The Career Coach: Jobs In A Visual Effects House -- Defined

Part One of a three-part series that describes the steps involved in different specialties of visual effects production, the specific skills required for each specialty as well as what the studios are looking for in a portfolio and demo reel.
Posted In | Columns: Career Coach

Skill set: Know how to sculpt--how to model things in the real world. Know how to draw. A background in art, design, architecture or film is a plus. Some general animation skills are needed for character modeling and testing.

Portfolio tips: Reality is key. If it is a horse it should look like a horse. Show a sense of proportion and detail unless you're going for a stylized cartoon look. Wireframes of models show how efficient you are as a modeler. Include low-poly work if you want to get into games. Include a hard copy or video output of digital models, photographs of traditional sculptures or models, a drawing portfolio of model designs and sketches and life drawing. Your portfolio should show you understand modeling methods, know how to build true shapes and forms, and how to use shaders and textures to add detail. An ability to paint textures is a plus.

Skeleton/Bones/Set-up
After the character model is created as a wireframe, the model must be given a skeleton or bones. Once the skeleton is established, the scope or limitations of movement must be specified by selecting the locations and types of joints. These selections are known as "controls." Controls define the way a character's limbs or an object's parts can move. This work is done by an animation or character set-up technical director (TD), (which is also sometimes called a character engineer or motion technical director). Character set-up TDs work directly with character animators and modelers to define and create the controls that will help the animator create a realistic, convincing performance. This job requires an understanding of animation principles and strong technical problem-solving skills.

The character set-up TD will also optimize repeatable processes through scripts and macros and assist in developing custom set-ups for a job based on studio production standards. Character set-up TDS also program or set-up deformation tools to create the muscle movement that happens when joints flex.

Skill set: Know how the body moves and works and know where and how the joints rotate. Know the many types of joints: ball and socket, hinge, saddle, ellipsoid, pivot and gliding. Understand deformation issues such as how muscles properly animate. Some companies prefer you to have experience with motion capture or motion control and data conversion experience.

Demo Reel Tips: Examples of work showing computer animation and organic modeling are important in a portfolio for this area. Show your solid understanding of anatomy and skeletal issues and your expertise in computer animation and character design.

In the next two months you will learn about the other steps in any visual effects shot using computer graphics--texturing, animation, lighting, and compositing/rendering.

Pamela Kleibrink Thompson is a career coach/mentor for hire/recruiter and management consultant. She produced the world-famous Career Boot Camp for computer animation and is a frequent speaker at trade shows, seminars, and colleges. She will be speaking at the World Animation Celebration (www.wacfest.com) on Wednesday, August 8 at the Career Seminar at 10:45 am and at SIGGRAPH (www.siggraph.org/s2001) on Thursday, August 16 at 10:15 am in Room 502B.






















Comments


Just one comment on demo reels. After a little over three years in a graphic house I have noticed that one very crucial thing about demo reels is quality. Too many people seem overly concerned about cramming much of their (hard) work into a demo reel. My experience has been that your whole presentation could be 3 to 4 minutes long, which is enough for production heads to see whether you have the talent required or not. Applicants should focus on finishing and tweaking their work, even if it's just one piece, to their best level. A good sense of composition, timing, style, color, detail, artistry, etc., WILL be obvious and will show. A good producer or lead animator/director will see it. Cramming as much of your work as you can, with just mediocre work, will invariably simply bore the viewer. Quality, not Quantity. It's send your best, not the most.
Christian Argueta (not verified) | Wed, 08/01/2001 - 00:00 | Permalink

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