Papa: What was your favorite part of working on the Backwater Bunch Project?

John: Getting to work with the Supervisors (Papa, Kyle, Brad and Tatyana) everyday and learning more and more as the project progressed. It is a different workflow when your supervisors are working right next to you day in and day out. I gained so much knowledge from just seeing their points of views on problems I had to solve.

Papa: Can you tell me what some of your responsibilities were on this project?

John: I had two major jobs for this project. My first job was during the first phase of production and it was as Modeling Lead. I had to make sure all of the models were completed and ready for the next level of production. This involved managing a team of eleven modelers and making sure files went correctly from one department to another. I also had a few artists working from remote locations so management of their files into our pipeline was part of my responsibilities. Once the models were ready for texturing I broke away from the modeling department and started my job as Simulation / Dynamics TD and started building the dynamic simulation rigs and control systems. I was responsible for the character soft body simulations, dust, bubbles ( a lot of bubbles), and all of the stuff that make the water, well water.

Papa: What did you do prior to working at Digital-Tutors?

John: I worked at a PBS affiliate in Oklahoma as a graphic designer and animator. My responsibilities were mainly creating post production effects and broadcast animations (ok logos) using 3D Studio Max and post production tools and I really wanted to get into character work but I wasn’t sure what the first step was in becoming part of a narrative based production.

Papa: It looks like you found out how to become a character animator and a few other things as well.

John: Well I actually found out I had many more talents and skills hidden away in me which came to the surface during this project. I never thought I would be able to write complex expressions and MEL code to create realistic simulations or animate characters who have to pull of a leading role. The guidance you and the other artists gave me really helped me grow as an artist and as a TD.

Papa: How did you get into animation?

John: I had a demo version of 3D Studio Max, and I spent my days reading tutorials and books. I found a small college who taught 3D Studio Max for the entertainment market and I fell in love with it. I loved the program but I just learned how to push the buttons and not really create art. I really wanted to know more about animation and I would find myself spending 7-8 hours a night after work pushing myself to learn how to animate. I wanted a formal education in animation in particular character animation and I found MMDC. I guess the rest is history.

Papa: Which character did you like the best?

John: If I had to pick one, I really liked Gingrich. He has a Jerry Lewis appeal to him, he’s goofy and clumsy but he is loyal. He’s the one who rally’s the troops when they are not focused or feeling down.

Papa: I think Gingrich reminds me a lot of you now that you say that.

<Laugh>, I am not sure what to say to that. I guess thank you. I can see your point though because as the Modeling Lead I spent a great deal of my time organizing and making sure everything started down our pipe correctly. I knew if I didn’t do my job well it would be like a snowball effect and it could negatively effect other departments. As far as being clumsy, I did break my foot playing golf and well… we’ll just leave it at that.

Papa: Creating simulations must have been hard. Any advice to new users wanting to do more dynamics in their animations?

John: Check out Digital-Tutors.com  (shameless plug) sorry I had to throw that in. I would say learn as much as you can about Expressions and MEL and the difference between the two. You have to think outside of the box when working with dynamics. Don’t think the only thing particles are good for is sand or snow but things like soft bodies and spline handles with soft bodies and deformers with soft bodies will take your animation to the next level.

Papa: What are your future goals?

John: Pay off my student loans, get some rest and work by butt off. It sounds desperate and pathetic but I just want to work. I love creating this form of art and it is now a part of me. I eat, breath and dream animation and how I can connect things together to create new things people haven’t seen. I want to push myself to the next level.

Papa: Is there anything else you would like to share?

John: If you don’t mind, I want to thank my family for all of their support. I was pretty lucky to have family and friends who have allowed and encouraged me to follow my dreams. I know that sounds corny but without them I couldn’t do what I do. As an animator and lead artist especially, the hours are long and stressful. The past six months have kept me from my family because of the work load and I appreciate their support. I just wanted to thank them for everything.

John can be contacted at  moncrief@digital-tutors.com

Papa Georgio Kyle Green Brad Matson Tatyana Golubeva Joe Turner David LeFebvre John Moncrief Dustin Bennett Duane Jay Jeremy Williams