The Biz


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  1. What does a studio like ILM look for in an animator?
  2. What is a character bible?
  3. Any advice on creating and distributing my first short?
  4. We have bid at a 100 hours for the whole project. Does that seem like a lot of time?
  5. I need help determining a production schedule and budget for a potential client.
  6. What do some of you think would be reasonable to charge [for work]?
  7. What would be reasonable to charge for a still logo or...?
  8. What things should I consider before working for a client?
  9. Do I have the option to "sign away" any work I create?
  10. Are there any resources or guidelines available?
  11. I really want to do something with my idea, but I'm stuck...
  12. What are the alternatives to producing a feature length film?
  13. Is a good story really that important?
  14. I understand that I'd need to have about 20 computers and 10 000 000 dollars to make a movie.
  15. I'm wondering what you guys are averaging for a frame? I'm getting...
  16. Why not do a bit more maths!
  17. Should I put copyright statements on my images?

What schools should I be looking at that give good training in 3D animation?

In Australia, they say the *BEST* course is at the Griffith Uni's, Queensland College of Art. It has a full course in Character Animation using Max and Animation:Master. It's a degree course too, which is great. Not just a certificate or anything like that. The teachers are excellent with great industry experience. Contact John Eyley if you're trying to find out about it. That is, if you're in Australia or plan on moving here. Rob Starr

You should concentrate on schools that emphasize traditional animation. Guys who've just animated on computers and have no traditional skills are a dime a dozen and usually their animation looks like pretty crappy. If you want to make it into a big time studio work on your traditional animation skills first, the computer stuff a distant second. Sheridan College in Oakville Ontario should do the trick. Todd and Kelley

As far as schools go, I am taking the advice that I have read in two different articles by two different authors in two different magazines. In one article, the conclusion was that anyone can master some program and 3d animation in general if you work with it enough, all without school. When insisted for a school program to refer, the author gave the advice that the best program to attend would not be an animation or computer graphics coursework at all, but instead a film program. He claimed that this was the best road to travel because although good 3d animators are plentiful and in over supply (to the point of many being out of work, and many basically working for free), a good animator who knows film theory, etc is hard to find. the second article that I read came to the same conclusion; if you are serious about it, you will be able to reach a level of proficiency on your own. In fact, the author claimed that many schools were (in so many words) a rip off. The main reason being that they do not prepare you for the real industry. (His primary example was that in school you work with a group all semester on a six-minute project, whereas in the industry you would have to yield the same output by yourself in one week.) These are not my opinion, necessary, but just the conclusion of two articles that I have recently read on the subject. George


Can Animation:Master help get me a job in a big studio like Pixar?

Definitely, yes it can!

Victor Navone, who created Alien Song in A:M was hired by Pixar Studios. I also want to point out to all the newbies with stars in their eyes and dreams of success, that this goes to show that all you need is one STRONG piece of work to go to the top. This is of course assuming that the Alien Song was one of the reasons that Victor was recruited:) With all of Victors talent, in both 2d and 3d, it was no wonder he was brought in to the Pixar fold.

Additionally...

Alien Song certainly played a part in Pixar's interest. I'm sure it also helped that he's a real nice guy and isn't a raving ego-maniac (though he has enough talent to justify it :-). But, I stopped by Ed Catmull's office when I visited Pixar last month. (Ed is the co-founder and President of Pixar). A friend of his had emailed Alien Song to him, and he said that the studio was already talking to Victor. So, it sounded like there was a very good chance they'd hire him, since Ed was aware of him. Hopefully Ed showed Alien Song to Steve Jobs :-).

Ken Baer, Hash Inc.


I want to submit my animation to a contest, but it needs to be in Beta format!

In regards to the submission format, Beta is not that hard of a format to get too. Pretty much every submission to a any type of competition has to have a standard format. As I recall, the submissions at the last convention they had a projection equipment that allowed the Beta tape to be shown to the whole Pasedena Civic auditorium. And it was great.

Most conventions accept only film, for display. The cost of film transfer is much much greater than transfer to Beta.

Now, in regards to solutions. If you need to get your animation to Beta, first thing is to go ahead and get your film together into a good format. Such as quicktime, or a .dv. One cheap cheap way to get it to beta is to contact your local cable operator, they should have all the equipment you need. They have to have the equipment, because the law (US) provides that it be there for "public access shows". Call the person who runs the cable access studio, and let her know what you need. If you have your file all set to go, and ready to be transferred. It should probably be pretty quick, and probably at a minimal cost if not free in some cases. The most I have paid when going this route is $100 cause I had to do some editing. Negotiate or trade. Heck you may be able to barter some work.

James "Dingo" Griggs


What's the scoop on U.S. copyrights? Do I need to register for an official copyright?

If you're serious about protecting your work, however, why should you settle for "better than nothing"? The following is excerpted from the website of the Library of Congress:

Copyright is secured automatically when the work is created, and a work is "created" when it is fixed in a copy or phonorecord for the first time.

No publication or registration or other action in the Copyright Office is required to secure copyright. There are, however, certain definite advantages to registration:

  • Registration establishes a public record of the copyright claim.
  • Before an infringement suit may be filed in court, registration is necessary for works of U. S. origin.
  • If made before or within 5 years of publication, registration will establish prima facie evidence in court of the validity of the copyright and of the facts stated in the certificate.
  • If registration is made within 3 months after publication of the work or prior to an infringement of the work, statutory damages and attorney's fees will be available to the copyright owner in court actions. Otherwise, only an award of actual damages and profits is available to the copyright owner.
  • Registration allows the owner of the copyright to record the registration with the U. S. Customs Service for protection against the importation of infringing copies.

Apparently, the registraton fee is now $30, but several works can be filed together as a 'collection'. There is a boatload of useful information on the subject at the website, including downloadable forms, a FAQ list, and lots o' legal details.

Brian Dalton


I'm working on an animation in Hash which will have to do with the mafia (Goodfellas, Godfather, etc.). I'm curious to know, from those of you out there actually doing 3D for a living, your thoughts on foul language in a demo reel. Is it out of place, should I scrap the idea and start over?? Any ideas and/or thoughts, would be great.

You don't need to use any specific language. Remember it is all in the attitude of how you say something not what you say. So say it with attitude. It is in fact more creative and less likely to turn off a potential employer / client.

Don Swail


What does a studio like ILM look for in an animator?

I believe you need to be a good all rounder. You need to be able to model, texture, animate and explode realistic looking space ships just as well as creating characters who walk and talk. You need to be able to create complex architecture and photo realistic looking scenes. You'll also need to be an expert at integrating your 3d animation with live video footage, one of the main things studios like ILM look for when hiring animaters. Of course A:M can do all this, it's just a matter of making it happen.

-Glenn Thomas

From the horse's mouth:

Not to argue with your main point, regarding making AM more competitive with other softwares in the industry, but I would clarify this one point. ILM doesn't really look for any of those things in prospective character animators. You just have to know how to animate a character. We *do* look for those things when hiring TD's, compositors, etc. Character animators don't have to know diddly about integrating CG into live action, modelling, etc. Just FYI, not a flame.

-Hal Hickel, ILM

Additionally...

I agree with Hal on this point. Here at Lucas Arts, they have hired a many animators that have not even touched a computer, but have outstanding "on paper" animation skills. Heck, when I model something, sometimes I do not make the textures. It is passed off to someone else who all they do is texturing. Now on the other hand, our Compositors and digital F/X guys need some of those skills you are talking about.

Also just for some more info and also not a flame.

-Bill Hennes, LucasArts

In Response...

Hope I'm not being nit picky, Hal, but setting up a skeleton and associated smartskin is giving me a bit of grief at the moment. Is this considered a part of character animation or more modelling from ILM's point of view? Just finished rendering some animation and I've got ankles popping all over the place.

No, it's really not considered part of the skillset that is looked for in a character animator. On the other hand, if you're submitting a reel and your animation is full of pops and weird stuff, we're not going to be able to judge the animation very well.

Most of our animators know how to chain (bone) things in Softimage, though this kind of rigging work is almost all done by our "technical animators", these are people who might animate a little now and again, but spend most of their time rigging characters. Our Modelers handle the socking (stitching all the patches together) and our character TD's handle enveloping and simulation issues. The animator is really supposed to concentrate on creating the performance.

Mind you, this is just ILM's approach, there are lots of other shops that require animators to be much more "jack of all trades" types. I prefer our working environment becuase I really like to animate more than anything else.

Hal Hickel


I was speaking with a producer in L.A. last week regarding distribution of a short I had produced and they wanted to look over my "Bible" for the characters. What exactly goes into one of those? Is it just character treatments?

Aha..the Character Bible. Basically, it's a book that you need to make with different views and poses of your character(s). You'll also want to include character attributes, such as who it is, kind of a short bio on that character. Sketches are gret, both pencil, colored, and maybe some 3D prints if yo've already modeled it.

Greg Schumsky


I am ready to tackle my first animated short film. My questions are:

What is a good length to start with?

Three to five minutes, but if you're a beginner you should probably do a lot of short and simple things first as excercises. Especially to get a good sense of timing.

I have written stories in the past, what difficulties shoud I look out for in film production?

Storyboard your film to see how best to translate your writing to a visual medium.

I want to distribute the movies that I make on CD, is this a suitable medium?

I wouldn't try it for a three minute film with sound. If you want to distribute to festivals, it should be on film, 16mm or 35mm if you want to be ambitious.

What are the film festivals that cater to animation?

In North America there's the Animation Celebration, Spike and Mike, Ottawa. Annecy is a big one in France, I hear it's very commercial (as opposed to artsy). I believe the best thing is to look at industry magazines (for independent filmmakers), which will have ads for film and animation festivals in the back. A very good resource is Animation World Network at http://www.awn.com . They should have plenty of info on festivals and links to useful web sites.

Mark Borok


My company is bidding for an animated fly through of a proposed building site, the proposed structure is very detailed with many details yet to be determined. In light of our current knowledge of the project and of our own skills we have bid at a 100 hours for the whole project. Does that seem like a lot of time?

100 hours? That's one guy doing it for two weeks, or two people for one week.

I could be wrong, but I think you're grossly underestimating the time needed for a project like this.

Take into account the following:

Model construction, which includes:

Then comes composition:

...lastly....

And let's not forget the time needed to render full rez frames. Something with lots of objects and lights is going to take a few minutes per frame. That adds up quick at 30 frames per second.

Mike Caputo

First I need help with determining a production schedule and budget for a potential client.

The final product would be a 5 min video.

This guy is on a real tight budget but if he gets investors this could be a huge project.

Frankly, 5 minutes is a LOT of video: if you've only done titles and hobby-level animating, you may not understand quite how -much- video that is. Nine -thousand- frames.

If the guy is on a real tight budget (i.e. he can't pay you at least twenty thousand dollars) then he probably cannot afford this at all.

You're talking about five minutes of full human figures in all their spandex-revealed glory, interacting heavily, presumably laced with massive special effects, all being scripted to a pre-existing sound-track (yeck!). That's even before your customer comes back and tells you about the crowd of one hundred innocent bystanders that he just -has- to have.

At a very rough estimate, I would guess that you will be spending at LEAST one thousand man-hours on this. If that sounds like too much, do a breakdown on paper. Remember to include everything: storyboarding, character sketches, modelling, decalling, bones and constraints, lights, scenery, camera pans, post-production, etc., etc. Oh yes, and 9000 frames of animating.

You could conceivably turn out five minutes of video in one-thousand hours. But if you can, you deserve a lot more than twenty dollars hourly wage. :)

-- Tony


...now I consider GE to be a higher rung company...what do some of you
think would be reasonable to charge?

You should charge the same rate for your time regardless of who you're creating the work for. To charge a different amount based on the size of a client's company is a bad idea...if they find out that you charged them a premium for no particular reason other than who they are, they may refuse to do business with you in the future (can you blame them?)

Now, apart from the value of your time, there may be other items you could charge a client for that can vary from job to job (i.e., usage/ownership rights, supplies/expenses, etc.) These factors should be made clear when you submit your estimate, job confirmation (or contract), and again in your invoice when the job is completed. For example, some clients may want to buy all rights to the artwork, particularly if it has to do with their corporate identity...you could charge extra in this situation, but it should be made clear to the client what the additional charge is for. The rate for your time, however, should not be any more than what you normally charge other clients.

Now, if you want to charge more or less than what other artists charge, that's entirely up to you. There are no standard rates in freelancing, but you should obviously charge at least what it takes to keep you in business. If you're dependable and excel at what you do, you can (and should) charge more for your service...clients are willing to pay more than the 'going rate' if they know they can count on you to get a job done exceptionally well and on time. (If they've been buying art for a while, they know how hard it is to find a really good freelance artist.)

D.R. Greenlaw

Additionally...

I'm not sure I entirely agree with this.

Perhaps you chould not adjust your rate based on the size of the client, but I feel it is okay, and even good business, to charge more or less depending on the amount of use the design will see.

In other words, If I were designing two advertisements, one of which would be publshed in several nationally or internationally distributed magazines, and the other of which would be published in a local newspaper, I would charge more for the first than the second, even if the amount of work (time) involved in each project was fairly similar.

Just my opinion, though I have heard other (successful) designers express similar thoughts.

Scott Nicholson


what do some of you think would be reasonable to charge for a still logo or logo with some simple little animation flurrish...?

It would be impossible to give you any numbers like this. The best way to charge for work is to figure out how long it will take you to do it, how much you'll have to put out to get it done and what you think you're worth for that amount of time. If your confident about your work, be confident about your pricing.

ed Lynch


In other words, If I were designing two advertisements, one of which would be publshed in several nationally or internationally distributed magazines, and the other of which would be published in a local newspaper, I would charge more for the first than the second, even if the amount of work (time) involved in each project was fairly similar.

Another point is that everybody who does work for a client should get them (before you start working) to sign a small contract that states you the artist retain all copyrights untill you are paid in full. As an admendment to such a document - You may also state that you keep the models and computer files (After all you are producing an animation not giving away models) ... About getting paid, Ive known designers who as part of their contract state that the artist "retains all rights to the work" but will give out "a royality free licence" to the client to use the work as often as they like - even "restricting the media of use". For example : a client gets you to do a small add for a local paper, You get them to sign a document that lets them print that add as many times as they like but ONLY in LOCAL newspapers. If they find the add succesful they can return and buy the rights to use the work in any international publication (The price worked out in the origional document - perhaps as a percentage of the inital job cost) This has the advantage that if the clent only wants to print the ad in a local paper, then they pay less. Also it protects you from clients who dont pay since thay cant use the work unless they pay you all the money owed (If they do use it? their in breach of international contract and copywrite laws). Also if the client later on wants to use the work for another purpose, you get more money (But its a really good idea to work this out before you start working for the cleint - else you could extort heaps of money from them the second time - but thats not im your best interest)

If you want to do a really cheap job for a client, you can state that the models you produce can be used for any other purposes - in other work ... therefor if a client wanted a cheap job that involved a CG car, later on you could use the same car model for another client (Probably rework it a bit though)

Just some ideas.

Oh, And I hope everybody is aware that under international copywrite law, If a client comes to you and gets you to produce an animation - they OWN the Copyright to that work EVEN IF THEY DONT PAY YOU!!!! ... So get them to at least sign the copywrite over to you .. this can be done in the job quote. ... It gives you more leverage and an honest client who intends to pay you shouldn't mind. (this also means if someone doesn't pay you by a certain date then you are free to use the models and animations for other clients - at least you haven't wasted your time)

Im pretty sure thats how it works in the USA, and the rest of the westen world.

- Glenn Wilton


Do I have the option to "sign away" any work I create?

In America the artist owns all work he creates unless he signs away his copyright in writing. You have the option of selling only those rights you want to (or those the client wants). You sign away all rights to the work you create when you are hired full time at most companies.

As a freelancer, If a company uses your work with out your authorization you can take them to court to stop further use, but can only sue for damages if you have registered the copyright with the Library of Congress.

After being burned in the past I finally evolved a system of getting the client to initial changes and getting a % up front, and a % on completion and delivery of final work when the specific copyrights are signed over. -And make sure you don't get caught being responsible for 3rd party expences! I saw this happen to others! Either get all expences up front, or stipulate that your client is paying for these -they are not billed to you.

Glen Crowell


The discussion going on about the realities of doing business as a free lancer, copyright considerations, ownership rights, etc., is something that I suspect many of us are woefully ill versed in.

I was wondering if some of those folks on the list who've actually been dealing with these issues for awhile, might put together a sample packet of boiler plate contracts, agreements, riders, etc. that you actually use. Seems like this would be a pretty worthwhile resource and would probably help prevent a lot of us simply re-inventing the same wheel.

For the US market get "Graphic Artist's Guild handbook: Pricing & Ethical Guidelines" from North light books (513) 531-2222. (You should realize these are N.Y. city prices...)

Know your rights. After that every thing is negotiable.

Glen

well after reading the messages I understand that I'd need to have about 20 computers and 10 000 000 dollars to make a movie, but the thing is that I really want to do something with the idea and I'm stuck...

I've had tons of movie ideas. The hard part is not the technical side of it. Cost of equipment is negligible. Cost of time is not. And making a movie in CG will take a freakin long time. If I were you, I would find out your technical limitations, then write a script around that. After that, storyboard the script to have the least amount of time consumption. If you watch a lot of Japanese animes, they cut corners left and right! They'll have 10 paragraph monologues with no one on the screen saying it. They'll just show moving still frames to set the tone. sure it looks cheap, but with a strong story, it will be a good cheap movie.

Jeffrey Lew


What are the alternatives to producing a feature length film?

Don't be discouraged by the size of the challenge. There are many alternatives to producing a feature film. Never before in history has it been possible for one person to creat so much with so little. There are literaly dozens of digital film festivals. Many take video tape and even .avi's as the working format. Most of the work shown at the prestigious "Electric theatre" at SIGGRAPH are only 2 or 3 minutes long. It realy dosen't take long to tell a story. Just make it a good one.

When I was very young my father told me somthing that i have used all my life: "You can make anything, great, cheap and fast...Pick two." think about it.

Make your film. Good luck

Tom Miecznikowski


Is a good story really that important?

With a good story you can make a short (3 minutes or less) vidieo. The animations shown at Siggraph often have many people working on them, but some of them have only one or two. one that was shown 3 years ago I think. was Fuffy it was done in animation master, and cost alot less than $10 000 00. The animation wasn't even all that complex (at least not photo real) but it had a great story.

I find the story to be the hardest part. there are many good animators. but few good stories. look at the movies, there are alot with great actors that still stink. without the story there is nothing


well after reading the messages I understand that I'd need to have about 20 computers
and 10 000 000 dollars to make a movie

Don't let anyone scare you from your idea because what they're saying is doesn't make sense. Do a little math. If the average movie is 90 minutes long, that's 5400 seconds. 30fpm for video comes out to 162,000 frames. That's almost $62/frame. Does it cost you that much every time you render an image? Does it cost you $1,850 for each second you render now? Or $111,111 for each minute?

Where you will be busted for cost is in the sound/music, the voices, and the output to video. Unless you are a muscian and have your own instruments/recording equipment. And if you and your friends/family can do the voices, you can skirt that too. And if you have your own video gear you can dodge that too.

If you've got a good story and can tell it well, then make your movie, no matter how long it takes. That's what I'm doing.

Michael S. Flynn


I'm wondering what you guys are averaging for a frame ?

I'm getting about 20 minutes or so which works out to about 6 YEARS of render time for a 90 minute flick! Five minutes at 24 fps is a bit better, about 100 days. Ouch. I have three machines, so that's at least feasible I guess... Time to start snapping up those socket 7 motherboards and 233 mmx processors ;)

Martan


Why not do a bit more maths! 162,000 frames at 10min render time per frame (remember - complex set, multiple characters, fair bit of texturing) is 27,000 hours of rendering time, or 1125 days of CONTINUOUS rendering (a bit over 3 yrs, at 24hrs a day, non-stop)

When are you going to do the set-up for this enormous amount of rendering? I think you would find that doing the requisite amount of modelling, set-up, camera moves, lighting, lip-syncing of dialogue, and "pencil-tests" would be a full-time job (and require a second computer). This would require funding for you (eg a grant) - otherwise, what are you going to use to live on, and pay the bills, for the next three years? This is a daily output of an average 4.8 seconds of finished output, every single day for three years (remember that an audience is not going to give 90 minutes of their time to simple fly-thru's; they are going to expect choreographed characters, with gesture, and expression, which interact with each other to tell a story, using all the "cinematic" tricks of the trade)

Archiving of all your 700 x 500 pixel frames (at about 1.2MB per frame as targa files) would require 195 GB of storage capacity. Compressed at about 10:1 onto a PAR/PVR card or similar, would require 20 GB of storage capacity (just under 40 CD-Rs)

So you will need:

  • a second computer (at least)
  • a non-linear editing card set for audio and video, such as DPS-PVR and its audio card,
  • a CD-writer,
  • a VCR of at least S-VHS standard (Better to have Betacam )

So that's at least $10K for equipment, plus, say $20K a year to live on, ($70K total)

Where you will be busted for cost is in the sound/music, the voices, and the output to video. Unless you are a musician and have your own instruments/recording equipment. And if you and your friends/family can do the voices, you can skirt that too. And if you have your own video gear you can dodge that too.

OK, and dealt with above.To do the film for commercial cinema release would minimally require twice the video frame resolution - about 1500 - 2000 x 1000, and thus require about 4 - 6 times the frame render time (or a similar number of additional computers, which would be the option of choice) - and frame storage uncompressed (say about 7mb/frame)! (commercial agencies here in London charge about $5 U.S. per frame!! for "writing" digital graphics to 35mm movie filmstock, so the cost would be 5x162,000=$810K)

So basically, I reckon that to do it FULL TIME would require at least 3 years, and cost upwards of $70,000 for the video version, or $900,000 to get it to 35mm film (Furthermore, I suspect that in practise, these may still seriously underestimate the true costs)

If you've got a good story and can tell it well, then make your movie, no matter how long it takes. That's what I'm doing.

The problem with that approach, working part time at it, as a hobby, applied to something the scale of a feature-length video/film, is that computer graphics ( and consequently audience expectations) are moving so fast, that you risk making an end-product that no-one else will want to watch because it will be severely out-of-date, by the time it's finished. Admittedly, if you were doing it only for video, the if you have pretty good computer equipment already, costs would be much smaller, of the order of perhaps between $200 to $10K, depending on whether you need a second computer, extra hard discs, an archiving format such as a CR-writer and a PVR card etc

I don't think that making a potentially commercial computer animated movie at home is totally impossible (in fact, I think, as I have illustrated above, that it is JUST ABOUT possible now), but I do think that it is likely to be the most difficult thing that most people would be likely ever to attempt.

It would seem to me to be considerably more realistic to aim at 2 (or perhaps 3) short, five-minute video animations per year, which should be achievable, and then to use that work as a portfolio with which to seek proper funding and help, to subsequently make something on a larger scale, on grant-aid, or commercially.

The other thought with regard to Tomas' position is that if his story idea is REALLY good, then he has "intellectual property" which it might be possible to sell as a "treatment" or a script to an animation studio, to get it animated professionally (although the number of scripts "out there" exceeds very greatly the number of movies that ever get made)

I would LOVE to make an animated feature myself, so I am VERY sympathetic to the wishes of Tomas and others, but I think that realistically, its not quite do-able yet. However, the day of the CG short-film home-animator has certainly arrived!

Dave C


Should I put copyright statements on my images?

Yes, this has proven to be a problem with me too. The most can do is put a copyright on the images and on the website, allowing me to reserve the right to prosecute if any of the images are advertised without my expressed permission. People can of course rub the copyright out, even if you place it over part of the image (though this will deter a lot of people). Another thing you can do is secretly put your signiture on your model as a texture map and hide carefully. eg I haven't, but I could have maybe put my sig as part of the already complicated bump map on my dino. People won't notice it, but you can point it out to anyone in court if need be. My favourite method at the moment is to tell the mailing list about my site therefore if any trouble does occur, I have the backing of about 600 people (on this list at least). Some people keep most of their mail, and if somebody passes your stuff off as theirs, and you told the list about the picture 2 years ago, someone is bound to have kept a dated mail with again you can use as evidence. Indeed, I'm having a bit of trouble at the moment with my monkey project as I've just seen some pictures on the net from Lost In Space, and whilst the creature looks totally unlike my ones (mine is quadropedal - theirs is bipedal. The faces are different, the colours are different etc), they still convey a certain "monkey-ness." We know we didn't copy it, and it's obvious we didn't (we didn't have access to the pics, and they are totally different anyways), but we want to submit it to Zero's 2nd competition, so I mailed Zero personally because I am worried that LIS will have been released prior to us submitting the project, and people may think that we have been influenced by it. We haven't - heck, we'll be well into development and the film will still not have been released. Again, may I use this email itself as proof of our innocence. Feel free to compare our designs, but I think you'll agree that they are totally different (except that they both have big ears - but big ears are not patented). Somebody please keep this email (just in case). Thank you. Which reminds me, I really must practise what I preach and get some sigs onto my models. Oh, and I beleive that copyrights are free as long as you write "Copyright *your name* 1998" Don't make your self into a company (eg Bean Co. or Syko Inc.) - it's not legal.

Chris Anthony