The London Effects and Animation Festival 1998: A Hands-On, Kick in the Pants, Great Time!
The publicity
material for LEAF promised "a chance to see a world class line-up of
international experts showing the very latest work." It kept its promise.
Charged with being Animation World Magazine's man on the spot, I whizzed
off to Wembley, North London, for three days of animation related seminars
from some of the planet's biggest and best.
Excellent Seminars
The exciting thing that
came through at many of the seminars was the happy marriage between traditional
animation techniques and 3D computer graphics. DreamWork's Al Holter demonstrated
this clearly in his The Prince of Egypt
seminar. Here 2D painted animation of foaming water was texture-mapped onto
3D geometry to create effective and dramatic waves. Holter used video clips
and stills to illustrate the fact that many of the shots in the movie contained
a composite of 2D and 3D images. While hundreds of 3D characters were created
for crowd scenes, the principal characters like Moses were created as traditional
2D animations. Holter felt that the characters "acted better" in
2D. As the movie was character driven this ability to show the characters
`acting' was crucial.
Getting good performances from animated characters
was a theme that other seminar speakers touched on as well. The always amusing
Mark Briely, from Wallace and Gromit creators Aardman, suggested 3D character
animators work with a mirror by their desk so they can refer to their own
facial expressions. Rich Quade from Pixar quoted John
Lasseter's definition of animation as not simply making something move,
but "bringing it to life." Talking about the forthcoming Pixar feature
A Bug's Life,
Quade spoke about the need to give a 3D character "an interior life."
The aim should be to make it look like the character is thinking, not the
animator. Quade also discussed the danger of "over animating." As
animators, we see time broken down into very small units. There is therefore
the temptation to have our CG characters doing something all the time. This
can give the animation as a whole a "flat" sense of rhythm. Quade
also paid attention to the importance of animating eyes effectively. There
is a danger of a character's eyes being "doll-like" and unfocused
when instead they should be leading the character's action. Quade's assertion
that "the eyes have it" was certainly taken up by other experts,
notably Alias|Wavefront's Chris Landreth. Landreth explained that the main
character in his animation The End had no ears because he "listens
with his eyes." (The other reason for the CG character's earlessness
is that the animator's deadline didn't allow him time to model them!)
Bingo Explained
The highlights of the Festival for me were Chris Landreth's seminar and
Maya master class. For those readers just returning from the Planet Mars,
Maya is the latest
3D modelling and animation package from Alias|Wavefront that's taking the
industry by storm. As a Maya user, I was eager to get some tips from one of
the key figures behind the package's development. In his seminar, Landreth
delved into the background behind the creation of Bingo, a 3D animation
designed to showcase Maya's modelling and animation abilities. Landreth explained
how the narrative of Bingo was inspired by a 3-minute play ironically
entitled Please Disregard this Play, a production by the Chicago-based
theater company The Neo-Futurists. I was amazed by the photo-realistic, yet
caricaturized, characters he and his team had created. Bingo is like watching
Waiting for Godot while under the influence of a powerful hallucinogenic
drug (not something this reviewer has tried or recommends!). The grotesque
metamorphosis that some of his CG characters underwent also reminded me of
Tim Burton's more outlandish creations.

























Post new comment