The following is a conversation with, Paul Griffin, a freelance animation director for feature films.
Tell me about yourself.
I started out as a traditional character animator and quickly moved into CG when it came along around 1983 and started directing animation by 1985. There’s been a lot of variety in the work over the years: commercials, TV shows, video game cinematics, music videos and movies. You can get an idea of scope of the films by looking here later: http://www.imdb.com/name/nm0341331/
What are some of the challenges animators face? How do you overcome those challenges?
The way I see it… The biggest challenge animator any animator faces is to make characters believable and have them seem real to an audience. This holds true for both cartoon and for VFX creatures. A character can
move and move well, but the real challenge is to make them convey emotion to the point of connecting with most people. Good actors can do this as can good animators. I always like to study great performances, analyze what makes the performance great, watch how an actor can emotionally change gears and try to learn from that. It really helps as an animator to loosen up and get in touch with being able to do that. Taking an acting or improv class can help or just being willing to get in front of a video camera or a mirror and learn to read what the tells are that help you convey the emotion you’re reaching for.
Secondly… Mechanically, the toughest challenge is to have CG characters convey weight and mass. CG has a tendency to make creatures feel light due to several factors. Often the heavier flesh that provides overlapping action is missing. Sometimes the very physiology can lend to this as well — for instance bipeds rigged with a reverse leg often look like they are tiptoeing, and not given to feeling that they have great
weight. Again, video reference can be a fantastic aid. Look at the way things move in nature. Also get out of your chair and feel how a character might move — if you can feel the performance in your body, develop “muscle memory” of it, you’ll have an easier time animating it. Don’t forget simple maxims — like big things move more slowly. In fact, collect a bunch of truisms that are general for animation that you can use as guidelines, as well as rules you can can and can’t break. Those rules will be less rigid for cartoon animation and more rigid for VFX creatures.
What is the difference between animating for a full CG film and a visual effects film with a mix of live action and CG?
Its not as different as people might think. Both the full CG film and VFX live action film require great awareness of the acting and performance skills I mentioned above. The distinction is being able
to discern the qualities needed for each area. Cartoon animation thrives on stretch-and-squash and the action can be quite broad when called for. The Anticipation/Action/Reaction that gets drummed into cartoon animators’ heads comes into play here. Performances are more akin to the screen actions of Charlie Chaplin or Theda Bera.
VFX creatures are much more subtle and nuanced. Sometimes the anticipation or reaction will be barely perceptible. The action is what is most significant. The broad actions that are so much fun in cartoon animation get set aside, and the animator has to rely on a different aesthetic to convey both the physical action and the emotional context. Identify actors you consistently like and figure out why. What makes them appealing? If you can figure that out, you’ll go a long way towards identifying qualities you’ll want to put in your work.
Having worked successfully in both cartoon animation and in vfx, something I find interesting is a general bias that exists in both camps. Cartoon studios think only classically trained cartoon animators can do their time of work while some VFX studios think that cartoon animators will over animate vfx creatures. While its true that some animators can’t work both sides of the fence, I’d say that, on the whole this really isn’t true. Pigeon holing animators into one genre or the other is a mistake. Good animators, I’ve found, are
extremely versatile actors and can easily slip from one role into another and slide into a cartoon rabbit suit or pilot a dinosaur just fine. It all depends on their skill as an actor and their awareness of the physics of motion.
As an Animation Supervisor, what do you look for in an animator?
As an Animation Supervisor I look for:
good timing.
willingness to discuss ideas.
ability to take direction and then,
looking for opportunities to “plus” the action, make it better.
As an Animation Director I look for:
good acting choices.
intelligence and humour.
In all cases I go great lengths to avoid:
a consistently bad or negative attitude towards the work.
a non-willingness to learn or try new ways of doing things.
disrespect for other crew members.
How does knowledge of mel scripting help as an animator?
Sure, learning mel can help but if an animator is so inclined to learn a scripting language, I’d recommend the better thing to learn these days is Python. Its much more universal and can be used for much more than just inside Maya. Knowing a scripting language can certainly help but so does a knowledge of rigging, modeling and most areas of CG production that will make the animator a more well rounded resource.
If you had the opportunity to take some courses or workshops to help you advance in your career, what would you take?
Well here’s a few things I’ve done over the years that I’ve found helpful (in no particular order):
– Acting for Animators – specialty classes for animators are out there. (See Ed Hooks)
– Improv/Theatre Arts – or join a theatre group. Community college have lots of these. Grow as an actor.
– Art Direction – a great way to add visual design elements that will help you stage your animation in better ways.
– Basic Photography – another way to start observing and seeing composition in nature and the real world.
– Screenwriting – understand what the story is and learn what motivates your characters.
– Architectural Design – excellent training for 3D space, composition, set design.
– Programming – helps you make tools to automate the repetitive tasks, or just learn how to talk effectively to a programmer. Basic through advanced Unix/Linux – what serious studios use as an OS.
– Ongoing life drawing – find lines of action in the human form. Primary, secondary and tertiary. Study tension and grace.
– Music – is timing, the space between the notes is important, as is the space between drawings. Animation is music.
– Editing – helps animators learn to cut on action. Learn to lead the audience’s eye to focus on what’s important. Gain respect for every frame.
– Film Appreciation – learn the language of film and what master film makers can teach us. Wilder, Hitchcock, Capra, Cukor, Hawks and many others inspired today‘s best film makers.
– Pre-Med Biology – Kinesiology (Study of Human Motion), Anatomy – lot of homework, but knowing the underlying structure of how bone, ligaments, muscles and fat affect the skin is really helpful.