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IIE & OurStage's Winners Circle
Few more days!

Each month our friends at OurStage.com give away tons of cool prizes, and two grand prize winners each take home $5000, every month! One for Music one for Video!
Here you can meet the Indie Filmmakers who have won each month.


Archive:


Sebastian Vignieri

 


OurStage Monthly Grand Prize WInner:
C. Palmer Stinson of TimeFissure Studios

& his film Looking Beyond X
by Jacob Sanders

With the sudden uprising of animation in the independent film world, Boston's own Palmer Stinson is truly making his mark, and fast. In 1993, Palmer was attending the Academy of Art University in San Francisco, where he studied fine art, industrial design and graphic design. To pay the bills, Palmer began doing freelance graphic design for local companies. After a chance encounter at a shopping mall in 1995, with a BioVision Motion Capture executive, Palmer landed a job at BioVision. There, he worked with Motion Capture for films and video games. While doing this, he received a lot of hands-on education in 3D tools and production pipelines. Two years later, while still attending school, he began working with an ad agency producing content for the Playstation game console. This was where Palmer's talents began to shine. With over 10 years of experience, these talents brought him to work in a variety of roles in media and production, ranging from Graphic Technical Specialist, Associate Art Director and lead 3D Artist and Animator. From this, he began doing projects for some really big companies including Sony Computer Entertainment, GE, Floodgate Entertainment, Philips along with many, many others. Palmer took some time to answer a few questions for IIE.

 

Palmer, thanks for taking the time to answer some questions.What was your inspiration to work in animation?
Animation / Crafts / Puppets / Action Figures.

How long have you been doing this?
I have been involved in animation, art or design most of my life. In 1992 I went to college for fine art and sculpture. I had a friend tell me that I should try my hand at 3D. One day I went over to his house to see what he was talking about. The very first time I clicked the mouse, I was in love with 3D. I still kept studying fine art, but I with a better understanding of how I wanted to apply left collage early because a got great hob offer doing 3D graphic design. I stayed in graphics and publishing for a long time.

What was the first project that you worked on? What did you learn from that experience?
The very first animation project I worked on was a flipbook animation I did in high school. I wanted to make a 1-minute flipbook animation. During the school day, all I could think about was how I was going to draw the next shot for that night. I would come home everyday and work on it. I managed to find an old 8mm-film camera that I mounted very crudely on pile of books. I would draw out the sequences with no planning as to what I was going to do. I would run the camera while I flipped the book. I would hold it as best I could in the same position as the prior shot. When it was all done, it came out really bad. I learned that being fervent about a project will get you nowhere without planning. I was also young and afraid of criticism, so I never showed it to anyone. I realized later that if I had showed it to someone, I could have gotten feedback on how to improve it. I wish I still had those flipbooks.

'Xero ...the story of X' was voted #1 in the OurStage.com animation, short film and cutting edge competition for March. Can you tell us a bit on how that project came to fruition?
Originally I was trying more focused on developing a production pipeline. The short was really just supposed to be a by-product of that. Even though I had to core of the workflow planned out, I still needed to come up a story. I spent a month struggling for an idea for a short and I was getting frustrated because nothing was coming to me. After locking myself in side for month, I decided to get out for a while. I went to one of those large bookstores that have the coffee shop in it. I am sitting by the magazine section drinking my “double-double froofy style, wing dang, chai spiced something or other”. I’m thinking to myself that the situation is hopeless, and I’ll just use some existing fairytale. I see this guy dressed in some pretty ragged clothes, but he the most sincere smile I had ever seen. Wasn’t even smiling at anyone. He seemed to just like to smile. I started sketching out this little character that.


I understand that xero is your first time in the director's chair. How is directing different from other roles in film production?
I have done many different roles in production. When you’re doing a specific role, all you have to think about is your part of the project. You are handed to guidelines, you know that what you are doing today is what you are going to be doing tomorrow. There is certain amount of security in that. Someone may throw a “curve ball” at you, but it’s usually fairly predictable. When you’re directing, you have to be able to jump from one role to the next. Having even a basic understanding of each production role is helpful. On top of that, you have to make sure that.

The look of xero is very interesting to me. It kind of reminds me of a Tool video. When you have a certain idea for a look, how do you go about bringing that idea out? Is there a way you can 'light' the animation, like you would a live-action scene?
The first thing I do is I find an actual location that has lighting similar to what I want to reproduce. I make note of where the real life light sources are coming from. I then look at how much of the light is being absorbed or refracted by the surfaces the light hits. I take notes on what CG lights will best help me achieve what I want. When it comes to figuring out lighting, I don’t like taking photos of places of I want to mimic. The subtleties always get lost in a photo.

I see that you're working on another short starring Xero. Can you tell us a little about that?
Not really. I can say there will be more characters, a deeper story and a more complex character rig for xero. He’s going to do some pretty cool stuff.

I have to be honest, I don't know the first thing about animation or CGI. I know it would take quite a long time to explain the process, so in a brief summary, what steps do you have to go through to create such a piece?
First and foremost know your story inside and out. Make sure it’s solid. Know look and the style you’re going for. Storyboard everything... you need to be able to see the shots in your head. You have to be able to visualize it so you know what your needs will be. Being able to visualize a shot is crucial in 3D animation. You have to see the all the potential problems, so you have to make sure that your production pipeline is solid. Everything has to be timed in pre-production. That is why animatics and rough edits are important. Other steps include constructing the models, texturing materials and shaders, rigging, animating, set construction, lighting, and sound design. The most important part is teamwork. Everyone has to be able to work together and see the big picture. (No pun intended).

After all that work, I understand you had to cut a scene out of the film. Tell us a bit about that.
There was this opener to the animation that was supposed to show that our story takes place in a shady part of town. It would have made some great eye candy, but it wasn’t really important to the character for this particular animation. It was hard to cut it out. It’s interesting because in the past when I have done a specific role, I would sometimes get attached to a shot. That’s how I felt cutting the opening sequence. I surprised to feel that way.

The score on xero is something in itself. What was the scoring process like? What kind of elements did you want in the music?
I was very fortunate to work with local film composer Stephen Gilbane. Stephen came highly recommended from another filmmaker. When I approached Stephen about this animation, he told me he hadn’t done animation before. That didn’t matter to me. I heard samples of his work for Improve Boston, 48 Film Project, and Bit Parts the Movie so I knew he had the right mix blend of styles. Originally I had a different vision for the score. I wanted the music to fade in and out of the animation. I explained to Stephen the kind of character that xero is and I sent him the a draft render of the animation that had final timing. He put together a rough track and I listened to it against the draft animation. I like what I heard, so I told him he could have creative freedom to do what he wanted. He created a continuous piece of music that had elements I never even considered. It was a perfect fit.

Tell us about TimeFissure Studios.
We are a small, independent studio that creates animation, CGI, and digital effects for a wide range of media.

What are some of the other projects you are working on or have worked on?
Mostly in the past we have been doing projects for corporate and medical projects for things like promotional and sales animation. There are many projects that we are not allowed to talk about. Currently we are working on some pre-viz projects and architectural stuff. I would like to tell you what they are, but I can’t. We want to be able to have our work seen and enjoyed. In the past, our work has only been seen by a closed group of targeted viewers. That’s part of the reason why we are focusing on commercial and entertainment work.

Have you ever worked outside of animation? Would you like to?
I personally started in graphic design and publishing. The studio is completely open and qualified to do those types of things if it is needed on a project. In fact graphic design and publishing goes right along with any project we do. There are times when a client needs to re-purpose an element of a project for a print ad or promotional materials. So... yes, we would like to do because it’s part of making sure a project covers all the bases.

If you weren’t working in film what do you think you would be doing?
I would be living in a small village in Japan carving custom Bo Staffs for martial arts masters.

What is your future plans?
Well for starters, we want to be a larger independent studio. Actually, let me re-phrase that... we want to be a larger independent studio in Boston. This is a great city for production and we have a solid plan to be larger and stay independent. It went through several drafts to work out the kinks. Then we tucked it away safely where only we can see it. We do not have any outside investors funding the studio and we have no plans to do so.

Once again, thanks, Palmer, for giving us a little insight on what it's like in the world of animation.

 

 

 

 

 

 


 

 

 

 



 

 

 

 




 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 




 

 

 

 

 

 

 

 

 

 

 


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