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Release. Pressure. Animate.

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Summary<br />

The development of technology has changed animation in 3D software quite significantly<br />

throughout the latest years. More techniques, more complex rigs and way more<br />

possibilities have been giving great control and power to the animator. But, often<br />

development towards intuitivity, efficiency and productivity seems to be overruled by the<br />

constant urge to developing more breathtakingly complex techniques. Flow, as described<br />

by Mihály Csikszentmihalyi as a state of awareness that optimizes any and all human<br />

activities, seems to be absent and totally not important for software developers<br />

nowadays. Though animators need to constantly struggle and work their way through<br />

this increased complexity and higher amount of difficult technicalities.<br />

With a field study on how animators in different fields of animation work, keep focus<br />

and are able to get and stay in a flow of animating this thesis will present key ingredients<br />

that animators need to work productively and creatively. Overall pipeline of professionals<br />

and starting students give insight in their perception and need for flow resulting in a clear<br />

and globally interchangeable list of needs important for all. It‟s a key starting point to the<br />

key ingredients for development towards flow-enhancing tools for animators.<br />

This thesis revolves around the center question: How to hold a better creative flow,<br />

so improving productivity and intuitivity, by using a customized toolset for 3D character<br />

animation? The result presents a rule set for creating tools to enhance flow and creativity<br />

in the act of animating in 3D software by increasing the focus and simplicity of the tasks<br />

at hand and decreasing any interference. For this the tools come down to working more<br />

in 2D space, focusing on a single act in the production and automating the unnecessary.<br />

Furthermore they are based on familiar instinctive designs with a high speed rate so all<br />

stages of animation from planning and character handling to management can be<br />

handled more efficiently and more intuitively. With these guidelines towards flow-<br />

enhancement this thesis provides a generous amount of concepts and designs that are<br />

interesting for near-future development towards an easier 3D work environment and will<br />

introduce a work towards a future for animators where flow will more likely be present.

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