JON STEWART CREATING ANIMATED NEWS PARODY SERIES FOR HBO

Jon Stewart thedailyshow.com With the 2008 election, Stewart is increasing his influence exponentially this year. And a big part of the reason why is the Web. After some messy quarrels with YouTube over illegal copies running on the video service, Comedy Central, which produces The Daily Show, finally started putting the show up for free on its own Web site. With more people than ever turning to the Web for news and videos, The Daily Show has become the place where many claim to be getting their best coverage of the elections. So while Stewart wasn't a pioneer in going online, his embrace of the Net is an example of good timing.

IGN is reporting that John Stewart has teamed up with HBO to bring us an animated news show.

HBO’s president of programming, Casey Bloys, announced today at the TCA (Television Critics Association) summer press tour that Stewart’s new HBO series will be an Onion-Style animated “parody of a cable news network,” that he described as “very much in Jon’s voice.”

From what I gather it will be very simple animation, probably in the vein of South Park because of the next quote.

When it was brought up that animation usually takes more time, not less, Bloys said, “The animation will allow him to respond to things very quickly. It’ll be more simple animation. My hope is it will be up and running by September or October; by this fall.”

You can read the entire article here.

Adobe Animate CC 2015.2

Animate-2015.2

Following Animate’s rebirth just a few months ago, Adobe’s latest update is actually attempting to include animators and artists, which a huge welcome change! The two biggest additions are allowing a layer to be transparent! I know that’s SO 1995 but at least they’re finally listening! Also a new inclusion is the Frame Picker which mimics Lipper and Keyframe Caddy but is now included in the Application itself. The one thing I’m hoping for in the next version is to have the Frame Picker set a keyframe when you select a drawing form it’s display. Also there is the new-ish Pattern Brushes, which is very similar to Illustrator’s brushes and while I personally have not found much use for them, they ARE an artists addition and you might find a need for them. Actually I take it back, I made wallpaper on a background once using them.

 

Frame Picker

(graphic symbol thumbnails)

Visually preview and choose the first frame for a graphic symbol. In previous releases, you could not preview the frames without getting within the symbol. This feature enhances the user experience for animation workflows such as Lip Sync.

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Layer Transparency

You can now skip manual workarounds and sketch on top of other layers right inside Animate. To set the visibility of the layer to transparent, Shift+Click on the eye column in the timeline.

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Pattern Brushes

Paint a vector pattern along the path or stretch to its entire length. You can use the integrated global library within Animate to use Art and Pattern brushes. In addition to the default brush presets, you can import new Pattern Brushes to your Animate document using the CC Libraries. See them in action here.

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Oliver Morton-Evans

What is your name and your current occupation?
I am Oliver Morton-Evans and I am the founder and producer at Big Cookie Studios (www.bigcookiestudios.com), a CG animation studio in Sydney, Australia.
What are some of the crazier jobs you had before getting into animation?
I worked for 7 years with Australia’s most successful children’s entertainers, The Wiggles producing their interactive digital content among other things.
What are some of your favorite projects you’re proud to have been a part of?
I am very proud of our latest project, Little Darling – a story-based, animated music video for local Sydney band The Secret City. Check it out here www.littledarling.tv !
Where are you from and how did you get into the animation business?
I am born and bred in Sydney, Australia. I got into animation after Continue reading

“Scarlett” by The Studio NYC

Scarlett is a short film depicting the inner struggle of a girl who lost a leg to Ewing Sarcoma, a bone cancer that occurs in mostly children. Amputation takes as much of an emotional toll as a physical one – especially for a child. We believe in the power of entertainment media to empower children through storytelling and role models. Visibility in media offers these children hope and a sense of belonging at a critical time where they may feel isolated by their medical condition.

A short film based on a true story that inspired a foundation.
scarlettcontraelcancer.com/give

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
Facebook: http://www.facebook.com/DisneyResearch

Qing Han

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What is your name and your current occupation?
Qing Han. I’m currently a freelance artist.

 

What are some of the crazier jobs you had before getting into animation?
I actually…never really had crazy jobs hahaha; to make money, I mostly went to conventions to sell my illustrations and fanart before 🙂

 

What are some of your favorite projects you’re proud to have been a part of?
I got to freelance for Motorcity’s background painting, and I’d love to keep doing it when the new season starts.

 

How did you become interested in animation?
Well, I’ve always been pretty into anime, and I had a struggle choosing between Continue reading