Release. Pressure. Animate.
Release. Pressure. Animate.
Release. Pressure. Animate.
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2. The difference in Animation fields<br />
There‟s quite some difference between 3D Computer Animation and the more traditional<br />
styles like 2D and Stop-Motion. It‟s digital, relatively new and seems to be quite<br />
technical. Though at least one thing they seem to have in common is the need of a<br />
workflow. This chapter will discuss these workflows of the different animation forms and<br />
will be discussed in comparison with the 3D computer animation workflow. This is to find<br />
structure and default procedures in an animator‟s workflow that have been defined in<br />
these fields through a (often) significant longer period than those in 3D Computer<br />
Animation. We‟ll be able to compare the differences, but even more learn about the room<br />
for improvement. Furthermore we‟ll acquire a mindset on animation that‟s often hard for<br />
3D animators to wrap their head around instantly, providing these insights are of great<br />
importance for any development. Thus, besides just delivering a small background of<br />
animation and its workflow in these field there‟s a lot more relevant information and data<br />
we can extract from this.<br />
There is a lot of difference in the habits between different studios even only within the<br />
field of Computer Animation. Even among students there is a different way of<br />
approaching the same thing, which makes generalization of „the workflow‟ hard or almost<br />
impossible. The same thing happens to be with the other forms of animation, as even<br />
some studios say they don‟t have a workflow, but a variety ways of starting a project<br />
depending on the needs of the project. A workflow for them is better defined with the<br />
word blueprint. By checking the development, the variety in workflows and the<br />
techniques used for animators to achieve their results in the variety of forms we can gain<br />
a better understanding of animation in general and find clues, tips and guidance towards<br />
ideas on how to animate that have been developed through a longer time period than the<br />
development of 3D Computer Animation.<br />
Also insight in structure of production, shot layout, shot staging, character<br />
personalities and character development can be gained and we‟ll see in this chapter how<br />
individuals divide this up, but even more how animators fit into the bigger studios‟<br />
structure. The differences in productions as described in this chapter lead up to an<br />
extraction of the base of production environment gaining insight and info on productive<br />
workflows and pipelines. From this I‟ll constantly try to compare this with 3D computer<br />
animation. At the end of each paragraph I‟ll shortly conclude my findings which will form<br />
the basis for the concepts designed and presented later in this thesis.<br />
2. The difference in Animation fields<br />
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