Animex Workshops

4 February

Foyer, Europa Building, University of Teesside
Individual Workshop ticket holders only

Dr. Seuss' Horton Hears A Who! © 2008 Twentieth Century Fox Film Corporation. Dr. Seuss, Horton Hears A Who! and Dr. Seuss Characters TM & © 1954, 2008 Dr. Seuss Enterprises, L.P. All Rights Reserved.

Workshop Wednesday is a huge draw for delegates and most classes usually sell out. If you haven't already booked a place, speak to somebody at our registration desk about availability.

All workshop attendees should assemble at the Registration Desk at 9.00am to be directed to their class.

Those booked for an afternoon session should assemble at the Registration Desk at 1.00pm.

Any tickets that remain for sale on the day will be available from the Registration Desk.

Playing with shapes

Curtis Jobling
9.30am - 4.30pm (lunch break 12.30pm - 1.30pm)
One session (full day) - 15 places

This workshop will begin with a comprehensive look at Curtis's own portfolio and development as a character designer and concept creator for animation. It will also include character design exercises, concept generation tips and portfolio reviews.

Visual effects with 3ds Max

Pete Draper
9.30am - 4.30pm (lunch break 12.30pm - 1.30pm)
One session (full day) - Fully Booked

Pete will demonstrate how to produce effective visual effects simulations, concentrating on analysing realworld elements and transferring this observational knowledge into breaking down the effect to be used within the base 3D software. This workshop is aimed at intermediate to advanced users of 3ds Max who already have an indepth knowledge of the software and want to further their knowledge (and learn some cool tricks and tips on the way!).

Animal locomotion for animators

Professor Stuart Sumida, California State University
9.30am - 12.30pm
One session (half day) - Fully Booked

Stuart, a frequent consultant to numerous film studios on animal anatomy for animation, will give an overview of the basics of animal locomotion for animators. From walking to intermediate speed gaits, to high-speed gallops, he will break down the locomotion of animals for workshop participants in the same way he did for animators on films such as Spirit: Stallion of the Cimarron, Chronicles of Narnia, Ratatouille, and Bolt.

Designing and drawing attractive characters

Susumu Matsushita
1.30pm - 4.30pm
One session (half day) - Fully Booked

A truly hands-on workshop! Susumu will present his original ideas on how to draw attractive characters, using case studies of his previous works then it's over to you. You will be given a simple background story and setting for each character. Then you'll brainstorm ideas for that character before creating your final design.

The CGI diaries: building a photoreal human without proprietary tools

Andrew Daffy and Matt Estela, The House of Curves
9.30am - 4.30pm (lunch break 12.30pm - 1.30pm)
One session (full day) - Fully Booked

Matt and Andrew run through their complete process of building a photoreal character from scratch, using only commercially available tools.The workshop will cover photoreal skin with SSS, character design and anatomy, modelling techniques, body rigging, facial rigging, capturing lightprobes and rendering with HDRI, and importantly how constant comparison to photographs and life-reference drives critiques and development. Also discussed are essential timesavers for all 3D work, including workflow tips for faster 'lookdev', viewport feedback, photoshop scripting, HDR development and many other tricks.

Character animation - one thought at a time

Mark Walsh, Pixar Animation Studios
9.30am - 4.30pm (lunch break 12.30pm - 1.30pm)
One session (full day) - Fully Booked

Following last year's hugely successful workshop, Mark returns to Animex to give another group the opportunity to learn from one of the most respected character animators in the business. Definitely one not to be missed.

Acting for animators

Ed Hooks
9.30am - 4.30pm (lunch break 12.30pm - 1.30pm)
One session (full day) - 15 places

Ed's hugely popular one-day workshop of acting theory is designed especially for animators. He wrote Acting for Animators and has taught professional level animators all over the world. Ed teaches with a combination of lecture, deconstruction of animated and live-action film scenes and a couple of very simple improvisations. He will not make animators get up in front of everybody and cry, as might happen in a class for actors. This workshop has been taught at most major animation and game studios and at top-notch universities and animation schools around the world.

Creative Visualisation

Ken Wong
9.30am - 4.30pm (lunch break 12.30pm - 1.30pm)
One session (full day) - Fully Booked

Creative visualisation, also known in non-fancy words as 'concept art', is all about coming up with ideas and being able to draw them clearly and awesomely for other people to see. You'll learn techniques for producing bigger, more interesting and more varied ideas and how to get them down on paper clearly and rapidly, through a series of brainstorming exercises, sketch sessions and assignments.

Here be gameplay

Alex Trowers
9.30am - 4.30pm (lunch break 12.30pm - 1.30pm)
One session (full day) - 20 places

. . . or How to sound like you know what you're talking about when someone asks you how to make something fun! Gameplay is key. It's what makes games fun to play and keeps you coming back for more long after you should have put it on the shelf and moved on to something else. It's what separates a good experience from a truely great game. Some people can extract gameplay from just about everything - even a bunch of people, sat in a room, listening to someone waffle on about how cool gameplay is.

Motion Capture

Jim Gentile
9.30am - 12.30pm & 1.30pm - 4.30pm
Two half day sessions - 15 places per session

In this workshop you will look at the entire motion capture pipeline from setup and calibration of motion system motion to motion file edit and import into Autodesk's Motion Builder software. The workshop will also illustrate how to shoot motion captured data that will work for both video games and film. After we capture motion, Jim will edit the captured data and export the files for use in an animation software package. You will also go through the character/actor setup process in Motion Builder and apply edited motion files to the set file.

Mechanical Modelling and Animation in 3ds Max

Cris Robson
9.30am - 4.30pm (lunch break 12.30pm - 1.30pm)
One session (full day) - 15 places

This class focuses initially on the important aspects of mechanical modelling for animation, followed by setting up the rig and animation on the 3d mechanical piece that was created. The session will cover aspects such as the fundamentals of logical detailing, mechanical functionality, secondary animated functions (such as pistons, cogs and so forth) and animation constraints and limits. You'll also receive a DVD containing the course material, learning videos and additional bonus material. By the end of the session you will have an increased understanding of the complexities of mechanical modelling and rigging for the professional 3d artist.

The class is suitable for anyone with an interest in mechanical modelling and animation who wants to raise their level of skills at solid body work.