It's great to hear the enthusiasm that employees and interns expressed. One of the best blessings in life is looking forward to going to work each day, actually loving your career.
It's a sequence of rendered images, so yes. Even old Films are a kind of stop motion, because all they are is thousands of Pictures in perfect order taken by Cameras
In a good art school or animator that truly understands animation will tell you/teach you the basics and hand drawn animation, not 3D not till you understand hand drawn and the principles.
everyone that is involved in the Toy Story team is what he probably meant, in pretty much any kind of media there may be 2 or 3 projects going on simultaneously but only the high up guys will have a direct input on all of them
oh wow, I thought the animation would be like how maya does it, but instead. They just have all the blendshapes down and only press the buttons to use whatever expression is needed. Save a lot of work, but at the same time thats a hella of a lot of controls...
No. It depends on the artist's chosen workflow, but making animation these days probably has more to do with making videogames than fooling with clay puppets one frame at a time. For my part, I'm really interested in life-like movement and physics. The animation program I use has a very good physics and game engine built in. For the space dogfighting sequence I'm working on, I've created a videogame in which I fly my little spacefighters around. That makes the animation. Then you render it.
If thats your thing then fair enough, I just personally think that. It's more becaue of what advice I've got from animators from Pixar, Disney and various other animation studios I've talked to and visited. I've only done a little hand drawn and it's improved my animation skills already looooads but if you can do 3D well straight off then nice one :) good luck with it all!
@jonnyboiboi That's because Pixar has it's own software- one that isn't released to any other company. That's why Pixar movies look so different from other 3d animated films. In a good art school they'll teach you how to animate in Maya, and when Pixar looks at ur reel, they look to see how well you can animate on that. And they teach you their software when they hire you.
The renderer and animation software are two different things. You animate in the animation software, then send the scene to the rendering program to interpret and bake the scene into a file. They use renderman to render, but I'm not sure what they use to animate.
Good to know, thanks. But the trouble with Vimeo, is that it's not TH-cam. Which is also what makes it great. I have a Vimy account, but hardly ever visit it. I have some animator friends who post tests and tutorials on Vimy. I wish it had more market share like youtube.
I guess that you could say that...For digital animation, you don't do every frame like you would have to for stop motion, though. You set things called keyframes for properties (position, rotation, opacity, light intensity, etc.) then the computer interpolates those properties between keyframes. Pixar-level animation is still a lot of keyframes, though.
I know 30 is much smoother, im glad its slowly becoming more standard (though really, 60 is where it should be) but the basic principles of animation still harken back to 24, i.e. animating on 2's is now 15 fps, rather then 12.
There's little incentive to try 60 currently, the only place where it holds any incentive is in game design, but even there 30 is the standard. Im sure though with increases in tech 60 will become the standard in the coming years. And no, YT cap's it all at 30, I do believe that Vimeo let's you do 60 mind.
He can still just put the shit on mute and refine the movement of the motion without listening to it. You know the audio matches already with your frames.
Not really, not anymore. 30fps is starting to become standard. In my animation I completely notice the difference between 24 and 30. 30 is much smoother.
i dont crash in maya but...i do get very strange glitches sometimes when i do certain things, i mean the timeline just glitches up and looks so crappy. 3DS Max however crashes on me alot when i...over do some things.....
Well I brought my dinosaur who eats force-field dogs. Well I brought my dinosaur who eats force-field dogs. Well I brought my dinosaur who eats force-field dogs. Well I brought my dinosaur who eats force-field dogs.
That might work okay with your scene, but usually artists work with keyframes, similar to stop-motion animation, or they use mocap. A good animator can create characters who move very realistically using keyframes, but it requires a great deal of skill and patience, which is why i dont animate ;)
I like 24, personally. My recent Hitler parody miniseries was all done at 24, and I thought it added something to it. But 30 gets animation over a certain hump. 60, though, might be pushing it. I would think file sizes would become extremely unwieldy. The physics and game engine in my animation program runs standard at 60. But I habitually set it back down to 30, just to keep from going bonkers. I don't know. I might try some 60 just as an experiment. But can you even upload 60 to youtube?
When you become good at animating it doesn't matter what tool you use but rather your attention to detail and precission
It's great to hear the enthusiasm that employees and interns expressed. One of the best blessings in life is looking forward to going to work each day, actually loving your career.
Thank you for this. Anytime I see anything on Pixar, it's always just so fascinating.
And I LOVE TS3.
at the begining when the reporter went 'hello' I felt the urge to say hello back.
its ALWAYS somebody who doesn't realize how lucky he/she is...
they have their own animation rendering software but they use commercial software such as maya etc with their own in house plugins scripts
Their renderer, however is for sale. Their animation looks unique because they know how to make it unique, not because they have their own software
It's a sequence of rendered images, so yes. Even old Films are a kind of stop motion, because all they are is thousands of Pictures in perfect order taken by Cameras
I Like how they all stand when they are working on the computers.
In a good art school or animator that truly understands animation will tell you/teach you the basics and hand drawn animation, not 3D not till you understand hand drawn and the principles.
LOL I know that feeling of listening to a voice for weeks on end! I've had to make my own animated short film, so I know how that feels. xD
WELL I BROUGHT MY DINOSAUR WHO EATS FORCE FIELD DOGS
" HELLO, WELCOME TO PIXA"
No they use Maya. It's just a heavily modified version of it. Very, very crashy.
everyone that is involved in the Toy Story team is what he probably meant, in pretty much any kind of media there may be 2 or 3 projects going on simultaneously but only the high up guys will have a direct input on all of them
I would love to see what the UI for the Marionette software looks like in action one day.
oh wow, I thought the animation would be like how maya does it, but instead. They just have all the blendshapes down and only press the buttons to use whatever expression is needed. Save a lot of work, but at the same time thats a hella of a lot of controls...
What a lucky guy!
Flash is basically digital cut out animation
No.
It depends on the artist's chosen workflow, but making animation these days probably has more to do with making videogames than fooling with clay puppets one frame at a time.
For my part, I'm really interested in life-like movement and physics. The animation program I use has a very good physics and game engine built in. For the space dogfighting sequence I'm working on, I've created a videogame in which I fly my little spacefighters around. That makes the animation. Then you render it.
If thats your thing then fair enough, I just personally think that. It's more becaue of what advice I've got from animators from Pixar, Disney and various other animation studios I've talked to and visited. I've only done a little hand drawn and it's improved my animation skills already looooads but if you can do 3D well straight off then nice one :) good luck with it all!
If you look at the menu icon on the top left, it actually looks like it might be Fedora.
@jonnyboiboi That's because Pixar has it's own software- one that isn't released to any other company. That's why Pixar movies look so different from other 3d animated films.
In a good art school they'll teach you how to animate in Maya, and when Pixar looks at ur reel, they look to see how well you can animate on that. And they teach you their software when they hire you.
no, they just use renderman. It's still maya and btw everybody can torrent renderman for maya. It's not exclusive
It'd be just soooooooo cool to work there
yes exactly
Well it's less crashy than most but when you modify it as much as Pixar has, it gets absolutely terrible for crashes.
The renderer and animation software are two different things. You animate in the animation software, then send the scene to the rendering program to interpret and bake the scene into a file. They use renderman to render, but I'm not sure what they use to animate.
Good to know, thanks.
But the trouble with Vimeo, is that it's not TH-cam. Which is also what makes it great. I have a Vimy account, but hardly ever visit it. I have some animator friends who post tests and tutorials on Vimy. I wish it had more market share like youtube.
I guess that you could say that...For digital animation, you don't do every frame like you would have to for stop motion, though. You set things called keyframes for properties (position, rotation, opacity, light intensity, etc.) then the computer interpolates those properties between keyframes. Pixar-level animation is still a lot of keyframes, though.
I know 30 is much smoother, im glad its slowly becoming more standard (though really, 60 is where it should be) but the basic principles of animation still harken back to 24, i.e. animating on 2's is now 15 fps, rather then 12.
Film and animation is actually done on 24fps for the most part ;P
OMG .. 0:10 he shows the MIDDLE FINGER HAHAHAHAH XD LIKE BABES!
hello, welcome to PPPPPPPPPPPPPPixar!
There's little incentive to try 60 currently, the only place where it holds any incentive is in game design, but even there 30 is the standard. Im sure though with increases in tech 60 will become the standard in the coming years. And no, YT cap's it all at 30, I do believe that Vimeo let's you do 60 mind.
@spinydelta1 You Can Download An Application That Allows You To Make Images and Videos 3d! At Least You Can on A Mac!
He can still just put the shit on mute and refine the movement of the motion without listening to it. You know the audio matches already with your frames.
Not really, not anymore. 30fps is starting to become standard. In my animation I completely notice the difference between 24 and 30. 30 is much smoother.
i lo digo tengo que estar de acuerdo con usted en ese aspecto, el aparejo de 3ds max hace a veces parecen carecer en comparación con maya
i dont crash in maya but...i do get very strange glitches sometimes when i do certain things, i mean the timeline just glitches up and looks so crappy. 3DS Max however crashes on me alot when i...over do some things.....
I am a 3d animator I use LightWave3d to make my Quicktime Movies.
can menv/marionette be downloaded by anyone if so does anyone know where i can find?
6:49 look up at the poster what you see?
Well I brought my dinosaur who eats force-field dogs.
Well I brought my dinosaur who eats force-field dogs.
Well I brought my dinosaur who eats force-field dogs.
Well I brought my dinosaur who eats force-field dogs.
That might work okay with your scene, but usually artists work with keyframes, similar to stop-motion animation, or they use mocap. A good animator can create characters who move very realistically using keyframes, but it requires a great deal of skill and patience, which is why i dont animate ;)
but how did they made these lightings, reflections ...
Well I brought my Dinosaur who eats force field dogs!
LOL. i wore my 3D glasses :)
if they have everyone working on 1 film at a time and it takes at least two years to make each. How do they pop out a new one each summer?
What if the files and models get leaked
If any one has done animation (blender,3D max) you know how lazy there system is but useful wish I had it.
Pixar's proprietary software. not available for purchase anywhere.
@Unchartedisthebest almost... its Menv, pronounced "Men-Vee"
3:47 it's ubuntu not a mac os ?
What 3d software were they using.
fundamentally but you can cheat by using the computer to complet simple scenes
He didn't say for everyone...
Круто
what's the name of the song at 1:42... please respawn
Pixar's Marionette, where we can crack this sofware ?
lmao.
I wanted to go into animation..
NOT ANYMORE!
Menv, not Mendy. Menv.
Not for everyone,trust me.
well pixar is owned by steve jobs so what do you expect. You also have to sign a user agreement when you walk in the door too.
Why did they send a robot to interview Pixar?
hard work.isnt it..
I like 24, personally. My recent Hitler parody miniseries was all done at 24, and I thought it added something to it.
But 30 gets animation over a certain hump.
60, though, might be pushing it. I would think file sizes would become extremely unwieldy. The physics and game engine in my animation program runs standard at 60. But I habitually set it back down to 30, just to keep from going bonkers.
I don't know. I might try some 60 just as an experiment.
But can you even upload 60 to youtube?
Well I brough my dinosaur who eats force fields dogs!
shit man. Is that 3ds max?
time consuming yeah
@paulosemifusa lol
Is the reporter CGI ?
well i broght my dinosor that eats force field dogs
Personaly i prefer 3d studio max..
You could make a game without animator, you know.
Could he be any less excited about being there?
No at all!
not really. you can learn the principles of animation in 3d without having to do any 2d animation. and im in a good animation school.
Disney bought Pixar 6 years ago. And you do know he's dead, right?