Robb Pratt


What is your name and your current occupation?
I’m Robb Pratt, story artist.

What are some of the crazier jobs you had before getting into animation?
For years I made stained glass windows in a little mom and pop shop in Studio City. There were actually some cool moments on that job. I got to meet Julian Lennon when I was installing some windows in his house! I’m a HUGE Beatles fan, so that was something that I’ll never forget! I also got to work for Erik Estrada, and Steven Adler, the drummer for Guns N Roses and future reality show star! What are some of your favorite projects you’re proud to have been a part of? I was very fortunate to be an animator for Walt Disney Feature Animation on every traditionally animated film AFTER “The Lion King”! I got to work directly with Bruce Smith, animating Kerchak in “Tarzan”, and John Pomeroy, animating to Michael J. Fox’s voice for “Atlantis”. After traditional animation faded out out Disney, I was able to work for Eric Goldberg on “Looney Tunes: Back In Action”. I actually got to animate Bugs Bunny saying his iconic “What’s up, doc?” line!

How did you become interested in animation?
Funny… speaking of Bugs Bunny, it was the Warner Bros. shorts that made me want to be an animator! I love the artform of shorts: get in, get a few laughs, then get out before you’ve warn out your welcome! I also was WAY into the Fliescher Popeye shorts. I just recently rediscovered them with Continue reading

Carl Beu

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What is your name and your current occupation?
My name is Carl Beu, and I’m a background painter on Motorcity!
What are some of the crazier jobs you had before getting into animation?
I drew portraits at events and theme parks for a few years. You never knew who you were gonna draw, or what their expectations were. I drew everyone from biker gangs & 90 year-old grannies to Punk rockers and screaming babies.
What are some of your favorite projects you’re proud to have been a part of?
I’ve been fortunate enough to have worked with an absolutely amazing crew on every animation project I’ve been on so far, but Motorcity in particular has been pushing the bar very high. It’s exciting to be on such an ambitious show!

How did you become interested in animation?
When I was in high school, I attended the CSSSA summer program for animation at Cal arts. That experience, and the Continue reading

Nick Fredin

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What is your name and your current occupation?
Nick Fredin. Currently working as an animator at Weta Digital.

What are some of the crazier jobs you had before getting into animation?
The craziest jobs I had were actually in between animation jobs when I was just trying to get my foot in the door in the animation industry. I worked for a movie theatre cleaning up popcorn kids puke, but mainly I switched off my radio so no one could find me and watched the films that I would one day help make. I fully recommend to newbies to get a job related to your craft whether it’s working at a video rental store or an art gallery. I would also suggest learning to cook or make coffees. Once you’ve broken into the industry you’ll have a full wealth of movie knowledge, know how to feed yourself and stay caffeinated.

 

What are some of your favourite projects you’re proud to have been a part of?
Rango won the Oscar for best animated feature this year so I’d have to say I’m most proud of that project. Not only was it amazing to work on but the team was incredible as well. It was also amazing to be a part of The Adventures of Tin Tin under the direction of Steven Spielberg. I felt like a little kid when I was a part of my first telephone conference with Steven Spielberg. Any time he approved a shot it was spine tingling. Rise of the Planet of the Apes was pretty special too although I didn’t get to work on it nearly as much as many others. 2010-2011 was a pretty great year for me in terms of working on some great projects.

How did you become interested in animation?
Jurassic Park! After seeing that film I needed to somehow be involved in the movie making process. I wasn’t sure exactly how though. After a suspicious Continue reading

Peter Nagy

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What is your name and your current occupation?
My name is Peter, Peter Nagy. I’m a lucky animator, who is a two-time winner of The 11 Second Club and I edit an animation collection-site, the Living Lines Library. I’m currently working as lead animator at Gyár Post Production, in the field of commercials.

What are some of the crazier jobs you had before getting into animation?
After I got out of secondary school I had only one job before I found animation. I worked as an excavation graphic for a longer period. As a strong, young man, my work included several things, from precisely drawing the findings to more serious physical work, such as ditching. At such times we threw the soil together with the other manual workers, which I didn’t mind at all, because at least my muscles were kept in good condition.

What are some of your favorite projects you’re proud to have been a part of?
As I glance over the films I have worked in, I like the arch of my career entirely. I like that I started learning it from the very basics. I have always been proud that I started as an inbetweener in Corto Maltese: La cour secrète des Arcanes. I’m glad that I had an opportunity to work with the team of Digic Pictures at the time of Assasin’s Creed Revelations. Although that job was far from the character animation that is dear to me, they were the most professional team I have ever worked with, led by my favourite Hungarian director, István ‘Putyi’ Zorkóczy.

How did you become interested in animation?
I have been drawing ever since my childhood, but those were only still pictures, except for the stick figures moving at the corner of my exercise book. I’ve always been fascinated by Continue reading

Character animation technique produces realistic looking bends at joints

Bending of an elbow or a knee is common in most computer animations of human or animal figures, but current techniques often result in unwanted pinching or bulging near the joints. Disney Research has found a way to eliminate those artifacts even when the animation algorithm is running in real-time.

Jessica Hodgins, vice president at Disney Research, and Binh Huy Le, a post-doctoral researcher, were able to pre-compute an optimized center of rotation for each vertex in the character model, so those centers of rotation could be the basis for calculating how the skin around each joint is deformed as it is bent.

“It’s a very simple idea,” Hodgins said. “The pre-computation enabled us to significantly reduce the joint distortions that often plague these animations, preserving the volume of the skin surface around the joint. And this method can be dropped into the standard animation pipeline.”

Hodgins and Le will present their skeletal skinning method July 24 at the ACM International Conference on Computer Graphics & Interactive Techniques (SIGGRAPH) in Anaheim, Calif.

Computer animators will often use a virtual skeleton to control the pose of a character and then use a skinning algorithm to define the surface of the character. Two skinning methods, called linear blend skinning (LBS) and dual quaternion skinning (DQS), are widely used in computer game engines, virtual reality engines and in 3D animation software and have been the standard for more than ten years.

But both have difficulty with certain poses. When an elbow is flexed, for instance, LBS can cause a volume loss at the area around the joint, resulting in a crease resembling a bent cardboard tube. When the forearm is twisted, a similar volume loss results in an appearance similar to a twisted candy wrapper. DQS eliminates those problems of volume loss, but creates one of its own – a bulging of the joint.

Pre-computing the centers of rotation, by contrast, improves the ability to properly weight the influence of each bone in the joint on the skin deformation, Le said.

The result is that the volume losses of LBS and the bulging associated with DQS are minimized or eliminated.

The method uses the same setup as other skeletal-based skinning models, including LBS and DQS, so it can be seamlessly integrated into existing animation pipelines. The required inputs are just the rest pose model and the skinning weights that also are required by the existing algorithms. The method also can fully utilize current graphics hardware (GPUs).

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For more information and a video, visit the project web site at https://www.disneyresearch.com/publication/skinning-with-optimized-cors/.

About Disney Research

Disney Research is a network of research laboratories supporting The Walt Disney Company. Its purpose is to pursue scientific and technological innovation to advance the company’s broad media and entertainment efforts. Vice Presidents Jessica Hodgins and Markus Gross manage Disney Research facilities in Los Angeles, Pittsburgh and Zürich, and work closely with the Pixar and ILM research groups in the San Francisco Bay Area. Research topics include computer graphics, animation, video processing, computer vision, robotics, wireless & mobile computing, human-computer interaction, displays, behavioral economics, and machine learning.

Website: http://www.disneyresearch.com
Twitter: @DisneyResearch
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