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Author Topic: Bobby "Boom" Beck  (Read 32001 times)

Offline Rick May

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Bobby "Boom" Beck
« on: October 09, 2003, 11:48:36 AM »
Ask the Pro[/size]


Here is how it works.  Post any questions to Bobby in this thread (starting Monday October 13th).  Bobby will answer questions at his discretion.  If he feels something is inappropriate (or company proprietary info), he will simply ignore it, tell you to shut up, or it will be removed by a moderator.






Bio::

Quote
Went to Academy of Art College for 1 1/2 years for art "training"

Wound up getting a job at a game company "magic arts" worked on a title that never came out.

Worked after hours on my own short film that got me into.  Getting a job at Tippet Studio Worked on "Virus," "My Favorite Martian," and various other tests for project bids (Was here for 1 year total)

Moved down to LA and got a job at Disney Feature Animation; worked on "Dinosaur." (was here for 7
months)

Came back to the bay area and got a job at Pixar Animation Studios as a Project hire for "Toy Story 2."

After this project I went to Wildbrain and worked on a pitch for a TV show "Vanilla Pudding"
directed by Nick Weigel.  Help set up Wildbrains Short film department for the short film "Hubert's Brain." (I did some test animations as well, but did not do any shots for the actual film).

Went back to Pixar to work on Monster's Inc. I was one of two co-character developers on Boo's character.

After Monsters I went onto Finding Nemo and became character developer for Nemo's character.

After Nemo I was directing animator on the "Finding Nemo Commerical" spots for Mcdonalds.  After this I worked on a short film at Pixar to be announced at a later time.

Currently working on Brad Bird's "The Incrdibles."

I have been mentoring students for the last 3 years and have been enjoying that very much. I am also working on a personal side project that will be released in January 2004.



 
« Last Edit: March 05, 2004, 02:37:46 PM by Rick May »


Offline Rick May

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Bobby "Boom" Beck
« Reply #1 on: October 13, 2003, 06:19:50 AM »
Today is the day. I will open the board to questions from the members as soon as Bobby checks in and says he is ready to go.

Bobby Beck

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Bobby "Boom" Beck
« Reply #2 on: October 13, 2003, 08:03:36 AM »
I'm here and rarin' to go.

Don't be shy, I love this stuff and would love to answer any of your questions.

-BOoom

Pramod Shantharam

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Bobby "Boom" Beck
« Reply #3 on: October 13, 2003, 08:13:56 AM »
k, i'll start. offtopic question but i really want to know.

whats up Bobby, tell us a lil bit about the "BOoom" in ur name.  

John Lee

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Bobby "Boom" Beck
« Reply #4 on: October 13, 2003, 08:34:48 AM »
Bobby my man

Ok Buddy I'm gonna grill ya hehhe  :P I'mnot sure how many questions your allowed to ask rick but here are some of them!

1. Moving holds?  advance techiques.  In all the pixar stuff the moving hold are excellent what advance techiques do you use?  do you have some sort of noise on the bones?

2. What is your thought process before you animate your character? I.e What set of questions do you ask your self before you start on a acting piece?

3. How do you make Subtle animation Intesting?

4. Blocking?  you block out in stepped right but how far do you let it go untill you start to convert the to smoothed curves?  do you block out facial animation also?  can you show us a good example of one of your block outs?

5. In your dialougue acting pieces what techiques do you use to break down the audio into different beats? and as Keith reffers to as thematic moments?

Thanks Bobby you da man! BBOOoooMMM!!!!! hehe




 

Bobby Beck

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Bobby "Boom" Beck
« Reply #5 on: October 13, 2003, 08:51:48 AM »
Hey, Modi. I should have known you and John would be the first posters :)

"BOOOM" is actually a way of life!! Back in the Days when CG-CHAR was a mailing list I was in school, a hungry little animation student, and I used to bug people like a mad man. I was always seen as jumping and doing flips in the halls at school and I kinda developed this philosophy called BOOM. I didn't call myslef Bobby Boom Beck. That natuarlly came with time. People who know me know about the energy of BOOM that can sometimes be a bit overwhelming to some but what they HECK, BOOOM! Life is good and l believe that more than half of animation is working with people and maintaining a good attitude. I'm still noted as running, screaming, jumping and flipping down the hall ways and the BOOM just sticks as part of my personality... I guess... :)

-Booom

David Walden

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Bobby "Boom" Beck
« Reply #6 on: October 13, 2003, 09:00:18 AM »
Hi Bobby-

First of all, I hope you´re not flooded with a bazillion questions on day one :) .... Secondly, I´d like to ask about constraints used on characters´ appendages: In the course of any one scene, a character´s hands, for example, might be "constrained" to any number of objects- props, other characters, the character himself, etc. In many commercial 3d packages, doing this often requires animating the activation and deactivation of constraints, the setup and animation of which can be quite time-consuming.  Is there any particular workflow that is adopted by the animators at Pixar for managing this? How does Marionette deal with this? Are there any special tools that facilitate this for the animator? Or perhaps all "constraints" are simply keyed frame-by-frame...?

Cheers and thanks-
David

Robin Luera

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Bobby "Boom" Beck
« Reply #7 on: October 13, 2003, 09:14:10 AM »
Hey ya Bobby!:) Alright...well...my questions aren't as serious as the others people are posting, but I gotta keep up with Modi and John, the cg-char strumpets...lol

1) Are you part of the pixar Razor(scooter)gang?

2) Do ya have to ask permission to work over 40 hrs a week?

3) Do you miss AAC? (btw you need to come back as a guest again to kelly's class!)  I always wondered if people who went to AAC looked back on it fondly...:P

shoot....senior moment....

I will have to repost when I think of real questions...I know I have a bunch of little ones. :)

ciao for now, and best of luck on your work! Don't forget to blink.

-Robin

Offline George Castro

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Bobby "Boom" Beck
« Reply #8 on: October 13, 2003, 09:14:38 AM »
OK, let's see...

1.  Is Pixar the happiest place on earth?  

2.  Is it true that everyone at Pixar has some sort of scooter to get around in? what do you use?

3.  Is there such thing as ex-pixar animators? Will pixar ever need to advertise that they're looking for animators?

4.  Do you take class at Pixar U. ? If so, which classes?  I hear even security guards/janitors get a chance to go there.

5. And now for a real question. hehe.  Everyone has advice as to what an aspiring animator should study or what kind of exercises one should do to improve.  I've read an inteview where you talk about this, but just want to see if you can add to it. -->
What type of excercises do you reccomend for an intermediate level animator that wants to get to a Pixar level of animation?  What should one study?

That's it for now :)  More on the way.

Thanks a lot Mr. Boom,
God Bless,
George
God Bless you and your character animations

Bobby Beck

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Bobby "Boom" Beck
« Reply #9 on: October 13, 2003, 11:53:29 AM »
What's happening John! Mr. Busy as a mad man. You are a work horse for animation and I'm proud of how far you've come in the last year!

As for your questions I will do my very best. If I was to answer them in full I think I'd have a book on animation. :) But heck, I'll go over some of the stuff I think of before I jump into a shot.


1. Moving holds? advance techiques. In all the pixar stuff the moving hold are excellent what advance techiques do you use? do you have some sort of noise on the bones?

First off, Animation is observation. If you are doing a shot where you really want to drive home a single idea we sometimes push that moment into a "POSE." that pose then needs to stay alive and we call this a moving hold. A moving hold is just as hard as any other part of your animation, if not more!

Before actually getting into the computer and posing things out I have a 90% clear idea of what I want to do already. I do this by "PLANNING" in depth most EVERY scene I tackle. Why do I do this? It saves me tons of time and sometimes at work we dont' have a lot of time and we need to be clear, communitcate the main story points, and get it done in a timly manner. Planning is the backbone of animation (for me).

The Reason I say this is that when I get to a point where I'm blocking my scene out I will already know which parts of the body will "land" first and possibly overshoot and settle. What's happening in the eyes? They eyes are key in any medium to close up shot. Especially for keeping your character alive.

So for moving holds I'd say, in my planning a lot of that stuff becomes clear to me via video reference (What am I doing in this moment? A subtle head move? What are my eyes doing, what are my hips doing???) all these questions become clear with observation and study.


2. What is your thought process before you animate your character? I.e What set of questions do you ask your self before you start on a acting piece?

#1 is "WHO IS THIS CHARACTER?" You have to know who your charcter is. That's not just to say it and dismiss it. If you are trying to convince people that your character has ANY kind of personality you have to BELIEVE that this character exists. You create a back story. You give your character an Age, a history.

When I was developing Nemo's character I made a little web page for him and in one of those areas I had a "character description" section that went over how old Nemo was, what he thought about his father and himself, what is struggles were internally and how he would approach certain situations. This stuff is key for animators. You have to imagine your character as truly being.

In "Finding Nemo" I had a HUGE BOOOM revelation and I called this "Animating from the INSIDE out." My character is not just some spans of geometry. My character has a heart, has flesh, has a brain, thinks on their own, etc. AfterI would put my blocking in there shortly thereafter I  would think, okay, this character has ALWAYS done this, they have always moved in this way, They are living this moment of their life RIGHT NOW. I think this kind of thinking has happened over many years of thinking and animating. But the sooner anyone can start thinking about Animation like this the sooner their animation willl become "ALIVE" and not just a series of movements.


3. How do you make Subtle animation Intesting?

You Observe. Subtle animation is VERY interesting. Most interesting in the study of the movement. I think the final result is largely subliminal (things like subtext, etc.) but it is in the study and the Intent behind the characters thoughts that bring about this "subtle acting."


4. Blocking? you block out in stepped right but how far do you let it go untill you start to convert the to smoothed curves? do you block out facial animation also? can you show us a good example of one of your block outs?

I keep things stepped for a long time. One animator put it really well (Quote of Mike Venturini)."As soon as I put things on smooth I'm letting the computer do things for me and I want to make sure I'm winning the battle." This is put super well. A lot of times I won't convert to smooth at all, I convert it to linear because I have a key on every frame. But as soona s I feel that all I need is a straight inbetween I will then convert that section to spline or linear. But sometimes due to time constraints I convert it too soon into spline because I have to get the shot out.

Facial animation I block out with Poses. I get the key poses in there and then I usually work that area more "Straight Ahead."

As for an example I am currently working on a web site that should have some good examples of this in my work.


5. In your dialougue acting pieces what techiques do you use to break down the audio into different beats? and as Keith reffers to as thematic moments?

Shawn Kelly is the master of this. There are so many ways to break down an audio track. But you must first ask yourself "Why does this shot exist?" "What is the point of this shot?" Once you know that it is key to listen to the track about 500 BILLION times and listen for key beats. Sometimes those beats are in the quiet moments. Those quiet moments can actually be the BREAD AND BUTTER of the whole scene. But it takes a kean ear to listen for those beats. Then, in the end it's all about the choices you make (Acting choices, posing choices, timing choices etc) Freaking Booom O matic!

Sure there are natural Peaks in the audio track. Those tend to be the places where we choose to put a "Drawing" or Image/Pose whatever. I call these Drawings. It is key to SIMPLIFY what you are hearing make it clear and easy to read. If you hit EVERY beat in a line you will kill the audience with too much information. This is a common tendency with new animators. Too much too complicated. Just keep it simple and clear and the audience will thank you for it!

-Booom