HOW TO IMPRESS RECRUITERSHello there!Ok, I think for once, this article is ACTUALLY going to be shorter than my usual hundred pages of rambling. No, really! Honestly, thistime it really will be. Don't believe me? Check this out:*TIP # 20: Mute Your Characters Until You're Truly Ready To Let Them Speak*Did you see that? Boom! Right into the Tip! Come on, quit pretending not to be impressed! There was no preamble at ALL! I knowfor a FACT that most of you are thinking at this very moment, "Oh thank God, he's actually talking about animation before paragraph20 this month!"I know, it's a miracle, right? I haven't talked about Fried Chicken, Bacardi Anejo, or my Mom at ALL yet, and already we're talkingabout this month's tip!! I didn't even mention that you can mail me at tipsandtricks@animationmentor.com!Oh, wait...I guess technically we're mostly talking about how I'm talking about animation, but I'm not really saying anything aboutanimation yet! D'oh! I'm doing it again!!!! NOOOOOOO!(Ok, quick - we gotta get back on track. Pretend that I just blurted out the tip, and didn't say any of that stuff about Fried Chickenor Paragraph 20!)Mute your characters? What on Earth could that mean?Well, I'm just going to throw this out there as bluntly and plainly as possible. Below, I'm going to outline a typical demo reel that wesee time and time again:Shot 1: A character stands in one spot and delivers funny dialogue from the animator's favorite movie.Shot 2: A medium shot (torso, arms, and head) of a character delivering dialogue from another favorite movie.Shot 3: A floating, disconnected head doing facial animation to dialogue from another favorite movie.Shot 4: A shot of a character sitting behind a desk, doing dialogue from (yes, you guessed it) another favorite movie.Shot 5: Another disconnected floating head, usually with a white or black background, doing lip-sync.Shot 6: A character tries to pick up a heavy box and fails.Shot 7: A final medium shot of a character delivering dialogue from yet another favorite movie.Ok, so... on the surface, I think that a lot of animation students see this list, and truly think, "Yeah, that demo reel would rock. Thosestudios would eat that up!"73Copyright 2008 by <strong>Animation</strong><strong>Mentor</strong>.com. All rights reserved. This ebook may not be reprinted or distributed in electronic, print, web, or other format withoutexpress written permission.
Sadly, this couldn't be further from the truth. The demo reel described above would have an incredibly hard time landing you ananimation job at any medium-to-large studio working in any medium, be it games, features, or TV."But, why?" you might ask, and I'm glad you did. I'll tell ya!It's because that demo reel will tell the recruiter literally almost nothing about your animation skills, with the possible exception ofone shot.Huh?Ok, here's the thing...acting is very important. I've written ad-nauseum about the importance of studying acting, of creatingmemorable and moving performances, etc. A believable and moving acting performance is, to my mind and probably to yours aswell, the very pinnacle of the art of animation.But it's just that - the *PINNACLE*. In other words, it's the culminating point of our art. It's the *TOP*.If you were a mountain-climber, and your goal was to reach the pinnacle, then the end-goal of all of your mountaineering trainingwould be to, someday, be skilled enough to climb Mt. Everest, right? But would you START at Mt. Everest? Heck, no! Only if you weresuicidal! Tackling Everest as a beginner, and actually attempting to reach the peak, would almost certainly result in your death.So obviously, you don't start with Everest, right? Do you start with some smaller mountains? Maybe. Most likely, you start evenmore basic – at a short rock-climbing wall, or a hill outside of town! You start SMALL, you learn the basics, and you work your wayup, right?<strong>Animation</strong> is no different. I can't think of anything more detrimental to the progress of your animation education than to start doingdialogue shots before you've mastered the basic fundamental principles of body mechanics, physics, weight & balance, arcs, etc.Anyway, I'm veering off-track. We can come back to that stuff in a minute. Let's get back to that demo reel, and I'll dissect it foryou.And you know what? Let's pretend that the dialogue tests are good.Really good. Let's pretend that the acting is really strong and emotional, ok? Here we go:First off, we saw a character standing in one spot delivering dialogue from a movie.Since this is the very first shot, most likely the recruiters aren't going to judge it *too* harshly if the acting is at least solid. However,the key problem with this shot is that the character is standing in *ONE PLACE*. His feet commonly look nailed to the ground, andif his performance is at all active, there's a fifty-fifty chance that his ankles look broken as well.So you've got this great acting performance going on in the top half of the character. Nice facial stuff, some cool hand gestures...but guess what? The character isn't MOVING around at all. He isn't using the space of the scene. Unless it's key to his performancethat he's stationary (he's devastated, hiding, or his feet have been dipped into cement blocks - which is what these shots often looklike), you've just tossed away an excellent chance to show the recruiters that you know how to animate.Yes, they want to see acting. It's super important. But, honestly? It's even MORE important that you show that you know how tomake that character walk around during his performance. To take steps that emphasize his emotions, or even just shifting thecharacter's weight!An acting shot where the feet don't move tells me one thing and one thing only, regardless of the strengths of the performance - ittells me that the animator doesn't know the basics of animation yet.Next on the reel, we saw a medium shot of a character doing another performance.This one is a little more forgivable, because at least it won't stand out so badly that the feet aren't moving, but once again, the74Copyright 2008 by <strong>Animation</strong><strong>Mentor</strong>.com. All rights reserved. This ebook may not be reprinted or distributed in electronic, print, web, or other format withoutexpress written permission.
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Animation Tips & TricksBY: Shawn Ke
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INTRODUCTIONWelcome to the First Ed
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FOUNDERS BIOSBobby BeckBobby was an
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TESTIMONIALS“Three things come to
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PLANNINGBecause this is the first a
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REFERENCE MATERIALSWe've been talki
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THUMBNAILSWelcome back!This month w
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BLINKS HAVE MEANINGTip 1: Blinks Ha
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Then a thought occurs to him: “is
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has his shovel in hand. His eyes ar
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THE FACEHey there animators! Welcom
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OPERATIVE WORDSHello Animators!Welc
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So, to make a long story short - ch
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Well, for one thing, you want to sp
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KEEP SECONDARY CHARACTERS SECONDARY
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- Page 40 and 41: FORGET ABOUT THE LEGSHello animator
- Page 42 and 43: TRACK YOUR ARCSOkay, before I get s
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- Page 46 and 47: TRACK YOUR ARCS - PART IIWell, gues
- Page 48 and 49: "Let's say my character is going to
- Page 50 and 51: But what's a love story without fir
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- Page 54 and 55: Step...Step...Punch. I had a big pr
- Page 56 and 57: after it. Once you choose your mome
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- Page 62 and 63: That's 40 years of inspiration. 40
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- Page 66 and 67: more organic, and far more interest
- Page 68 and 69: The end result, of course, is a far
- Page 70 and 71: BLACK OUT YOUR CHARACTEROk, so it's
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- Page 74 and 75: RISE ABOVE THE SNOBBERYOkay, here's
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- Page 86 and 87: 23TIPREVERSALSWell hello there!Last
- Page 88 and 89: From #1 to #2, all you really need
- Page 90 and 91: else we can decide that no, we don'
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