| 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.
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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.
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