Showcase, tips and thoughts on animation

This blog is meant to be a platform to show different kind of activities that are related to my journey in the animation industry, exploring some interesting videos, links, tips & tricks and some of my personal creations. I hope you find it useful and entertaining!


Tools to give feedback

As you start doing many new creations there’s always the time when you need to start showing to others and receive feedback on your work. Sometimes it’s easy when you have those persons right next to you and you can discuss and share opinions, but when it’s people in a different part of the city or even a country, things start to get complicated. So I’ve grouped out a number of cool software that will help on this task.


This cool freeware is one of the best, I’ve personally used many times and it’s great to be able to draw on top of each frame, write something on top of the video and it even has a light in function that let you see drawings on other frames.

I recently found this one thanks to Kaoru Watsuki, a new fellow animator. On this service you upload you videos and you receive a link, and anybody that has that link can enter and start adding comments, notes and drawings on top of each frame. It also has a neat functionality that allows one of the users to be “on control” and everything he/she does, will be replicated on every window that has that video opened.

  • RV (Windows, Mac, Linux)

Another cool video player that has a lot of cool features, like all the others you can draw and make comments on each video, you can drag the mouse on top of the image and scrub through the timeline. Adjust in and out points and make a mini cut that allows to see shots in context. The only issue with this one is that it requires a licence (and it’s not cheap)

  • Maya built in Grease Pencil (Windows, Mac, Linux)

In the recent versions of Maya, they included a similar version of Blue Pencil, which is a little bit limited, but it’s great if you have the scene on which you’re making the comments and you can draw on top of things on different viewports.

Which is your favorite? Did I miss one that you use and/or found super useful? Let me know so I can add it here

Bring it on!

It’s been a while… a good one… since I last posted here. And I think it’s time to go back to it.

A couple months ago I decided to look for a place where I could store references and inspiration that I stumble upon on my long journeys across the web and that are a good source of inspiration for animations. So I’ll take this new first post to  share a couple of boards I’ve made on Pinterest that might be useful,

I’ve got one for Animal Reference which includes all kind of animals and doing many sort of things that I’ve found useful or entertaining

There’s one for particular Animal Behavior that includes stuff that animals do, how the relate to each other or fascinating things I didn’t knew about them

One more with reference of movement for the Human body or ultimately to any biped creature you can imagine

And the last one I’d like to share here is some Audio Clips from movies and commercials that I think could be fun and interesting to animate to. This includes small lines of dialogue that can be used to practice acting animation and maybe get into a demoreel.

I hope you find this helpful and if you want to contribute to add pins to those boards let me know. It will grow faster that way!



A real gifted former coworker and friend has updated her last works

Originally posted on Adriana Zamora Portfolio:

3d Art

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Creating character models in Blender part 1

As I begin to work on the Circo Volador’s Project, I propose making different characters on 3d that feel and look as 2d, to adjust the graphic style they already have. So first thing I did, was taking all of the currently drawn characters and select one for each workshop they have: photography, circus arts, capoeira..and many others.

This is the draft I choose for this project:

Each character with its representative workshop (clic to enlarge)

Then what I needed for each one, was a projection which I can use as a blueprint to create the models on 3d. Everyone must have at least a frontal view and a side view, which in combination with some imagination can gives an easy way to create each 3d model.

This is one example

Right after that, it was necessary to chose a 3d program, at first it was supposed to be Maya, but thinking that this project is meant for learning, I thought Blender, an awesome free 3d program, was the best fit. I had made some little things on it before so I knew its potential.

So first things first, what is needed is to adjust yourself to the way Blender moves and behaves, for that there are many many videos and tutorials, and what I found best, is to take a look at the tutorials, then try whatever you are learning and if there is a doubt on any subject or option or value, take a look on the blender wiki, which in most cases has exactly what you need.

One of the best places to look for neat videos is:

Next step is know how to model. Blender has a really neat way of model things, it has easy commands and hot keys. The ones that I use the most: extrude (e), make edge rings (ctrl r), fill faces (f) and there is one plug in that make the life easier when extruding faces but trying to keep the shape of the model: Mesh:Insert Extrude

Then there are this things called  Modifiers, they let you make changes to the models but with the great advantage that you can change its values at any time, so for example, you can see your model on different amount of polygons at any time.

There are two mesh modifiers that I used on most cases, when modeling any character, and they are Mirror and Subsurf.

Mirror lets you have an exact copy of the mesh you are making on the other side of any axis, The option on this modifier that you have to keep an eye on, is clipping , it merges the vertex that go near the mirror axis, and once they are merged they will not separate until you uncheck that option.

The other one is subsurf and lets you see the model multiplying its poly counts, make them smoother. This is great for previews and little tweeks on how the mesh will look in the end.

The last thing I will cover on this post is what I suggest when choosing between an orthogonal or a perspective view. This is crucial as I discovered that unlike other 3d programs the cameras or perspective view on the viewport, follow really accurate the function of normal camera lenses, which gives you plenty deformation  depending on how far or close you are to the objects, which can lead to inaccurate modeling. And as my very personal advice, it’s better to make all the modeling on a orthogonal view, which lets you see the model as it really is.

Compositional Framing Elements

This video (by Matt Kohr)  is great as it explains how to place objects or characters on different kind of shots, it’s all about composing to make the viewer focus on what is more important on the scene.

And this is an issue that many times is left without further process, and it is as essential as   it comes on the principles of animation: staging and strong silhouette

Check it out.



Ending for Circo Volador Videos This is a short clip that shows the feel and look of the upcoming videos @Circo Volador.

Blender Project – Rigging eyes

So, I have been gone for a while, it has been busy weeks and there haven’t been much time to write things on the blog, but I came up with the idea of document the process that I have been following to create the project I am working on to do my social service. It could help on two things, first spread the knowledge over the Internet about Blender and have a place to return in case I forget how to do certain things.

I started it on Maya, but soon I thought it would be interesting if I made it on Blender, that awesome free 3d software. I had some knowledge on it and this is the perfect opportunity to become an expert on it, so to speak.

I will not start form the first steps, I’ll take it from where I am currently working and as the project enters in a pipeline loop, when working in different models, it will automatically catch up and make a perfect description of the process.

Read the rest of this page »

Amazing Animated Shots

I have found a really nice blog where they post some great great animation shorts. If you haven’t seen some of them, you must check this out.


Amazing 3d walkcycle walkthrough

This is an incredible example of how to do a great walk cycle in Maya in less than half an hour, It was made by a Kyle from 3dmasterclass.
Check it out.

Master Class: Making Faces – Chris Landreth – Part 3

Well, it’s been quite a while since the last post, I’ve had very busy days but I have found time to write another part in the series of Making Faces.

On the third day, It was about the most important facial muscles, the way they work and their place on the face. Chris pointed out that there are many many more muscles on our face that allow us to make facial expressions, but he just gave us a small list of the ones that have more influence in each shape we can create with our face. In the end of the class, he let us a brief homework, which was make a map of all of those muscles and draw them in our own face, so we have a direct reference on what muscle does what. Here it is and just below a short description of each one:

Both images are the same, except one has names and a little sketch of where they actually are on the face and the other one is clean, so you can see the face. Some are funny :) and the last one is a relaxed/expressionless face… just to compare.

1- Frontalus: Its function is to rise de eyebrows. It can be pulled in 3 different parts by some people, which let them rise onle one brow.

2- Corrugator Muscle: Located in the globella. It pulls inwards and make the face look angry.

3- Levitor Palpabre: Makes blinking possible. It can be in normal state, relaxed when the eye is closed and tensioned when it shows more eye blanks.

4- Orbicularis Oculi: It is not attached to the skull so it only floats in with the skin, and it works for squinting the eyes.

5- Alaeque Nasi Labius Superiors: It makes wincing faces.

6- Labius Superior: It pulls upside and it can be tensen just one side. When only this muscle is pulling, there’s no deformation on the nose or the bridge of the nose.

7-Zigomatic Mayor: It’s the main smiling muscle. It pulls upwards and to the sides and create a bulge on the cheeks.

8- Boccinator: When eating, it helps to keep the food in the mouth.

9- Triangularis muscles: Make the frown face.

10- Lower Lip Muscle: Makes the SSS sound

11-Mentalis Muscle: Helps to make the frown face by pulling the lower lip.

12- Incisivus Muscle: It makes the kissy face.

13- Risorius Platysma: Creates great tension in the neck and pulls the corners of the mouth down.

14- Orbicularis Oris: Can push out the lips as in “sh” sound, bend the mouth inwards as in “p”, and lip locking and tight lips.

This is a really light description of each muscle but it is best if you see it by yourself in the images or even better, on a mirror by yourself.

If  you have any questions, please make them below.


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