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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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