The Animation Pimp: Frolicking in the Tent
Sean Wagstaff reviews MotionBuilder 6, which remains unmatched at manipulating, re-using and blending animation data from multiple sources, and creating character performances from scratch.
Sean Wagstaff reviews MotionBuilder 6, which remains unmatched at manipulating, re-using and blending animation data from multiple sources, and creating character performances from scratch.
In Part 2, Christopher Panzner looks at how independent producers have to be a vertically-integrated individual as well as a little of a cowboy to survive in the industry.
Ellen Wolff explores how ILMs Stefen Fangmeier mixed cutting edge technology with a bit of old cinema magic to help conjure the retro look of Lemony Snicket.
In Part 1 of this series, Ellen Besen sits down with maverick CG director Chris Landreth, creator of Bingo and the new, breakthrough film Ryan, to discuss the current state of CG human characters and realism.
Taylor Jessen talks with Henry Selick about going dry-for-wet on The Life Aquatic and opening the door on the looking-glass world of Coraline.
In pitching animation, not only do you need the passion, have a thorough understanding about your property and know the broadcaster and their needs, you need to demonstrate what your story it about. Your pitch materials are your sales tools.
The Pitch Bible is a tool that helps convey your concept. It is a tool to help you present and is a leave-behind to trigger the decision makers memory.
There are no hard and fast rules about what form a pitch bible should take. At its very best, it should reflect the concept of the project, whether it is a television, feature or home entertainment project, to help the buyer visualize the story as you pitched it. The size, color, number of pages, how it is put together is up to you, the creator, to determine what best conveys your creation.
In the second of four installments on art direction for their book Inspired 3D Short Film Production, Jeremy Cantor and Pepe Valencia look at how color, texture and style help define characters and story.
In Part 3 about mold making with hard and soft molds, Susannah Shaw shares secrets on casting foam latex and silicone.
Anime expert Fred Patten reviews the latest anime releases including Gravion, Magical Play: The Complete Collection, Miami Guns, Shootfighter Tekken and Wolfs Rain.
Animation World Network has compiled the loving thoughts of many in the animation community as a tribute to the life and work of animation legend Frank Thomas.
With the release of The SpongeBob SquarePants Movie, Taylor Jessen chronicles what happened to Stephen Hillenburg for him to give up being a marine scientist and create the ever-optimistic sponge, who lives in a pineapple under the sea.
Continuing our monthly look at 3D environments, Stash magazines Stephen Price helped VFXWorld compile a gallery of some of the best 3D environments for Warhammer by Blur Studios and environmental pics by KDLAB.
Nancy Cartwright writes about preparing for an audition and how to stay professional despite it all.
Anil Wanvari and Anand Gurnani explore the blossoming visual effects industry in India, where 70% of the movies utilize digital magic to wow viewers.
Bill Desowitz interviews Incredibles director Brad Bird, supervising technical director Rick Sayre and effects supervisor Sandra Karpman about bringing human CG superheroes to the big screen.
Taylor Jessen reviews five short films: Backseat Bingo by Liz Blazer, Fowl Play! by Christopher De Santis, Save Virgil by Brad Ableson, A Work in Progress by Wes Ball and Tricks for a Treat by Jeff Mednikow. Includes QuickTime movie clips!
Justin Leach chronicles his experiences as 3D CG creator on Ghost in the Shell 2: Innocence in this informative production journal.
In this months excerpt from Stop Motion, Susannah Shaw describes how to work with companies that make models for you.
In the spirit of Halloween, the Career Coach gives some helpful hints on how not to scare off your network on contacts and connections.
In this months excerpt from Stop Motion, Susannah Shaw continues her look at character design with making your own model.
Karen Raugust investigates how comic publishers are using new technology to market their products to new audiences.