Please login or register.

Login with username, password and session length
Advanced search  

News:

CGCHAR has upgraded forum software.  Any problems or questions, please contact us on the support forum.

Pages: 1 [2] 3 4

Author Topic: Keith Lango  (Read 11514 times)

Herman Gonzales

  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 96
  • Determination>>>>>>>>>
    • View Profile
Re: Keith Lango
« Reply #10 on: July 17, 2006, 01:18:57 PM »
Hi Keith,
              Here are some Questions? ( been studying your vts)
            1) What was you biggest obstacle you had to climb over from beginner animator to advanced animator?
            2) How did you get hired on your first pro animation job?
            3) I'm working on a short on a group of kid like a goonies type deal and I need pointers on how to animate them           that they move in good offsets, if that makes sense.  Just a good way to make em belivable.(I have their character definitions varied)
            4)Another animation teacher was talking to me about "Subtext" and how 98 percent of the time most people say things with other things in mind,  in vts 15 I believe you where using it for murray when you where posing him ?
            5) lastly,  where did you learn how to hook up the techinical rigg and facial stuff for murray?
                                                 
                   Thank You, for your time and Keep on rockin the VTS.
Logged

keithlango

  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 409
    • View Profile
    • WWW
Re: Keith Lango
« Reply #11 on: July 17, 2006, 04:07:28 PM »
Quote
What are the main differences from cartoon animation and realistic?, do you think that is so difficult to learn animate caracter more realisticcally , for who have animated just toon stuff? and viceversa realistic to cartoony??
What animation style do you prefear? .I really like a combination of both..(like incredibles

I think the primary difference is in the magnitude or proportion you use the various animation principles. Both styles have a strong foundation in the basic principles for animation. Anticipation, squash and stretch, weight, line of action, silhouette, appeal, staging, overlapping action, etc. The difference lies mostly in how much of each you use. The more exaggerated the use of a technique or method or principle generally the more cartoony the animation style. The more reserved or conservative the use, the more likely the animation will appear naturalistic. I don't like the term 'realistic' because realism is a bit of a vain pursuit in my opinion. Even live action movies veer away from realism. Reality- what we see everyday- is a tad mundane. We watch movies to see the amplified version of what life could be. Audiences desire to see life through a lense. So I like the term naturalistic motion. It feels more grounded in a world with more rules and limitations (like our own) but it's not confined to exist there only.
Other differences may be in timing and in physics. There needs to be a synergy and cohesion between the production design and the motion design in my opinion. To have super cartoony characters animated in a highly naturalistic way for humans will feel understated and in many ways feel lacking. But to make a highly realistic character design jump in the air, stay there and run in place- all while hanging in the air for 3 or 4 seconds- will come off as way odd. So the motion design needs to keep in mind the production design and vice versa.
And probably the last major distinction between the two styles would be in the magnitude of shape changing. The Wizard Battle sequence in The Sword in the Stone would absolutely fall flat if it weren't done in such a cartoony style.

As for my personal preference I like more exaggerated animation that can (when the moment needs it) comfortably settle down and offer some soul to the performance. I think CG has tended toward more naturalistic (for a variety of reasons) but I think we're starting to spread our wings a bit and explore pushing things a little more 'toony. But it's like we're having to re-discover how to animate that way all over again due to the visimilitude of perception of the newer media. Some of the old rules from traditional apply across the board completely, some don't come off so well. So some more experimenting is needed I think.

-k
Logged

keith lango
storyteller/animator
www.keithlango.com

keithlango

  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 409
    • View Profile
    • WWW
Re: Keith Lango
« Reply #12 on: July 17, 2006, 04:26:10 PM »
Quote
Recently I've been sturggling with focus issues. I feel that I'm called to where I'm headed, but there is so much history, tradition, culture, controversy and changes in the animation world that I find myself getting lost in it sometimes. Really, massive conviction of Idolitry. You are obviously a christian brother in this biz, and I was wondering how make and KEEP what you do about Jesus?

So BLAM! How do you like that one? Thanks Keith! Keep it up with the VTS series. They're grrrrreat!

Thanks for the kind word about the VTS. I'm glad you're digging it. :D
The question you pose is really one about balance. Regardless of one's personal beliefs (whether one has a faith in anything other than the material or not) I do think it's a basic human tendency to lose track of keeping things in balance. nd I think it's a natural human longing to want things to be in balance. The difficulty is in the matching our actions with our ideals. Heh. I think it takes some measure of personal maturity to maintain a life in balance. And a lot of your choices will reflect how you really feel about your beliefs (whether they are mere lip service or if they are meaningful).

Still, life has cycles. Times of great work, times of rest, times of high emotion, times of a slower pace. There is a typical infatuation phase with animation when we start it. When we start out it seems we pour so much of our time and effort into getting our head around it, and every new discovery or victory is a mountain top experience. That's a nice thing, actually. Animation (like a loving relationship) requires SO much work and effort that you have to be a little insane at first to even stick with it. The trick is to not stay there in that state forever. Sooner or later we all need to make decisions and take actions that put life in balance. Often life will do that for us. We get married. we have kids. One of our parents dies. A friend dies. We get hosed out of money out of blind ignorance. Studios and other businessmen types will exploit youthful enthusiasm (unpaid overtime, free weekend work, etc.) These have a way of making us sit up and notice there's more to life than just f-curves. Life has a way of making us grow up- and if it doesn't we end up burnt out and probably strung out as well. So keep an eye on it, try to maintain a alance, but don;t get too caught up in beating yourself up over it. You're probably just in that initial infatuation perido where it seems this stuf is so freakin cool that you want to spend as much time as possible with it to bettr understand it. That's OK. Just know this about yourself and be willing to pull back if you need to. One good way to pull back is to declare certain days as "No Animation" days. Force yourself to get away from the computer and live life a little. I try to make at least one day a week like that. (think of it as a Sabbath rest from animation if you like.)
For myself I have to make a conscious effort to draw a line in my work. I allow that everything I do can be for God and should be (I believe that distinctions between sacred and secular are the invention of religionists in order to glorify themselves). So while I animate I am mindful that this is one of the reasons God put me here- to animate! I figure when I animate it makes him smile, much like I smile when I watch my boy play soccer with the other kids his age. So I animate my best to fulfill that purpose and by extension to make God happy. But I have other purposes as well. Father, husband, helper, friend, teacher, human being. These are also meaningful purposes I've been given here on this earth. To neglect those in favor of one I like more is to be out of whack, and I figure that'd be displeasing to the one who put me here. :)

-k
Logged

keith lango
storyteller/animator
www.keithlango.com

keithlango

  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 409
    • View Profile
    • WWW
Re: Keith Lango
« Reply #13 on: July 17, 2006, 05:08:44 PM »
Quote
1 - Wassup!
Not much! Just workin' the VTS like a mad-man!

Quote
2 - How's Brazil treating you?
Tudo bem!  (very well!)

Quote
3 - What character did you have the most fun animating?
It's probably a tie between Zidgel the Captain penguin from 3-2-1 Penguins! and Mickey Mouse.

Quote
4 - What character did you have the least fun animating?
Anything with a crap rig. The names have been omitted to protect the guilty. :)

Quote
5 - How do you approach posing?
The first responsibility for poses is to clearly express emotion or action. I try to capture the essence of the character's inner reality in as few key poses/drawings as possible. These key poses carry the bulk of the burden in getting the audience to buy into this character as a living, feeling, thinking person. Once I have those working I build out the rest of the other stuff that makes animation fun to watch. Cake first, frosting second. On a technique level I pose on subsequent frames (pose 1 on frame 1, pose 2 on frame 2, pose 3 on frame 3, etc.) andsave the tight timing out of stuff for later with a digital pencil shooter or xsheet software. I generally don't pose out in the CG program timeline since I can make timing adjustments so much faster in a pencil shooter using single images of the poses rather than waiting for a whole playblast to solve all the deformations of frames where the character is still in stepped mode, etc. I look at posing and timing as distinct functions of animation that are very intertwined, but perhaps best tackled a little indepently of each other.

Quote
6 - Who are your all-time-favourite animators? Why?
Hrmm. I like McKimson's drawing style, Jones' timing and acting, Clampett's bravery. I like the graphical nature of how Doug Sweetland animates in CG. I think Glen Keane's acting stuff is awe inspiring. James Baxter has a fantastic sense of hitting just what's needed to be perfect and not one thing more. Nick Park's sense of timing is fantastic. Freddy Moore has such appeal in his poses. Ken Duncan captures little things with such a sharp eye. I admire Milt Kahl's confidence. Too many to list. I don't have a single favorite, really. I draw from all of them and others nobody has ever heard of, too.

Quote
7 - Do you think it would be possible to offer the VTS for free? (You have the right to shoot me : - ))) ). OK, let me detail this just a little bit. If it wasn't for the Internet and the free access to information, I could have never trained myself as an animator. Done detailing.
Well, the unfortunate reality is that I need to pay the bills and my kids like to eat. So no, probably not. But I don't think I've been too miserly in the sharing of information over the years. :D And I do plan on making more free stuff now that I have more time, so hopefully that cuts me a little breathing rooml. Heheh.

Quote
Thanks for doing this Ask the Pro session Keith! And thanks for having all the awesome animation stuff on your website!

Thanks for the kind words!
Logged

keith lango
storyteller/animator
www.keithlango.com

keithlango

  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 409
    • View Profile
    • WWW
Re: Keith Lango
« Reply #14 on: July 17, 2006, 05:26:48 PM »
Hey Darrin!

Quote
Firstly, hope all is going swimmingly over there and I'm looking forward to downloading the 17th VTS, can you believe you have done so many? Did you think it would still be going over a year later?
Sure I had hopes, but to be honest the response has exceeded my humble expectations. Every day I am thankful for being so blessed. And it's fun to be able to help folks out and interact with them. I get a lot out of helping others achieve their goals and dreams.

Quote
If you could have any living animator work with you on your short film, who would you like? Don't worry, I'm sure your friends won't get jealous Wink
There are dozens of guys & gals who I'd love to work with (again). Most of them are my friends, too! It'd be hard to pick just one. I generally don't settle on a single answer for things like this. There's just so much enthusiasm, experience and talent out there to exclude it all for one name. These kinds of things usually end up being a popularity contest anyhow and we all know the usual winners of those.  -_-

Quote
Lastly...
If you could go back and chose any career, which would it be and why?
I chose this one the first time. No need to go back and change my mind.  :mellow:
Logged

keith lango
storyteller/animator
www.keithlango.com

Kyle Mohr

  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 373
    • View Profile
    • WWW
Re: Keith Lango
« Reply #15 on: July 18, 2006, 07:58:40 AM »
Hi Keith!  Thanks for doing this, and thanks for all of your helpful tips that you've made available to everyone.  Did you ever think that when you wrote the first Pose to Pose article that a few years later people would still be reading it and learning how to animate?  I'll be honest with you, I never felt I was actually animating in Maya (in the traditional sense of the basic principles) until I read that a couple years ago.  I have a feeling there are a lot of people who owe a lot of their progress to reading that article.

It seems that there are a lot of animators out there who also like teaching animation.  Yourself, Jason Schleifer, and the people at Animation Mentor.  I find that interesting because I've often thought that sometime I'd like to teach animation at a school somewhere, not because it's a so-called 'easy' job, but because I'd enjoy it.  Do you think it's a common characteristic for animators to also be teachers?  When you look at other professions you just don't see it as much (even in our own industry, it seems there is more open teaching of animation--rigging is catching up--than lighting/texturing.)  There is so much sharing of knowledge in animation.

Lastly, thanks for your thoughts on keeping a balance to things.  The funny thing is that even when I'm between freelance jobs, I spend most of my time animationg something for my reel in order to get the next job.  So even when I'm not "working" I'm working.  What the heck?  Haha.  I don't want my life to only consist of creating an illusion of life, heh.

Good luck on all of your exciting new plans,
--Kyle

Logged

Kyle Mohr | Character Animator
 
www.kylemohr.com
http://kylemohr.blogspot.com

Virgil Mihailescu

  • character animator
  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 86
    • View Profile
    • WWW
Re: Keith Lango
« Reply #16 on: July 18, 2006, 08:29:41 AM »
Thanks Keith, especially for your answer to my question no 6 (all-time-favourite animators) which is more than awesome. I don't even know all of them, so I'll have to do some research. Since there are no new questions, I'm going to dare for some more.

8 - What exactly is this digital pencil shooter you're talking about?
9 - What kind of software do you use for drawing animation?
10 - Again, on posing: how would you describe a good/great pose, what are you looking for in a pose, how much time do you spend on your key poses, how much detail do you put in your drawings if you plan stuff on paper (or digital paper), what are the parts (of a drawing/pose) that you spend most time on and which parts seem to be the most difficult for you to nail down accurately?

I'm asking all this stuff about posing because I've read Walt Stanchfield's notes on gestures (from Animation Meat), a couple times, and some of that stuff still seems pretty obscure to me, especially what he sees in a good pose - his corrections sometimes seem to be less expressive than the students' original; maybe more accurate as to what that action should really be/feel, but anyway, confusing stuff, so I hope your commments on posing might clearify some of the confussion. So, my last question (for now, and if people don't jump in, I'm going to ask some more) would be

11 - What's your take on gestures and on Walt Stanchfield's stuff, if you've read/seen it?

Thanks again Keith for doing all this!

Amrit Derhgawen

  • Mr. Keyframe
  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 191
  • Animator
    • View Profile
    • WWW
Re: Keith Lango
« Reply #17 on: July 18, 2006, 09:00:21 AM »
Hey Mr. Lango,

Its great to see you here! I'm your VTS student and I wanna thank you for all that you've done for us. I also wanna thank God that he has given me an oppertunity to learn from a great animator/teacher like you. Without your VTS and your online tutorials, it would have been almost impossible for me to call myself an animator.
I wonder how you made that VTS 16 sitting in a hotel room, and yet you made it so much fun to watch. Thats really great. Oh, and the ending, "sshhhh..don't tell anyone where I am...", was pretty funny heeheehee :)

Well, I don't have any animation related question to ask you, as they get answered in the VTS.

Okay, some questions!
1) Where did you learn animation? Did you start out by making 2d animations?
2) What inspired you to do all that charity work, and move to Brazil?
3) In Brazil, are you also working in some animation studio?
4) When are you planning to come back to the US?

Quote
I generally don't pose out in the CG program timeline since I can make timing adjustments so much faster in a pencil shooter using single images of the poses rather than waiting for a whole playblast to solve all the deformations of frames where the character is still in stepped mode, etc.
Oh yes one last SILLY question. I didn't get what you're saying here in this line. What is this "Pencil shooter"? Is it somekind of software that you use? Never heard of it before! And how does it help you to adjust timing?? I wanna try it too. Will I have to puchase/download  it from somewere?

Thanks a lot Mr. Lango for giving your time to read my mail. I really appreciate it.

May God bless you and your family. Hope you all are enjoying Brazil.:)
regards,
-A
« Last Edit: July 18, 2006, 09:33:19 AM by Amrit Derhgawen »
Logged

Most of my cliches aren't original.
Amrit Derhgawen
Animator|Story Guy

Animation Blog

keithlango

  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 409
    • View Profile
    • WWW
Re: Keith Lango
« Reply #18 on: July 18, 2006, 12:30:59 PM »
Oy Herman!

Quote
    1) What was you biggest obstacle you had to climb over from beginner animator to advanced animator?

For me it was getting past the point where all I thought of was the mechanics of motion and breaking through to where I was able to master performance. It's necessary to study and ingrain yourself with the mechanics (12 principles stuff) first. This is because they need to become so natural that you no longer think about them primarily. You still think of them later on, but mainly as an means to an end, not an end of themselves. The period where I was good at the technical stuff but hadn't mastered performance was a rough time as an animator and I dropped away from animating for a bit. It was so easy to fall into a rut where it becomes a formulaic application of mechanics (principles) without any real depth or soul (performance). Once I pushed past that and discovered a way to tap into deeper performances I found a new excitement for animation.
The second toughest part was getting beyond the computer and thinking like an animator- regardless of medium.

Quote
            2) How did you get hired on your first pro animation job?
Some entrepreneur saw my stuff on my old website back in 1995 and offered to pay me to make an animated sales video for his downloadable movie idea. Interesting stuff, but it was 10 years ahead of its time. But the money was good and it was a good exprience. From there my career kinda took its own course.

Quote
            3) I'm working on a short on a group of kid like a goonies type deal and I need pointers on how to animate them           that they move in good offsets, if that makes sense.  Just a good way to make em belivable.(I have their character definitions varied)
Let the root drive the fruit. :o) Think of how the motion originates and then let things flow from there. You can't get away with just offsetting keyframes in time and expect it to work perfectly. The biggest thing that helped me with overlap and offsets and stuff was realizing that I needed to built the overlap right into the breakdowns and pose extremes. That's the way it's ben done in pencil for decades and I don't think the CG computery short cuts really work all that well compared to this old tried and true method.
Quote
            4)Another animation teacher was talking to me about "Subtext" and how 98 percent of the time most people say things with other things in mind,  in vts 15 I believe you where using it for murray when you where posing him ?
Subtext is one of those 'critical questions' I ask myself whenever I deal with any character. In my opinion it's a fundamental tool for exploring the deeper meaning of the moment for a character. It's not the only investigative tool or perhaps even the most important one, but asking about the subtext is a very effective way to find something deeper than the surface cliche's.

   
Quote
         5) lastly,  where did you learn how to hook up the techinical rigg and facial stuff for murray?
through years of painful trial and error, combined with collaboration with some very talented friends who also endured their own years of trial and error. And even now I wouldn;t say I'm completely happy with where things are on my characters. Everything in facial rigging for me is an experiment. Some things I find worth keeping, others I discard after use. Always keep digging for something new, better, different. There really aren't any short cuts to that stuff, I don't think. Well, maybe Face Robot. But who has $100,000 for a short cut? heh.
                                                 
Logged

keith lango
storyteller/animator
www.keithlango.com

keithlango

  • Basic Member
  • **
  • Karma: +0/-0
  • Offline Offline
  • Posts: 409
    • View Profile
    • WWW
Re: Keith Lango
« Reply #19 on: July 18, 2006, 05:19:10 PM »
Howdy Kyle! Thanks for the well wishes and warm fuzzies. :o)

Quote
Did you ever think that when you wrote the first Pose to Pose article that a few years later people would still be reading it and learning how to animate?... I have a feeling there are a lot of people who owe a lot of their progress to reading that article.
No, not really. I primarily wrote that to help myself clarify some loose thoughts in my own head at the time. Teaching helps me take a collection of ideas and solidify them. The burden of exposition is a wonderful crucible for making sense out of a royal hash of stuff in one's head. Heh. And if folks have been helped by what I offer, then that's a real treat for me. I enjoy giving back to the animation community. It's my way of saying Thinks to all those who have helped me over the years.

Quote
It seems that there are a lot of animators out there who also like teaching animation.  ...Do you think it's a common characteristic for animators to also be teachers?
I think the two do go together to a certain extent, yes. Animation is a craft best learned at the elbows of someone else. All the reading and all the study really can't replace that hands on passing on of knowledge. Other areas of production may more easily give themselves over to a textual explanation of techniques and processes. One could write a great lighting book and provide a myriad of printed images which would easily and quite thoroughly explain all the inputs, and more importantly, almost all the results. But I do see a lot of other disciplines in our business with their teachers and leaders. We just may not know them as well because what they do isn;t our "thing". But animation, the end result moves. So written words fail to fully express the core ideas. It must be seen, felt, shown, explained, exampled. Much like music. So I think there's something in the very heart of how we learn animation that makes us sympathetic to the notion of teaching as a valuable expression of our efforts.  Still, there are other animators who can't explain how they do something. They are just uber gifted do-ers and any thought of teaching would bother them to no end. So animation has a broad spectrum of personality types within its ranks, I think.

Quote
Lastly, thanks for your thoughts on keeping a balance to things.  ...I don't want my life to only consist of creating an illusion of life, heh.
Well, it's a lesson I've learned the hard way, so I can speak with some degree of confidence about it. And I'm still learning it. My current life and career choices are an extension of that same lesson being learned over and over and over again. I'm sure I'll have lots more opportunities to learn the same lesson in the future. But balance is something worth fighting for, even if the one we fight most often is ourselves. Heh.
Logged

keith lango
storyteller/animator
www.keithlango.com
Pages: 1 [2] 3 4
« previous next »