br />

from Eep’s supervisor Line Andersen. To explore the moment when Eep is hit by the sunlight<br />

through the dust, I had my wife shine a flashlight into my eyes. After the animation was finished, the<br />

rays were added in lighting.<br />

A big part of the positive experience on the show was working with the directors Chris Sanders<br />

and Kirk De Micco. They were very collaborative and always open for ideas. They also did not<br />

micromanage the animation or the acting, and James Baxter did a great job interpreting their vision<br />

and translating it into animation terms. I never felt like I was just executing somebody else’s movie,<br />

but that I was actually involved in shaping it.


To give an example, there is a scene where Eep and Guy raise their hands to the sun, hold hands,<br />

and almost kiss. It’s an important and delicate moment for them, as they discover a growing<br />

fondness for each other. I shot reference with my wife, and that’s pretty much exactly what is in the<br />

movie. It made it a very personal scene, and hopefully a sincere one.<br />

There were many more shots like this, and while most of them combined ideas and feedback from<br />

the directors, James Baxter, and the supervisors, there was always room to put a little something of<br />

myself in there. This created an extra bit of motivation and also a sense of ownership.<br />

Another favorite of mine is the shot when Guy tells a joke, and Gran is cracking up while the others<br />

don’t get it. This involved shooting reference together with three supervisors in order to get the<br />

interaction right. I played the grandmother which was a lot of fun!<br />

<strong>Creature</strong><br />

Like I mentioned earlier, the film confirmed my suspicion that animating creatures is very appealing<br />

to me. Studying how a bear gets up on its hind legs, studying how a tiger rotates its paws in a walk,<br />

or learning about typical ape hand poses was very exciting.<br />

My first shot on the show was a hungry bear owl circling in front of the Croods’ cave at night.<br />

Except for a few horse tests I did in class 6 of the Character <strong>Animation</strong> Program (Polishing &<br />

Portfolio), I had never animated a quadruped walking before, so I was a bit nervous. Having<br />

reference always takes some of the fear away for me, so I used videos of tigers walking in circles<br />

in zoos, compared it to bears doing the same thing, and looked at bears pushing against cars and<br />

trying to get to the food inside. I used bits and pieces of each reference, something that’s often<br />

called “frankenstein-ing.” On top of that, it’s crucial to use your creative judgment to adapt the<br />

poses and movement to the proportions and specific behavior of the creature.


For The Croods, it was important to ground the creatures in reality, but then make them special<br />

and unusual, because they are often a weird mix of very different species, like a piranha bird, a<br />

walking whale, or a mousephant.<br />

Another animal I loved animating was Chunky the tiger — or macawnivore, as he was officially<br />

called. James Baxter had animated a run-cycle for him that we were planning to use in the<br />

sequence where Grug is trying to get back to his family. However, all of my shots had him running<br />

over very uneven terrain, uphill and downhill and jumping sideways, so I ended up animating most<br />

of them from scratch, while always using the run-cycle as my guideline. It was a learning process<br />

to realize how much you can push the change of shapes, and squash and stretch, in the legs and<br />

body in order to achieve a dynamic result. Also, I found it crucial to use the IK hips, chest, and head<br />

to get good weight and overlap between the body masses.<br />

After the movie was released, I was super happy that the creatures seemed to be very appealing<br />

and fun for audiences, especially kids.<br />

I feel very lucky to have been a part of this journey and the incredible team that brought The<br />

Croods to life. I am thankful for the support, help, and trust I was given — and I can’t wait to see<br />

what will happen in Croods 2!<br />

About Thomas: Thomas Grummt is an <strong>Animation</strong> Mentor graduate from Summer 2010 and currently<br />

animates at DreamWorks <strong>Animation</strong> in Glendale, California.<br />

All images belong to DreamWorks <strong>Animation</strong>.


Industry Pro on Animating and Telling Stories with <strong>Creature</strong>s<br />

Originally Posted: June 12, 2013<br />

By: Chris Mullins<br />

Click image to play Chris Mullin’s Demo Reel<br />

Having difficulty viewing the video? Click Here.<br />

Tippett Studio animator Chris Mullins is quite the history maker and storyteller. He is a graduate of<br />

<strong>Animation</strong> Mentor’s very first class. And today, you can still find him on campus — this time as a<br />

mentor in our <strong>Creature</strong> <strong>Animation</strong> Courses. In the spirit of Student Showcase 2013 and storytelling,<br />

Chris also shares a few tips to tell your story. Enjoy.<br />

— The <strong>Animation</strong> Mentor Crew<br />

Student Showcase 2013<br />

@<strong>Animation</strong>Mentor #storyteller<br />

You were part of the very first <strong>Animation</strong> Mentor class. How did you hear about the school<br />

and program? And, when you first enrolled, did you think you were part of something ground<br />

breaking in the animation world?<br />

Chris: I was a “character technical director” in a start-up animation studio when the buzz of<br />

<strong>Animation</strong> Mentor started to gain momentum. I was seated in the same office as the animators, who<br />

were constantly discussing it and encouraging me to sign up and switch over to animation myself.


I do remember feeling that I was part of something new and exciting, but honestly I had no idea<br />

that it would grow into what it has become. When <strong>Animation</strong> Mentor began, the online schooling<br />

phenomenon was still in its infancy. <strong>Animation</strong> Mentor has done an excellent job of staying at the<br />

crest of the wave and helping to lead a shift in the way artists are educated. Now they’re doing<br />

it again with the AMP Studio Production Pipeline. Technological evolution and globalization<br />

are rapidly changing the market and “virtual pipelines” that span the globe will continue to be<br />

implemented and accepted. It is a fascinating time to be part of this industry.<br />

What tips do you have for future storytellers?<br />

Chris: Tell the stories that you want to tell, and if you can pull from your own life — your own<br />

experiences — even better.<br />

How do you teach storytelling to your students?<br />

Chris: I teach a <strong>Creature</strong> class, so “storytelling” is quite a bit less of a focus than, say, an “Acting/<br />

Dialog” class. However, students can still be very creative with their ideas. When you’re animating<br />

an animal interacting with another animal — or even an inanimate object — you’re still telling a<br />

story, no matter how simple. I try to help students tell their stories as simply and as clearly as they<br />

can. Usually I preach the “one idea per shot” technique, which I feel is a great way to both practice<br />

the art of conveying clear ideas and gain further understanding of the importance of each shot in a<br />

larger story. Simplifying or letting go of ideas altogether can be one of the most difficult things to do<br />

as an animator, but it can also be one of the best things you can do for the bigger picture.<br />

The idea for a story can originate from almost anywhere. How do you nurture students to identify<br />

what is really a good idea for a story?<br />

Chris: <strong>Creature</strong> work is not usually what people think of when imagining a story, but animals and<br />

creatures have personalities and physical characteristics that can be exploited for a unique style<br />

of storytelling. Finding ways to use realistic or exaggerated animal behavior to convey emotion is<br />

an inspiring challenge. If you can tell a story that a human can relate to, and you can tell that story<br />

within the limitations of a character who cannot speak and uses an entirely different set of physical<br />

attributes, then you have a skill that a lot of animators today do not possess.<br />

What lesson did you learn early on — about animation or about life — that you still follow to<br />

this day?<br />

Chris: As a student and nascent animator, I was a studio junkie. I was plagued with the desire to<br />

work only for specific studios, and that desire rearranged my priorities in a way that I learned can<br />

actually be quite corrosive and unhealthy for a passionate artist. With time, I was able to come<br />

back to the center of what matters to me as an animator. I have spent the majority of my career in<br />

a small studio and I couldn’t be more grateful for that now. During that time, I have experienced<br />

camaraderie and a level of intimacy with the people, the studio, and the process of filmmaking that<br />

I wouldn’t have been afforded at a larger studio. I am not a number, I am an artist, and I try to seek<br />

opportunities that empower me as such.


Don’t misunderstand. Larger studios can be great and I’m sure I’ll return to a few before my tour of<br />

duty is over, but I’m very lucky to have had the experiences I’ve had. It may sound strange, but not<br />

getting what I so badly wanted back then has helped me to rediscover and rely on myself.<br />

Do the art that you want to do because you want to do it, because it makes you happy. Stay away<br />

from seeking validation from someone other than yourself.<br />

If you are an artist, work to define yourself as such.<br />

— Christopher Mullins


Video: <strong>Animation</strong> Workflow Tips from Tippett Studio Animators<br />

Click image to play <strong>Animation</strong> Workflow Tips from Tippett Studio Animators<br />

Having difficulty viewing the video? Click Here.<br />

Tippett Studio <strong>Animation</strong> Supervisor Jim Brown and Lead Animator Brian Mendenhall share their<br />

advice about animation workflows.<br />

The most important aspect of a workflow is to keep it current and progressive. Always aim to redevelop<br />

your workflow by adapting your habits, applying what you’ve learned and seeing what works<br />

best for you. By doing so, you’ll be continuously improving as an animator.<br />

However, Mendenhall advises animators to always work clean and be consistent about it.<br />

Adapting your workflow to fit the shot you’re working on is also important. Brown explains that,<br />

when animating a dragon, he focused on the path first. He created good timing and weight then<br />

finessed the poses. Normally, he would work pose-to-pose, but felt that this shot called for a different<br />

type of workflow.<br />

There isn’t one workflow that works for everyone. The key is to find a workflow that works best for<br />

you and to always be mindful of improving that process.


Video: Check Your Ego at the Door with Rick O’Connor<br />

Click image to play Rick O’Connor’s Tips on “Checking Your Ego at the Door”<br />

Having difficulty viewing the video? Click Here.<br />

Veteran senior animator at Industrial Light & Magic, Rick O’Connor gives you tips on how to<br />

conduct yourself in a professional studio environment. Collaborating and listening to criticism form<br />

your producers, directors, and colleagues is a valuable skill to have for your career.


Video: Demo Reel Tips from Industrial Light & Magic Animators<br />

Click image to play Demo Reel Tips from a panel of Industrial Light & Magic Animators<br />

Having difficulty viewing the video? Click Here.<br />

What should you include in your animation demo reel? What should you omit? Walking? Fighting?<br />

Comedy? Drama? When it comes to your demo reel, there’s a lot to consider. This all-star panel<br />

(including some Industrial Light & Magic animators) shares some quick thoughts on what they see<br />

in the best demo reels. Check it out.


Videos: Student Work<br />

Click image to play Haokun Liang’s Ogre Shot<br />

Having difficulty viewing the video? Click Here.<br />

<strong>Animation</strong> Mentor graduate, Haokun Liang, breaks down his ogre animation. He shares his process<br />

in animating creatures by using multiple animation references such as gorillas and sumo wrestlers.<br />

Click image to play Ilya Viryachev’s Shot<br />

Having difficulty viewing the video? Click Here.<br />

<strong>Animation</strong> Mentor graduate, Ilya Viryachev, shows one of this creature assignments.


Click image to play John McMurrough’s Shot<br />

Having difficulty viewing the video? Click Here.<br />

<strong>Animation</strong> Mentor graduate,John McMurrough, shows one of this creature assignments.<br />

He shot the back plate on his 7D, at Arches National Park in Utah. He tracked it in Syntheyes, and<br />

brought everything into Maya for animation. The loin cloth was simulated with ncloth. Compositing<br />

was completed in AfterEfects.


<strong>Animation</strong> Mentor Courses<br />

<strong>Animation</strong> Mentor is the first online animation school, offering beginner level to advanced animation and visual effects<br />

education. Since its inception in 2005, <strong>Animation</strong> Mentor has educated over 5,400 students in 106 countries. You will<br />

learn directly from industry professional mentors from top studios like Pixar <strong>Animation</strong> Studios and Industrial Light<br />

& Magic. Learn more about our course offerings below, and then go to the Registration Portal to register for a<br />

workshop or apply for a program.<br />

MAYA WORKSHOP:<br />

ANIMATION BASICS<br />

Learn More<br />

LIGHTING YOUR<br />

SHOT WORKSHOP<br />

Learn More<br />

ANIMATION<br />

FUNDAMENTALS<br />

FOUR 12-WEEK CLASSES<br />

Learn More<br />

VFX FUNDAMENTALS<br />

THREE 12-WEEK CLASSES<br />

Learn More<br />

CHARACTER ANIMATION<br />

PRODUCTION TRACK<br />

THREE 12-WEEK CLASSES<br />

Learn More<br />

CREATURE ANIMATION:<br />

LOCOMOTION<br />

Learn More<br />

CREATURE ANIMATION:<br />

FLIGHT OR FIGHT<br />

Learn More

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