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Release. Pressure. Animate.

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The third condition might seem simple, but is the main point that focuses on losing the<br />

flow. For animators, when you‟re feeling the character should do this, move this way,<br />

then go up, move around and start dancing it‟s already like you‟re in a short state of flow<br />

where you know what you will be doing, know what to adjust and what your next short-<br />

term goal is. And at that moment, you‟re thinking (with a smile) I‟ll do this. You<br />

straighten the chair, open your eyes, stare at the screen. Click-click-click, position here,<br />

move that. Ah, getting closer for this pose. This takes time. Then, ok. Some frames later,<br />

here. Yes, that‟s what I want! Ok. Play, and check. You watch. Stare. Think. Take time to<br />

feedback the work. Once you notice something is off, not working right, you‟ll step back,<br />

rethink and retry the initial step. For now, this sounds like not that big of a deal. But if<br />

you‟re going to have to reposition to a total different pose, sketching out a whole other<br />

way of your flow it takes too much time to stay in the flow. You lose the immediate<br />

feedback of a visual image of what you‟re trying to create. Even more you lose a sense of<br />

direct control. That‟s probably why most 3D animator return back to pencil and paper to<br />

sketch ideas out and check if things will work.<br />

As stated in the previous subchapter I shall provide some explanation on how a flow<br />

can be induced - or better said maintained - in a team. Like mentioned, for a flow to exist<br />

there should be immediate and clear feedback. This is hardly obtainable on your own in a<br />

group project where opinion on the matter from other group members is of high value. At<br />

moments like these immediate and clear feedback is only available when working closely<br />

with the team members and the feedback is provided at a constant rate and is clear to<br />

the one actively working on the matter so his flow will not be broken.<br />

The cycles of rest, production, consumption, and interaction are as much a part of<br />

how we experience life as our senses - vision, hearing, and so forth - are. Because<br />

the nervous system is so constructed that it can only process a small amount of<br />

information at any given moment, most of what we can experience must be<br />

experienced serially, one thing after the other. […] Thus the limitations on<br />

attention, which determines the amount of psychic energy we have for<br />

experiencing the world, provide an inflexible script for us to live by.<br />

(Csikszentmihalyi, 1997, pp. 5-6)<br />

Like Csikszentmihalyi states there is a maximum amount of information we can<br />

productively filter and use to our advantage. If this is generally perceived as true, than I<br />

would consider 3D animation in its current state to be beyond our abilities. This totally<br />

depends on how small this amount of information precisely is. As, at any given moment,<br />

the 3D animation software processes a lot of information (of which much isn‟t really<br />

meant to be given to the user and is to be done in the background, but it still is a lot of<br />

information to process) which could make the user lose sight on his actual work. The<br />

animator will have to switch between looking at the end result – the actual piece of art,<br />

the characters pose, the line of motion, and so forth – and the actual process of creating<br />

1. Creativity and Flow<br />

8

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