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Creature Animation:

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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.

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