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victor
navone finding nemo
Already
years ago, the name of Victor Navone became popular thanks to his short
'Alien Song' , a nice parody of musical pop video where Blit, an alien
that... There is somebody has still not seen this animation?.
After
working in the world of videogames, Víctor worked like freelance
in the 'Titan AE' movie, for, just a short time later, to finish in Pixar,
where he has worked in 'Monsters INC' and 'Finding Nemo'. At this moment
he is working in 'The Incredibles'.
We
spoke with Victor about his beginnings, about 'Alien Song', his future
projects, Pixar, his work in 'Monsters INC' and 'Finding Nemo', 'The incredibles'...
El
Portal del 3D y la Animación - A few years ago
Víctor Navone's name become popular thanks to 'Alien Song', a classic.
It is true that it was your first lip-synch text? How the idea was born?
Victor
Navone - Yes, it was my first lip-synch.
I had done 2 other animations with my character 'Blit' - one for acting,
one for dynamic action - so a dialogue piece seemed like the next logical
exercise.
Originally
I was going to use an audio clip from a movie or TV show - perhaps some
William Shatner. Then
I heard the song 'I will survive' at a party and thought that it would
do nicely. It suggested a story and had some emotional changes in it which
would make for fun animation.
3DA
- Before 'Alien Song', you were for 5 years in Presto Studios, in the
world of the video games, and after 'Alien Song', you were employed like
freelance at 'Titan AE'. How it was the experience? what was yor work
concretly?
Victor
- Working
at Presto was fun. It was a very collaborative environment and I got to
learn a lot of different skills. After 5 years I was ready to move on
though. I was looking for an excuse to move to the San Francisco Bay Area
and try to get a job at ILM.
The
'Titan AE' job came along at a convenient time and helped me to move north.
That was a fun movie to work
on, though the hours were sometimes difficult. It was a little strange
to go from a very influential position at Presto to a very limited position
on 'Titan AE'. I'm proud of the work we did and it was a good learning
experience for me.
3DA
- Just after 'Titan AE', in December 1999, Pixar contacted with you. You
had sent samples of your work to them or it was on their own initiative?
How many time you needed to decide this? :)
Victor
- I had sent demo reels to Pixar in the past but
they didn't seem to have any interest, or my work got lost in the great
pile of other reels. It wasn't until the President of Pixar was forwarded
a copy of 'Alien Song' in his email that I got an interview.
After
having just seen 'Toy Story 2' it seemed like a great opportunity, so
I accepted pretty quickly.
3DA
-
How it is Pixar? How it is a day of work there?
Victor
- It's fun. They make a lot of effort to
create a unique, comfortable environment to work in. We're allowed to
decorate our spaces as we choose, we have our own gym, pool and cafeteria,
and there are lots of extra-curricular activities available to us. You
can get a much better feel for this by watching the supplements on the
Monsters, Inc. DVD. As fun as it is we all still work very hard. It's
not all fun and games. We work hard and we play hard.
3DA
- The first movie in which you were working there was 'Monsters
INC'. You took charge of the animation of any character in particular,
or the work is distributed by scenes... ? How many people can work in
the same character?
Victor
- Animation at Pixar is divided by shots,
not by characters. There are animators who are "leads" for certain
characters, but ultimately each animator will have a chance to work on
almost every character at some point. This makes for great variety.
3DA
- Along the production of a movie of this type, thousands of
problems must arise. What was the most important challenge which you faced
in 'Monsters INC', why this, and how you solved it?
Victor
- For
me the most difficult thing was animating Randall, the villain. In addition
to having 8 limbs, a tail, and a snake-like body his model was very slow
to work with.
I
got to do the shots where Boo jumps on Randall's back
and beats him with a bat as he slips on crayons and toys. There's no way
I can really act out a scene like that so I went through a lot of trial
and error trying to find poses and actions that were believable and to
the director's liking. Once I got the blocking approved it took a long
time to animate his body - so much to do! I think that shot took me over
a month, and was the only shot I was late on.
3DA
- Until the moment to enter Pixar you had worked with 3D Studio,
Animation: Master and Electric Image's software. How much you took to
adapt to the software and workflow used in Pixar? You believe that the
software is important in its own?
Victor
- Pixar's
software is very different from most other animation programs, but it
didn't take me very long to learn. I was comfortable with it in about
3 weeks. I tend to learn software very easily. Working with unix scared
me a lot, though. Now I'm okay with it.
There
is nothing so special about our software that gives us an advantage over
other studios. It's all about the talent of the animators.
3DA
- After 'Monsters INC', you have been working in the last movie
of Pixar, 'Finding Nemo'. Which have been the differences between a project
and the other one? They were confronted in the same way?
Victor
-
Nemo was very technically challenging for the animators for many reasons.
First, the fish don't have arms or legs so we are very limited in what
gestures we can make. This meant we had to rely a lot more on timing and
facial animation for acting. We also had to get used to make our animation
look "swimmy", as if it was really underwater. This is something
animators usually try to avoid.
Animated
the fins was also difficult. Most of the fish had 7 or more fins to animate,
and making them seem functional was a big challenge. In comparison I would
say most of the animation on 'Monsters, Inc'. was easier, or at least
more straight-forward and simple.
3DA
- Which it has been your work in this movie?
Victor
- don't want to give away any spoilers...
I did a lot of shots featuring seagulls, including a gag featuring a kung-fu
crab. I also did some fun shots of the dentist. Overall I'd say I worked
on most of the characters except for the turtles and sharks.
I
can't really tell you more without giving anything away. If you really
want the details there's a link on my web site:
Victor
Navone - Finding Nemo
3DA
- In 'Monsters INC' it was necessary to create a software that
simulate the behavior of cloth and fur. Something like that has had to
be created for the submarine scenes? How it has influenced this in your
work?
Victor
- There was
lots of technology created for the underwater scenes, but unfortunately
I'm not the person to ask about it.
As
animators we didn't really have to worry about any of that, and there
was no simulation involved in our fish work. There was some cloth simulation
on the human characters that we had to worry about, but that's it.
3DA
- Are you involved in someone of the Pixar's new projects? What
you can advance to us of 'The Incredibles' and 'Cars'?
Victor
- I'm now working on The Incredibles, and
I think that's all I'm allowed to tell you. There is a teaser trailer
playing in front of Finding Nemo that will give you a peek at it.
I
don't have anything I can say about Cars either. Sorry!
3DA
- In your web site we can see that you have an own project in
hands. What you can tell to us about 'Big Bang'? When we will be able
to see it finished?
Victor
- This is an original, 6 minute short film
that I've been developing on my spare time for about 2 years now.
don't know when it will be done, but when it's complete I plan on entering
it in film festivals.
I'm
doing it just for fun and learning. Luckily I have a lot of talented friends
at Pixar to give me feedback and guidance.
3DA
- Finally, could you give any advice to the users who are beginning
in this world of 3D with dreams to create their own movies some day or
be able to take part in projects like in that you have taken part?
Victor
- Get
traditional training in film and art. Computers are only tools. They can't
make creative decisions and can only create work as good as your skill
and experience will allow.
From
El Portal del 3D y la Animación, we want to say thanks very much
to Victor Navone for making this inteview a possiblity.
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