Wednesday, February 26, 2014

Scare School 101 - PIXAR talks Monsters University at Stanford campus



Scare School 101 was in session on February 10th at Stanford’s Annenberg Auditorium as students and professionals across the Bay Area enjoyed members of Pixar’s Monsters University team discuss how they created the film. The speakers of the evening, Supervising Technical Director Sanjay Bakshi, Technical Lighting Lead Steven James, Lighting Technical Director Scott Clifford, Animator Allison Rutland and Effects Supervisor Jon Reisch discussed how they used their technical prowess to tell the MU story.



“The story always comes first. If the point is important we have to figure out how to do it,“ said Sanjay. “For example, with movies like Nemo, we had to figure out how to do water. “

“We have big challenges but they also have to serve the story. So we try,” said Scott.

THE THREE CHALLENGES FACING THE TECHNICAL TEAM

Supervising Technical Director Sanjay Bakshi kicked off the evening by presenting the three main challenges facing the technical team:

1. More characters than ever before.
2. Furry monsters with clothes.
3. Movie will be challenging to light and render.

In order to solve challenge one, the team built an army of Monster students and faculty by creating dozens of variations of characters from the original film. An example of which was the character Fungus. Eight Fungus variations were created, each one with a different shape and silhouette to give variety, as well as with different controls built into the rig. The team used a parts library consisting of items like horns wings spikes, plates, and knobs to further vary the multiple Fungus’ looks. This process was repeated many times over with other characters from the first film, as well as when making brand new characters for MU. All of the Monsters were given a unique name as well in order to track them in the production database. Naming them descriptively proved to be a challenge, so they were named after members of the Pixar crew. Sanjay even pointed out a furry orange monster given his namesake.





ANIMATION: BRINGING SULLY TO LIFE

Animator Allison Rutland then stepped up to the podium to share the process of how she brings a character to animated life. She animated James Sullivan, or Sully to his friends. As she described to the eager crowd, Sully’s physicality is important to him. He’s a 1,000-pound monster, but younger, slimmer and with shorter horns than his future self in Monsters, Inc. It was important for her to explore the different shapes composing Sully in order to enable him to retain his monstrous shape.

“[His] head had to be level with body to keep him monster-y so he didn’t look like a duded in a suit,” she explained.




Allison then walked through the process of how she animated Sully for his first scene on screen, when he enters the classroom and overshadows Mike’s attempts to impress the teacher for the first time. The first step in the process is to receive the layout from the layout department, said Allison. The layout team blocks in where the character needs to move as well as the other characters and props in the scene. Next, she received the shot breakdown from director Dan Scanlon. The importance of the scene, she explained, was not only to get Sully from point A to point B, but more importantly, to show the character of Sully.

“He lacks confidence so he acts cocky,” said Allison. Before creating her shots, she writes down the dialogue in order to figure out the subtext of the scene. “Yeah he’s my Dad,” she said, stating one of Sully’s iconic lines, meaning, “I love telling people this but I pretend it’s not big deal.” Next, she figures out the rhythm of the statement. “Larger words may equal larger poses. Pauses show character thought processes,” she explained.

She observed how Dan Scanlon imitated Sully’s lines, shot her own reference, and made thumbnails to figure out staging. Then Alison showed the audience her blocking pass – from pose to pose, as a means to figure out if it will work. Once blocking is approved she animates the character. The story reel and layout team had Sully put both hands behind his head. She had him put hands on a chair in a triangle pose to take up more space and appear more in control. Finally she showed the scene of Sully entering the room, sitting down, borrowing a pencil and picking out his teeth, a triumph of animation.

GLOBAL ILLUMINATION: GETTING THE LIGHTS TO WORK

Lighting Technical Lead Steven James then explained the fascinating and sometimes complicated process of lighting a feature film. Monsters University required a complete rewrite of the tools needed to create realism in lighting. The Pixar lighting tools required two main things:

1. A high level of control
2. A powerful system

Each character possessed 10 different sets of lights, for example, key light, bounce light, eye highlights and rim lights. Each set required at about 30 lights. In addition to this, each character had their own lighting rig, and when added together, each of these lights became the visual equivalent of crazed spaghetti. The complexity of the lighting set up required a unique technical solution. To meet that solution, the GI Team created physically based lights – lights based on particular shapes, like disks and squares. They also created a paint system to create color texture and added color ramps. This process allowed them to use a single dome light with paint textures to create beautiful lights that simplifies the number of lights needed, saves money and increases productivity. The render time more than doubled so that the artists could do more creative and less technical work, explained Steve.

3679 POINTS OF LIGHT – LIGHTING THE TOXICITY CHALLENGE

One of the funniest scenes of Monsters University is the first challenge Oozma Kappa faces – the Toxicity Challenge. In this scene, all of the fraternities and sororities must run through a darkened sewer tunnel filled with urchins that flicker light and inflict painful welts when touched. It’s a clever scene, and one that proved to be particularly complicated to master. As Master Lighting Artist Scott Clifford explained, this is the type of scene that “makes a computer cripple to its knees.”

“We have to pay attention to how we do it, in a non standard lighting set up so computer car render property,” he explained.

 Lights have to act as a crowd but be individually direct-able so that the main action – the relationship of Mike and Sully, can be seen by the audience. For this reason, the lighting department needed to be able to control which urchins lit up at specific times during the scene. And on top of this, the render time needed to be efficient.

  “Let the urchins light the scene!” explained Scott.

The first attempt to solve this challenge was to combine the shading of the urchin with sphere lights, and ray tracing shadows with geometry. This proved to be a huge fail, said Scott, resulting in three days of rendering. He went back to the drawing board, and realized to get the scene to work, he would need to encompass four things:

1. Optimization
2. Model Complexity
3. Boundary volume hierarchy for lights
4. Changed sphere lights to not illuminate urchins

Scott wrote a script to fix this --- distance based optimization that simplified the shot pipeline. In fact, he wrote several scripts, each one created to solve specific problems, until the toxicity challenge played the way it needed to in order to enhance the story. Scott’s process, along with the processes of Sanjay, Allison and Steven, highlighted the main point of the evening – there will always be challenges. The key is to come up with a creative solution and to seek out the assistance of your fellow team members.

CLOSING THOUGHTS

At the end of the evening, the speakers took questions from the audience to further explain their process and working at Pixar and their road to reaching the studio.

  “For animation the most important thing is to find a mentor in the early years,” said Allison. They also explained that it is often not a linear path to get to the studio, or any studio for that matter.

  “You may think you want to do this and but you may have to do all these other things first,” said Scott. “It’s amazing the path you can take if you’re willing to do whatever it takes. Be interesting. Do your own stuff.”



Special thanks to Stanford Design Initiative and Pixar's Jon Reisch, Sanjay Bakshi, Scott Clifford, Steven James and Allison Rutland for helping Women in Animation San Francisco put together such a fantastic event. Women in Animation San Francisco is a chapter of Women in Animation, a nonprofit dedicated to helping women succeed in the animation industry. And for more info on Women in Animation San Francisco visit our Facebook Page at: https://www.facebook.com/wiasf and Twitter at: https://twitter.com/WIASanFrancisco

Tuesday, February 25, 2014

Guest Columnist Jenny Lerew: A Commentary on Women in Animation

In the 1970s there was one must-have for every aspiring young animator's bookshelf: Christopher Finch's oversized, heavy and beautiful The Art of Walt Disney.  Illustrated books detailing the history of animation, and more specifically, the Disney Studio, were almost nonexistent at the time; and at over 400 pages the Finch book was something I pored over for hours. I'd already fixed on the idea of being an animator, seeing it as the perfect career to marry my love of drawing, film, and performance.  I considered animation to be "the illusion of life": turning lines on a page into characters that lived and breathed in an invented world of color, design and graphic imagination.

Every page of Finch's book was filled with story sketches, animator's roughs, background paintings, and photographs– not just of Walt Disney, but also of his artists working at their desks, drawing just as I did and looking not much older than I was. But they were working on such memorable films as Snow White, Pinocchio, and Bambi.  Decades before I was born they'd managed to achieve the gold standard: working at the greatest animation studio in the world on films whose influence would long outlive them.

The old images fascinated me and I wanted to know more about them. One was particularly striking.  It showed a young woman, Retta Scott, animating on Fantasia.  While far from being an expert in either social history or 1930s studio-hiring practices, I knew that a woman employed as an animator in those days was rare, and that this had been the case from the beginning. The form of cartooning which preceded and inspired animated cartoons and newspaper comic strips, also had many more men than women employed in the field, and this disparity carried over into the new medium of animated cartoons. With rare exceptions, cartooning/animation work became a "guy's thing," though the intended audience for the cartoons and comic strips was both male and female.

So, by the mid-1930s, it seemed that any woman with artistic talent or experience who applied to a studio for work in animation was limited to a career in the "ink and paint" department, doing the crucial but creatively stultifying tasks of tracing animators' drawings on celluloid and painting the underside. This was by necessity an assembly-line sort of job, and while the women who did it were rightfully proud of their skills, the work certainly didn't allow for individual expression.  But there was Retta Scott, engaged in what was a traditionally male job. She was an anomaly—a female animator!  I later learned that Scott had worked in the story department as well as in animation, and in fact, there had been other women assigned to the story and development departments, including Sylvia Moberly-Holland, Bianca Majolie, and most famously, Retta's friend Mary Blair, whose career and influence would extend further than many of her colleagues'.

In the 1930s and '40s, a confluence of talent, opportunity, timing and connections were required for a talented woman to land a creative job at Disney.  This was also true for the men but to a lesser degree. It's impossible to know how many women who aspired to be animation artists were actively discouraged from trying, but certainly some were, as evidenced by the Disney Studio's 1930s form letter sent in response to women inquiring about jobs as artists. It stated that "women do not do any of the creative work in connection with preparing the cartoons for the screen, as that work is performed entirely by young men." While clearly untrue when one considers the placement of the women previously mentioned, the letter nonetheless expressed the company's attitude towards the idea of women artists in general.

This was unfortunate since not only were women at the Studio making artistic contributions, their work was also having a positive impact on the history of animation. The work of Mary Blair, in particular, caused a transformation in the look of Disney animation, and the opportunity for her to create stunning art was due to the direct involvement of Walt Disney, whose appreciation of her unique style and sensibility was not hindered at all by her gender. But Blair was a stunning exception; for most women, the opportunities to achieve personal distinction in animation were simply not available. Had it been otherwise, it's anyone's guess who else might have made her mark as Blair was able to.

Throughout my working life I've been asked the question, "Why aren't there more women in animation?" and I've never had an answer. I can only speak for myself and explain why I do what I do—a story that differs little if at all from that told by my female and male colleagues.  But while the question still gets asked, things have changed more rapidly in recent years than ever before. As a student at Calarts in the late 1980s, I was in a class where the guys far outnumbered the girls, and for the first decade or so I was able to tick off the names of all the other females who were somehow involved in animation.

Now, there are so many women working in the field that I can't begin to keep track of them all– many working as I do in story, but also in visual development, animation, character design, and every other classification. Online blogs by aspiring female animation students are even more numerous, and from a cursory check, show ever-increasing sophistication and range in personal style and storytelling ability.  It's a wonderful state of affairs for my industry and for everyone who's involved with the art of animation, and it'll be fascinating to see what the future will look like when a picture of a woman creating animation will draw no special notice at all.

Jenny Lerew is an animation story artist whose numerous film and television show credits include Animaniacs, Bee Movie, Shrek 2 and the soon to be released Mr. Peabody & Sherman. She is also the author of The Art of Disney/Pixar Brave available through Chronicle Books. 

You can see her at the upcoming Panel Discussion: Women in Animation hosted by the Walt Disney Family Museum and held at ILM on Saturday, March 15th. 

For more information on Jenny Lerew please visit her website at http://blackwingdiaries.blogspot.com/ or follow her on Twitter @blackwingjenny

Thank you to Jenny and the Walt Disney Family Museum for making this article and the upcoming talk possible. 

Monday, February 24, 2014

Walt Disney Family Museum Presents TALK | Panel Discussion: Women in Animation March 15th @ ILM

This Just in!

Due to the overwhelming response to the upcoming Women in Animation Panel hosted by the Walt Disney Family Museum the venue has been moved to the Lucasfilm/ILM Premier Theater

and ticket sales have been increased to accommodate more people.

Anyone interested in purchasing a ticket to this highly anticipated presentation can visit the Museum’s website at www.waltdisney.org. 

Schedule for March 15th:

11am-12:30pm Presentation at Lucasfilm/ILM Premier Theater
(Metered parking available at the Museum or side streets by Lucasfilm, or in the Lucasfilm garage for $5.00) [Lucasfilm/ILM is located in the Letterman Digital Arts Center at One Letterman Drive, just inside the Lombard Gate on the eastern end of the Presidio. It is a 15min. walk (.6 miles) from the Museum.] TALK | Panel Discussion: Women in Animation Sat, Mar 15 |11am Four top female animators discuss how women have found success working in a male-dominated industry, their personal struggles and triumphs, their thoughts about the career and influence of artist Mary Blair, and the future of women in animation. Featuring moderator Jenny Lerew and animators Brenda Chapman, Lorelay Bove, and Claire Keane. Presented in conjunction with the special exhibition MAGIC, COLOR, FLAIR: the world of Mary Blair.

Photo Courtesy of the Walt Disney Family Museum
1-1:30pm – Signing at The Walt Disney Family Museum (lower level) 3-5pm – Learn from the Masters class with Brittney Lee (Learning Center) 10am-6pm- Museum hours;

New exhibition, MAGIC, COLOR, FLAIR: the world of Mary Blair open to the public in the Special Exhibition Hall

WORKSHOP | Learn from the Masters with Brittney Lee Sat, Mar 15 | 3-5pm | limited to 15 students per class | ages 18+ Join visual development artist Brittney Lee as she discusses and demonstrates her process of working with cut-paper. Learn some basic paper-sculpting and construction techniques and create a small original work of your own.

Please contact publicprograms@wdfmuseum.org if you have further questions.  

Thank you to our friends at the Walt Disney Family Museum for creating and hosting this amazing event!

Wednesday, February 19, 2014

Bay Area Women in Film and Media presents Women of DreamWorks

Women of DreamWorks - February 27th
Bay Area Women in Film & Media (BAWIFM) is pleased to present "Women of Dreamworks," an exclusive panel highlighting the talented women behind successful DreamWorks films.

What’s the magic behind highly-successful animated films such as the “Shrek” saga, “Madagascar,” “Kung Fu Panda,” “Mr. Peabody & Sherman” and many more? Come and discover it first-hand at the “Women of DreamWorks” event on February 27th.
 Join Us at the DreamWorks North California headquarters for a panel discussion with Gail Currey, Head of PDI-DreamWorks; Holly Edwards, Associate Producer of “Mr. Peabody & Sherman”; and Lara Breay, Producer of “The Penguins of Madagascar.” These established animation professionals will discuss their roles at PDI DreamWorks and give attendants an exclusive behind-the-scenes look of their upcoming releases. This is a special co-ed event and open to the general public.

ALL ATTENDEES MUST REGISTER ONLINE AND PURCHASE TICKETS IN ADVANCE BY FEB 24, 2014. SPACE IS LIMITED. IF YOU ARE NOT REGISTERED IN ADVANCE, YOU WILL NOT BE ADMITTED


Visit the BAWIFM site for more information and to register for this fantastic event:
http://bawifm.org/events?eventId=851678&EventViewMode=EventDetails

Searle in America at Cartoon Art Museum Saturday February 22nd

If you love Ronald Searle and excellent caricatures, then join Pixar Storyboard Artist Matt Jones as he presents the life of art of one of the greatest artists of our time. Details below!

SEARLE IN AMERICA: Reception and presentation with exhibition curator MATT JONES

Saturday, February 22, 2014

6:00-9:00pm



The Cartoon Art Museum celebrates the life and art of Ronald Searle with Aardman/Pixar story artist Matt Jones, a lifelong Searle fan and longtime publisher of the Ronald Searle Tribute blog, with a special presentation on Saturday, February 22, 2014, from 6:00-9:00pm.  Jones will discuss Searle’s artwork and his legacy, and will discuss his forthcoming Searle-related projects during a slideshow presentation at 7:00pm.  Searle fans will have the opportunity to view the exhibition prior to Jones’s lecture, and a catalog signing will immediately follow his presentation.

Visit the link to order tickets: http://cartoonart.org/2014/01/searle-in-america-reception-and-presentation-with-exhibition-curator-matt-jones/

Siggraph Presents: Shadertoy Hackathon

ACM Siggraph is hosting the first ever Shadertoy Hackathon! Check out the details below to register for this FREE event happening on March 19th.

Siggraph Presents: Shadertoy Hackathon!

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The first world-competition to find out who can write the best shader in 60 minutes! Bring your laptop, or compete remotely. Since 2009, Shadertoy allow developers all over the globe to push pixels from code to screen using WebGL, which is built to provide the computer graphics developers and hobbyists with a great platform to prototype, experiment, teach, learn, inspire and share their creations with the community. Shadertoy will host the first Hackathon in San Francisco. We’ll provide tables, chairs, awards, and beer! So you’ll regret not attending it in person. It will be fun. We will propose a shader idea at the beginning of the Hackathon, and post it via our twitter account @shadertoy as well as for remote participants, and will let people code for one hour. We will stream the process on the big screen for everybody’s enjoyment. Please visit www.shadertoy.com/events for updates.

Visit http://san-francisco.siggraph.org/ to register for the event.

Sunday, February 2, 2014

The 41st Annual Annie Awards

Last night ASIFA-Hollywood hosted the 41st Annual Annie Awards at UCLA's Royce Hall. I had the honor to attend supporting our PIXAR team and my husband, Jon Reisch who supervised the Annie Award nominated Monsters University FX Team! The night was full of laughs, heartfelt acceptance speeches, and the honor of seeing women in animation on stage to accept the student film aard as well as the two top awards of the night!

 Here's a recap of the night's events: 

Patrick Wharburton (a.k.a. The Tick) kicked off the night as our deep-voiced comedic host.


Chloris Leachman quickly stole the show however kissing the winners and smoothing down their hair to make sure they were camera perfect.

The very first winner of the night was for Best Student Film. An extremely excited Viola Baier exclaimed "I lost my shoes!" when she reached the stage. Baier, a student at Filmakademie Baden-Wuerttemberg won for her piece Wedding Cake.

It was an honor to see the great June Foray present her namesake award to legendary costume designer Alice Estes Davis. Alice is famous for her work with Walt Disney, who employed her to develop costumes for films, television, and theme parks. Seeing these two iconic women on stage together was the highlight of the night.

The  Windsor McCay Award was presented to three iconic individuals, Steven Spielberg, Phil Tippett, and Katsuhiro Otomo. Otomo spoke first utilizing a translator to relay his funny and humble remarks. He said that he is used to working by himself behind his computer so to be addressing a room with so many people was terrifying and he couldn't wait for it to be over. He also expressed his surprise in receiving the award as he doesn't watch his films once created and he was surprised that others do. He said, he should go back and watch them.

Next up was the ridiculously talented and unique Phil Tippett. In his expected style he spoke off the cuff, relaying stories from the old days, holding nothing back. When the music started to play indicating his time was up he just waved his hand and said "oh, turn that thing off...I'm going to talk over it anyway..." And, they complied. Around ten minutes later he wrapped up sharing his advice to students to "Be subversive."

Finally, Steven Spielberg was recognized for his contributions to animation including Tin-tin, The Animaniacs,