Friday 28 January 2011

Animation Industry Report

Animation Industry Report


http://www.animationmentor.com/media/pdfs/products/AnimationMentor-IndustryReport.pdf




Animation Studios I would like to work for

US
Pixar Animation Studios
Sony Pictures Imageworks
Reel FX
Nickelodeon
Microsoft
Lucas Arts
Laika Entertainment
Industrial Light and Magic
Electronic Arts
Disney Interactive
Dreamworks Aniamtion SKG
Blue Sky Studios
Bardel Entertainment
Activision
Aardman Aniamtions (uk)

Thursday 27 January 2011

the future of animation jobs

The Future Of 3D Animation Jobs

The youth of our days is captivated by the marvels of three dimensional computer artwork and animations and many wish to engage a professional career in these fascinating professions. Many college fresh graduates go to respected academies such as Sheridan to develop their attainments and to increase their success in the job market, while majority of people try their skills without any formal training. Whether you have an art academic degree or not, nothing can substitute the role of the employment of basic accomplishments and the creative originality of your expertize when it amounts to hunting for the right vacancies. The great update is that the coming days appear bright for 3D artists.

These days you can notice a lot of young and upcoming three dimensional designers. Let them be graduates going to the top graphics institutes or not, a lot of them are deterred by the fact that they can not acquire a job as they seem to kick their occupation off in the field. It can be reasonably tough to prove your acquirements in the three dimensional graphics and animation field, yet the established numbers about the future growth of jobs are anything but disheartening.

Agreeing to the U.S. Bureau of Labor Statistics, the increase of the work of 3-dimensional graphics and animation artists in Movies and Telecasting Industry exclusively is estimated to be approximately 47% by the year 2016, while the jobs for Graphic Designers will increase by 18.3% by the year 2016. This is a really supportive indicator for 3-dimensional experts and graphic designers, and particularly for 3-dimensional animators, which should encourage driven animators and imaginative 3-dimensional graphic designers to follow their passion.

What is even more supporting, vacancies that are concerned to the professions of 3-dimensional animation, computer graphics and computer rendered imagery are anticipated to enjoy more growth than any other sector of the industry.In reality, this is not amazing at all, since you can distinctly notice the developing influence of computer generated 3D special effects on today’s film-making through the smash hits of the day. But as the opportunities will grow, so will the contention.

Reminiscent job outgrowth for 3D graphic designers is also expected in other industries. Broadcasting sector is one of them, which will provide a growth of 24% for 3D animators and of 10% for Graphics Designers by the year 2016. The stage to which three dimensional artists involve in the Advertising industry will also be increasing well, as three dimensional animators will be obtaining more jobs by a good 40.4%, while Graphics Designers will be enjoying a 24% growth of posts by the year 2016. These estimates alone are an indication of how much advanced advertising is depending on three dimensional animation and computer artwork.

As is comprehensible, the largest increment for 3D artists and pros consists in the Software Releasing industry. Since the very basis of 3D art and animation stands on the grounds of software, who can better improve the tools of the craft but the 3-dimensional designers and technicians themselves. By the year 2016, there will be a growth of 45.7% in posts for three dimensional animators and an increment of 28.8% in vacancies for Graphics Designers in the Software Publication sector.

Prospects for 3D Graphics Designers are even greater than that in other fields. Professions such as Computer System Designing are anticipated to extend lots of chances for them. The industry is expected to make 486,000 vacancies up till the year 2016 and will provide a considerable growth for Graphic Designers by 35%.

For those who are not drawn to the magical field of animated motion pictures and media, industries like Management, Technical and Scientific Consulting Services, which is one of the swiftest rising professions with handsome pays, is the right selection. Although Graphic Designers are a very insignificant constituent of the field, but due to the developing implementation of three dimensional Computer Artwork in various fields of the economic system, the industry would be extending a remarkable share to Computer Graphics Designers, with an addition in vacancies by 78.5% by the year 2016.

The ongoing market prospects are not negative as well but if you are one of the 3D designers who are yet to find a substantial position in the sector then the best you can do is to operate even tougher on the quality of your artwork, since the occupation is all about the show of your standard computer graphics and animation talents. About 4,000 posts are emerging in America every year and you can find one of them if you are strong enough. You can create or join freelance projects, as 52% of the 3-dimensional graphics and animation pros are freelance anyway, and realize a comfortable average yearly income of $51,350.

Unless you have confidence in your talents and express the same self-assurance in your job interview, you will never be able to persuade your prospective hirers that you are the best individual for the work. The most essential part of your interview is your show-reel. An excellent show-reel with the proper employment of all the important and key graphics and animation talents can gain you some of the top-grade posts in the sector, while if you provide a lean show-reel in the interview, not even your art degree can rescue you. As the figures show there are going to be enough of opportunities for 3-dimensional computer graphics and animation professionals. Make sure you strain hard to gain the best out of them.

It doesn’t matter if you are a student of 3D modeling or a professional hunting for the greatest 3d animation jobs in the field, Digital Animation Portal is your stop for information about the newest in the three dimensional animation and computer artwork designing industry, while also evolving your skills.

DEMO REEL RESEARCH

From Pixar

How to Create a Demo Reel

1) An application that requires a demo reel submission has 4 parts:

  1. the cover letter
  2. the resume
  3. the demo reel
  4. the demo reel breakdown

The cover letter can (and should) be brief. The resume should tell us where you've worked, what you did when you worked, what kind of coursework you've had, and what tools, languages, and systems you can use. The demo reel breakdown is really essential (see #6, below).

2) Your reel should be no more than 4 minutes.

Just like a resume is no more than 2 pages unless you've been CEO or a senator. If you have a lot of great material...do a 4 minute version, and then refer to longer pieces afterwards if you get that far into the process. "For the entire short see..."

Don't do a "collage" of your work, with interleaved random clips from all your different work. No, no, no. We won't be able to figure out what's going on. DO give each piece the time it deserves, no more nor less, and just show it once. Keep it simple.

3) Don't show un-approved work.

Don't show work from other studios if it has not been approved or we will not look at the demo reel.

4) Nobody cares about music/soundtrack.

We typically turn off the sound, but sometimes we listen to it and get really annoyed if we don't like your taste in music. Keep it basic or leave it off. For animators, showcase the dialog without background music if possible.

5) Put your best work first.

If the first 30 seconds of your reel aren't impressive, chances are the rest of the reel won't be seen so show your best, most impressive work first -- presumably the work you are specifically applying for. Make it clear on your demo reel, cover letter, and resume what type of position you're applying for. Don't try to change your demo reel because our website says we only need, say, lighting TD's now, either. Say what you're good at and make your reel demonstrate that.

6) Demo Reel Breakdown (DRB).

We want to know what you did on this reel. Here's a shot of a Luxo lamp jumping over a ball. Did you model the lamp? Do the animation? Shade it? Light it? Render it? Write the story? Executive-produce it? The DRB should tell us what we're looking at, what YOU did on it, and what tools you used.

"Sleeping ball: (June 2003) Group project; I shaded the plastic sphere in Slim/Renderman" is a good entry.

"Group project; project used Maya, Slim, Renderman, and Perl" is less useful.

Put this on the frame before the sequence and again in the DRB we can refer to. We often fall behind in reading your DRB; help us keep track of what you're showing. If you have two dozen entries, number the DRB and put numbers on the reel, too - we may not know the difference between your "Sleeping ball" animation and the opus you call "Lazy Sphere".

7) Include a title card at the beginning and end with your name, address, phone, and email.

Including the position you're looking for is not a bad idea, either. The opening one doesn't need to be on too long, but the end one should last for a while. Don't make people desperately pause to get your email address.

8) Show work that proves that you know what you did.

If you've done a sequence, show it at several stages of production. If you've done shading, show the basic color pass, the procedural shading, the painting, and a lit version. If you wrote clever software, include real work that was done with the software, and include on the title card, like, "Implemented simulation of Segway dynamics" in addition to everything else you did. Don't show screen shots of people using the software or screen grabs of C++ code.

9) Take the time to polish.

It seems silly, but people get in such a rush to get the reel out the door, they lose sight of the big picture. THIS IS HOW YOU WILL GET A JOB. And since it's a job in a visual industry -- it should LOOK really, really good. Don't use clashing colors. Make sure your shaders are anti-aliased. Make sure your lights aren't blown out too bright. Make it clear what we're looking at. Don't use confusing fonts. Keep it clean and simple!

10) Show it to other people.

Have other people critique it. Not necessarily the work on it, but the way you're presenting your work. (Though getting critiques of the work on it is a great idea, too.) If a bunch of people are working on their reels at the same time, have a Reel Showing one night.

11) If you really don't have stuff to put on a reel, don't send one.

Well-presented still images can be as effective as moving pictures.


Make sure you understand the Submission Process as defined in the Job Description, understand the Submission Guidelines, and include a link that points us directly to your dazzling new demo reel!

Apprenticeships at Pixar Canada: Role Descriptions

What do the different roles mean at Pixar Canada?

Technical Artists

In Pixar's production process the term "TD" means Technical Artist. There are four main categories: Modeling & Rigging, Shading, Visual Effects, and Lighting.

    Modeling & Rigging
    The Modeling/Rigging TD will build either character or set models from concept artwork. Character Modelers rig and skin the models so that they can be animated. Set Modelers model the geometry of sets and props, as well as assemble these models into fully dressed sets. The modeler will construct shapes of the digital character or set in a 3D modeling software, such as Maya, then convert the models for use in our proprietary animation suite.
    Shading
    The Shading TD works alongside Modelers and Lighters to create the look of characters, sets, and other objects in the film. All textures and materials are developed by hand and must integrate into the Pixar worlds. The shading is created with RenderMan shaders, using a mixture of painted and procedural textures, along with sophisticated illumination models.
    Visual Effects
    The Visual Effects TD works to create visual effects in the animated film. Visual effects work often includes aspects of modeling, simulation, animation, shading, lighting, rendering and compositing for the visual effects elements of the shot. Visual effects work often includes simulation of dynamics and natural phenomena, as well as animation of effects elements either done by hand, or using procedural techniques.
    Lighting
    The Lighting TD creates the lighting of sets and characters in each shot of the animated film. Lighting makes the images look attractive, rich and interesting. It does this while conveying the mood, directing the viewer's attention to key story points, and ensuring that important actions are visible and easy to understand. A love of photography can be a great foundation for lighters. Lighting involves the placement and adjustment of lights in Pixar's lighting system, as well as the use of compositing tools to further enhance the appearance of the rendered image.

Layout Artists (3D)

3D Layout Artists continue the visual story telling that has started in storyboarding. The tool that they use to tell the story is the CG camera. Akin to a cinematographer in film, 3D layout Artists create a sequence of shots with the use of camera composition, timing, and movements. These factors must guide the viewer's eye through the scene according to the Director's vision.

Animators

Animation is not merely moving an object. Animation brings the object to life and gives it a personality. The animator creates motions, gestures, and expressions of 3D characters and objects. Animators must know their character's motivation and back story, then use CG animation tools to "act" them out for the viewer.

Apprenticeships at Pixar Canada: Frequently Asked Questions

What is an Apprentice at Pixar Canada?
The Apprentice role is intended for new or recent graduates (from relevant programs) with zero to one year of work experience. An Apprentice works on films produced at Pixar Canada, and will have the opportunity to learn from our creative and talented team. All our Apprentice roles are paid full time positions. Apprentices also receive Pixar Canada's benefits package.
What types of Apprenticeships are offered?
Pixar Canada offers Apprenticeships in a variety of departments including Animation, Layout, Modeling/Rigging, Shading, Lighting and Visual Effects. Check out the Apprentice Role Descriptions for more information.
What is the length of the Apprenticeship?
The duration of the Apprenticeship is a maximum of one year and is based in one department.
When do you hire Apprentices?
We hire Apprentices throughout the year depending on our film requirements. It is best to refer to our websitewww.pixarcanada.com/jobs to find out our current openings.
How many Apprenticeships are available?
This very much depends on our production requirements. We will generally have two to six at any given time.
What can an Apprentice expect when they start at Pixar Canada?
Following a new hire orientation, apprentices will go through extensive training to learn about our proprietary software and job specific skills. Once training is completed, an apprentice will work with Pixar Canada employees and contribute as full team members. Apprentices will be producing shots/assets for the film while continuing to learn "on the job". Apprentices will be evaluated during their time with Pixar Canada and will be considered for ongoing employment.
Is there an opportunity for an Apprentice to be converted to a regular full-time employee on completion of their Apprenticeship?
How and when should students/recent graduates apply?
Our Apprenticeships will be posted on our website typically two to four months prior to the intended start date. As these are posted throughout the year, please continue to check our website for information. International students are welcome to apply. Please note that any offer is subject to the applicant's ability to obtain the appropriate work permit to work in Canada.
What is the best way to show my work?
Your resume should highlight your areas of interest, any relevant work experience, and your education information. A cover letter should describe your interests and experience with respect to the position, and why you are fit for this position. For more information, have a look at these tips for Putting Together a Strong Demo Reel.

Apprenticeship Tips: Putting Together a Strong Demo Reel

Check out the Demo reel guidelines on the main jobs page to get information about how to set up your reel. However, here are some tips to help you get the most out of the time you spend on your demo reel.

General Guidelines

  • Student reels should be no more than 2 minutes TOPS!
  • Do your research. Find reference material from film and photos.
  • Show you! We want to see your personality coming through in your work.
  • Focus. Make sure you focus your reel on the role you are applying for. For example, if you are applying for an Layout Apprentice, show Layout, not modeling and lighting.
  • Keep it Simple. Over-complicating shots/designs may lose the viewer's focus on your core skills.

Specific Role Guidelines

Layout
  • Always have a reason to move your camera. Unmotivated camera moves are distracting.
  • Make sure you are happy with your camera angles, cuts, and timing.
  • Pay attention to composition of shots. What are you trying to tell your viewer?
  • Study the work of great cinematographers.... They are your mentors.
  • Test your cut on other people. Do they understand it? If not, change it.
Modeling
  • Don't feel like you have to make your own concepts. Use designs that have been created by professional designers.... It will make your models better.
  • If you use your own designs, create detailed drawings (front, side, and 3/4 drawings). It will make the process much smoother.
  • Know everything about what your character does, who they are, and what happens on your set. This will help you make design choices.
  • Model environments to a camera so that you only build what we will see.
Rigging
  • It is best to build characters with conventional proportions as they are easier to rig and animate.
  • Study anatomy and find out where animals bend, rotate, and how the skin moves over bone.
  • Shoulders are the hardest part to rig on a character. Take your time with skinning this part.
  • Test your rig out. Ask an animator to help make sure it holds up to the movements we would expect.
  • Don't build in crazy expressions that no one would ever use. Ask an animator what they need and then build those expressions into your rig.
Shading
  • New shiny environments do not offer the opportunity to test your skills with materials. We like things to be rusty, dirty, and scratched. This is also truer to life than clean and brand new!
  • Try models with multiple materials, not just metal, but also leather, skin, glass, and hair.
  • Paint your own textures. Don't rely on scans or photos.
Animation
  • Remember to create a story that sells your skills. Think outside the regular format for your project. Consider two short films or a few vignettes - they don't have to be long.
  • Know the story point and emotional quality of every shot, as well as your character's development through the story.
  • Watch for blank areas in the middle of a face as they reduce the punch of facial animation.
  • Some things are hard to animate. Choose wisely when deciding want to incorporate: E.g, Two characters interacting (fighting, hugging, pulling), weight change (heavy objects, pulling, buoyancy, falling & contact, gravity), emoting, dialogue.
  • Film yourself doing the actions in your project.
  • Use dynamics efficiently and only when it's worthwhile.
Visual Effects
  • Show more than a particle or fluid effects right out of the box.
  • Find a way to make your explosion, liquid, hair, or dust have a personality.
  • Accurate timing and weight is everything. Make sure you pay particular attention to this.
  • Show more than one type of effect in order to show a breadth of skill and knowledge.
  • Show the breakdown and your process of creating the effect.
  • See if you can create stylized fire, water, hair...something that would fit into the Pixar world.
Lighting
  • Lighting is not just about allowing us to see a scene. It’s directing our eye and making a statement about mood.
  • Lighting needs to have a sound foundation in order to be effective. Use good models that are well textured and shaded.
  • You should attempt interior and exterior, as well as day and night setups in your reel.
  • Consider using a design or photograph to recreate an exact lighting style.
  • Be sure your lighting doesn't cause a shot to flatten out. Find a way to separate foreground and background.
  • Make sure to have your camera move a bit in your scene so that we know you did not doctor your lighting in Photoshop!

RESEARCH archive

Making A Career As A Freelance 3D Artist

Make the right business connections in the world’s
fastest-growing freelance marketplace.


Since the 1990s there has been an increasing need for freelance 3D artists. More companies then ever are involved in making 3D games, art and animations. 3D renderings can be found just about everywhere you look. Due to this increased demand there has been an increase in the number of students who have graduated from art schools and are now looking for work as a freelance 3D artists. Whether your interest is in games or art, there is a need for experienced artists. Artists experienced with modeling, animating and rendering are in constant demand.

There is a constant need for 3D art because it is used in just about every advertising medium available today. Sometimes people take for granted the flashy graphics they might see on a commercial or on a website advertisement, but a lot of that is available thanks to the hard work of freelance 3D animators. Their task is not a simple one. To take an artists drawing and figure out how to render it as a 3D animation that will be seen potentially by millions.

As we move deeper into the 21st century the need for freelance 3D animators will only continue to grow. The days of hand drawn animated movies has past. More and more companies are focusing their efforts on making feature length 3D movies. The work involved can take months or even years. In order to bring costs down, most companies are contracting freelance 3D model and 3D animation artists. This is a trend that is bound to continue due to the increasing complexity of today's movies and the expensive computer processing power that is required in order to deliver the very best in 3D graphics. Whether you are just starting out or you are a veteran of the freelance 3D industry, you are going to need to find work from reliable employers in an environment where trusting relationships can be developed. The best forum to allow for that is the Go Freelance. Sign up today to take your freelance 3D artist career to new heights.

principles of animation

Principles of Animation


28 Principles of Animation

This article was given to me by Mark Kennedy (storyboard artist on Hercules and Tarzan). Thank you Mark for all those handouts!!

Often times animators and storyboarders in the industry are able to get handouts from some of the artists who are great teachers. This is an example of such kind of handout that gets circulated among the artists gradually. It took me quite a while to retype and scan the images from this handout. Please don't reproduce this on the internet without permission. (if you'd like to print it out and give it to another animation student, however, PLEASE do!) The entire article from here on out is by Walt Stanchfield (sp?) I included the images in approximately the same spot as they were on the original hand-written article.

This is a wonderful article for not only beginners but also for practiced animators. Please read it.


28 Principles of Animation


There are some principles of animation that can be consciously used in any scene. We should familiarize ourselves with them for both animation and animation-cleanup.


To illustrate these principles, I have chosen a supposedly simple scene. When the scene is analyzed, it is apparent how far one may go in using these principles.


The action in this scene is quite broad, making the principles easy to find, but they should be applied to subtle scenes also. Rarely in a picture is a character doing nothing- absolutely nothing. Snow White and Sleeping Beauty spend a short time in complete inactivity, but even then certain of these principles were used.


The use of held drawings and moving holds can be very effective, but only if they contain the vitality of an action drawing. Again, the use of these principles makes that possible.



28 Principles of Animation

The purpose of studying and analyzing a scene like this is to acquaint oneself with the possibilites in the use of the principles of animation. I have listed 28 principles, though there well may be more. At first these will have to be used consciously, then hopefully in time will become second nature. These are the tools of animation and should be incorporated whenever possible. Some of them are accidentally stumbled upon while animating in an emotional spurt, but when the emotions are lax, knowing these principles will enable the artist to animate his scene intellectually, logically and artistically as well as emotionally.



28 Principles of Animation

Here is a list of things (principles) that appear in these drawings, most of which should appear in all scenes, for they comprise the basis for full animation

-Pose and Mood
-Shape and Form
-Anatomy
-Model or Character
-Weight
-Line and Silhouette
-Action and Reaction
-Perspective
-Direction
-Tension
-Planes
-Solidity
-Arcs
-Squash and Stretch
-Beat and Rythem
-Depth and Volume
-Overlap and followthru
-Timing
-Working from extreme to extreme
-Straights and Curves
-Primary and secondary action
-Staging and composition
-Anticipation
-Caricature
-Details
-Texture
-Simplification
-Positive and negative shapes


28 Principles of Animation

An example of the observations that might be made by flipping and studying just these two drawings. By shifting your eyes from one drawing to the other you can see these things happening. Watch the negative shapes also.


Principles of Animation part 2


28 Principles of Animation-page 5

... To continue along this line of investigation...


This drawing would be called the "push off". Note that every line and shape on the drawing helps the upward thrust. Even the tail, which is still following the path set up for it by its primary force, the rump, helps by way of contrast and followthrough. Pick any shape on the figure and compare it to drawing #6 on the preceding page. Note how each shape changes to enhance the overall shape and action: the neck, the chest, the legs, the back, etc.


Even though this is just one drawing, there is no doubt about the action that is taking place in this part of the scene. This should be true ofany drawing in any scene.



Consider Anatomy Alone:


Aside from its purpose in the scene each drawing can be analyzed for different aspects of drawing. The whole body is a caracature of an animal, but all the parts of a real animal are present i.e., head, neck, back, hips, tail, etc. And each of them work and move in a plausible way.



Anatomy Continued


Anatomy, of course is essential to any drawing whether it has a direct reference to nature or is completely imaginary. Though a character and/or its action may be greatly exaggerated or caracatured, anatomy in a sense remains fairly constant. An elbow is an elbow and only bends in a certain way, and has its limitation. Liberties may be taken but the "reality" of even a cartoon must be kept or it will lose plausibility or credulity. It is not an easy thing to convert one's knowledge of structural anatomy to the cartoon medium.


It has been said that the location of a joint is more important than the joint itself. For instane if an arm shape has been established, it cannot have an elbow bend in an improbable place, no matter how well the elbow is drawn. Compare tiger's arm to that of a real tiger.



Consider Weight


The pull of gravity is one of the most important principles to deal with in animation. Everything has a certain amount of weight and will act and react accordingly. One easy way to lose the attention of an audience is to have feathers falling like bricks or bricks falling like feathers.


A certain humor can be gotten by bending the rules but should only be used where humor or special effect is called for. In shorts cartoons defying the laws of gravity, weight, speed, squash and stretch, etc., is a the rule of thumb. In Disney feature cartoons such flamboyant abandonment must be handled more discriminately.