Compositing Supervisor

Compositing supervisor is an Occupation normally listed under Visual Effects.

Essential Duties and Responsibilities:

  • Works with the VFX Supervisor, CG Supervisors, Head of Effects, and Matte Painting Supervisor in defining the use of compositing on the film
  • Responsible for the implementation and use of compositing on the film to achieve a highly rich, refined, and integrated look in a cost effective manner using Nuke
  • Facilitates cross departmental communication and schedules for compositing and integration
  • Raises the level of compositing and knowledge of compositing on the film
  • Provides and oversees master grade compositing to establish the Master Grade look of the sequence while in production
  • Oversees interactive sequence compositing sessions with VFX Supervisor, Production Designer and/or Visual Consultant
  • Supervises Lustre delivery process
  • Creates and standardizes compositing templates and structure on the show (pre-production)
  • Defines compositing templates for individual assets
  • Defines compositing sequence scheme in LSU with Lead Lighter
  • Defines templates for compositing in lead and production lighting
  • Defines templates for reoccurring effects
  • Composites or supervises compositing of complex integration shots
  • Supervises artist compositing
  • Supports production management and VFX Sup in budgeting and scheduling for interactive compositing and complex shot compositing
  • Provides lighting fix and tech fix call outs
  • Delivers shots to Lustre with mattes
  • Develops compositing tools and work flows to improve efficiency and the use of compositing
  • Acts as the single point of contact on show for color theory, LUTs, and color accuracy for Nuke
  • Trains artists in compositing and Nuke use

Character Technical Director

The Character Technical Director is responsible for constructing 3D character rigs and animation interfaces, and establishing muscle, skin, hair, fur and/or clothing behaviors which range from broad squash and stretch to realistic physical simulations.

Essential Duties and Responsibilities
  • Design, create, test and maintain character set ups
  • Work with Modeling to create a model that meets technical needs
  • Work with R&D to design, debug and evaluate new tools
  • Collaborate with animators to design motion controls
  • Develop and maintain character motion and deformation systems
  • Develop new techniques and processes to solve character production challenges
  • Work with PE and/or Dept TDs to integrate and maintain setups
  • Work with FX and CharFX to provide them with information needed to integrate characters and digital effects
  • Work with Lighting to achieve final model for rendering
  • Write utility scripts and programs to streamline the setup process
  • Communicate information about new tools and techniques to others on show and across shows
  • Facilitate communication between all departments mentioned above
  • Work with production management to prioritize tasks
  • Keep supervisors informed of progress, changes, roadblocks and other critical issues
  • Participate in training, recruiting and other global department tasks as requested



Supervising Animator

The Supervising Animator works closely with the Head of Character Animation, the Production Supervisor, and other Supervising Animators to manage and run the animation department. This person is the creative lead for designated sequences.


Essential Job Responsibilities:

Creative:
  • May be involved in helping to design characters on a movie by directly providing inspirational drawings and/or having hands on involvement with the Modeling department to finalize the design.
  • May be involved with initial 2D or 3D tests to help define the personality of the character involved.
  • Interact with Director to help define the acting requirements on both a sequence and shot basis.
  • Animate key shots within the sequence that help to define the acting and are an inspiration for other shots within the sequence.
  • Work with animators to ensure the creative goals by the Director are met. Involves hands-on relationship with the artists, viewing sequences before the Director, and collaborating during Director approvals on shots.
  • Participate in animation reviews and meetings (dailies, walk-throughs, pre-production meetings, blocking meetings, editorial meetings, etc.).
  • Track story and continuity issues within the sequence.

Technical:
  • Assist in the set-up of department structure for the film: hardware, software tools, production process, and training. May also assist in longer term department structure strategies for the studio.
  • Work closely with the Character TDs, Head of Character Animation , and other Supervising Animators to ensure the performance requirements of the character work with the rig and tools.  Also ensure ongoing communications with the Character TD’s to make sure the process runs smoothly.   
  • Work with other Supervising Animators to reach consensus on the rig philosophy and to achieve consistency across all characters (e.g. naming conventions).

Managerial:
  • Interacts with other departments to ensure acting performance of characters is preserved across all sequences.
  • Appropriately elevate issues and solutions to Production Management effectively.  
  • Work closely with the Head of Character Animation and Production Supervisor in the management of the department.
  • Work with the Head of Character Animation and Production Supervisor to hit sequence deadlines and ensure the quotas are met for both shots and sequences.
  • Work with the Head of Character Animation, Production Supervisor, and Directors on casting shots/assignments to Animators within the sequence.
  • Responsible for improving the performance of Animators on the team.  Mentor Animators to provide guidance, experience and insight.  Involved in trying to resolve performance related issues.
  • Responsible with Production Supervisor for maintaining crew morale.  Foster good working atmosphere and ethics.
  • Deliver reviews with Production Supervisor to crew members; help manage career growth of staff; provide recommendations for promotions.
  • Work with management in the casting and staffing of talent on the show.
  • Help with recruiting and perform interviews.  Ensure that animation new hires are provided the necessary training.
  • Responsible for participation in the unification and initiatives for the studio.
  • Facilitate meetings with artists to keep the crew informed on show changes and requirements.
  • Ensure open lines of communication with other departments and department heads.

Character Animation Theories And Principles


Anticipation & Overshoot

The most important thing to remember is that great animation doesn't happen from Point A to Point B, it happens at point A and Point B. Meaning that we must show the audience what is going to happen by anticipating the action (Point A) , do the action, then show the audience what just happened by overshooting the pose and settling back in (Point B). I'll use the principles of Squash and Stretch to demonstrate Anticipation and Overshoot.

Download the movie Anticipation.mpg (175kb)

You'll notice 4 balls. The ball on the far left has no anticipation or overshoot. It looks stale and lifeless and doesn't move in a convincing way. The ball in the Left middle has anticipation and overshoot. It anticipates the action by squashing (Pose A), does the action,... then shows the audience what just happened by overshooting it's next resting position (Pose B). We'll call this action the Short Bounce. It has character, moves in a convincing way, and keeps the audience's attention where we want it but it lacks exaggeration.

Exaggerated action is what makes good animation great. Study the Short Bounce for a while and practice the principles behind it in your own animation. It's VERY important to MASTER this action and principles behind it in your own character animation before moving on to The Long Bounce. You must know the basic rules before you can break them.

The next ball in the scene on the Right Middle is very similar to to the Short Bounce except that it breaks a few normal rules of physics by exaggerating the action. We'll call this the Long Bounce. It accelerates much more quickly than the Short Bounce, reaches it pinnacle quicker, shows the audience what it's doing, then finishes the action. Using this principle correctly and in the right spots can add that extra ummph and weight to your action. This is a technique for more advanced animators. Beginners should concentrate on learning how and when to use anticipation and overshoot before attempting to break the rules like this.

The fourth ball on the right hand side is a variation on the long bounce and adds an extra bit of action between Point A and Point B. Its action can be described as Point A to C to B. Instead of traveling in a straight line it follows a slight arc and is even more exaggerated. I call this 'putting the juice in'. For those animators that are more advanced, see how far you can push those extreme poses, then add a little flavor to it by doing something unexpected in between (Point C).


Overlapping Action

The next topic is overlapping action. The easiest way to describe overlapping action is, different parts of your character will move at different speeds and come to rest at different times; meaning... Break up the action. If everything on your character starts and stops at the same time it will look like it was animated on a computer (god forbid that should ever happen).

Download the movie overlap.mpg (175kb)

You'll notice two balls, one resting above the other. Play the animation As the animation plays notice that one ball comes to rest before the other or, OVERLAPS the action of the the first ball. Breaking things up like this is very important for achieving the illusion of life. Make sure your animation has little variations. If you have to repeat the same action three times in a row do each one a little differently.


Progressively Breaking Joints

Using the principle of progressively breaking joints is a way to get that snap, crackle and pop into your animation. This principle basically builds on top of the principle of Overlapping Action. It can most easily be described as a whip or a character throwing a football. First the upper arm rotates in an arc, then the forearm breaks or rotates in an arc and finally the wrist breaks and releases the ball

Download the movie Progressive.mpg (326kb)

You'll see two chains of boxes. Play the animation. The chain on the left bends and all the boxes rotate at the same speed. This is a nice effect but it isn't as dynamic and doesn't have the same appeal or, SNAP as the one on the right. Study the chain on the right. You'll notice that the first link in the chain begins moving before the others, then the second link breaks and begins moving and so on down the chain. Using Progressively Breaking Joints is a good method of emphasizing an action or grabbing your audiences attention.


Arcing Actions and Head Turns

Arcing Actions is a way of saying things don't move in a straight line. It helps to break up your action and give a natural feel to your character. NOTHING moves in a straight line. Even bullets have a slight arc to their trajectory.

Download the movie headturn.mpg (155kb)

Play the animation. Notice the head on the Left turns in a straight line. Even anticipation and overshoot can't help this fellow. Now look at the head on the right. It turns in an arc. Always be aware of your action's arc. It will make your character natural and believable and hopefully your audience won't notice you did it on a computer.

Once you feel comfortable with these theories try adding some character to a simple box or sphere. You'll see what I mean in this timidbox.mpg movie.

Simple Method for creating Walk Cycles

Animating a walk, where do we begin. Well first we need a character. For today's lesson we're going to use Mr.Stickman. Next we need a clear and simple method of approaching walks in general. I didn't come up with the technique that follows. I gleaned most of this from Richard Williams book 'The Animator's Survival Kit'. If you find this tutorial useful I highly recommend you pick up a copy. We're going to use a pose to pose method to animate today's walk. At 24fps a walk will usually range anywhere from 8 frames per stride for a brisk pace, to 16 frames for a leisurely stroll. In order to be clear I'm going to animate at 24fps and make each stride 12 frames (march time).  Let's begin animating a walk with the contact poses. This is basically mid stride where the heel strikes the ground. Contrary to what you might think, this is the part of a walk that has the least amount of weight. It's the pose directly after this, or the down pose that sells the weight. We'll get to that much later. For now let's concentrate on this pose. Go ahead and pose every part of your character on frame 1. Make sure the forward leg striking the ground is straight (knee is not bent) otherwise your character may look like he's carrying a load in the back of his pant's. Also make sure you add a little vertical torsion in the hips and shoulders (i.e., twist the torso slightly). Now advance the time 12 frames (frame13) and do the the next heel strike pose. Remember to key everything on your character. The final heel strike pose will happen 12 frames later on frame 25.  It should look something like this.


Now that we have the contact poses set let's start breaking it down by adding the passing poses. Go to frame 7 and pose every part of your character in a passing pose. Make sure to keep the shoulders and hips in opposition to each other and drop the shoulder and hips laterally (i.e. curve the torso slightly, see below). It should look like this.


Now are walk is starting to take shape. Once you get this far the rest is a breeze. As long as the contact and passing poses work you can do just about anything you want with these break down poses and it'll work. For now we're just going to animate a generic walk. Let's break it down further by adding the actual weight bearing pose or down pose between the contact and passing poses (frame 4). The forwrd knee drops and bends, the head shifts forward and the Hips and shoulders tilt. It should be something like this (don't for get to key everything on you character or one pose might wind up affecting a pose you've already worked out).


Now we'll add the striding or up pose between the passing and contact poses (frame 10). This is where your character bounds upward and begins to fall farward. The hips begin moving back toward the centerline so the body will be ready to catch it self with the opposing foot.


We're almost finished. Now it's time to go back and inbetween everything. In your curve editor you'll want to smooth out any nasty bumps or ledges in your curves. You'll also want to make sure you've got a nice steep hard edged curve for the heel striking the ground. At this point the walk is pretty much finished. I like to go through and off set keys on overlapping joints to loosen up everything and give it a more natural feel. Also make sure frame 1 and frame 25 match up perfectly. When you're all done you should wind up with a nice looping walk cycle between frame 1 and 24 (frame 25 is a repeat). Here's what it looks like.


And this is what it looks like in motion.


Using this technique anyone can acheive convincing walk cycles of all types. Now that you've completed a faily generic walk why don't you try animating the following types of walks.
A sneaky walk; a feminine walk; a Strut; a sad walk; a drunk walk; a goofy walk; ect

Good luck and Happy animating