How to pitch your story – by Heather Kenyon

Want to know how to get your story out there? Here’s how Heather Kenyon focuses on the development of animated comedy, comedy adventure, action adventure and live-action series for children 6-11 years old. Filmed at CTN animation eXpo 2010.

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Neil Gaiman – MAKE GOOD ART

Neil Gaiman speaks in front of the University of the Arts Class of 2012 to inspire creativity, to make wonderful mistakes and to make good art!

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On Creativity!

Ken Robinson on Creativity

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Big changes VS small changes

My sensitivity towards changes, comments and notes from my supervisors has greatly evolved over time and I’ve become very insightful about what my supes really ask of me when they give me notes nowadays.

When I started out working on my first feature film in Germany, my drive for entertainment overrode every animation aspect and the lack of technical knowledge showed in sloppy animation technique and execution. The more rigs I got into my hands and the more different styles and tasks I was asked to animate throughout my career, the better I understood the general relationship between entertaining acting concepts and the respective techniques/controls to achieve this best.

A few years ago, when I was asked to change certain aspects in my shot I always thought in broad strokes. I simply didn’t have the delicate sensitivity to see how I could achieve a better result by more focused adjustments.

By that I mean the following situation:
When I start on a shot, I pour automatically all my knowledge into it and try to come up with only the best ideas for the blocking. When I start refining and thinking of detail I do this with utmost thought to it — Now I receive a comment or note from my supervisor.

It’s now about addressing this note, or plussing the scene without deleting or washing out any of the other ideas we worked hard to get in there.

Say I get a comment of big nature, meaning re blocking 1/2 of my shot or changing the “feeling” of a specific motion.

This requires me to understand and ask questions about when my supervisor means the shot needs a broad or a delicate change.

If a whole part of the shot isn’t working or I’m not portraying the character how he/she envisioned him, I need to think in broad strokes and go back to the shot structure.

If this “feeling” my supe is after, can be achieved by small adjustments to timings or even just specific body parts, I will touch only the necessary controls.

Here is where I start to work on the shot in two versions and try to implement this note in two ways, the broad way and the delicate way. I do this for myself just to experiment down both alleyways. The broad way may take me longer and even change a few more things than just what the supe has asked for. The delicate way means specifically touching only what the supervisor is referring to, and nothing else. This work process mustn’t take me a long time because I’m basically taking time away from working on my final shot.

When I have both versions blocked in I already start feeling a tendency but also try and gather different opinions from a few colleagues.

I have the feeling I just start to understand what Richard Williams means by “Animation is concentration”.

It’s the process of addressing a vital note, to plus the shot without loosing any of your good stuff.

Knowing exactly which key to touch and which to leave, is the way to push a shot to a point where the audience goes “Wow, how did he/she do this ?!”

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A good Animator – Supervisor relationship

For me generally I handle notes and comments of any scale just better the happier and in tune I am with my animation supervisor. The more I feel we mutually respect each other and I’m appreciated as who I am, the better I will handle changes and notes.

The majority of the productions I have been on, I was blessed with extremely approachable and talented supervisors, who really tried in the kindest way to get the best and most out of my skills and time. The outcome showed.

Sometimes I wasn’t that fortunate and had to adjust to not so approachable and appreciative personalities, which made me think: “No matter how hard I try, I have the feeling I just can’t get it right for my supe?” The outcome didn’t show, because I’m a devoted person, but my health suffered.

I learned that the first thing that will drastically change and make for a happier production time is when I understand what style and important aspects my supe wants to see in general and fully embrace his/her personality and way of working. This way I’m not only transforming every note I get into an effort to improve the shot I also do something called “evolving”.

Mutual respect, appreciation and the effort to work as a team will make your production time a good one.

I experienced this relationship on five feature film productions already and they are the reason why I learned so fast.

I was able to maintain high power output over months and in fact look forward to dailies and reviews. The results that came out of such productions changed my skill level and my way to communicate professionally by light years.

I must say on the other hand, the productions where I wasn’t that fortunate or felt I just couldn’t get in tune with, my health suffered to a degree that I had to see doctors.

I’ve seen colleagues move with a supervisor to different companies and stick with them. I could very well imagine for myself to stop looking for interesting projects and instead look for exciting supervisors to work with.

The last eight years working in very different environments taught me two things. When I sense that me and my supervisor are in tune and work together as a team I will treasure this place and try to stay as long as possible. But I also always have to take action and move on when things don’t feel right.

I will simply stay healthy, sane and happy for a longer time when I react accordingly to a production vibe.

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“What would you change in some of your old animations?”

Okay, some of my early beginner mistakes :)

Many times I went too far with certain poses or expressions and “broke” either the model or the rig
Some timing choices felt too even and not interesting enough and some spacing choices were too fast
In some places I didn’t watch intersections carefully enough that either cloth/simulation problems arose or visual penetrations occurred
Contacts were not as solid and detailed as they should be
I sometimes had too many ideas in one shot and too much movement, I should have done software renders to test the motion blur
For some acting choices I should have shot life action reference or searched for actors doing what I had in mind
Some old mistakes are to not treat the shot as part of a sequence. The edit didn’t flow as well because hook ups were either creating too much of a double cut or were too fast to flow readably into the prior/next shot
Sometimes I got out of character and didn’t carefully enough study other animators’ poses or timing choices
Sometimes my acting appeared too localized and I didn’t work enough with the root control, for weight, balance and general movement
Sometimes torso – hip – head didn’t feel connected because of too much independent motion on these controls which should instead have gone onto the root control
I could have put more detail into fingers, feet and toes
Some performances feel too smooth and perfect. There should be more high frequency detail. It’s more realistic sometimes to “look” for a pose over certain frames than going straight into it
Technical esthetics like good arcs came before realistic performance choices
Lip sync was off and had not enough detail, I should have layered everything more starting with the jaw and nailed the timing there

… luckily this is all history, pfffffft ;)

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“How technical can an animator be today?”

In general, the better software knowledge I gained over the years, the better and faster I could sell my ideas. The faster and more elaborate I got at problem solving the more interesting and believable my animations got and also the more fun I had when seeing my ideas through.

Here are a couple of fields that I explored over nearly 10 years of feature film animation, commercials and TV series. All these helped me on a daily basis to be as creative with my animation as possible and to sell more abstract or complex ideas. Especially when it comes to cameras/plates, interactions with other characters/props/environment or for fx.

1. Character/Prop/Set Rigging
2. Mel scripting basics
3. Lighting/Rendering basics
4. Modelling basics
5. Particles basics
6. Compositing basics
7. Camera Tracking basics

This is basically my skill set besides animation as a feature film animator today.

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Rhythm, Balance and Contrast …

… are my means to really make my acting choice entertaining.

Rhythm
I find a pattern of 2-3 main beats per 100 frames can progress the story with interesting texture and is also easy to digest for the audience. I usually pack all ideas into my shot and then strip them away as I go along. Each one would work but most the time only 40 % of them are really necessary. I want the audience to enjoy my shot and it should go down like a glass of water. That’s where flow, anticipations, arcs and contacts help me along. All of these polished give the viewer a haptic feeling, settle your character properly into that world and create a believable moment.

Balance
I treat my shot as a whole, and all the elements have to work together to achieve the final result. I analyze the camera first, is it a quick cut, fast tilts, even hand held? Is it a longer shot, reduced camera movement or even lock off? What’s the silhouette of my character, what’s his/her personality and what’s his/her role and relationship to other characters? What are the compositional elements of my plate? Where is room for contacts to settle the character into the plate? Where’s the light coming from and what action would get the most dramatic lighting? What’s happening in the prior/next shot in regards to intensity and screen direction? How can I support that screen direction in my shot?

All this feeds into my acting choices.

Contrast
This for me is mainly to play opposing timings and posings against each other to create a moment that has texture and hits a nerve in the audience that makes them say “hey, wait a second that’s something I can relate to but in a whole new way.” For me it’s not only important to portray a character as believable as possible but also as entertaining, unique and interesting as possible.

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A few productivity boosters …

… a couple of what I find vital aspects to keep my positivity and motivation going every day :)

Get useful feedback often, change your mindset and really understand the note!
Trust your gut
Review unfinished work
Get multiple opinions
The more experience in life the more facetted and interesting your work, get off your chair!
Exchange and share ideas, never close off!
Make sure to get interesting input everyday
Start work early and go home early
Never lock down work in your head, keep moving and improving
Optimism and a positive attitude make you more creative
Tiny changes can already change a lot, take a quick stab at some broader and some smaller solutions before committing to one
When I’m stuck in a problem I stop working for a few hours on that shot, sleep and rest are huge allies to tackle problems!

What’s one of your productivity boosters?

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