Training

Animation Mentor Creature Course

Animation Mentor Launches Creature Course

Animation Mentor Creature Course

Today Animation Mentor launched their new Animal and Creature Master Class.

This helps address an important gap in Animation Mentor’s current curriculum – and was considered a top priority for many animation houses.

Animating creatures and fantasy animals against moving plates of live action footage makes up the meat and potatoes work of many visual effects studios.

The two classes, each of twelve weeks, allow students to work with three new fully-scalable and customizable rigs: cat, dragon and ogre.

Both new classes are aimed at industry-level animators, so unless you are already an Animation Mentor alumni, you will need to submit your animation demo reel in order to qualify for the course.

The rigs and the curriculum looks great from what I’ve seen, and it’s clear they’ve had cooperation from a lot of the major visual effects studios such as Industrial Light and Magic, Tippett Studios and Sony Pictures Imageworks.

For more information, check out the Animation Mentor Animals and Creatures Master Class website.

Story vs Artwork

Two biggest mistakes made by animated filmmakers

Story vs Artwork

Short films based on story and artwork


Last weekend I went to the Sydney International Animation Festival and did one of my favorite things:

I sat in the dark and watched animated short films.

For hours and hours and hours.

I have to say – a lot of them were good. A few of them were outstanding.

For the record, my top picks were The Man in the Blue Gordini, The Art of Drowning, Le Petit Dragon, Orgesticulanismus and The Lost Thing, but enough about the good films.

Let’s talk about the crummy ones.

The terrible ones.

The painfully slow and woeful ones.

The common theme to the ones the audience disliked the most could all be summarised by the animators making one of two crucial errors.

And the worst of the worst made both mistakes!

1. The film looks ugly

If you’re working on an animated short – you don’t have to be able to draw like Michaelangelo, but it is your responsibility to make the film look as good as it can be.

That’s not to say that it can’t be intentionally ugly or crude on purpose for dramatic effect, but I would caution going out of your way to do it.

If you want to do animation in the rudimentary style of South Park: that’s fine, but at least those guys are telling a story.

If it’s ugly on purpose though, you’d better not make rookie mistake number two, which is:

2. The film doesn’t tell a story

You must have a point of view and you must be prepared to communicate it as clearly as you can.

Can you make a non-narrative film? Sure.

A poetic meditation on a single leaf falling from an oak tree? Absolutely!

But it had better be one stunning, incredibly rendered, beautiful tree.

I know artists want to break boundaries and challenge audiences, but for the sake of your viewers, please do what you can to inject as much beauty and clarity as you possibly can.

Avoid those two mistakes (especially in combination), and I promise you: your audience will thank you.

You might even get a standing ovation at your next screening.

Related posts

Get your film in front of an audience

Short film advice from the makers of The Cat Piano

Five reasons to enter animation competitions

Storyboard image

Color Theory by Mark Kennedy

Storyboard image
Storyboard sketch by: Mark Kennedy

Mark Kennedy from the Temple of the Seven Golden Camels blog has a brilliant series of posts on color theory.

I didn’t come to animation from a fine arts background, so these articles do a great job of summarizing important color theory ideas like tone and value.

So far, Mark has posts on:

Things I didn’t know about color

A quick primer on values

Color is value

I’m not sure how many articles he has planned for the series, but this is definitely a great place to start to improve your art, your storyboards and your animation.

Two types of creative time


How much time do you have left until your next deadline?

Careful! There are two answers to that question.

Creative work takes two different types of time.

There is the time in hours it takes to produce and polish the work. I guess you could call that “clock time”.

But there is also the time in days, weeks and months you need to generate ideas – or “calendar time”.

Maybe it’s different for you, but I can’t cram creativity into the last minute. I can’t rely on setting my watch and expect the muse to show up.

Which means you have to leave plenty of calendar time for ideas to grow.

My approach?

Spread out the early phases of a creative project over as long a period of calendar time as possible.

Doing even small amounts of work on a personal project regularly spread over a week or two is always preferably to doing the same number of hours in a continuous block.

Solutions to difficult problems are often born in the spaces between the times when you’re “working”.

In the shower. Just after waking up. On the bus. During a meal.

It’s no coincidence that people talk about “sleeping on a problem”. Give your subconscious a chance to help you out.

But once you know what you’re doing, and you’re into the details of the work: go for it.

At this point, there is no substitute for “clock time” on task.

Log out of email and switch off your phone – because now all you really need to focus on is getting the work done. And this is the kind of work measured in hours, not days.

Give yourself plenty of both kinds of time and best of luck meeting your next deadline.

Related posts

Connecting with your animation network

Four goals of animation school

Six reasons to work for free

Better to give critiques than receive

If you work in any of the creative fields, you know that getting good, honest critiques of your art is incredibly important.

Having someone look at your animation and give comments is essential to making your work as good as it can be. Even if that person is a non-expert.

However, I think it’s even more important to give critiques. Not just receive them.

Your ability to improve is directly proportional to the quantity and quality of the critiques you give to others.

Looking at other peoples’ cartoons improves your eye. It helps you see with greater accuracy and subtlety.

When you are very specific about pointing out where your friend’s animation can improve, you will be surprised that when you look back at your own work you might see similar examples of the same error cropping up.

You can only animate what you observe. You can only fix mistakes in your own work that you can readily spot in others.

So take every opportunity to hone your observation skills by looking at as much student and work-in-progress animation as you can and being specific with you recommendations.