My Journey into Sheridan College’s Computer Animation Grad Program

April 26, 2014

The last eight months have been somewhat grueling. I was in the Computer Animation Graduate Program at Sheridan College. Wow, that was challenging. Learning how to make an animated film is not for the faint of heart. You have to really want to do it and not for the possibility of a job or money or fame – just that you really want to do it.

My reason was that I really wanted to learn how to make my sketchbook characters come to life and to tell their stories. And I did just that with a Toad.

Toad (pencil/sketchbook) by M-J Kelley 2014

Toad (pencil/sketchbook) by M-J Kelley 2014

But first came the learning of software…3D (Maya), rendering (Vray), sculpting (Mudbox), compositing (After Effects) – just to name a few.

If I had known anything about animation, virtual sculpting, compositing, editing, or rendering prior to the program, my life would have been immediately better. Instead, I had to learn all of that in addition to modeling, UV layouts, lighting, texturing, shading, cameras, rigging, etc.

My first three months I was way behind. It wasn’t because I didn’t work hard. It was because there was just so much to learn and the language was different – pipeline, UVs, IK handles, CVs, dope sheet, anisotropic, etc. By December, I began to catch up and that was because of storyboarding. Pencil and paper, I knew how to do. And that gave me just enough time to really focus on rigging and animating and so before I left for the holidays I was on track.

When I came back, the very best smartest thing I did was I focused on my Toad’s animation. My story has 34 scenes – which is a lot of for a 1:42 minute film. That means it has jump cuts and a lot of those isn’t always good. So working on the animation, meant I also worked on the timing, the cuts, the camera angles, which in turn improved the telling of my story. All the same, that was a painful ten weeks. My animation isn’t perfect, but I became a much better animator for having worked that hard for that long on all of those scenes.

I pretty much stayed on track that is until I hit “how to texture the terrain” bump, which was really more like running headlong into a brick wall. There are a lot of different ways to do it and I really wanted to use image projection offered by Mudbox. I really wanted that to work…but it didn’t, which meant I lost a huge amount of time. And you just can’t lose time on this project. So I had to come up with another procedure which made me spin my wheels for a bit. Eventually I bought a bunch of very expensive high-res rock images and used Maya’s planar projection mapping, created a Vray sand shader, and finished it off with Maya’s Paint Effects — all in the nick of time so I could keep up with the film’s impending deadline. Deadlines are good. They are so very helpful for sorting out what is important and what is not.

My film is finished. And yet there is still so much to do. But it tells a story pleasantly and effectively and that was my goal.

Two days ago was Industry Day. It is where you show your film to the animation industry. I have mixed feelings about Industry Day. I wanted to take home a richer experience than I did. But that would be hard to do, because the last eight months were the rich experience. How could anything much top making one’s own character come to life? Well actually today could. Because I am ready to start a new film…I’m going to flip through my sketchbooks and find just the right character and just the right story and start again…

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