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Author Topic: Carlos Baena  (Read 29365 times)

thierry didonna

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Carlos Baena
« Reply #10 on: June 07, 2004, 09:32:59 AM »
Hi Carlos,

I really like your animation style, and I've noticed that it's prettty snappy and stylized.  Can you talk about what you think makes your style your own and how you go about it.

For example:

The sidestep animation you did on the animation mentor trailor (Bobby Beck told me the other night that you animated it) was pretty stylized with lots of squash and stretch, a flourish etc.  what sources of inspiration will make you decide to do a move this way.

Do you do your blocking stepped with keyposes, and how many keys do you typically have in blocking (on 2's 4's etc).
 
Do you use much live reference, and how if so how do you use it  - or do you visualize alot of your animation other ways.

Thanks,

Thierry
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Elder Ramos

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Carlos Baena
« Reply #11 on: June 07, 2004, 09:37:16 AM »
Hey Carlos, how ya doing?
Ill get straight to the questions:
1) Do you find balancing animating and a social life difficult?
2) Where can you see yourself or where would you like to be in 10 yrs time?
3) What was the biggest help for you to become an animator of such skill? So in other worlds, was there a book, phrase or change of lifestyle that made you a professional?
4) They say practice makes perfect, and I'm sure you'll agree. So aspects of animation do you pratice and how do you practice your skills?
5) What (if anything) would you like to change about the animation industry?
6)  Where do you see or would you liek to see animation going in the future?

Thanks for your time, and I cant wait to enroll (if possible) at AnimationMentor  :D  
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"3d or not 3d that is the question" - Disney

Carlos Baena

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Carlos Baena
« Reply #12 on: June 07, 2004, 09:47:35 AM »
Quote
When you guys watch reels, what is considered more important...
a. storytelling ability
or
b. animation ability
Also, I've heard a rumor that Pixar is going to triple it's workforce soon for future productions....comments?
 

My personal guess would be, just focus on the animation. If you are applying as an animator anywhere, you should make that part more than clear. Whether it's a shortfilm or animation tests, it doesn't matter, if you are going as an animator, then the animation part should be there...and your BEST animated shots in there as well. Don't throw extra shots, just to make the reel a little longer. If the reel has three shots, and they blow me away, I'll watch them again and again and again. If the reel is a shortfilm or has 20 shots, and they are all impressive as hell, I'll watch that again and again. The best examples I can think of reels:

-Reel with animation tests: Cameron Miyasaki. The guy kicks ass, he's a great super cool dude to work with, and his animation skills blow me away every single time.

-Reel with Shortfilm: Moonsung Lee ("Bert"). Again, this is a reel with a lot of shots putting together a story. The story is great, it's funny as hell, and the animation is more than imrpessive, timing, comedy enterntainment wise.  

About the rumor question, I'm not really sure what you are reffering to. There has been so many rumors about Pixar in the last year, that I rather not comment on that.

I hope that helps.

C.
 
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Aaron Koressel

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Carlos Baena
« Reply #13 on: June 07, 2004, 10:07:05 AM »
Hi Carlos!
Thanks so much for answering our questions.  Looking forward to all the insight this week!

1. How do you feel about the importance of a degree?  Clearly the work speaks for itself, but do you see this changing as the job market becomes more saturated?  In your experience do you think, it is a tie-breaker for evenly matched work or does it go as far as opening doors for an interview?

2. Can you describe your animation process?  How much time do you spend planning?  How long do you work in hold keys before messing with curves?  How much do you rely on curves?  Do you (or anyone you know at Pixar) go as far as keying every frame of the animation?

3. And a technical question:  How is the feedback system between animators and riggers?  If you simply must have a rig feature (or script) is someone on that?  And I think the question we're all dying to know:  IK or FK arms at Pixar?

Thanks Again,
Aaron Koressel
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Benson Shum

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Carlos Baena
« Reply #14 on: June 07, 2004, 10:08:14 AM »
Hi Carlos,

Thanks for taking the time to answer questions for us :)  I much appreciate it!

wow, al ot of the question I want to ask are being asked already :)

a question on experience.  having worked at ILM, pixar and other great studios, do you find experience is what gets you the job in a big company, eg,  do you have to work for a big time studio on your resume before they would even consider you for a job?

I think your animation style is great and cartoony, and you also can do realistice movements, how does one not get pigeoned holed into only being able to animate cartoony or realistic.  Would you reccomend people doing a bit of both for the show reel?

what do you do when you have a day where you just can't animate?  I've had that many times and it can get pretty fustrating.  any tips?

Thanks again Carlos,

Benson


 

Carlos Baena

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Carlos Baena
« Reply #15 on: June 07, 2004, 10:14:40 AM »
Quote

1.  When working on a shot, how much creative freedome vs. direction do you have?  
2.  What are some of the differences working at Pixar and ILM?  
3.  I was just wondering what does it take to get a full time/staff position at a major studio like Pixar or ILM?
4.  What are some common mistakes you often see young animators making, and how might we improve in those areas?
 

What's up Barry,

Ok, your questions...let me see if I can get to all of them.

1. Each director is definitely different...and that also applies to the company as well. The Directors at Pixar work considerably different than the directors at ILM, Wild Brain, Directors of commercials, etc. If you are reffering specifically to Pixar for example...some directors have more of a Film approach and other directors have more of an animation approach. I'm currently working on "Cars", our director is John Lasseter, and I'm loving working with him. Not only he knows so much about animation, Film, etc, but he also knows what's like on the computer, and the stregnths and weaknesses of the computer as an animation tool. I'm learning a lot from him. Brad Bird knows exactly what he wants, and his 2D/Animation skills are another great source of learning. Overall, directors give you freedom to animate, but along the lines of what they want in the story at that particular moment. If you are too off, they'll let you know.

2. Pixar vs. ILM...Tough one. Both places have the coolest people I've gotten the opportunity to work with. I miss my friends at ILM. I definitely do. But Pixar is something else. This place has way too many good things going on. The people, the projects (I have always loved the style of these films, and have always identified with this style myself). The general work environment, I think in both places there are crunch periods of time when you are working your ass off trying to meet deadlines and other times when things are a little slower, and you can breath again. Pixar has been the one place where I have noticed team effort the most, specially when trying to finish a movie.

3. What does it take? Honestly, I don't know anymore. With so many companies laying off people (friends of mine are being layed off from other studios), it seems pretty unstable sometimes. I've been more than lucky myself. I think the two important things are skills (obviously), and also work experience.

4. Animation vs. Software. Young animators seem to focus too much on the software part of things. Plug-Ins...curves...keyframes...bla blu bla.
Animation is a visual medium. Period. You make things work from a 2D point of view.

A few new animators at Pixar come from a strictly 2D animation background, and they freaking kick my ass. This French Animator Bolhem, sits next to my best friend Rodrigo Blaas and me. Well, Bolhem is a freaking animation bible. He'll sit with you and start drawing on your shot, and to me, that's when the learning starts. When I step away from the computer again, and try to look at things 2D.

How to improve animation in the mistakes...definitely practice. The more the better. Also, don't be afraid to get feedback. Your shots will only benefit from feedback. Put your ego somewhere else. It's not about egos, but about making your shot that much better when you can't see it anymore. Also, learn to observe and learn from observation. Start studying people, what makes things move, don't be afraid to stare at things. If you can, make this a habit, and it will become an obsession...and eventually, this will be your best learning tool as an animator.



 
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Carlos Baena

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Carlos Baena
« Reply #16 on: June 07, 2004, 10:30:32 AM »
Quote
1. What frustration, if any, do you find with your animation? How do you deal with it?
2. How has the immigration experience been for you?
3. Multi-character scenes.
4. What was the transition like going from ILM-styled animation to Pixar style?
 

Hey Nigel,

1. Frustations...shit. Animation can be stressfull. You are trying your best. Sometimes, trying your best is not enough, specially on a very competitive area liek Animation and Films. With my animations, sometimes my frustration when doing a shot is "Am I doing ALL my homework here?". Sometimes because I have to get things done, you don't have as much time to plan your shots as I would like...and it shows. Those are some of my frustrations.

2. Inmigration...uuuh, delicate subject. Inmigration has been a rough area, for pretty much any foreigner living and working in the US. Both ILM and Pixar did help on my situation. Pixar is helping the most.  About the guy at the GreenCard office. No, it wasn't me.

3. Great question. Multi-character scenes. I haven't animated that many, but I would say, think of these scenes as a whole. Don't over animate all of the characters, because then, you won't knwo where to look at. Which character is the point of the shot. Start with that guy, and go from there. Make all the other characters work with the main guy. I would definitely block all of them first...start rough. Look at the shot from far away. See how it plays with that many characters. Don't have any other character that is not the point of the shot overanimated, or the punk will steal the shot and the audience will miss the point of the scene.

4. Tough transition for me. ILM was hard, very physical animation. I wasn't used to that. A learned a lot about mechanics in that place. But, I realized when I came to Pixar, how little I knew about animation and acting in general. It really hit me. The Animators here are so freaking good, it puts you in your place every single day. I can start one by one, and say, that animator did that shot, and it was so good it was brutal, that other animator did that other shot, and gotdamn it, it kicked my ass that day. I could go on. In a way, that's the best part about this place, and my job in general. There is always someone putting you in your place, and making you aware of how much you got to learn, and I personally love that.


 
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Carlos Baena

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Carlos Baena
« Reply #17 on: June 07, 2004, 10:54:09 AM »
Quote

1. Is it true animators at pixar are assigned certain shots??
2. How do you act out a shot??
3. What do you do when your stuck in a shot?? how do you get out of this?? ex.. by this i mean when you think your shot is done but there is still somethin missing from it..
 

Hola Julian,

1. Animation Supervisors assign shots based on your strengths as weaknesses. It makes more than sense. If you have strong acting skills, of course the supervisors will want to use your skills to make the movie that much better. However, the BEST part about working at Pixar, has been, that if there are other areas where you want to improve, you can totally talk to the supervisors, and they'll give you chances in improving yourself.

2.How do I act my shots out. Man, if you saw me acting shit out. The shots that I got a lot out of, have been the shots that I acted shit out a ton, before jumping on the computer. When I act a shot, I'll go nuts. I'll try to think about every possible idea I can think off. Is this acting good enough? Is this funny enough? Not so cliche? Most important, is this something people haven't seen before? You have to think that audiences are not stupid, they've seen it all. They have seen jokes/gags in other movies. They get bored easily if you throw them the same thing a lot. You better come up with something in your acting, that goes pass that...while still making your points accross or the poitn of the Director.

3. What do I do when I'm stuck in my shots? I usually start out by hitting my head against the wall about 10 times. Jk. Every single animator I know of gets stuck in their shots at some point. Sometimes it helps to start fresh. To come back to your shot a little later, look at it with fresh eyes, and tell yourself, this part is just not working. It sucks when this is the case. But you have to remember how important this is. For me, animation is no joke. A lto of people are going to see this particular shot. I better make it work whether I like it or not.

Don't worry about being swamped with questions Julian.
We are all here to help as much as we can.

C.
 
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Carlos Baena

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Carlos Baena
« Reply #18 on: June 07, 2004, 11:13:57 AM »
Quote
Hi Carlos,

I used to work with your buddy, Rodrigo Blaas while we were at Blue Sky. Tell him I said hello.

Anyway, I was wondering if you could go over your journey to Pixar, starting with your start in Spain? What were some of your worst animation assignments prior to your work now? What were some pitfalls along the way? I think it would be very inspirational to a lot of people who may be just starting out, very far from where movies are made.

What's up Floyd,

About Rodrigo Blaas, word up. I'll tell him you say hi. Right now he's in Spain...cooking paellas to bring here. (the little tramp better bring some spanish food...I'm dying here...)

My journey to Pixar. Buf. Where do I start. I got to the US having NO IDEA what I was going to end up doing. At the time I was 18. I was big time into Skateboarding, and part of me wanted to become a proffesional skateboarder in the US. So I came to the US to study Art and english, while I was skateboarding day and night. Hald way through Art school I discovered that I could apply my passion about comics, drawing, Films and cartoons...into learning this thing called "Animation". So I got big time into it. Around that time I broke my knee a couple of times skateboarding. So...that was it for my skateboarding career. That sucked. But it wasn't as bad, because all of a sudden, this other thing "Animation" was really hitting me harder than anything I've ever done in my life. I finished school after doing both 2D and 3D animation...and I didn't wanna go back to Spain just yet. My learning was just starting. So I went to Vinton Studios (formerly Will Vinton Studios) in Oregon. I worked in companies doing animation for commercials for a couple of years. Not the easiest type of job, animation wise. Very fast paced. Plus, they were projects that would come and go very fast. Then, I went onto working at Wild Brain. My first true experience working with other animators and a Director, on a shortfilm ("Hubert's Brain"). From here, thanks to Phil Robinson and Joe Henke, as well as all the other animators that make that time, totally enjoyable. I knew I eventually wanted to work in Feature Films. Since I was a little punk, Films have always been such a passion for me. Anything about them. I can watch cheesy as hell films or whatever. Also, I had this passion to work in StarWars, whether the movie ended up being good or bad, I honestly didn't care. It was the kid in me going "hell yeah!! Stormtroopers!! Bobafett!! Rancor!! bring it on!!". So I got a chance to work at ILM with some of my best friends, and I so took that chance. After a year and a half working at ILM, and after SW, I was lucky enough to get an interview to work at Pixar. That was my other huge ass dream of mine, every since I watched "Toy Story" and saw Pete Docter in 95 at some talk. I told myself "that's gotta be the best thing to do in life. period". So, after doing an interview here, they hired me here...and getting to work with kick ass friends (Bobby Beck, Rodrigo Blaas, Nancy Kato) and learning from animation monsters (Doug Sweetland, Angus Mclane, John Kahrs) as well as my favourite directors (Brad Bird, Pete Docter, John Lasseter), well, it's been something else for me man.

 
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Andy Aumann

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Carlos Baena
« Reply #19 on: June 07, 2004, 11:24:03 AM »
Hi Carlos,

What do you think of the 'Stop Staring' book by Jason Osipa?

How does the relationship between modelors and animators go as far as making models better suited for animation?
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