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.