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2011-09-04

【25個說故事時 [ 搞 ] 角色的方法 】【J⁺】



25 ways to fuck with your character

As storyteller, you are god. And to be frank, you’re not a particularly nice god — at least, not if you want your story to resonate with readers. A good storyteller is a crass and callous deity who treats the characters under his watchful eye like a series of troubled butt-puppets. From this essential conflict — storyteller versus character — a story is born. (After all, that’s what a plot truly is: a character who strives to get above all the shit the storyteller dumps on his fool head.)


  • Put differently, as a storyteller it’s your job to be a dick.
  • It’s your job to fuck endlessly with the characters twisting beneath your thumb.
  • And here’s 25 ways for you to do just that.


ㄧ個說故事的人, 是上帝, 而且不是ㄧ個善良的上帝 - 至少, 如果你想要你說的故事跟讀者有共鳴的話. 一個會說故事的人, 是一個惡毒, 冷酷的神, 監視著他的角色. 在這樣的衝突底下 - 作者 vs 角色 - 故事誕生了 (畢竟, 劇情的精髓就是: 角色從作者丟給他的屎堆中爬出來的故事)


  • 換句話說, 說故事的人就是要機車.
  • 你的工作就是要永遠把角色搞在你的拇指底下.
  • 以下是 25 個這樣做的方法.


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2011-08-21

【如何在故事中表達衝突】【J⁺】



以下翻譯整理了兩篇文章, 濃縮成一篇:
1. Robert Mckee Story 中的 p.210 - p.216 The Law of Conflict
2. C. Patrick Schulze 的 How to Write Conflict into Your Novel


【Why】 為什麼了解 [衝突] 很重要:

[衝突] 不只是一個 [寫故事的理論], 它是故事的靈魂, 故事是生命的寫照, 生命是充滿衝突的. Jean Paul Sartre (沙特) 形容的很好, The essence of reality is scarcity, [貧乏] 是現實世界的本質, 我們永遠都感覺 [不夠], 不夠多愛, 不夠多正義, 不夠多時間. 如果我們要活的有意義, 就必需面對這個阻擋我們的 [貧乏感].

不試著了解生命意義的, 被現代社會安逸欺騙的, 或認為了解規則就可以遊戲人間的創作人, 常會犯的兩個錯誤:
  1. 故事中充斥著無意義, 暴力的衝突.
  2. 故事缺乏真實的去了解, 表達衝突.
  1. 第一種人喜歡炫麗的大場面, 但因他們不想了解或不了解人間疾苦, 只能做出虛假, 誇大的混亂場面
  2. 第二種人用快樂小天使的眼光看世界, 他們的故事中沒有衝突, 認為大家多溝通, 多捐款, 多愛護環境, 人類就可以變好, 但歷史總是重演的, 就算把我們從惡夢中救出, 就算給無家可歸的ㄧ個屋頂, 就算全世界都用太陽能, 世界還是有很多問題.

世界永遠是 [貧乏] 的, 文明不停的解決問題, 也製造更多問題.  在故事中移除了一個衝突點, 新的衝突點又會產生, 世界中衝突點的總合是不變的.

如果想創作好作品, 必需了解生命不是在講 - 對抗壓力時情緒的調整, 或大壞蛋偷核彈向世界宣戰的故事.  生命是在講 - 尋找真愛, 尋找自我, 尋找內心的平靜, 對抗社會的不公平, 對抗流失的時間.


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2011-08-20

【夢工廠動畫總監 Dan Wagner 談《功夫熊貓》】【Yao】



原文:CG Society Production Focus By Renee Dunlop
翻譯:Yao

 ANIMATION 動畫 

Dan Wagner was Head of Character Animation. He first started in 2D animation at the age of 8, and switched to 3D on Shrek 2. He started on Kung Fu Panda before the characters had any rigs, so, falling back on his many years as a traditional animator, worked on test animations for main character Po in pencil and paper. The film was in animation for a year and a half. Throughout, Wagner’s mantra was “ambient motion”, the importance of keeping the characters alive through subtle queues, be it breathing, or a lifted hand that was fighting against gravity no matter how strong the pose.

Dan Wagner 是《功夫熊貓》的角色動畫總監。他早從八歲就開始製作2D動畫,參與電影《史瑞克2》時轉型為 3D 動畫師。在《功夫熊貓》還沒有做任何骨架綁定(rig ) 的階段,他就受命開始為主角阿波(Po)做動畫測試,重拾紙筆,回歸他早期從事的傳統動畫。《功夫熊貓》在動畫的製作階段花了一年半的時間。這段期間,Wagner 的口頭禪就是「注意小動作」(ambient motion)。不管你的姿勢(Pose)多麼富有張力,為了使角色栩栩如生,那就必須透過細微之處來表現。像是呼吸的起伏,或是為了對抗地心引力微微舉起的手。



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2011-08-15

【25個方法 - 說故事時, 征服艱深無聊的說明性文字】【J⁺】


翻譯 by AnimApp

25 Ways To Make Exposition Your Bitch 我喜歡原標題~

註1: exposition - 會翻成 [說明性文字] 或 [說明性段落]
註2: action - 本文中指 [動作場面], 或 [讓故事前進的劇情]
註3: backstory - 會翻成 [背景故事], 指角色背後需要解釋的故事




Fact: when executed poorly, exposition is a boat anchor tied to the story’s balls. It drags everything down. The plot cannot move. The plot grows fat and dies. Crows eat its eyes. Possums breed in dead bowels.

事實01: 寫的不好, [說明性文字] 像睪丸上綁重錨, 會拖垮故事

Fact: exposition remains necessary to convey information in storytelling.

事實02: 說故事時, [說明性文字] 仍是傳遞訊息的必要角色

Fact: exposition must be handled by a deft touch for it not to bog down your narrative ball-sack.

事實03: 必需巧妙處理說明性文字, 不然蛋蛋會...

Fact: pterodactyls are really quite cool.

Okay, that last one maybe isn’t relevant, but it remains fact just the same. All I’m trying to say is, you want to write a story, you’re going to have to deal with exposition in some form, and this list is about that. I present to you, 25 ways to twist exposition to your will, turning it into a dancing gimp that will serve you…

…and serve the audience.

說故事一定會碰到說明性文字, 以下為25個掌握它的方法, 掌握它就是在幫助觀眾




1. The Meaning of Show Don't Tell 與其說不如行動

Like most easily-digestible protein-nuggets of writing advice, Show-Don’t-Tell is one that ends up confusing. After all, what we do is called storytelling, and then in the next breath we’re chided for telling and not showing. And yet, the advice remains true just the same. Exposition is often the biggest customer in terms of telling-above-showing, and it reeks of amateur hour karaoke. Here’s an example: consider the difference of you telling me “John is an assassin,” and you showing me the act of John stalking and killing a dude on the job. The former is dull: a narrative name-tag, a Facebook profile. The latter is engaging: action and example. This is the key to exposition always, always, always: stop telling, start showing.

我們不是在 “說“ 故事嗎? 為什麼不能用說的要用行動表現?
想想看兩者的差異:
01 你告訴我小明是刺客.
02 你讓我看到小明悄悄靠近敵人, 殺敵的畫面
前者無聊. 後者觀眾有參與感, 也是個示範.
關鍵是:不要用說的, 用秀的



2. Get in Late, Get out Early 晚進早出

Leave yourself no room for exposition. Start the story as late into the plot as you can; extract yourself at first opportunity. You can’t eat ice cream that ain’t in the freezer. And by “ice cream” I mean “dead stripper.”

讓自己沒有說 [前言] 的空間, 從故事越後半段開始越好.



3. Imagine the Audience Sitting There, Staring at You 想像觀眾瞪大眼睛看著你

Everybody tells stories, and everybody’s had that moment where they start to lose the audience sitting in front of them. “C’mon,” they’ll say, making some kind of impatient gesture because, uhh, hello, the season finale of The Bachelor is on? You greedy asshole? God forbid you don’t get your reality TV fix, you mongrels. … uhh, sorry. Point is, when that happens you gotta ramp it up. You gotta get to the point. Imagine when writing your story — script, novel, short fiction, whatever — that the audience is sitting there, making that gesture. Even better: imagine them slapping billy clubs against their open palms. In other words: cut the shit and hurry it up. A guy’s got things to do. Like bury that “ice cream” in the Mojave desert.

講故事常會講到失去觀眾, 當他們開始不耐煩, 或丟雞蛋時, 就趕快講重點吧.



4. Binge and Purge 狂吃狂拉

Fuck it. Write a zero draft with as much exposition as you can fit in your fool mouth. Vomit forth great globs of word sauce ’til it hardens. On subsequent drafts, chop and whittle any exposition to a toothpick point.

幹. 第ㄧ版就狂寫說明性文字. 往後的版本再把它砍掉.



5. Lock up the backstory in its own pexiglass enclosure 把背景故事關起來

Open up a separate document from script or manuscript. Lock it away in its own cage. When parts need to come out and play, let them. Gas the rest with a nerve agent. Cover it with dirt.

把 [背景故事] 寫成獨立檔案, 把它關在牢房中, 需要放風再放出來, 不然就用毒氣毒死.



6. Learn to spot expository fol-de-rol 學會嗅出說明性文字的魚腥味

You can’t cure exposition unless you know how to spot it. Learn what it is. Learn to mark its footprints, its scat-tracks. Two characters talking about shit they should already know? One character descending into a bizarre, out-of-place soliloquy? Giant cinder block paragraphs that fall from the sky and crush the audience beneath them? Identify exposition where it lives, fucks, and eats. Then prepare the orbital laser.

如果你找不到說明性文字, 你就無法治癒它. 兩個角色對話時, 不停講彼此都知道的事? ㄧ個角色進入ㄧ個自言自語, 講內心想法的奇怪狀態? 又臭又長的段落, 把讀者壓的喘不過氣? 找到它吧, 並拿出雷射槍.



7. Fold exposition into action, like ingredients into delicate butter 化說明為動作, 像化食材為食物

Dramatic action is — a-duh — action infused with drama, like vodka infused with elderberries and/or the screams of my enemies. As action unfolds, it reveals data you want the audience to have. Instead of putting forth a scene where characters plan a heist, get right to the heist — the heist reveals the plan. That’s not to say you can’t make a heist-planning scene evocative and with its own dramatic action and tension, but only serves to show that action needn’t be — and perhaps shouldn’t be — separate from exposition.

動作戲劇化就是 - 阿達喔 - 充滿戲劇性的動作. 當角色有動作, 事情發生了, 觀眾自然會得到你想告訴他們的訊息. 與其拍ㄧ個大劫案的計劃, 不如直接拍大劫案的動作場面, 大劫案的行動會說明計劃 (the heist reveals the plan) . 不是說不能拍ㄧ個充滿戲劇性的劫案準備場面, 只是說動作場面不用 - 或是說不應該 - 跟說明性文字分開 (action shouldn't be seperate from exposition)



8. I would listen to that guy read the phonebook 我會聽那傢伙念黃頁

Listen, if you have to institute exposition to convey critical information, then you at least should do it with style, putting it in a voice that is not only readable, but compelling. I would read a fucking diner menu were it written by a writer with a great voice (say, Joe Lansdale) — so, if you’re going to take time out to foist information upon a reader’s head, then at least make it snappy.

如果你ㄧ定要念ㄧ段又臭又長的說明性文字, 至少讓講的人聲音清晰或者性感吧, 不然就簡單扼要帶過


9. Talk it out, you nattering chatterkitties 愛說就說吧

Chatterkitty almost sounds like an Indian curry dish, doesn’t it? “I’ll take two samosas, and one vegetable chatterkitty. Medium spice, please.” Anyway, point is, characters can reveal backstory through dialogue — but it has to be done right. Like I said, two characters sharing data they should already know is a clear sign, as are long-winded monologues. An info-dump is still a steaming pile whether it comes from your ass or the mouth of a character. Characters shouldn’t ever give up great heaps of information — they should resist it. Revelation should be done with tension; a villain doesn’t want to give up his plan but must under torture.

角色可以透過 [對白] 把背景故事講出來, 但方法ㄧ定要對. 傾洩而出的 [垃圾資訊] 不管從屁眼或嘴巴都很臭, 角色不應該釋放大量資訊 - 應該抗拒釋放它. 在壓力下才揭露劇情, 壞人不想揭露計劃, 但在酷刑下他必需



10. The world reveals its own backstory 世界觀會透露訊息

A war-torn city. A shattered hill-top. A modern megalopolis. A garden protected by angels. The details of setting show the wounds and scars of history. Environment reveals exposition.

戰亂廢棄的城市, 天使保護的花園. 場景的細節會秀出歷史的傷痕. 環境會幫你說明.



11. Artifacts as artifice 巧妙運用周邊事物

Further, the world offers up artifacts — newspapers, blogs, e-mails, epitaphs, relics, holo-discs, etc. — that convey expository detail. Characters can find these and learn them at the same time as the audience.

更進ㄧ步, 世界中的小事物 - 信件, 報紙, 招牌...etc 都會說明細節. 當 [角色] 從這些小事物上得到訊息, 觀眾也會



12. The audience is on a "need to know" basis 觀眾迫切需要知道的事

Whenever you encounter the urge to info-dump, pause. Take a deep breath. Then ask: what does the audience need to know? Like, what information here is so bloody critical that without it the story loses its way, like an old person in a shopping mall? Separate “need” from “want” — I don’t care what details you want the audience to have. Determine only what is required to move forward. Everything else gets the knife.

當你想倒垃圾資訊時, 深呼吸. 然後問, 觀眾需要知道什麼? 什麼是非常重要的資訊, 沒有它故事會迷路, 像失智老人逛百貨公司. 找出這些讓故事前進的資訊, 其它格殺勿論.



13. Out with the info-dump, in with the info-bullet 資訊精實化

Limit exposition to between one and three sentences per page. And lean sentences, too — don’t think you can get away with an overturned bucket of commas and dependent clauses poured over your word count. I can smell your chicanery the way a shark smells baby-farts. (Isn’t that what they smell? I might be getting that wrong. Wait, it’s blood? Blood? Are you sure? I think it’s baby-farts. I’ve heard it both ways.)

ㄧ頁就寫ㄧ到三行的說明性文字, 而且每ㄧ行要 [簡短精實]



14. Tantric storytelling (or "nnnggh think about baseball") 密宗式說法

Sting taught us all about Tantric sex, wherein you contain your orgasm in some kind of lust-caked mental hell-prison until you release it eight hours later, amplifying your delight. I am afraid of doing this as I fear it will send a hardened shiv of semen into my cerebral cortex. Regardless, it’s a good lesson for using exposition in storytelling: resist it as long as you can. You think, “Ohh, the audience really needs details right here,” but stave off that inclination. Do not pop your narrative cookies. Contain the exposition and reveal it late in the game until it can be restrained no longer.

歌手史汀教我們密宗式性愛, 把高潮關在ㄧ個牢房, 八小時後再釋放出來, 這樣會更有快感. 我不敢, 怕會傳送硬化的精液到大腦皮質中. 講 [說明性段落] 也是ㄧ樣, 忍久ㄧ點, 在故事後半段, 忍無可忍時在釋放



15. Writus Interruptus (or "narrative blue balls") 打斷它

Another way to sex up your man(uscript): use exposition to break tension. You’re amping up the suspense, you’re ratcheting action, it’s all escalation escalation escalation, and then — wham. You pull back from the action, and give a pause with a scene of exposition. Not so much where it overwhelms and frustrates, but enough where it creates that sense of narrative blue balls where you sharpen the audience’s need.

另外在劇本中加料的方法是, 用 [說明性文字] 打破緊張. 當懸疑感上升, 故事前進, 溫度升高, 升高, 升高, 然後 - 猛然ㄧ擊. 突然從中抽身, 暫停ㄧ下, 擺入 [說明性的段落], 不要到困擾讀者的地步, 剛剛好, 會讓觀眾慾求不滿, 想要更多



16. exposition as an answer to a question 把無聊的說明性文字變成問題的解答

Exposition can serve as explanation. It’s all in the arrangement. If you present a question in the reader’s mind — “How exactly did Doctor Super-Claw lose his eye? And why does Satrap Fuck-Fang the Splendid want to kill him? Shit, there’s gotta be a good story there.” Indeed. Make them want the exposition so that, when you give it, it answers questions they already possess.

說明性文字可以直接用來當說明, 全看如何鋪陳. 如果問讀者ㄧ個問題, 魔爪神醫如何失去他的眼睛? 為何光明太守想殺了他? 這中間應有不錯的故事吧. 讓觀眾想要被說明, 給他們 [說明性文字] 時, 就會滿足他們心中的疑惑



17. The character as exposition hungry detail junkie 把主角當成渴望被解釋的角色

If the character needs the exposition for her arc and the plot to move forward, then the audience needs it — and thereby, it becomes more rewarding. Just assume the character is like the Space Sphere from Portal 2. The character needs the tricksy backstory, precious. We needs it. It’s also good if the character risks something to get at these details, thus revealing how critical it is and how it has earned a place in the narrative. “I had to fight my way through an infinity of ninjas to get you this information, sir.”

如果角色需要 [說明性文字] 的解釋, 他的故事才能前進, 觀眾也會需要, 這對觀眾來說是有益的. 當觀眾很想知道角色背後的故事時, 最好要歷經ㄧ番波折才能讓觀眾知道, 這也表示這些背後的說明有多重要, 也在劇情中佔了ㄧ昔之地. 閣下, 我打了成千上萬的忍者軍團才得到這個資訊.



18. Exposition as story within a story 艱深的說明性文字當成故事中的故事

Frame exposition not merely as details, not purely as data, but as a story. A micro-story within the larger narrative that abides by all those same rules: beginning, middle, end, tension, conflict, character.

不要只把 [說明性文字] 當細節, 它不全然是數據. 更可以把它當故事, 大綱領中的小故事, 它也堅守ㄧ樣的故事原則: 起承轉合, 衝突, 角色.



19. The flashback flashbang 來點倒序法

Exposition doesn’t need to be dry and dull as a saltine cracker in a dead lizard’s vagina — turn backstory into a scene by invoking the Ancient Pagan Law of Flashback. Fuck having the character recite details as if off a menu. Force her to relive it in flashback form. Don’t talk about the moment when she was thrown out of an air-lock by her mad Space King father. Time travel to that moment. Let us all see it as it happens.

說明性文字並不需要很無聊, 可以把背景故事變成ㄧ場時光倒流的戲. 角色不要像念菜單ㄧ樣, 說明來說明去, 讓他直接回到過去重活ㄧ遍, 不要講他被老爸丟到外太空的事情, 直接座時光機回到那ㄧ刻, 也讓觀眾ㄧ同見證.



20. Travel back in time, and kill the expository hitler 回到過去, 把說明性文字殺了

Another form of time travel — go back into your own story and rip out the need for exposition. Originally it’s all like, “Way back in the year of Fourteen-Splangly-Doo, in the Year of Dog’s Butler, the Dolphin Council of Krang suffered a cataclysmic failure to rule when they couldn’t agree on blippity-bloppity-snood…” Hell with that. Gut that history. If you need it, bring it to the foreground. Have it be happening right now. That way, it’s active, it’s present, and characters are discovering it at roughly the same rate as the audience.

這次的時光旅行, 回到自己的故事中, 把說明性文字殺了. 例如:現在是西元狗狗ㄧ四年, 正逢管家狗季, 海豚高議會長家發生巨變所以無法達成....媽的壘, 把那段歷史殺了吧, 如果需要它, 把它變成現在式. 讓角色和觀眾在同ㄧ時間點




21. Prove your motherfucking thesis 證明他媽的主題阿

Exposition is easier to swallow when it has a declarative purpose: in effect, a thesis sentence. Opening a page of text or some dialogue with, “The city hasn’t been the same since the unicorns took over,” gives you the opportunity to describe what that means. The audience is prepared to receive that information and, thus, the exposition fulfills the promise of its premise. Bonus points: violent conquistador unicorns.

[說明性文字] 如果是 [主題句] 會較好吸收. 故事的第ㄧ句話是 “城市被獨角獸佔據後都變樣了“ 這句話讓你有解釋它的機會, 觀眾也準接受那些訊息, [說明性文字] 就可以去完成 [主題句] 對觀眾開的支票



22. Crack open the character's head 剖開主角的頭

Like I’ve said before, the character is the vehicle for the story. They’re our way through; we ride them as monkeys on their backs. (Or, if you’ve read ZOO CITY, like Sloth on the back of Zinzi December.) What the character knows, we can know, too — and so you as the narrator are free to crack open the character’s skull like a coconut, allowing the audience access to the fragrant water within. The character’s perspective on information is still expository, but it’s tinted and warped through the lens of their experience, which means the exposition does double-duty. It both grants us details we need and also offers us a longer look at the character.

以前說過, 角色是戴我們進入故事的交通工具, 角色知道的, 觀眾(我們)也知道. 講故事的人可以剖開角色的頭, 讓觀眾看看裡面, 讓角色用他的觀點去說明, 它是經過這個角色經驗的濾鏡, 他的 [說明] 會有兩種功能: 我們需要的細節和我們對角色更加認識



23. Sweet dreams are made of this 使用夢境

A nice, trippy, totally fucked-up way of revealing backstory is through usage of dreams and visions. I did this in BLACKBIRDS and it was a fun way for me to convey creepy exposition without blurting it out like a kid high on the sugar from 14 bowls of Fruity Pebbles. Fun to write and, ideally, fun to read.

用迷幻的夢境去講背景故事, 寫起來很有趣, 理論上, 讀起來也會很有趣



24. Exposition as multi-tool 說明性文字多功能化

Again, if you have to have to have to use exposition, make sure it sings for its supper and does more than just convey raw data. Let it communicate character, convey theme, move the plot forward (and backward), engage description, utilize compelling language, establish mood, and so on. The more work it does, the more it earns its place in your story.

再說ㄧ次, 如果你非得要有說明性文字, 要確定他不能只是傳遞訊息, 讓他表現角色個性, 展示主題, 讓劇情前進 (或後退), 營造氣氛...etc. 它做的越多, 在故事中的份量就越大



25. Do away with it entirely 把它全殺了

Go back through your work and find all the backstory, highlight all the info-dumps, and kill ‘em. Just fucking murder it. Let stuff just hang out without any explanation — you’d be surprised how much of it will fly. Look to film in particular to see how many details are never explained and, further, how little that matters. That scene in DIE HARD where the two Aryan brothers are racing against each other to cut through… I dunno, “phone pipes?” I don’t know what they fuck they’re even doing there. Or why it’s a race. When you saw the first STAR WARS, did the film stop and explain what the hell the Clone Wars were? No! (And if only it had stayed that way.) Most of the things you think need to be explained don’t. They just don’t. So, fuck exposition right in its ear. If you go back through a subsequent draft and say, “Okay, I need a little something-something here,” fine, consult the rest of this list and see how you can make it your bitch.

Because if exposition is on the menu, then by god, you better know how to serve it right and make it tasty.

straight exposition rarely comes off as anything but a brick wall.

把全部的說明性文字都殺了吧! 你會很驚訝故事還是很流暢, 電影中有很多細節, 不會去多作解釋, 失去它們, ㄧ點都不重要. 另一方面, 如過 [說明性文字] 在菜單上, 你ㄧ定要知道如何上菜, 如何把它煮的美味可口.

請記得, 大剌剌的說明性文字只會像個硬梆梆的磚牆.






原文連結:
http://terribleminds.com/ramble/2011/08/09/25-ways-to-make-exposition-your-bitch/

原作者連結:
http://www.amazon.com/Chuck-Wendig/e/B003P9JZ0O


更多關於故事的文章:
【關於[故事]的25件事 (AKA 為什麼我愛故事)】【J⁺】
【如何在故事中表達衝突】【J⁺】
more

2011-08-13

【AM T&T 該怎麼擺 Pose 呢?】【W⁺】


設計旁白:該怎麼擺 Pose 呢?金摳鬧 ... ( from Here )

【前言】
三篇 「When Deciding on Acting Choices What Factors Help you Decide on Poses?」
都是來自「Animation Mentor - Tips and Tricks 」部落格的文章
本來是要翻一篇,查了查才發現還有另外兩篇也是相同標題的文章,這下可好,只好翻了...

【額外補充】Jais Bredsted, Animationmentor, Class 1, Progress Reel ( 作者部落格 )
( 為什麼要補充這段影片呢? 我想,看到第二篇時就大概能了解囉~ )


【第一篇】
【原文】【Animation Mentor - Tips and Tricks 】【Dana Boadway】
【When Deciding on Acting Choices, What Factors Help You Decide on Poses?】
【譯註:一些名詞若是平常工作都是用英文講,我就保留英文,在括弧加上中文。】

There are lots of things to take into consideration when you are deciding on poses.

當你要決定一個 Pose 的時候,有許多的功課要做。


First and foremost, there is the character’s personality, physical traits, and usually a library of movements for that character that provide information on how they move, such as walk cycles, postures, etc, and a character “bible” that you can access at the studio. Those things should always be studied very carefully when you are working on a show so that you have a strong sense of how the character moves.

首先,在一般動畫工作室裡頭大概都能看到一些關於:角色性格、身體特徵(physical traits)、還有角色的動作設定資料庫(就像表情會有model sheet一樣,動作也會有設定集),這當中會有像是 Walk Cycle(走路循環)或是一些姿勢動態的設定圖等等,當然還有所謂的角色 Bible(聖經 - 關於角色的所有細節資料)。這些東西都必須要在工作時好好研究研究,才能讓你在設計角色動作時有足夠的 Sense 抓到神髓。


And then, of course, there’s the story.

然後呢? 當然,很重要的,就是「故事」。


What’s happening in the shot? What emotional state is the character in, and what actions do they need to achieve during those frames? What happens in the shots before and after the one you’re animating? These questions will have to be kept in mind so that the action you create in your shot fits well in the overall story arc.

在鏡頭裡發生了什麼事?角色正處於什麼樣的情緒狀態中?應該要有什麼樣的動作才能傳達這些情緒呢?前一個鏡頭和後一個鏡頭的表演是什麼?這些問題都必須謹記在心,才能讓你的表演 不跳 Tone 吻合整體的故事軸線(story arc)。


Is the action in the shot more extreme or subtle? If it’s more extreme, the poses I create are more opposite in juxtaposition to each other. The opposing body lines will create a lot more energy and momentum for a high-energy shot. If it’s a quieter shot, the poses will have less opposition.

鏡頭中的動作是較誇張或較內斂的?如果是誇張的表演,我擺出的每個姿勢對比會較大,大幅度的身型變化會製造很多能量和動感(註一)。如果是相對較內斂的鏡頭,每個姿勢之間,對比會較小。
(但是表演的誇張度跟角色在故事上的影響力並不是成正比的,或是說並沒有直接關係,有時內斂的表演,因故事的鋪陳,也有可能在観眾心中製造很大的衝擊。)


The poses need to very clearly communicate who the character is and what they are feeling at that point in time. Remember, once the shot is playing, those poses are only showing for 1/24th of a second (except in the case of holds of course, but you know what I mean)!
The biggest thing to keep in mind is that good poses will create a very individual personality in the character, rather than just creating generic movement.

這些 Pose(動作)都必須非常清楚地形塑( communicate )出這個角色,以及在這個時間點他們所感受到的。記住,一旦鏡頭完成,按下播放鍵,這些 Poses 僅有二十四分之一秒的生命(當然除了一些會 Hold 住的動作之外啦!你應該懂我意思!)(【W⁺】我打岔一下不過不清楚最後這句是要講啥?因為只有 1/24 秒的時間,所以要更用心做...還是...?)
最重要的是,一定要記住~好的 Poses 才能讓角色的個性更加鮮明獨特(賦予了角色生命),絕對不只是讓這個角色在動而已(generic movement)。


註一:可參考【Line of Action - 表演參考線條】
http://animapp.blogspot.com/2011/04/line-of-action.html


(  from Here  )


【第二篇】

I like to convey the character’s inner thoughts with posing. For instance, the character might be feeling something but not showing it in an obvious way. Maybe the face will say “mad,” but the body pose is a bit frightened, or maybe the reverse. For example, think about a mother who just found her child who had wandered off in a crowded area. Her body language might show relief, but her face might show anger. Choosing the poses carefully will go a long way, helping your character communicate complex inner feelings and depth.

我喜歡運用 Pose 來傳達角色內心的想法。舉例來說,某個角色可能內心感受到了什麼,但或許不會以很外顯的方式呈現。可能臉上寫著「不爽」(mad)兩個字,但肢體姿態卻隱含著「害怕」(frightened)的潛台詞,也或者相反。再舉一個例子,一個媽媽在人潮擁擠的地方尋找她走失的孩子,她的身體狀態可能呈現出她很需要得到幫助的樣子(relief),但臉上卻可能是很生氣的表情。精心挑選適當的 Pose 能幫助你的角色表達出複雜的內心感受和深度。

小草圖 Thumbnails (  from Here )



I learned from Mark Behm, one of my mentors at Animation Mentor, to always write the emotions (or thoughts) out in words near your thumbnails while you are deciding on poses and planning your scene. It is a constant reminder of the goal of your posing. I can't say how many times I got into a pose and started working on a cool idea, then looked over at the word written next to my thumbnails and realized that the pose I had drawn was not communicating the original emotion. I had gotten wrapped up in creating an interesting pose and lost focus of the bigger picture. Having the emotions written out helped me to quickly make the necessary adjustments and correct the poses. Mark Behm advised me to go through this process every time, no matter how redundant it seemed. And then he disappeared in a puff of ninja smoke.

我從 Animation Mentor 的老師 Mark Behm 身上學到一件事:要經常在小草圖(thumbnails)的旁邊以文字註明出角色的情緒(或想法),這會幫助你在決定 pose 和規畫整個 scene(註二)時,不斷地提醒自己每個 pose 所要達成的目標。 

不然會像我一樣常發生降的狀況 :在一個 pose 上鑽牛角尖,開始發展一連串自以為很酷的想法,然後回頭看到自己在小草圖旁寫的文字註記,才又意識到~  靠 ! 我剛畫的那一堆都沒傳達出最一開始所設定的情緒(或想法)。就因為一時的心血來潮, 自以為 設計了一個有趣的 pose ,有時反而會讓整體的表演失焦。

所以,把角色所要傳達的情緒想法寫下來~確實能幫助我更有效率地做出必要的調整,以及正確的 pose 。Mark Behm 老師給了我這樣的建議:無論做這些事情看起來多麼地無關緊要、看似多餘,務必要讓自己確實地在每次工作時都要經歷這樣的過程。


註二:scene ,通常稱做場景,但有時也是講整個鏡頭(的整體設計規畫),有時 planning scenes 也類似 Staging 的概念。可參考:【Disney Principles 迪士尼動畫原則之 Staging】



Planning Animation ( from Here )



【第三篇】
【原文】【Animation Mentor - Tips and Tricks 】【Shawn Kelly】
【When Deciding on Acting Choices What Factors Help you Decide on Poses?】



The most important thing needs to be the communication of the pose. You should choose your poses based on what that pose is saying to the audience. The pose should, in some way, accentuate the emotion or intention of the character, and augment the performance. The body pose should echo the face in most instances (a shy pose with a cocky facial expression just feels weird and confusing), so that's a good indicator as well.

Pose 最重要的功能就是溝通(傳遞訊息給觀眾),在選擇時必須考慮到~究竟要透過這個 Pose 跟觀眾傳達什麼? Pose 的設計,應該要能幫助到~角色情緒、意圖的表達,甚至是整體的表演。多數情況下,身體的 Pose 要能呼應臉上的表情(一個害羞的肢體姿態配上一張驕傲的臉應該會很怪吧!)這是一個滿好的指標參考,能以此來檢驗自己的 Pose 設計是否妥當。

There is no hard and fast rule for this, as sometimes the performance will call for a character hiding their emotions. In these cases, you usually want to betray the emotions in some way, at least to the audience if not to the other characters, through subtle shifts in the pantomime body poses, or through the eye animation, etc.

不過,世上沒有一成不變的道理,規則是死的,動畫師是活的。有時候,某些表演內容是刻意要角色試圖隱藏他們的情緒,在這種狀況下,當然就不須死守這條規則。因此,在肢體表演上就會和臉上的表情有所不同,就有可能透過一些微妙的小動作或是眼神來傳達一些試圖隱藏的訊息。


But in general, my recommendation would be to film your video reference over and over and over, until you are no longer thinking about the actual words of the line, and instead are thinking only about the subtext (what the character means instead of what they are saying) and are actually feeling the true emotions of the characters. If you can get yourself to that place in your video reference, you will discover some very communicative body poses that will take your performance to a whole new level!

通常,我還是建議大家多看電影,一遍又一遍地反覆觀察,直到你不再只是於台詞字面上打轉,而是能意識到演員在表演中的「潛台詞」和「內心獨白」(註三),你就能感受到角色真正的感受和真實的情緒。假如你能從參考的電影中觀察到這些細節~就會發現一些隱含著特別意思的 Pose ,而這些領悟將會讓你的表演進入到另一層次。

Good luck, and have fun!!

祝你好運啦!掰!


註三:「潛台詞」和「內心獨白」
http://www.stonetheatre.idv.tw/daybook_detail.asp?article_id=297


再來補充關於「潛台詞」-「Subtext」... 的表演範例
推薦閱讀皮克斯動畫師 Victor Navone 的文章 - Body Language ( 身體語言 )
作者以1967年電影「惡夜追緝令」( In the Heat of the Nigh ) 中的一個橋段為例,特別是 0:20 到 1:03 這一小段。




摘錄:
Finally, there's the wide shot. Steiger walks away, confident in his argument, and then stops and turns to allow us to focus completely on Poitier with him. Poitier pauses, as if he's still waiting for the train, then you see his resolve crumble, as he grudgingly realizes that he must stay. His stilted, boyish walk and the way he picks up the suitcase are so specific and entertaining to watch. Neither character will admit out-loud that they need each other, and their bodies communicate both resistance and acceptance. So juicy! ( 原文章 )

以上這段是最重要的一段,敘述了著西裝的主角的表演,超棒的!即使他一句話也沒說。


以上,如有翻譯不當之處,敬請糾正!感激不盡!
以及,感謝兩位同事 Joe 和 Yao 在翻譯時的幫忙與建議!

相關閱讀:

【AM T and T 決定動畫師的優劣要素?】【Yao】
【動畫 與 演戲 acting and animation】【J⁺】
【動畫教學影片 - 頭部、眼睛、嘴巴】【W⁺】
【AM T and T 動畫師應該要用鏡頭角度去『偷』嗎?】【Yao】
【AM T and T 關於角色對話的秘訣】【Yao】
【AM T and T 如何讓不討喜的角色討喜?】【Yao】
【CG動畫的19個常見缺陷(原因及解決辦法)】【W⁺】
【12+2 動畫原則】( 歡迎參與共同編輯 )【W⁺】
【迪士尼動畫師的30項建議 - Ollie Johnston】【W⁺】
【5個格數 - 動畫方法 】【翻譯:Chris Deli】
【Disney Principles 迪士尼動畫原則之 Staging】【J⁺】
【Line of Action - 表演參考線條】【W⁺】

閱讀更多動畫學習文章:




more

2011-08-10

【AM T&T 決定動畫師的優劣要素?】【師堯】


【Animation Mentor - Tips & Tricks 】
【What Separates the Good Animator From the Bad Animator?】
【翻譯:師堯】


I would say, from a supervisor’s point of view, that a good animator is one who shows great attention to detail and won’t hand in work that is clearly mediocre or worse, accompanied by a myriad of excuses.

我必須說,身為動畫指導,我認為優秀的動畫師不但能展現他對細節的專注程度,而且不會交出一看就知道是平庸或是差勁的作品,然後再找很多理由跟藉口解釋。


They are aware of the thought processes of the characters they are animating, and are conscious of communicating that to the audience.  A good animator creates interesting rhythm in their shot, and isn’t afraid of using moments of stillness to accent both the rhythm and the communication.

優秀的動畫師會注意角色的思考過程,並意識到他必須透過角色與觀眾溝通。優秀的動畫師會在他的鏡頭表演中注入有趣的節奏,也不會擔心運用片刻的靜止或沉默,來強調表演節奏與溝通。


There are also some elements of detail that I find really separate good animation from bad. One element is shoulder movement. Bad animators will not use the shoulders very much in their animation, when in reality, shoulders have a huge amount of articulation and really connect the arm movement into the torso movement. I’ve seen lots of stiff or non-existent shoulder movement in bad animation.

我也發現有一些細節可以幫我辨別動畫的好壞,其中一項就是肩膀的運動。平庸的動畫師在在做動畫時,往往不太動肩膀這一塊,但是在現實生活中,肩膀被身體牽動,然後再帶動手臂,很大一部分的情感表現其實都來自肩膀的動作。我看過太多肩膀動作僵硬的動畫,甚至有些肩膀連動都不動的。


Good hand poses are another element that take good animation to the next level. Hands are incredibly emotive and communicative, but it is also painstaking to animate all those digits. A good animator will put the work in, not only to make the movement work, but to make the poses interesting visually, appealing, and connect those poses to the character’s acting and emotion.

好的手勢變化( hand poses )是另一個讓動畫提升到更高層次的元素。我們的手可以傳達出豐富細膩的情感與溝通,但也表示需要動畫師繁複細心地設計每一根手指的動作。優秀的動畫師會把這樣的細節加進他的鏡頭中,而且不只是精準地完成動態而已,他還會讓這些動態在視覺上看起來很有趣,很有吸引力,讓手勢變化與角色的情緒和動作之間產生關連。


Other than those particular things, it’s just a mastery of the principals of animation--paying attention to all of the elements that make a great shot! Great posing, great timing, body mechanics, great character acting (and this is something that is very difficult-- mastering the body language and personality of a particular character versus just moving a character around generically).

除了上述這些特別的提醒之外,其實你只需要精通動畫原理的基本法則—仔細觀察了不起的鏡頭構成元素!例如:好的姿勢、好的時間節奏、正確的身體力學、動人的角色表演,其實這有時候非常困難。你要通盤了解某一角色的肢體語言和人格特質,而不只是讓角色普普通通地動來動去)。


Something I can’t emphasize enough is the importance of having strong body mechanics. Whether you’re going more realistic or more cartoony, if the body mechanics aren’t “buyable” the character will never really take on life. If they don’t have that illusion of life, that makes it very difficult for the audience to empathize with them, and it will be much, much harder to draw the audience into the story and maintain the suspension of disbelief.

還有,我必須再次強調,擁有正確清楚的身體力學極為重要。不管你是要走偏寫實或是偏卡通的路線,假如身體力學的部分不夠令人信服,那麼你的角色表演就永遠不可能擁有生命力,如果角色缺乏生命力,觀眾就很難對他們產生共鳴,那你的觀眾將會不停地疑惑,因此很難、很難進入故事當中。




Mentor at Animation Mentor 
more

2011-08-04

【AM T&T 動畫師應該要用鏡頭角度去『偷』嗎?】【師堯】


【Animation Mentor - Tips & Tricks 】
【Do Animators Use Camera Angles to Hide Animation Flaws?】
【翻譯:師堯】


If there is a flaw, it is the animator's job to fix it.
假如動畫上有瑕疵,那動畫師的責任就是修正它!


Sometimes animators do animate just the upper body in frame thinking that they are saving time and work by ignoring what isn’t seen. An animation supervisor with a critical eye will immediately see that flaw.

有些時候,動畫師在做動畫時會為了節省時間,而陷入畫面框架(frame thinking)的思維,省略不做畫面上看不見的部份,而只做上半身(或是下半身)的動畫。但是一個擁有「鷹眼」(critical eye)的動畫指導,他可以馬上從中看出缺陷。


The body off screen has to motivate what we see on screen. This is more critical with computer animation because it doesn’t have the “cheat zone” of 2D. No matter what animation medium you work in, you have to create the illusion of feet moving to adjust balance or shift weight to initiate a move, even if it isn’t seen on screen.

電腦動畫之所以有別於2D動畫,其中重要的特性之一就是不再擁有『作弊區域』(cheat zone),在螢幕上呈現的局部動態都必須靠著螢幕外的整體動態來驅動。不論你使用何種媒材來做動畫,你都還是必須藉著調整平衡和移動重心來達到人物做動作時應該擁有的重量感,接著人物才開始下一個動作,即使這部分不會出現在螢幕上。


This does not have to be polished animation, but it has to be analyzed and blocked in. It is dangerous to think that a camera angle will hide an animation flaw, because the people you are trying to impress will likely notice it right away and it could cost you that new job. Ultimately, it’s our responsibility as animators to animate the character properly.

這看不見的部分不需要做得很繁複精細,但至少要有所本地規劃並且繪製草圖。試圖用鏡頭去隱藏動畫上的瑕疵是非常危險的想法,而且會讓你多出更多的工作,因為你試著想打動的觀眾(動畫指導、導演),很可能會馬上注意到這樣的瑕疵。說到底,動畫師的責任本來就是踏實地把動畫做好嘛。





原文出處:Animation Mentor tips & tricks
翻譯來源:師堯的部落格
(閣主負責任翻譯‧有疑義歡迎討論)




相關閱讀(師堯翻譯):
【3D網狀拓樸學的小知識:四角面vs. 三角面】【師堯】
【AM T&T 動畫公司的面試是怎麼一回事?】【師堯】
【AM T&T 關於角色對話的秘訣】【師堯】
【AM T&T 如何讓不討喜的角色討喜?】【師堯】

閱讀更多動畫學習文章:
【AnimEgg 動畫學習 - 分類文章】
more

2011-08-03

【翻譯中 - 動畫技巧大全 Animation Tips and Tricks】



參與翻譯(編輯用)

本篇原在 AnimApp 部落格的翻譯計畫平台分享,並徵求熱心的翻譯者。但因本計畫規劃未臻完善,流程過於複雜,所以再度嘗試以 Google Doc 的方式公開作為實驗。

感謝蕭狼(tom780720)已經首先發難開了個頭!接下來我們也會找時間一起同步共譯,也同時作校正。

目前翻譯計畫就以此方式( Google Doc)執行,先前的平台就先放棄,如果有任何建議請寄 E-mail 給我們,或是在部落格的文章裡留言。感謝!

AnimApp E-mail:animation.app@gmail.com

下面嵌入的文件僅提供預覽用:



more

2011-07-31

【3D網狀拓樸學的小知識:四角面vs. 三角面】【師堯翻譯】


【中文翻譯:3D網狀拓樸學的小知識:四角面vs. 三角面】
【翻譯:師堯】(想看白底黑字可按此前往原翻譯者部落格)


到底 3D 建模用 四角面 或 三角面 有什麼差?!

這問題其實不難,可是確實困擾著許多3D建模的初學者,所以,讓我們從不同角度來一窺究竟吧。

首先,讓我們先同步幾個專有名詞。

三角面 ( Triangles ) ,顧名思義,是由三個邊 ( Edge ) 組成的多邊形 ( Polygon )。在3D建模中,你還必須想到,三個邊必然是由三個頂點 ( Vertice ) 來連結。

四角面 ( Quads ),一個含有四個邊與四個點的多邊形。

一般來說,有彎曲與凹折之類動作需求的有機體建模,例如:臉部、身體、動物等,或是設計含人體工學的物件,像是:跑車、中看不中用的高檔家具等,這些通常會以四角面來建模。(編按:簡單說,就是任何與「動態」有關的物件)3D建模該用四角面還是三角面好?我們需從細分面 ( Subdividing ) 、環狀佈線 ( Edgeloops ) 、以及平滑表面 ( Smoothing ) 三方面來考量。


Subdividing 細分面

細分面的原理很好懂。你只需要基礎數學就可以分析了。

四角面:四除以二等於二 ( 4 / 2 = 2 ),非常好,可以整除,達到平衡。
三角面:三除以二等於一又二分之一 ( 3 / 2 = 1.5 ) ,糟糕,不能整除,不平衡,你該怎麼收拾剩下的二分之一呢?

這有點麻煩,因為細分面的用途是增加3D模型的細節,而四角面在這方面表現比較好,你可以很容易預測出細分後的結果,但是三角面在細分時就會變得很棘手,因為它打斷了本來流暢的佈線。建模中特定的流暢佈線就是環狀佈線。 ( 編按:簡單說就是,用四角面建模比較好預測smooth後的結果,三角面則否。這部分在Z-Brush中的面增值功能特別明顯,因為這個功能就是以四為倍數在做計算,若有三角面就導致錯誤 )


Edgeloops 環狀佈線

當我們使用3D模型做動畫時,環狀佈線決定了物體的彎曲與摺疊程度。 ( 編按:表演程度愈誇張動作幅度愈大的物件,需要更多的環狀佈線來支撐,像是人的手肘、膝蓋、脖子這些必定會被彎曲的部位 ) 另外,環狀佈線也是添加細節的基礎,像是皮膚皺紋、衣服皺摺、肌理紋路、邊緣倒角等。

這不見得是壞事,因為三角面在建模中仍然能扮演一個關鍵角色,但是要盡量的少用,而且,可能的話,最好藏在看不到的地方,這樣才不會在動作表演 ( animating ) 或平滑表面 ( smoothing ) 時帶來困擾。


Smoothing 平滑表面

當你使用像Add Smooth或是Subdivide等這一類功能來順一順模型佈線時,你會發現三角面很容易在模型表面上,產生明顯可見的「髒汙」 ( 編按:黑黑的瑕疵面 ) 。這是因為三角形的頂點數是奇數。若是你將三角面置於四角面(由偶數頂點組成)當中,然後使用這樣的模型來做動作時,模型也往往會有尖突現象發生 ( 編按:模型點的權重分配weight發生錯誤 ) ,這就是為什麼你最好嘗試減少三角面的出場機會,或是將它們藏在不明顯的地方 ( 編按:像是人體建模時放在頭頂、腳底、胳肢窩等處 ) 。


Exceptions 例外
當然,總是會有例外,相較於大多設計對四角形的偏好,會採用三角形的物件有:低面數遊戲模型、硬邊模型、建築物等等。這些模型通常不需要如人臉般的表面變化,所以不會遇到上述三角面容易造成的問題。


Conclusion 總結

簡單來說,四角面通常優於三角面。

你不大可能完全避掉三角面,但是儘量堅持只使用四角面,這會是很好的建模練習。無論如何,當你遇到只有三角形才能解決的時候,也要學著找到使用它們的最佳平衡。畢竟,三角面並非一無可取。

儘可能地多觀摩別人的佈線,你會開始看出其中的佈線通則。當你的建模能力提升後,你再回頭看看你過去的作品,你會馬上發現有些地方可以更好,這也是一種很好的練習方式。還有,多下載一些模型檔案來觀摩,並試著練習「修改」它們。

希望你能樂在其中!




原文出處:http://0rz.tw/Y60BP
作者Kernon Dillon為資深Blender User
(閣主負責任翻譯‧有疑義歡迎討論)


翻譯來源:師堯的部落格



相關閱讀(師堯翻譯):
【AM T&T 動畫公司的面試是怎麼一回事?】【師堯】
【AM T&T 關於角色對話的秘訣】【師堯】
【AM T&T 如何讓不討喜的角色討喜?】【師堯】


閱讀更多動畫學習文章:
【AnimEgg 動畫學習 - 分類文章】
more

2011-07-24

【John Lasseter - 電腦角色動畫技巧】【W⁺】

【John Lasseter - 電腦角色動畫技巧】【W⁺】


電腦角色動畫技巧

英文原文:Tricks to Animating Characters with a Computer
作者:John Lasseter (Pixar)
中文翻譯來源:優一_千滿勝(簡體)
中文繁體修飾:AnimApp 動畫分享(歡迎留言指正,或建議更好的翻譯!)
網路來源:1、2
註:「*英文」是原文連結


ABSTRACT——概要

*Abstract
在Siggraph ‘84年會上,當我介紹我用電腦製作的處女作動畫「The Aventures of André and Wally B.」時,許多人問我用的是什麼又新又酷的軟體做出來如此可信的角色的。我解釋給他們說這軟件是一個關鍵幀(keyframe)動畫系統,理論上與當時的其他相關系統沒有什麼太多不同。不同的是我用了我作為傳統動畫師時學到的基本動畫原理。不是軟體給了角色生命,而是這些動畫原理,這些五十多年前動畫師就揭露的職業訣竅。我很驚訝在電腦動畫群體裡面怎麼那麼少的人知道這些原理。

基本上傳統動畫的竅門是一個接一個。凡是能在螢幕上感覺很好的就是好東西。在電腦動畫裡應該也一樣。在皮克斯公司,我們堅持用一些竅門,老的,新的,去得到我們在螢幕上需要的動畫效果。在這個講演裡,我將透露一部分行業秘密,希望對想用電腦動畫角色的每一個人有所幫助,可以不考慮他們用的軟體。



more

【AM T&T 動畫公司的面試是怎麼一回事?】【師堯】



【Animation Mentor - Tips & Tricks 】
【Interview at a Studio: What Was it Like?】
【翻譯:師堯】


在職涯初期,面試總是讓人神經緊繃,起碼對我來說就是這樣!

我總是會聲音顫抖,掌心出汗,需要深呼吸,然後變得健忘,即使是最簡單的問題也會愣住,像是忘記自己為何熱愛動畫這樣的事。但我告訴你,面試其實可以更容易,不騙你!當然,你還是會緊張,那是因為你太想要那個工作了,不過你可以把面試當成像聊天一樣,而不是把它當成某種審問。所以,當你感覺到被審問時,記住是因為你讓自己這麼覺得。

講講我的經驗好了。所有曾經面試過我的人,他們人都很和氣,誠懇務實而且平易近人。只不過,我總是會把注意力放在我是否回答得跟事前演練好的內容一樣,因此,我的大腦變得很忙,努力尋覓著最適合的字詞,以至於我從未給自己一個機會放鬆下來,好好地跟他們聊一聊。

但是只要我能克服這點,所有緊張就不見了。一直到我走進面談室的前一刻,我仍然會緊張,可是當我見到對方並且開口說話時,我就會覺得放鬆許多。大多數動畫公司在面試前都會先做一點公司簡介,這其實幫助很大。

到目前為止,我經歷過兩次重要的面試,一次是來自 Tippett Studio 的電話面試,另一次是工業光魔 ( ILM ) 的現場面試,我當然還是很緊張,但這兩次在結束時,我都能感到自在與放鬆。

出乎意料的是,我在接受電話面試時比現場面試還緊張,因為我的聲音和我說的話會是他們唯一可以參考的依據,如果是面對面的面試,至少當他們在問完問題後,陷入沉默時我還可以擺出一副認真思考的樣子,但這在電話面試時行不通,我覺得我必須更快回應,免得對方以為我沒在聽,或是在放空。

跟大家分享一些面試小撇歩:

-永遠準備好履歷跟作品集!
而且最好是裝在別緻的檔案夾裡。我還會另外放進一些有助於個人履歷的物件,像是 demo reel 以及名片。大多時候這些東西都派不上用場,但只要有一次,面試官手頭上沒有這些東西,那這樣的準備就會很有幫助。此外,我還會將我對該職位、專案、或是公司的提問寫在便條紙上,一併放入檔案夾內。我也會準備紙筆作筆記,快速記下面談過程中的關鍵字。這些前置作業會讓我感到胸有成竹,讓我面試時更為自在。

-要做功課!
我在面試前會盡我所能地做足夠的準備功課,過程中我常常發現,其實我瞭解的並不如我以為的多,很多時候,你永遠不知道在面試時會被問到什麼,這樣的準備會讓我感到放心。

-不必穿得太正式!
但也不要只穿T恤跟牛仔褲而已。我知道在我們這行,很多時候你穿什麼去面試,其實並不重要,儘管如此,我還是認為面試時應該多花一點心思在服裝上。我發現,假如我在鏡子裡看起來是專業的,那會使我在面試時呈現更整體的專業形象。

-問問題!
提問能讓面試官知道你對這工作真的有興趣。我不是要你偽裝成即使你不感興趣也要表現熱情,但假如你真的很喜歡這工作,千萬不要退縮,我確信他們會很開心回答你所有的問題,所以,別害羞窩!


Animation Mentor Alumni
Animator at Industrial Light and Magic (ILM)



原文出處:http://0rz.tw/Wp9Qe
翻譯來源:師堯的部落格


相關閱讀:
【AM T&T 關於角色對話的秘訣】【師堯】
【AM T&T 如何讓不討喜的角色討喜?】【師堯】

閱讀更多動畫學習文章:
【AnimEgg 動畫學習 - 分類文章】

more

2011-07-23

【AnimApp 音樂/音效 分享 - SoundWorks Collection】【J⁺】


翻譯整理 by AnimApp 【J⁺】

【阿凡達】
  • 跟別的案子不同的是, 阿凡達中的聲音不是在 [後製] 時完成的, (通常都是) 原因是導演 James Cameron 喜歡自己剪接, layout 階段的影片 (未算圖, 未加特效的影片) 有音效對 [剪接] 時的掌握加分很多, 因為怪物的聲音會影響節奏, 常常會加格數 (frames) (拉長時間) 因為聲音需要醞釀和衰減的時間
  • 3D 立體會使聲音感覺比較平, 製作者會 (靠環繞音效..etc), 故意把聲音從螢幕中拉出來, 到觀眾的位置, 製造身歷其境的感覺
  • 阿凡達中有ㄧ段怪物跟主角打鬪的大場面, 當中有非常大聲的音效和配樂, 導演 James Cameron 說 “我聽不到主角的呼吸聲!“ “如果我聽不到主角的呼吸聲, 這場戲就只是場 [大怪物戲 big monster scene] , 這場戲中沒有【角色】, 我要聽到 [敘事 narrative]“
  • 導演 James Cameron 也告訴配樂 James Horner , 製作音樂時要思考該場景的音效, 取得ㄧ個平衡 (會有很多多來回來回的修正)
  • "clarity is king" - 清楚的聲音是王道 - 要學會 “取捨“ , 有些東西必需放棄, 而去加強另ㄧ些東西, 變成這段戲的重點
  • 阿凡達的高票房, 證明了 “去戲院看電影“ 的濳力, 特別在盜版的時代, 人還是會想離開家去戲院






【天外奇蹟】
  • (故事腳本) storyboard 階段就開始討論聲音 - 它的風格, 場景的特性
  • kevin 大鳥 - 混合了很多 [動物+人聲]
  • 導演喜歡對比 - 房子剛降落的橋段是 - 先冷, 再慢慢變溫暖, 配樂中也可感覺到
  • 因為是 3D 立體影片 - 音效人員對環繞聲音這塊也下了些工夫






【馴龍高手】
  • 怪物的動畫製作流程 - 作聲音的主動把音效給動畫師, 動畫師會作初版動畫回來給音效的人, 畫面會啟發作音效的人, 再作新的音效給動畫師, 變成ㄧ個很好的正向循環
  • 每部電影怪物的聲音常常會聽起來很像, 但這部片中希望每隻怪物有獨特的聲音, 大/小/高/低/厚/薄...etc
  • 角色互換 - 鼓勵 [音效編輯師] 學習 [混音師] 的思考方式 - 可以學到如何作決定 / [混音師] 學習 [音效編輯師] 的思考方式






【社群網戰】
  • 為了錄製許多環境聲, 到很多地方實地取景 - 辦公空間, 波士頓互外, 學校 - 電影中有很多切換時間地點的交叉剪接, 環境聲就是ㄧ道牆 (vertical edge) 區隔並建立每個新的環境和時間
  • 有ㄧ場在夜店中的戲, 裡面有非常大聲的音樂, Mark Zuckerberg 和 Napster 的 Sean Parker 兩人都必需大聲對話, 導演 David Fincher 要求很吵的音樂, 但是對話必需非常清楚 - 對話清楚是很重要的
  • 夜店中的戲 - 其實是ㄧ場談生意的戲, 這是 Mark 很不熟的地方, 確是 Sean 很熟的環境, 他在掌握全局, 不斷的誘惑 Mark 進到他的世界, Mark 也幾乎被洗腦ㄧ樣, 不斷的被說教, 默默的接受ㄧ切
more

2011-07-20

【動畫流程 - 我想要做一部動畫電影 by Canal+】 【W⁺】

我想要做一部動畫電影 by Canal+ (中文版)
我想要做一部動畫電影 by Canal+
非常感謝 [ Plurk - 蛋高 ] 的中文翻譯版!

I want to make an animated movie - by Canal+ 
(建議按右鍵在新分頁看大圖)
資料來源:http://adsoftheworld.com/media/print/canal_animation_flowchart

Advertising Agency: BETC EURO RSCG, Paris, France
Executive Creative Director: Stéphane Xiberras
Creative Director: Olivier Apers
Art Directors / Copywriters: Gregory Ferembach, David Troquier
Illustrator: Les Graphiquants

內容滿幽默的!成本計算方式有時以熱狗數或是咖啡量來換算!
很想改成中文版的,但需要花不少時間,有閒興趣的人歡迎投稿至翻譯計畫平台
(沒想到真的有好心人幫了這個忙!感謝 [ Plurk - 蛋高 ])
(此篇收錄至動畫學習文章中)

下面還有另外四個系列
I want to make a short film(短片)
I want to make an action movie(動作)
I want to make a horror movie(恐怖)
I want to make a porn movie(色情)
more