Release. Pressure. Animate.
Release. Pressure. Animate.
Release. Pressure. Animate.
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same accounts for planning the shot. If we start planning with simply key poses (instead<br />
of working straight forward) the director, supervisor and/or other team members will<br />
know what you‟ll be creating early on, before you‟ve invested too much time on it. This<br />
makes it easier „to kill your darlings‟ and improve the animation towards a higher level.<br />
Animation is collaboration.<br />
The focus we‟re able to creatively use seems very limited; therefore animators often<br />
work in a layered system. They focus only on the most important parts first and think<br />
about arms, hands and all the other parts after that. This process of separating the<br />
character in parts and focusing on one of them at a time gives us the ability to really<br />
track the arcs of that movement and apply to it the momentum and physics with<br />
perceivable realism. In 3D it‟s sometimes hard to focus on a part as cluttered controls<br />
can make you lose sight on just a part. Quickly hiding any irrelevant parts of the body<br />
could help focusing on just a single part of the character. Complexity makes it hard.<br />
Again this looks like something that would work especially well when working straight<br />
forward. We‟ve also seen how pose-to-pose and straight forward differ in the creation<br />
process, but also in final delivery.<br />
When discussing straight forward, pose to pose and the combination of these two we<br />
found that by combining the strongest points of both we could work in the best<br />
productive way possible. First we need the essence, the idea and concept for the shot.<br />
The animator does this with key poses and the most important extremes. The next step<br />
is to do a straight forward pass, frame-by-frame thinking what will come next in effect of<br />
motion, physics and character‟s choices. It seems to be a very intuitive and creative way<br />
to „live‟ the character. It feels most „direct‟ to the character and comes close to the<br />
feeling of bonding with the character as described with stop motion and its puppets. It‟s<br />
important to think about tools and concepts that could initiate working this way easier in<br />
3D software and can provide such consistency in the workflow. Animating in 3D software<br />
makes it easy to work with the automatic in-betweens where the next pose will<br />
automatically „be like the previous.‟ This makes it hard to just let go of the previous<br />
moment and think about what pose would be strongest on a certain point, because<br />
you‟re thinking about how to get there, if that‟s realistic and possible while keeping in<br />
mind physics, personality and emotion. If you do keep all those things in mind it can<br />
influence any creative thinking and also the ability of creating that pose that tells the<br />
story best and exaggerates the essence clearly. Again, it is really important to plan<br />
creatively first and start thinking about how to get there later. Thus, first limit yourself to<br />
what to tell and how you‟ll tell it and then start thinking about how you do this from the<br />
one time, place and pose to the other. Even more, coming to the point where you know<br />
what you‟re up to and what has to be done can end up in simplicity; sounds like a to-do<br />
list or check-list.<br />
2. The difference in Animation fields<br />
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