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How Vfx/animation Supervisors Became Supervisors?


Rafal123

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hee hee hee...

Rafal123 > I think it's the same in any job...you work hard, know what you're doing etc, start getting/taking on more resposibility...then someone says "ok you're the supervisor of bla bla bla" - which I think in may cases just puts a name to the job these people have already been doing...

but I wouldn't know - I'm not a supervisor :P

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actually, the cynical answer would be that you have to start as a supervisor.

There is far less mobility in this industry than you might think. My second film I was a shader writer and a T.D., now a decade later I am a shader writer and a T.D...

the VFX supervisor was DJ and Bryan Hirota was a digital effects supervosor, they both still are.

I noticed at DD that many of the match movers seem to actually promote up to VFX supe, that seemed to be the most mobile area.

I'd say that whatever you are by your 3rd project is probably what you'll always be. get used to it, and learn to like it.

Although I'll admit there are numerous exceptions.

-Ivan

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I came at this from another angle

I did Physical Effects for almost 18 years before I started in the CG side of effects work.

I started as a carpenter building sets for the theatre. I then built props and things that had to do specialized functions and whatnot, then I started doing that for same thing film, and after two films I started doing Effects work proper.

Up to this point this has all been physical effects work ,meaning -in camera-

pyrotechnics, weather effetcs, bullit hits, arial rigging, specialized fabrication.

When I finally gave that up and I started at Janimation as a Visual Effects Swiss Army knife. That was offically my title for a while. Now its just Visual Effects Supervisor.

So Its a little like an earlier post alot of hard work a little luck.

Mostly alot of hard work.

Also what is said in the industry is very true " It's who you know!"

Anyhoo thats my story in a nutshell ( sad really ) I could have been a doctor. ;)

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This comment is pertaining to high-budget feature-film supes, not commercials or whatever:

There is a large difference in the required skill sets for VFX supe as opposed to CG supes.

It's perfectly acceptable for a pure CG geek to make it to CG supe by being good, having an intuitive grasp over the overlap, having good and thorough leadership skills and still have to rely on some fortuitous timing to squeeze in there.

In Features, the VFX supe position *requires* solid practical on-set experience, some powerful charisma to deal with studio and Directors and whoever and a superb eye for action, editing and lighting. CG experience varies across VFX supes; 2D experience strongly outranking 3D experience since there are many many more calls a VFX has to make which are very image oriented and very much on the gross action as opposed to giving a damn about the real how-did-you-do-it. For instance. they know the effect of ambient occlusion and understand it from a results point-of-view but don't give a crap how long it takes to generate or how it's done. This is why Trackers, who can get serious on-set time if they have the flexibility and personality to handle it (Fancy getting up at 4.30am, stand in the snow for 15hrs and get back to bed at 11pm? No? Well, do this for 6 months away from friends and family!) - stand a better chance of making it across to VFX supe.

CG nerds (like me) who sweep in from behind the keyboard may find they hit a wall at CG supe. Lyn seems to have the experience gleaned from practical effects and a strong CG exposure; this really works well together.

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Hey Thanks Jason

It has worked well together.

However after rereading my post it was very global as opposed to specific to

Rafal's question.

The short end of it is

when I started at Janimation we were a small co. (I was number 5.)

I did particle effects stuff, matchmoving, and basic effects animation stuff.

I also was the guy that was given new software and asked can you make this go?

With my set experience and exposure to Directors and DP's,

and the logistics of shooting and location I was the natural choice to go on shoots when that was needed.

This ultimately turned into VFX Super.

Dont get me wrong, its not all supervision fun and games.

I still do 95 % of the FX Animation and Matchmoving

that we do here. While we have grown alot over the years

we are still not a large co. like DD or ILM.

We do Commercials, Game Trailers, and Film work.

We have to be flexible.

I f you have the opportunity to go on shoots with someone, it is very valuable experience. It is as Jason very acurately summed up it is very

hard. Long days. Long location stays. Sometimes mean people. Usually not but sometimes "<>?><@@!$"

Well any way I hope this help you out.

Good Luck

-Lyn-

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hey lyn,

i just saw that you guys did the stranglehold commercial, we just watched that in my visual effects class earlier this week.

just thought i let ya know.

26738[/snapback]

Cool Thanks for letting me know.

Where are you enrolled?

That was alot of fun to make.

Alot of hard work also.

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Cool Thanks for letting me know.

Where are you enrolled?

That was alot of fun to make.

Alot of hard work also.

26754[/snapback]

i attend Savannah College of Art and Design.

My Visual Effects Concept and Development teacher showed it to us general inspiration before we had to finalize our idea.

The professor's name is Tad Leckman, he's the new VFX Dep. Head. He used to work at ILM i guess.

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i attend Savannah College of Art and Design.

My Visual Effects Concept and Development teacher showed it to us general inspiration before we had to finalize our idea.

The professor's name is Tad Leckman, he's the new VFX Dep. Head. He used to work at ILM i guess.

26764[/snapback]

Very Cool

Thanks for sharing that.

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