Creature Animation:
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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 />
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LIGHTING YOUR<br />
SHOT WORKSHOP<br />
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ANIMATION<br />
FUNDAMENTALS<br />
FOUR 12-WEEK CLASSES<br />
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VFX FUNDAMENTALS<br />
THREE 12-WEEK CLASSES<br />
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CHARACTER ANIMATION<br />
PRODUCTION TRACK<br />
THREE 12-WEEK CLASSES<br />
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CREATURE ANIMATION:<br />
LOCOMOTION<br />
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CREATURE ANIMATION:<br />
FLIGHT OR FIGHT<br />
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