My personal life experience: Living and learning from it.
If you’ve got rhythm, thank a pair of RNA-binding proteins. A new study in mice shows that the way these proteins function is crucial for synchronizing the biological clocks throughout a person’s body.
The study aimed to understand the source of a symptom in people with Fragile X syndrome, the most common inherited form of mental retardation and the most common known cause of autism. The syndrome is caused by a defect in a gene called fragile X mental retardation 1 or FMR1. People with the syndrome often have unusual sleeping patterns.
Parents often report that it takes two to four years for children with Fragile X syndrome to begin sleeping through the night. Typically developing children usually adopt normal sleep patterns by the time they are six to eight months old.
Many neurological disorders are accompanied by sleep difficulties, says Yung-Hui Fu of the University of California, San Francisco, but the reason for those sleeping problems is often unknown.
An international team of scientists led by David Nelson, a human geneticist at Baylor College of Medicine in Houston, Texas, set out to investigate why. The study appears in the July American Journal of Human Genetics and is the first to suggest a mechanism for the sleep disruptions that accompany Fragile X syndrome.
For eight years, Nelson has been studying FMR1 and two related genes, called FXR1 and FXR2. All three of the genes encode proteins that bind to RNA and help regulate the process that builds proteins from RNA templates.
Previous research had shown that fruit flies that lack the Drosophila FMR1 gene have disrupted circadian rhythms when kept in darkness, but can still reset their biological clocks when exposed to light.
So Nelson and his colleagues tested mice that lack FMR1, FXR2 or both genes to see if their biological clocks are also thrown off. When normal mice are kept in complete darkness, they fall into sleeping-waking patterns slightly shorter than 24 hours. Mice lacking either FMR1 or FXR2 have yet shorter circadian rhythms when kept in the dark, but the difference is subtle, Nelson says. The mice have no trouble resetting their circadian clocks when the lights are turned on.
But mice lacking both genes gave the researchers a big shock — the mice have no circadian rhythm at all in either dark or light. The mice sleep and wake at random times.
“There are no known mutations in the mouse that do this,” Nelson says. Even disruptions of the genes that make up the circadian clock’s gears don’t cause such dramatic disruption of biological rhythms.
When one of Nelson’s collaborators examined the main biological clock in the brains of the mice lacking both genes, the researchers discovered that that clock cycles normally. But circadian clocks in the liver don’t follow the rhythm of the master clock in the brain.
Fragile X protein and its cousin are necessary for synchronizing biological clocks found in every cell in the body, the study suggests.
It also suggests yet another layer of regulation that keeps circadian clocks ticking in unison, Fu says. Scientists have documented the control mechanisms that govern when and how much RNA is produced from the clock genes and described modifications that can affect the function of clock proteins. But researchers have generally ignored the step that controls production of clock proteins, known as translational regulation. The new study may prompt more researchers to explore how protein production affects biological rhythms, she says.
Source: http://www.sciencenews.org/view/generic/id/33670/title/Losing_sleep
The Seven P's (What I look for in an animator candidate)
Jeremy Cantor – Animation Supervisor – Sony Pictures Imageworks - May 4th, 2002
1) Perception (The MAIN thing)
Overall aesthetic/artistic/creative sensibilities….An "eye".
A grasp of general aesthetics: Composition, camera angles, screen direction, anatomy, posing, design, color theory, etc.
How does one develop such an eye? Years of drawing, painting, sculpting, film-making, studying art, watching movies, observing the world around you, etc. Someone does not necessarily need to be a classically trained "artist" to have a good eye.
This is by far the most important requirement because it is not something that can be effectively taught in the workplace. Candidates absolutely need to arrive with such sensibilities
Many demo reels have animations where the fundamental principles of animation are (all but blindly) implemented by someone who clearly knows their software very well. However, their character design is unappealing, composition is weak, camera angle choices are bad, etc. Such demo reels rarely lead to interviews.
On the other hand, someone who can't necessarily recite Frank & Ollie's 12 basic animation principles and doesn't know Softimage/Maya/3D Studio/etc all that well, but somehow manages to make an entertaining demo reel animation with appealing characters & interesting composition, camera angles & screen direction choices will be much more likely to get an interview.
We can teach someone how to use a particular piece of software...
We can teach someone the fundamental principles of animation….
But we can't teach someone to have a good eye.
Effective self-criticism is also an important aspect of perception. Be able to analyze your own animations and figure out what parts are working and what parts are not, rather than relying too much on your supervisor's critiques as your main catalyst for progress.
2) Principles
A firm understanding of the fundamental principles & mechanics of character animation (anticipation, follow through, squash & stretch, timing, arcs, non-symmetry, 2ndary action, etc). It is not enough for someone to simply be able to list these principles from memory. Candidates must truly understand them and know how and when to apply them properly. These principles should not be implemented blindly. Sometimes certain ones should be exaggerated, toned down or even left out entirely. One must KNOW a rule before it can be broken effectively, creatively and appealingly. If your director tells you to make your character look heavier, do you know which principles need to be adjusted (and how) in order to arrive at such a change?
3) Program Proficiency
At least some rudimentary computer skills and familiarity with a full-featured 3D animation package is desired. However, a gifted animator with very limited computer skills will absolutely be considered as long as he/she has the capacity and willingness to learn the technical part of the job. (Except when deadline pressures don't allow for training time). While we are in fact an "animation" department, for better or worse, we do use computers and therefore, unfortunate as it may seem, even the most amazing animator is of little use to us if he/she is unable or unwilling to (at least partially) animate digitally.
4) Personality & Professionalism
We look for animators who are independently motivated self-starters as well as effective team players. Often, your supervisors are difficult to find (or perhaps out of town) and a candidate must be able to get things done without constant "hand-holding". Also, we work in large, collaborative environment where you never know who you're going to get stuck working with on your next shot or project. If you can't (at least pretend to) get along with just about everyone (at a professional level), you won't last very long. And be aware that this is a relatively small and extremely well-connected industry. Everyone knows everyone. (2 degrees of separation sounds about right). No matter how talented someone is, if they do not play well with others, such word will spread and it will become extremely difficult for them to find work. Furthermore, we like to hire well rounded people who have outside interests and hobbies. We are going to be working very closely together for potentially a long period of time, and we prefer to surround ourselves with potential lunch-mates, not just work-mates.
Be prepared to receive and appropriately respond to criticism (supervisors and directors are not always the most diplomatic folks on the planet). The ability to respond professionally to criticism and failure is often the very thing that separates successful creative people from non-successful creative people. How many times have you heard the story of the author whose million-selling book was initially turned down by dozens of publishers? (ie J.K. Rowling)
A strong interest in the subject matter produced by the studio to which you are applying is also a desired quality as well as a key ingredient for success. These jobs demand that you utilize the full extent of your creative energy for often very long hours in potentially high stress environments. Without a passion for the end product, it will be very difficult to handle such demands for very long. It is unlikely that someone who hates Science Fiction films will ever work above and beyond the call of duty or learn new software on their own time or attempt to "push the envelope" creatively or technically at a Visual Effects studio. Climbing the ladder in this industry requires a lot of creative passion. You will not go far in this business if you are only in it for the money (except perhaps in the executive branches).
5) Problem Solving
Be willing and able to accept and attempt to conquer technical and artistic challenges. When faced with a problem, don't be someone whose first instinct is to run to a supervisor and ask for help. Think creatively…Approach the problem from a different angle..Make a simplified version and do some trial and error. …Pick up a manual.
6) Precision
The teams I tend to work with pride themselves on attention to detail. Candidates should possess such sensibilities as well.
Do you understand the importance of that last ten-percent that turns a good animation into a great animation?
Do you look at the details of your animations with a fine-toothed comb before deciding that they're finished?
Do you check your work for technical glitches, geometry intersections, motion "pops", etc?
Is your resume or cover letter full of spelling errors? If so, can we expect the same level of carelessness in your work?
Creating Perspective Grids in Toon Boom StudioIf you have learned the basics of perspective, you know how to draw your horizon line and vanishing point. From there you can create a full grid. By using Toon Boom Studio’s 12 Field grid, you can easily trace your lines at equal distance to make a clear and useful grid. This image shows an example of a one vanishing point perspective grid and a two vanishing point perspective grid:

We suggest that you create this grid on a separate element. This allows you to activate the light table and use this grid as a reference.

You can use this method to create backgrounds or shapes that require accurate perspective. And since the grid is on another layer, you do not need to erase any guide lines. Once you are done, you will just need to delete the Grid element in your Timeline!


Using Perspective Grids in AnimationIt is also possible to use these grids for animation. For example, this grid has two vanishing points:

You could use this grid as a reference for a 3/4 walk animation. You can see this demonstrated in the next image where each square equals one step:

Trying to create an animation like this without any visual references can be quite tricky and give unpleasant results. Save yourself some time and headaches by using the grid guide lines.
Reuse your Grids by Creating TemplatesWhy redraw your grids over and over when you can reuse them. In Toon Boom Studio you can easily save each grid as a template and store them in your library to use whenever you need to. To use the Library to store all your grids as a template, simply create a new catalogue called Perspective Grids and then drag and drop the selected cell into your library! Each time you create a new grid, make sure to save it. You just never know when it might be useful again!