Journey to CHARACTER ANIMATOR The blog that will track my progress as I begin my journey from becoming an animation enthusiast, to a professional 3D animator.
Tuesday, May 11, 2010
Thursday, March 18, 2010
Animation Contest Grand Prize winner

Have been selected as the Grand Prize Winner for your Submission for Game Animation Shot #PA140. The Grand Prize consists of the opportunity to have Submission included in the Game, an the opportunity to receive an on-screen credit in the Game, and a copy of the Game when it ships.
thanx mass animation for getting me to
Collaborate with the DCUO development team and talented people from all over the world to bring this innovative project to life!
will need to do some refining of the shot through REEL FX insight software same as previous mass animation Hollywood short live music.
Thursday, February 25, 2010
DC UNIVERSE ONLINE Game animation shot's Phase 2 part3
each shot is of 30 frames per second loop in adobe premiere with idle pose at end and start of frame
Shot No.#PA 0180
Name- scary_sit
Description-
A terrifying male is sitting
Shot No.#PA 0200
Name- afraid_dance
Description-
A scared female dances (on the spot)
Shot No.#PA 0210
Name- afraid_greet
Description-
A scared female extends a greeting (welcome, hello)
Shot No.#PA 0220
Name- afraid_dismiss
Description-
A scared female makes a dismissive gesture (dismiss, rude)
Shot No.#PA 0240
Name- afraid_sit
Description-
A scared female is sitting
Tuesday, February 23, 2010
DC UNIVERSE ONLINE Game animation shot's Phase 2 part2
each shot is of 30 frames per second loop in adobe premiere with idle pose at end and start of frame
Shot No.# PA 0130
Name- scary_idle
Description-
A terrifying male stands ideling
Shot No.# PA 0140
Name- scary_dance
Description-
A terrifying male dances (on the spot)
Shot No.# PA 0150
Name- scary_greet
Description-
A terrifying male extends a greeting (welcome, hello)
Shot No.# PA 0170
Name- scary_walk
Description-
A terrifying male walks (walk cycle)
Monday, February 15, 2010
DC UNIVERSE ONLINE Game animation shot's Phase 2 part1
each shot is of 30 frames per second loop in adobe premiere with idle pose at end and start of frame
Shot No.# GA 0100
Name- shout
Description-
A female shouts loudly, two hands cupped around mouth
Shot No.# GA 0110
Name- yawn
Description-
A male yawns - extended slow sleepy stretch
Shot No.# GA 0120
Name- thumbsup
Description-
A male gives a ‘two thumbs up’ gesture of approval
Shot No.# GA 0130
Name- slap_hip
Description-
A female smacks her hip in frustration (Darn!)
Shot No.# GA 0140
Name- gimme
Description-
A female gestures with her hands "I'm ready, bring it on!"
Shot No.# GA 0180
Name- smack
Description-
A female smacks her forehead (Sigh…)
Sunday, February 7, 2010
DC UNIVERSE ONLINE cinematic trailer shot's phase 2
uploaded animation shot for cinematic trailer phase 2 .
SEQUENCE NAME: METROPOLIS
Shot #MT0090
Shot Description
CU of Lex teleporting Circe and The Joker to Metropolis on his suit. Superman stands
behind him
Shot #MT0130
Shot Description
CU of Superman knocked back as he sees….
Wednesday, January 27, 2010
DC UNIVERSE ONLINE Game animation shot's part3
each shot is of 30 frames per second loop in adobe premiere with idle pose at end and start of frame
Shot No.# PA 0070
Name- arrogant_idle
Description-
An arrogant female stands idleing
Shot No.#PA 0080
Name- arrogant_dance
Description-
An arrogant female dances (on the spot)
Shot No.#PA 0090
Name- arrogant_greet
Description-
An arrogant female extends a greeting (welcome, hello)
Shot No.#PA 0100
Name- arrogant_dismiss
Description-
An arrogant female makes a dismissive gesture (dismiss, rude)
Shot No.#PA 0110
Name- arrogant_walk
Description-
An arrogant female walks (walk cycle)
Shot No.#PA 0120
Name- arrogant_sit
Description-
An arrogant female is sitting
Tuesday, January 26, 2010
DC UNIVERSE ONLINE Game animation shot's part2
each shot is of 30 frames per second loop in adobe premiere with idle pose at end and start of frame
Shot No.# PA 0020
Name- oafish_dance
Description-
An oafish male dances (on the spot)
Shot No.# PA 0030
Name- oafish_greet
Description-
An oafish male extends a greeting (welcome. hello)
Shot No.# PA 0040
Name- oafish_dismiss
Description-
An oafish male makes a dismissive gesture (dismiss, rude)
Shot No.# PA 0050
Name- oafish_walk
Description-
An oafish male walks (walk cycle)
Shot No.# PA 0060
Name- oafish_sit
Description-
An oafish male is sitting
Sunday, January 24, 2010
DC UNIVERSE ONLINE Game animation shot's part1
each shot is of 30 frames per second loop in adobe premiere with idle pose at end and start of frame
Shot No.# 0020
Name- fist
Description-
A male does a ‘fist pump’ cheer gesture, for example, bringing his elbow to
his knee
Shot No.# GA 0030
Name- listen
Description-
A female listens to earpiece with two fingers to her ear
Shot No.# GA 0040
Name- yank
Description-
A male yanks (pulls fast and hard) something away from a wall/person
Shot No.# GA 0050
Name- switch
Description-
A female ‘activates an alarm’ (flips a lever/switch with two hands)
Shot No.# GA 0060
Name- surprise
Description-
A female has a moment of surprise!
Shot No.# GA 0090
Name- comeon
Description-
A female has a moment of surprise!
Monday, January 18, 2010
DC UNIVERSE ONLINE cinematic trailer shot's part 2
uploaded animation shot for cinematic trailer .
SEQUENCE -GOTHAM CITY
Shot #GC0150
Shot Description
As the Joker recovers struggling to his knees, 5 new villains emerge from the flash -
Howitzer, Cyborg, Insectoid, VooDoo and Goth and he starts to get up
Shot #GC0160
Shot Description
Close-up on Joker as he looks from the new villains to Batman, and smiles insanely.
SEQUENCE NAME: PARADISE ISLAND
Shot #PI0090
Shot Description
Wonder Woman preparing for a tougher battle is surprised by a blue flash and turns
looking over her shoulder to see a group of new heroes who have emerged to help her.
She turns back smiling.
Friday, January 8, 2010
time to follow shot Instructions notes ( cinematic trailer shot's)
uploaded animation shot for cinematic trailer .
SEQUENCE -GOTHAM CITY
Shot # GC_0060
Shot Description
We pan left with the security guard's hat as it rolls off (kicked from guards head offscreen)
into a puddle as we reveal the reflection of the Bat-Signal and we push into an extreme
close-up
Shot #GC0080
Shot Description
Batman holding his Baterang ziplines down screen left to screen right
Shot # GC_0110
Shot Description
Batman enters screen left kicks The Joker's gun hand, and gets knocked to the ground.
Joker regains balance and swings a punch at Batman's head, Batman ducks, The Joker
tries to kick Batman and Batman executes a handstand flip kicking The Joker in the head.
Tuesday, December 29, 2009
Notes on Animating Human Characters by Jamy Wheless
Legendary animator Ollie Johnston once said, “Find that golden pose in your shot and hang everything else around it!” What did he mean by that? What’s a golden pose? In animation, that would mean capturing an “attitude or personality” in one snapshot. A great pose represents how the character feels and conveys his or her emotional state. We are experts in human movement because we’ve been studying ourselves and other humans all of our lives. So naturally, we recognize when something doesn’t ring true about a character, even in a pose. The human character is extremely complex and animating them can be daunting and intimidating. Below are some notes that will help you get started in bringing characters to life and inspire you to discover more about this unique art form called animation.
The Animation Essentials
1. Planning and Posing
You’re only as good as your reference. Study the drawings in the Animatic and apply the poses that have already been sketched for each shot. Ask yourself what is the attitude of the character in the shot. Use that as your guideline for posing your character. Do simple thumbnail studies of the action. Video reference is also a great way to find key poses and get your timing down. Always check the line of action through the body and make sure it reads clearly in the frame.
2. Animate from the heart
Always give your all in animating a character. You owe it to the audience just as if you were on stage performing. Put yourself in place of the character you’re animating. It’s important that you know what your character feels because that will shine through. Get up and act out how Batman would throw a punch. Have some fun doing it. You might discover something new.
3. Animate the forces
A few Principles of Animation as described in The Illusion of Life,
Squash & Stretch – A great principle in animation that gives weight and flexibility. In our DC characters we will not be squashing and stretching the body but will convey it more through dynamic poses and overlapping action.
Anticipation – Extremely important. This is where you show preparation for an action. Example: Before Batman delivers a punch he would pull back first, then thrust forward.
Follow Through & Overlapping Action – Another vital component to making your animation look realistic. When a character changes direction, body parts will continue in it’s previous direction. Batman’s cape is another example of follow through. His cape should react based on the body’s overall movement.
Slow In & Slow Out – An animation will be more believable when the human body shows acceleration and slow down. Study any video reference of a runner starting and stopping and you can find the variation of movement in the body.
Arcs – Most every movement we make goes through arcs. Human actions occur along an arched trajectory. Only machines have linear mechanical movements. If you don’t pay attention to the arcs in arms, legs, elbows, and knees then the body motion could look stiff.
Secondary Action – This is used to emphasize the main action of a character. For example, when Superman lands on the ground, his arms will carry through in a natural motion. It compliments the action of the body giving life to the character.
Timing – This is important in the storytelling point of view. It can convey what the character is thinking and also gives character personality. Always pay attention to the spacing of your keys and think in terms of weight and how heavy a character or object is.
Exaggeration – The level of exaggeration is very crucial in a characters movement. Base all movement from real world physics first and then embellish from there. Our heroes have to remain true to reality but can be pushed beyond realism because they are super heroes.
Finally, remember, we are only as good as our reference. Video reference is a powerful tool because you can slow down the movement to get a better understanding of the mechanics in the human body. Look for the strong poses that convey what’s important for that shot. Break it down and deliver a clear message. And most of all have fun! Your audience will
appreciate it!
through
Wednesday, December 23, 2009
next project, DC UNIVERSE ONLINE / MASS ANIMATION – ANIMATION CONTEST!

About DCUO
DC Universe™ Online is an action-packed, physics-based massively-multiplayer game set in the DC Universe.
DCUO offers a dramatic online setting where players can enter the DC Universe and battle alongside or against their favorite DC Comics heroes and villains including such icons as Batman™, Superman™, Wonder Woman™, and The Joker™, as well as many other fan favorites such as Green Lantern™, The Flash™, Catwoman™ and Martian Manhunter™. The action and drama will play out in such well-known locations as Gotham City™ and Metropolis among others.
DC UNIVERSE™ ONLINE JOINS WITH MASS ANIMATION TO LAUNCH the DC UNIVERSE ONLINE / MASS ANIMATION – ANIMATION CONTEST! in partnership with Sony Online Entertainment is to create a cinematic game trailer and in game animation for "DC UNIVERSE ONLINE
- Animate shots in a cinematic trailer for the new DC UNIVERSE ONLINE game; winners get their names included in the video credits plus cash and prizes!
- Or animate character gestures for in-game Emotes; winners get cash and prizes plus if the winning emote is used in-game by SOE, their names will also be included in the final game credits! Collaborate with the DCUO development team and talented people from all over the world to bring this innovative “mass animation”
Friday, May 22, 2009
Motion Builder
Commercial freelance work for Turkish company Lama production, this for TV serial.
the work is in Turkish language and done in motion builder.
these are one of the few shots that i have work on...
Sunday, April 19, 2009
Great 3d animation secrets
Monday, March 30, 2009
learning is unfinished job. my first lipsync!!
well as i was learning and experimenting parallel with how to act with facial expression and camera staging , that whats i have taken so much of time in making this shot. as its my first dialogue animation and unpublish attempt in 11 sec club thou,
blocking stage
final stage
Thursday, March 12, 2009
push up
I was busy learning lip sync and facial expression. working on some acting scene from 11 second club audio, i will post it next time when its completed till then i had done some simple push up test for quick character exercise for some freelance work.
time taken less then hour.
Monday, February 2, 2009
working with live music has just completed

Working with Reelfx has just finish as whole week was busy
finalizing the shot to fit for continuity. it was nice working with supervisor Tim Lennon, director Yair landau and there team
this was my first team work and that to on international level. it was nice experience to get look at what quality and pipeline they used for complete the short with their web based software Reelfx insight where one can work from any corner of the world to assemble the film in team.
And offcource this will be my first paid job, and screen credit too.
Saturday, January 17, 2009
2nd "hard" shot live music #25 (GB- 0290)
Shot Description:Wide shot as RIFF starts riffing in the lead, spinning
frame - 19
animatic
Friday, January 16, 2009
1st "hard" shot live music #76 (HN_0810)
Shot Description:Medium shot of RIFF as he kicks up the bowl of picks
35 frames
animatic

