Release. Pressure. Animate.
Release. Pressure. Animate.
Release. Pressure. Animate.
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without any reference or sketching. As long as the workflow provides consistent quality<br />
and speed throughout its progression it is reaching its primary goal, which is high quality<br />
delivery in time. But a good workflow constantly consists of a clear goal and constant<br />
progression in as well the product as the user‟s skillset. A workflow needs efficiency in<br />
speed, organization and simplicity. And it should provide a constant vision on the current<br />
task, what step is next and how he‟s (easiest) able to complete these tasks. Besides, the<br />
way the animator works should constantly motivate and bring inspiration and clarity to<br />
himself and (possibly) others. Even more, as discussed for flow, the choices of the<br />
animator should provide a good challenge to skill ratio so he can reach flow (as described<br />
by Csikszentmihalyi.)<br />
An animator in big productions will solely focus on animating. But in most school<br />
project, at small studios and also with the production of Mac „n‟ Cheese the animator isn‟t<br />
just the animator. I, for example, was the lead animator, animation supervisor and<br />
technical director. For this I did supervision, animation, rigging, troubleshooting,<br />
techniques testing as well as pipeline building. But besides just these general descriptions<br />
I‟ve been dealing with concept art, story development, cinematography, data wrangling,<br />
editing and promotion as well.<br />
An example picture of the Mac „n‟ Cheese pipeline (compressed to the biggest parts only) showing the division<br />
of my personal time and tasks throughout its pipeline. This image can also be found in the attachments in a<br />
bigger size.<br />
As you can see things add up and often this can make the user needing to deal with<br />
multiple tasks at the same time. To be creative, feel free and intuitive at the same time a<br />
structured and consistent workflow is required. As we‟ll see in the coming chapters<br />
there‟s room for improvement for almost all 3D animators. And even more in line of this<br />
research, there seems to be very much room for improvement in student productions<br />
(and small studios) and their pipeline, workflow and flow.<br />
1. Creativity and Flow<br />
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