8/12/2009
Animation Magazine
8/05/2009
French Roast wins SIGGRAPH’s Best in Show!
6/07/2009
Olivier Lliboutry
Olivier Lliboutry's website is out!
A very nice way to discover the work of the composer who has created the beautiful score of French Roast (which I'm very proud of!). You can listen to some extracts of it in the "audio" section.
I've known Olivier for the last 15 years and when I started to think about the film's music, I immediately thought of him. He is a great melodist and since I wanted the music to give a real identity to French Roast, Olivier was the ideal choice. The story is taking place in the Paris of the sixties and so we wanted to evoke the music of the detective comedies from that period. We opted for a small orchestra and Olivier suggested an electric guitar, a double-bass, a bit of electronic organ, a flute, some percussions... and a güiro!
We had the chance to get a financial support for the music from Alcimé, which allowed us to record with live musicians in the studio Val d'Orge.
Again, a big thank you to Olivier Lliboutry, to all the musicians and to Lorène (the singer), to Jean Taxis (the sound engineer) and to Alcimé!
http://www.lliboutry.com/
Olivier Lliboutry
Sound Engineer
Jean Taxis (Studio Val d'Orge)
Guitars
Eric Lohrer
Basses
Philippe "Fifi" Chayeb
Flûte
Bobby Rangell
Drums
Thierry Chauvet-Peillex
Keyboards and Percussion
Olivier Lliboutry
Vocal
Lorène Devienne
6/06/2009
Character Design
(a blog entirely dedicated to artists working in animation and illustrators).
6/01/2009
List of Nominations and Awards
Awards
Best Art Direction / Anima Mundi, 2009
Honorary Mention / Cinefiesta 2009
Best in Show Award / SIGGRAPH 2009
Honorary Mention / Prix Ars Electronica 2009
Best Animation / Animanima 2009
Best Animation Prize / Anima Còrdoba 2009
3D Futura Show 2nd Prize / Art Futura Show 2009
Best 3D Character Design / ViewFest Digital Movie Festival 2009
Best Animation - Prix José Abel / Cinanima 2009
Best Professional Film / Bradford Animation Festival 2009
Nominations
2008
30 Oct – 2 Nov | France
21 Nov – 29 Nov | United Kingdom
20 Jan – 25 Jan | France
Santa Barbara International Film Festival
22 Jan – 1 Feb | USA
IMAGINA: European Digital Content Creation Festival
4 Feb – 6 Feb | Monaco
International Festival of Cinema and Technology
7 Feb – 8 Feb | USA
Reel 2 Real International Film Festival for Youth
20 Feb – 27 Feb | Canada
Anima: Brussels Animation Film Festival
20 Feb – 28 Feb | Belgium
The World of Comedy International Film Festival
25 Feb – 1 Mar | Canada
International Family Film Festival
26 Feb – 1 Mar | USA
Festival International du Film d'Aubagne
16 Mar – 21 Mar | France
1 Apr – 5 Apr | USA
Cartoons on the Bay: International Festival on Television Animation
2 Apr – 5 Apr | Italy
16 Apr – 25 Apr | USA
16 Apr – 23 Apr | USA
Anifest: Trebon International Festival of Animated Films
1 May – 4 May | Czech Republic
Stuttgart International Festival of Animated Film
5 May – 10 May | Germany
Seattle International Film Festival
21 May – 14 Jun | USA
Melbourne International Animation Festival
20 Jun – 28 Jun | Australia
Palm Springs International ShortFest
23 Jun – 29 Jun | USA
10 Jul - 26 Jul | Brazil
Seoul International Cartoon and Animation Festival
22 Jul – 26 Jul | South Korea
Cinefiesta Puerto Rico International Short Film Festival
27 Jul - 2 Aug | Puerto Rico
28 Jul - 2 Aug | USA
SIGGRAPH Computer Animation Festival
3 Aug – 7 Aug | USA
7 Aug – 8 Aug | USA
Malibu International Film Festival
7 Aug – 9 Aug | USA
17 Aug - 21 Aug | Denmark
San Joaquin French Cinema Day
30 Aug | USA
Prix Ars Electronica: International Competition for CyberArts
3 Sep – 8 Sep | Austria
5 Sep - 7 Sep | USA
ANIMANIMA: International Animation Festival
9 Sep - 12 Sep | Serbia & Montenegro
KLIK! Amsterdam Animation Festival
17 Sep - 20 Sep | Netherlands
Krok: International Animated Film Festival
28 Sep - 7 Oct | Russia
2 Oct - 10 Oct | Romania
7 Oct - 11 Oct | Switzerland
Anima: Cordoba International Animation Festival
8 Oct - 10 Oct | Argentina
13 Oct - 17 Oct | France
14 Oct - 18 Oct | Canada
Wiesbaden International Weekend of Animation
15 Oct - 18 Oct | Germany
Austin Film Festival
22 Oct - 29 Oct | USA
ViewFest Digital Movie Festival
30 Oct - 1 Nov | Italy
Animacor
2 Nov - 7 Nov | Spain
Leeds International Film Festival
4 Nov – 16 Nov | United Kingdom
Filmets: Badalona International Short Film Festival
6 Nov – 14 Nov | Spain
9 Nov - 15 Nov | Portugal
Encounters Short Film Festival
17 Nov - 22 Nov | United Kingdom
to be continued...
8/13/2008
Gaspard the Tramp: from the idea to 3D
Introduction
Gaspard is one of the five characters of "French Roast".
To design such a character one needs to follow several steps to the letter, as one follows a recipe, before reaching its final form and integrate it into the film. To achieve such a cake, ingredients (pre-production), preparation (modeling / rigging / animation) and cooking (rendering) are crucial before we can enjoy (integration / compositing) the latter.
1 / The Ingredients (pre-production)
Gaspard the Tramp: "But who is he?"
He's about sixty, has only three teeth, hundreds of flies around him, some fleas, and an astronomical amount of hairs. A former alcoholic, he has kept the traces of alcohol on his swollen red face. He wears an old raincoat, a long scarf, mittens, and shoes made up from newspapers... because his great passion is paper!
Armed with a pike, he walks along the streets with excitement picking up everything that seems to be about.
Below, the original design by Nicolas Marlet.
2 / The Preparation
Modeling
Take a modelsheet (preparatory drawing of the character)...
... turn on your computer, open your 3D software and start modeling / sculpting your character trying to keep the graphic style of the original 2D drawing.



Add a few hundred hairs (2825 to be exact) and you have your model... To reach the final result, the hairs were initially modeled and placed on the head in order to validate the look of the character.
Then a 3D hairdresser (in the person of Christophe Le Derout) took over to develop a simulation of the Hair. This version is lighter and has been designed from only a dozen of modeled hairs. These have indeed been replicated in large numbers for the Tramp's beard and hair.

Rigging
Now you're ready to use your 3D model, still hot from the oven, and garnish it with a skeleton and several deformers to get a beautiful 3D puppet (this step is called "set up" or "rigging"). This will allow you to give to the character all the postures and facial expressions you need for bringing him to life.
Regarding clothes, they were managed by a dynamic system called "cloth simulation". This was designed by the 3D Cloth expert Romain Privat de Fortunie.
Animation

Now you have a beautiful brand new 3D puppet ready to perform all the acrobatics necessary for the film. But beware... before animating the character, it is important to prepare, to "play" the part yourself in order to get the intentions right... and remember to wear a ridiculous disguise to better slip into the skin of the character!
The aim of filming oneself before starting the animation is absolutely not to copy the movement frame by frame. It's really about experimenting with the possibilities of acting, finding the little accidents that make the character more believable and the overall action more natural... It is also an opportunity to explore ideas of comedy (sometimes push a gag further) and adjust the timing especially when it involves the simultaneous action of several characters.
Grab your mouse and immerse yourself in the 3D environment to (finally!) animate your character.

3 / The Cooking
Texturing over-render
The tramp once modeled needs a few colors and some textures...
The first stage is to render the 3D model in occlusion* and to paint directly over this image (using a program like Photoshop) the intentions of colors and textures to get a clear idea of the final look of the character. The “texture over-render” was done by Jean-François Barthélémy. This step is very useful because it gives a quick visualization of how the character should look like in 3D.


In a second stage, we conduct what is called a UV unfolding**, it means that we literally unfold the character's skin in order to paint the textures (mapping) of the skin, clothing and accessories.
The UV unfolding and the mapping of the face of the tramp
Shading
The final stage is to create the material of the different elements on the character, more commonly known as the shader. This step allows us to work on the various aspects of the skin (translucency...) and the different kinds of materials (matte fabric, shiny metal, etc...). The texturing on Gaspard was done by Stéphanie Baillod who created this dusty and dirty look (but not too much!) that we wanted...
* Rendered with shadows.
** The principle is to unfold the 3D model in order to paint the 2D textures.
4 / The Tasting
Lighting
To integrate Gaspard in a street of Paris of the 60s, it is necessary to create an atmosphere that harmonize the background with the characters. The final look of the film had to be painterly and therefore it was necessary to create a lighting that would preserve and enhance the 2D textures created for the characters and the Matte Paintings done by Julien Georgel for the background.
Compositing
To create the hundreds of images where the tramp will appear in the film, he's rendered in several passes consisting of a multitude of different layers (such as reflections, translucency, hair, shadows, etc...). At that point, we are ready to mix him into the background (consisting itself of several layers).
Finally, we add a pass of special effects (flies flying continuously above the bum, smoke of the cigar, falling snow, etc...).
Here are the various layers of an image and the final result:

Gaspard required a year of work to achieve the result you see in the film.





