VFX vs CG: Pixar animator reveals how the two worlds collide
Animator Robb Denovan gives expert insight into the differences between the VFX and CG industries.
Core physicality
From my point of view, physicality is first and foremost the most important aspect of the performance in VFX. Because the characters generally exist in a live-action environment, the audience needs to believe the character’s physicality. Our job is to seamlessly integrate the character within the environment.
They need to move in a way that's believable to the audience. We've all seen films where the animation is unconvincing, and it takes us out of the film. Once the physicality is in place, we can layer in the performance on top to bring the character to life.
When we set out to create the animation style for Chris Landreth's Academy Award-winning short film, Ryan, our foundation was always believable human motion. Only after we had the physicality in place did we layer in more surreal nuances and performance – an animation style later named psychorealism.
Likewise, in the film Chronicles of Narnia: Prince Caspian,
I applied the same technique in developing the character Reepicheep, a sword-wielding mouse. By grounding the character with realistic physicality, I then had a solid base from which to base my acting.
In contrast, the performance is the most integral part of animating a successful shot on a CG feature film.
There is a lot more freedom in terms of physicality and believability. If something is entertaining and serving the shot's purpose, an audience tends to suspend disbelief for the sake of entertainment. Look at some of the classic Warner Bros cartoons – entertainment always comes first no matter what is happening.
That's not to say you should forget about real-world physics.
It just means you should determine what's the most important aspect of the shot and base your animation from there.
For more information on Pixar visit www.pixar.com.
Get top Black Friday deals sent straight to your inbox: Sign up now!
We curate the best offers on creative kit and give our expert recommendations to save you time this Black Friday. Upgrade your setup for less with Creative Bloq.
Words: Robb Denovan
Robb Denovan is a character animator at Pixar Animation Studios. His previous projects include Academy Award-winning Brave, Monsters University, Cars 2, The Chronicles of Narnia: Prince Caspian, King Kong and The Wild.
The full article was first published in 3D World issue 191.
Like this? Read these!
- How to land your dream job in animation
- Download free textures: high resolution and ready to use now
- Top 10 render management tips
Thank you for reading 5 articles this month* Join now for unlimited access
Enjoy your first month for just £1 / $1 / €1
*Read 5 free articles per month without a subscription
Join now for unlimited access
Try first month for just £1 / $1 / €1
The Creative Bloq team is made up of a group of design fans, and has changed and evolved since Creative Bloq began back in 2012. The current website team consists of eight full-time members of staff: Editor Georgia Coggan, Deputy Editor Rosie Hilder, Ecommerce Editor Beren Neale, Senior News Editor Daniel Piper, Editor, Digital Art and 3D Ian Dean, Tech Reviews Editor Erlingur Einarsson and Ecommerce Writer Beth Nicholls and Staff Writer Natalie Fear, as well as a roster of freelancers from around the world. The 3D World and ImagineFX magazine teams also pitch in, ensuring that content from 3D World and ImagineFX is represented on Creative Bloq.
Related articles
- Viewfinder's Sophie Knowles reflects on her BAFTA Breakthrough, joking how it's "weird" to be associated with Tom Holland and Florence Pugh
- 3D art of the week: Gannon Faust Jaspering
- Only video games "force people to live in your drawings for hours at a time"
- The best web browser 3D modelling apps: 3D sketch online and more for free