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	<title>Comments on: My (not necessarily THE) Principles</title>
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	<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/</link>
	<description>Animators by day.  Teachers by night.</description>
	<pubDate>Tue, 06 Jan 2009 15:26:44 +0000</pubDate>
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		<title>By: Jorge</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2620</link>
		<dc:creator>Jorge</dc:creator>
		<pubDate>Thu, 11 Sep 2008 23:01:04 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2620</guid>
		<description>Sorry ..I can`t see the full article...I just can see until the 8th paragraph... why it happen??..someone help me??</description>
		<content:encoded><![CDATA[<p>Sorry ..I can`t see the full article&#8230;I just can see until the 8th paragraph&#8230; why it happen??..someone help me??</p>
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		<title>By: Sam Chen</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2234</link>
		<dc:creator>Sam Chen</dc:creator>
		<pubDate>Sat, 28 Jun 2008 12:42:31 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2234</guid>
		<description>Thanks Dr.H, for your words of wisdom and reminders.  Out of curiosity, what scenes in Pixar films would you say in your personal opinion embodies best those 5 principles you talked about.  Given they're all pretty darn good, what are the creme de la creme ones that stick out in your mind specifically? 

Thanks and keep enlightening us all!</description>
		<content:encoded><![CDATA[<p>Thanks Dr.H, for your words of wisdom and reminders.  Out of curiosity, what scenes in Pixar films would you say in your personal opinion embodies best those 5 principles you talked about.  Given they&#8217;re all pretty darn good, what are the creme de la creme ones that stick out in your mind specifically? </p>
<p>Thanks and keep enlightening us all!</p>
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		<title>By: Dr. Hathaway</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2214</link>
		<dc:creator>Dr. Hathaway</dc:creator>
		<pubDate>Thu, 19 Jun 2008 23:01:53 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2214</guid>
		<description>Shiyoon, I think you could look at that both ways.  Certainly the ability to push a model as far as say, a Milt pose, without breaking it is beginning to be widely available to studio animators.  (Look at Kung Fu Panda -- more attention is being paid to appeal and it shows; that film is gorgeous.)  But I too believe we're not *quite* there yet.  So you could say it's easier to squeeze appeal out of a drawing than a cg character on some level.

But for me, though I was classically trained, my drawing skills were never great enough to get the acting and appeal I had in my head across.  But my *sense* of design I totally credit to Calarts and continued art and cinema "education" in general.  Whatever the medium, you're still composing for a 2d screen; the principles are all the same.  So if I've got an appealing model to begin with, like Remy or Ego or Presto, chances are I'll be able to come up with something more appealing than if I tried to draw it.  With cg I'm simply building on a great design that some great designer already built.

But I do agree that more students ought to be educated in art history and to watch movies as often as possible, not just animated films but live action too.  See how filmmakers or other artists solve design problems and learn from them.  Not to copy the answers as a shortcut, but to learn from the thought behind the answers.  I see too many stock gestures and poses in animation these days.  When in doubt people fall back on what's comfortable.  Certainly I'm guilty of this at times.  So never stop learning from life and from people who've figured it out.  And watching great animation is only the half of it; those old guys got their inspiration from somewhere too!  Go to the source.</description>
		<content:encoded><![CDATA[<p>Shiyoon, I think you could look at that both ways.  Certainly the ability to push a model as far as say, a Milt pose, without breaking it is beginning to be widely available to studio animators.  (Look at Kung Fu Panda &#8212; more attention is being paid to appeal and it shows; that film is gorgeous.)  But I too believe we&#8217;re not *quite* there yet.  So you could say it&#8217;s easier to squeeze appeal out of a drawing than a cg character on some level.</p>
<p>But for me, though I was classically trained, my drawing skills were never great enough to get the acting and appeal I had in my head across.  But my *sense* of design I totally credit to Calarts and continued art and cinema &#8220;education&#8221; in general.  Whatever the medium, you&#8217;re still composing for a 2d screen; the principles are all the same.  So if I&#8217;ve got an appealing model to begin with, like Remy or Ego or Presto, chances are I&#8217;ll be able to come up with something more appealing than if I tried to draw it.  With cg I&#8217;m simply building on a great design that some great designer already built.</p>
<p>But I do agree that more students ought to be educated in art history and to watch movies as often as possible, not just animated films but live action too.  See how filmmakers or other artists solve design problems and learn from them.  Not to copy the answers as a shortcut, but to learn from the thought behind the answers.  I see too many stock gestures and poses in animation these days.  When in doubt people fall back on what&#8217;s comfortable.  Certainly I&#8217;m guilty of this at times.  So never stop learning from life and from people who&#8217;ve figured it out.  And watching great animation is only the half of it; those old guys got their inspiration from somewhere too!  Go to the source.</p>
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		<title>By: Alexei Bresker</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2212</link>
		<dc:creator>Alexei Bresker</dc:creator>
		<pubDate>Thu, 19 Jun 2008 03:07:07 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2212</guid>
		<description>Interesting stuff, well explained too. 
I believe that there is place for an endless debate about the top three categories. Especially the vague Entertainment category because it applies to both Story and Character: interesting story and interesting acting. I guess the only way I can say which is more important than the previous is by paying attention to what my intentions are in the scene, tell a good story, convey a message or simply make good acting.

But hey! There's no wrong opinion right? 
Thanks a lot.</description>
		<content:encoded><![CDATA[<p>Interesting stuff, well explained too.<br />
I believe that there is place for an endless debate about the top three categories. Especially the vague Entertainment category because it applies to both Story and Character: interesting story and interesting acting. I guess the only way I can say which is more important than the previous is by paying attention to what my intentions are in the scene, tell a good story, convey a message or simply make good acting.</p>
<p>But hey! There&#8217;s no wrong opinion right?<br />
Thanks a lot.</p>
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		<title>By: bobby pontillas</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2211</link>
		<dc:creator>bobby pontillas</dc:creator>
		<pubDate>Wed, 18 Jun 2008 18:38:30 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2211</guid>
		<description>Oh man.  The ghost of Milt Kahl is going to strike me down and I'll never be able to animate again.</description>
		<content:encoded><![CDATA[<p>Oh man.  The ghost of Milt Kahl is going to strike me down and I&#8217;ll never be able to animate again.</p>
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		<title>By: bobby pontillas</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2210</link>
		<dc:creator>bobby pontillas</dc:creator>
		<pubDate>Wed, 18 Jun 2008 18:35:03 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2210</guid>
		<description>It's interesting because from reading what his colleagues had to say,  you get the feeling that (during the later years), Milt was putting Character as tops, followed by Design, and then Story.  As a result,  Medusa as an example, is a distinctive character, is superbly drawn,  but can feel isolated from everything else in the Rescuers universe.</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting because from reading what his colleagues had to say,  you get the feeling that (during the later years), Milt was putting Character as tops, followed by Design, and then Story.  As a result,  Medusa as an example, is a distinctive character, is superbly drawn,  but can feel isolated from everything else in the Rescuers universe.</p>
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		<title>By: shiyoon</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2209</link>
		<dc:creator>shiyoon</dc:creator>
		<pubDate>Wed, 18 Jun 2008 04:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2209</guid>
		<description>it would be great to get a topic on CG appeal!</description>
		<content:encoded><![CDATA[<p>it would be great to get a topic on CG appeal!</p>
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		<title>By: shiyoon</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2208</link>
		<dc:creator>shiyoon</dc:creator>
		<pubDate>Wed, 18 Jun 2008 04:25:33 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2208</guid>
		<description>Hi Travis,

Is it harder for you to get appeal in 3d then in hand drawn?  As awesome as 3d medium is, I still feel it has a lot to grow in this area when compared with those Milt drawings that you posted.. 

and do you still think it's important to be able to draw well even though you are a CG animator?  I feel that a lot of CG students mostly focus on physicality and entertainment.. but lack appeal~ possibly because they've been using simple guy gigs all the time in school.. but when given a appealing complicated character... they dunno how to push it in terms of appeal because they haven't been drawing!</description>
		<content:encoded><![CDATA[<p>Hi Travis,</p>
<p>Is it harder for you to get appeal in 3d then in hand drawn?  As awesome as 3d medium is, I still feel it has a lot to grow in this area when compared with those Milt drawings that you posted.. </p>
<p>and do you still think it&#8217;s important to be able to draw well even though you are a CG animator?  I feel that a lot of CG students mostly focus on physicality and entertainment.. but lack appeal~ possibly because they&#8217;ve been using simple guy gigs all the time in school.. but when given a appealing complicated character&#8230; they dunno how to push it in terms of appeal because they haven&#8217;t been drawing!</p>
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		<title>By: Dr. Hathaway</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2205</link>
		<dc:creator>Dr. Hathaway</dc:creator>
		<pubDate>Mon, 16 Jun 2008 16:40:19 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2205</guid>
		<description>Re: Graham.  Both photos are pre-beard.  =P

Re: Stephen.  I agree, but I suppose I would argue that everything you're talking about -- clarity, staging, animation just plain reading -- would in fact fall under story.  I'm not saying I as an animator at pixar (ie. huge studio) am making calls about whether the character should do this or that or the other in each scene, but it IS my job to make sure whatever the character is supposed to be doing reads.  So perhaps "clarity" would be a more appropriate word in one sense, but to me "story" carries a stronger connotation.  

And you're right, I'm pretty biased toward narrative "character" animation, since to me cinema is an inherently communicative art form.  I can't call a film a failure if it doesn't present some kind of character or drama I can follow and relate to, but I'm not going to spend two hours of my life sitting through it.  Of course, whether or not one finds a film compelling is totally up to the viewer, so I'm not saying anyone should like this and not like that. But a film's got to be pretty darned interesting, and not just in a graphic sense, to keep my attention these days.

Thanks for the discussion!</description>
		<content:encoded><![CDATA[<p>Re: Graham.  Both photos are pre-beard.  =P</p>
<p>Re: Stephen.  I agree, but I suppose I would argue that everything you&#8217;re talking about &#8212; clarity, staging, animation just plain reading &#8212; would in fact fall under story.  I&#8217;m not saying I as an animator at pixar (ie. huge studio) am making calls about whether the character should do this or that or the other in each scene, but it IS my job to make sure whatever the character is supposed to be doing reads.  So perhaps &#8220;clarity&#8221; would be a more appropriate word in one sense, but to me &#8220;story&#8221; carries a stronger connotation.  </p>
<p>And you&#8217;re right, I&#8217;m pretty biased toward narrative &#8220;character&#8221; animation, since to me cinema is an inherently communicative art form.  I can&#8217;t call a film a failure if it doesn&#8217;t present some kind of character or drama I can follow and relate to, but I&#8217;m not going to spend two hours of my life sitting through it.  Of course, whether or not one finds a film compelling is totally up to the viewer, so I&#8217;m not saying anyone should like this and not like that. But a film&#8217;s got to be pretty darned interesting, and not just in a graphic sense, to keep my attention these days.</p>
<p>Thanks for the discussion!</p>
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		<title>By: Anirudh</title>
		<link>http://splinedoctors.com/2008/06/my-not-necessarily-the-principles/#comment-2204</link>
		<dc:creator>Anirudh</dc:creator>
		<pubDate>Mon, 16 Jun 2008 13:13:37 +0000</pubDate>
		<guid isPermaLink="false">http://splinedoctors.com/?p=227#comment-2204</guid>
		<description>Thanks for reminding us in a very simple and concise manner, sometimes its the simplest thing which is so easy to remember !</description>
		<content:encoded><![CDATA[<p>Thanks for reminding us in a very simple and concise manner, sometimes its the simplest thing which is so easy to remember !</p>
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