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Author Topic: Shawn Kelly  (Read 21853 times)

Rick May

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Shawn Kelly
« on: November 14, 2003, 11:39:49 AM »
Quote
I've been a character animator at Industrial Light + Magic for the last 5 1/2
years.

Before arriving at ILM, I met a guy some of you may recognize named Bill Hennes. 
Bill was the first guy who ever stressed to me that the art of animation was
more important than learning some software package.  He taught me a lot about
motion and arcs and paths and he showed me the Illusion of Life, which blew my mind.  And he showed me the cg-char list, which at the time was an email "listserv" thingy-jigger.  That was back in ancient 1996!

Bill also told me about the Academy of Art College in San Francisco.  I enrolled
and found great life-long friends like Bobby Beck and Carlos Baena and Daniel
Schallock - all amazing animators who I've learned a ton from and who inspired
the heck out of me in school (and still do!). 

Eventually, I got my first real animation job -- an animator at Presage Software
in San Rafael, CA. 

While at Presage, I worked as a games animator/modeller/designer during the day,
and spent my spare time studying character animation under Wayne Gilbert -- who
had designed the animation curriculum at Sheridan College.

I had met Wayne during an internship I got at ILM in 1996.  As an intern I was
spending most of my time in the training department (and on a secret ninja mission to learn every single thing I could!), and they hired this bigshot animation teacher from Sheridan named Wayne!  One day I got up all my courage and asked if he would teach me animation!  He said yes, and not only did I find two great new friends in him and his wife, but I spent at least 2 nights a week at his house for TWO YEARS learning animation on paper, the good old fashioned way.

I'd smuggle my work out from Presage and he'd critique it for me, and I'd spend 
my nights working on assignments he'd give me.  Pretty much everything I knew about animation when I was hired at ILM, I learned from Wayne. 

I've been a character animator on Jack Frost, Star Wars Episode One: The Phantom
Menace, The Adventures of Rocky and Bullwinkle, E.T. The Extra Terrestrial, 20th
Anniversary Edition, A.I. Artificial Intelligence, Star Wars, Episode Two:
Attack of the Clones, The Hulk, Pirates of the Carribean, and Day After Tomorrow
(coming next year). 

Right now I'm working on Star Wars Episode Three: The Title That Is So Secret I
Don't Even Know What It Is.

One of my favorite things is that I get to teach a class ("Advanced Character
Animation 2."  Sounds fancy, don't it?) at the Academy of Art (SF), and I have a blast doing it.

I love our art and feel lucky and blessed to have the chance to actually be paid
to do this stuff!



The forum will be open on Monday morning and you may begin asking your questions at that time.  

 

Shawn Kelly

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Shawn Kelly
« Reply #1 on: November 16, 2003, 08:17:41 PM »
Hi everyone!

I just wanted to kick this off by saying hello and that I'm honored and excited to be doing this.  I think it'll be a lot of fun.  Feel free to throw any questions you have at me, and I'll answer them as best I can.

I'll check the forum as often as I can during the day, but I'll probably be replying mostly at night (after work).  Obviously it goes without saying that there are things I won't be able to talk about (Star Wars 3, proprietary software, etc), but other than that, fire away!

shawn ;)
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George Castro

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Shawn Kelly
« Reply #2 on: November 17, 2003, 01:27:35 AM »
Hey Shawn!

       Well, it's about to be 2am here, and I can't sleep, so i thought I'd go ahead and post my question now :D

here we go!

1.  You mention proprietary software, but doesn't ILM use XSI for it's main animation package?

2.  ILM projects tend to be more realistic animation as opposed to cartoon (pixar) animation.  Do you find it harder to animate realistic characters/creatures?

3.  Can you say what scenes you animated in AotC or TPM ?

4.  Do you have a lightsaber? If so, what color? :D

5.  What's the most popular question your students ask you about working in animation for films? and what is your response to that question?

Wow, that's the best I could do at 2:30am  <_<   Oh well, i'm sure i'll think of so better ones when I'm fully awake :blink:

Thanks Shawn  Yo'da Man :D

God Bless,
George
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God Bless you and your character animations

Ricky Wood

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Shawn Kelly
« Reply #3 on: November 17, 2003, 07:54:30 AM »

Hey Shawn,

I'm a 2d trained animator working as a 3d games animator in Cambridge, UK :)

I'll start with the obvious questions first!

1. What do you do in an average day at ILM?

2. Do you have any plans for a website? I'd especially love to see those drawn animations you did whilst learning with Wayne.

3. Apart from "The Power of One" and "The Illusion of Life", what other books have inspired and helped you in your journey? I'm currently reading "Building a Character" and finding it very enlightening!

4. How important do you value learning from others, as apposed to learning through self taught practical experience?

5. How do you go about animating your shots? What's your thought process? Do you plan out your animation in drawings first or are the storyboards generally enough to work from?

6. Is there a short in the works from you? If so, when can we see it!!? :)


Cheers,

Ricky Wood

 :D
 
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Shawn Kelly
« Reply #4 on: November 17, 2003, 08:17:19 AM »
Hi Shawn!

Glad to see you here :)

1. What is your method of animating? Is it similar to Bobby Beck's Drawing -method?

2. Could you tell us, what kind of test's you created with Wayne Gilbert? (Just that rest of us could try to do similar test's)

Thanks for doing this Shawn!


V-A
 
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Chris Bull

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Shawn Kelly
« Reply #5 on: November 17, 2003, 08:40:30 AM »
Hi Shawn, just a few questions.............

Is there a certain character/s that you have particularly enjoyed giving life to and why?

What would you say is the most and least (if any ;) ) enjoyable part of your job?

I'm sure you've had much experience of working with mocap data, so I'd like to know what your opinions are of the use of mocap in films these days.  (sorry if thats a bit of a too general question  :D )

thanks a lot


chris
 
 

Aaron Koressel

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Shawn Kelly
« Reply #6 on: November 17, 2003, 08:43:04 AM »
Hi Shawn,
Thanks so much for doing this!

1. What's your take on the current popularity of 3D animation?  What are your projections for when we'll reach the peak and where do you think we'll go from there?  And your thoughts on 2D animation?

2. What are your thoughts on mocap vs keyframes, and how it relates to what you do at ILM?

3. How important do you think having degree is to getting a job in 3D animation?  How would you place the following qualifications in order of importance and why:  Work Experience, Degree, and Portfolio.

Thanks again,
Aaron Koressel
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Robin Luera

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Shawn Kelly
« Reply #7 on: November 17, 2003, 09:54:28 AM »
Do you really work at a burger joint across the street and flip patties in your spare time?
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Marcelo Ricardo Ortiz

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Shawn Kelly
« Reply #8 on: November 17, 2003, 10:12:05 AM »
Hi Shawn...
Thanks for your attention and time!  :D

You work in one of the best companies in the world. So, How do you see yoursef 5 years from now? I guess everybody dreans to work in a top company, what a guy that already works on a top company dreans about it?

Do you have time to do your own stuff?

Thks one more time.

Sorry my bad english.
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Shawn Kelly

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Shawn Kelly
« Reply #9 on: November 17, 2003, 10:14:06 AM »
Quote
Hey Shawn!

       Well, it's about to be 2am here, and I can't sleep, so i thought I'd go ahead and post my question now :D

here we go!

1.  You mention proprietary software, but doesn't ILM use XSI for it's main animation package?

2.  ILM projects tend to be more realistic animation as opposed to cartoon (pixar) animation.  Do you find it harder to animate realistic characters/creatures?

3.  Can you say what scenes you animated in AotC or TPM ?

4.  Do you have a lightsaber? If so, what color? :D

5.  What's the most popular question your students ask you about working in animation for films? and what is your response to that question?

Wow, that's the best I could do at 2:30am  <_<   Oh well, i'm sure i'll think of so better ones when I'm fully awake :blink:

Thanks Shawn  Yo'da Man :D

God Bless,
George
Wow!  So many questions right off the bat!  Ha!  I'll do my best....

1.  You mention proprietary software, but doesn't ILM use XSI for it's main animation package?

For the vast majority of things done here, we use all kinds of proprietary stuff.  We have a big R/D dept. who basically invent software/methods for almost every film we do, and we work on an average of 7 or 8 movies at any given time, so they're busy folks!!  :)

As far as animation packages go, I don't think I can really get into what we use that much, but I wouldn't say we have any "main" animation package that is used across all shows other than our proprietary stuff.  Personally I've never used XSI, but it has been used on certain shows...

2.  ILM projects tend to be more realistic animation as opposed to cartoon (pixar) animation.  Do you find it harder to animate realistic characters/creatures?

Realistic animation is, in many ways, a different beast than the cartoony style you're referring to, but in just as many ways (if not more) it's the same.  It's basically taking the same principles and skills and (for the most part) methods and trying to use them in more subtle ways.   A big part of animation is exaggeration, and when you're doing "realistic" stuff, you're basically just not exaggerating those princples as much, though you're still working with that idea of exaggeration to give characters that extra spark of life up on the big screen.  You're still focusing on silhouette, timing, rhythm, arcs, squash/stretch, etc.  

I have to say, the cartoonier stuff I've done, which honestly hasn't been much, has been a ton of fun, and in many ways I did think it was easier.  If nothing else, it's a little less pain-staking.  With the realistic stuff you spend a couple days blocking it in, a few days ironing things out, and then you go into this nit-picking phase which could last anywhere from a week to a month, depending on how complex the action is, how "alien" the creature is, how close the character is to the camera, and how much we're matching to something that is a live-action element.

It can be a really difficult task to pull off believable motion that melds enough with the other live-action actors to feel like they are all sharing the same space, especially with a bipedal character.  If it isn't quite right, audiences wouldn't be able to tell us WHY it's wrong, but they have so much experience with seeing bipedal creatures moving around (us!) that they'll pick up any little weirdness in the motion and just know that it doesn't feel real.  So it can be a very tricky thing...

It's probably debatable which style is easier.  I've heard Pixar guys saying that what we do is "harder," but I think what they do is just as challenging, maybe just in different ways.  

3.  Can you say what scenes you animated in AotC or TPM ?

In ep1 I was the new guy (had only worked on one movie previously).  Mostly I worked on the Gungans (the Beloved Jar-Jar's people in the forest) and the big dinosaur in the parade at the end.  In Ep2, I worked a lot on stuff in the Arena - the big cat climbing up and ripping off Natalie Portman's shirt,  some robot stuff in the arena as they "stand down", Threepio getting his head blown off, lots of odds and ends...

4.  Do you have a lightsaber? If so, what color? :D
I'm not quite a Jedi yet, so no sabers for me...  :)

5.  What's the most popular question your students ask you about working in animation for films? and what is your response to that question?

Students like to ask how long it takes to do a shot, which is a really hard thing to answer.  I've done shots in 2 days, and I worked on a shot for almost 2 months.  So, there's a pretty big range, depending on complexity, number of characters, and most importantly - clarity/vision of the director.  If the director changes his mind 10 times, you're doing 10 shots, you know?  It can be frustrating, but at the end of the day, I'm paid to be a tool of the director to help him/her realize their vision, and sometimes they just aren't sure what they want.  Those are the hardest shots, and they drag on the longest, but you have to kind of divorce yourself from your work once you're a professional and not fall too much in love with anything you do, becuase you could be asked to change it, and if you let it bug you, it can really ruin your day...  :)

shawn ;)
« Last Edit: November 18, 2003, 11:02:52 AM by Shawn Kelly »
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