#i could apply the skills i learned thanks to the previous redraws
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xuune · 2 years ago
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Hi! I've been following you for a while (don't really remember why or when) and I love your art! I just wanted to ask:
What's your favorite and least favorite part of animation?
oh cool! thanks for sticking around for so long :) honestly, if you've been following me for some time now it might've been either bc of my fanart, oc art, or both haha
thats a big question which prompts for a big answer so here's me rambling about it below B)
when asking fave/least fave things abt animation, its hard to answer without getting in depth on a variety of things LOL. animation, as a medium and field, is very nuanced with its own concentrations so its kind of a disservice to not recognize those areas esp when the skills u learn have a lot of overlap on how it improves other areas of study
i had practice in some 2D/3D ani, storyboarding, visdev, 3D modelling. here's my general experience with all of those:
2D
fave: figuring out how movement is created, rough animation stage, analyzing and figuring out timing/spacing, esp love the fact that you are creating motion, not pretty illustrations to gawk at, seeing the entire ani come together at the end feels very rewarding
least: cleanup and colors lol, feels very time consuming. if im gonna spend time making lines clean, id rather do that with an illustration piece
3D (in maya)
fave: can rely on the program to do the heavy lifting while you do the keys and adjustments, doing 3d actually enhanced my understanding of how the body moves in motion and space and where drag, follow thru, overshoot could be applied in both 2d/3d
least: i dont get to draw :( majority of my experience in the adjustment process is looking at a mass nebula of graphs and figuring out where i fucked up or smoothing out areas and fixing it. prefer 2d since i can just redraw what looks wrong vs scavenging thru multiple graphs. also modelling the key poses can feel like it takes forever vs drawing it
storyboarding
fave: creating strong, key story beats, keeping drawings rough when possible, shorthanding drawings, researching reference for shot compositions + studying them
least: can be very hard figuring out how to fill in the gaps between certain beats, easy to become uninspired/uncertain abt a sequence drawn
visdev
fave: seeing the final piece come together, figuring out composition, blocking in values/shapes, character design, research phase/looking for references and creating moodboards
least: i hate doing backgrounds lol. complexity affects how much i'll end up dreading it. personally not a fan of working on pieces for very long. im also not a fan of constantly doing paintings/bgs as a job
3d modelling (in maya)
fave: painting the model and texturing it, uv mapping and arranging it
least: the modelling part. fuck up 1 part and you fuck up the rest, you'd have to restart from square 1 or be lucky enough that you had a previous save before the fuck up. a proper process matters a lot in saving yourself the pain and headache from fixing everything (i redid a model that i worked on for 3 wks 4 times bc of my fuck ups)
overall, as a field of study
fave: its fun getting surrounded by others who can talk the same language as you do. ive always wanted to be around people who can get as hyped up and excited over discussing and analyzing story and animation, since i didnt have that with some of my other friends or family members. i've also been able to build proficiency in variety of programs too, which is useful. working in a team project is fun if you've got the right kind of ppl and that makes the experience fun when you the project finished. i've worked on various short films for rough animation, and i always love seeing the final film/composited shot and going "i worked on that part!! look at how nice it turned out with the rest of it! whoever did the [cleans/colors/compositing] did so good!!" i think my biggest satisfaction in this field is understanding the why and how something works (i.e. why/how does this animation effectively sell its movement? what makes these boards convey strong story moments? what about this composition is so appealing? why does this story beat matter to the rest of it? why do i/what makes me care about these characters?) it can easily deter people, but this field's a huge time commitment and youre constantly evolving your own craft. it doesnt come easy to everyone, but when you start seeing your own mileage, it feels very rewarding and pays off
least: industry's hard to get into lol, its kinda like that no matter where you go and once youre graduated, the time you spend in limbo is primarily working on your portfolio and catering to studios you wanna get into. its also easy to get the impression that being a "somebody" and maintaining a reputation matters to just increase your chances and connections of getting a job. that shits hard to deal with when youre not the most extroverted person on the planet, and even if your classmates do know you, are you gonna be the one that they end up talking about constantly or regarded highly a lot? names spread within circles, and it can feel like a competition to just get yourself known. its very easy to beat yourself up over seeing other people's work too. we're desperate, we're starving, we want our work to be acknowledged and validated, we want a job that satisfies our creative needs.
this field is incredibly demanding and its more than just having fun and drawing pretty pictures when much of it is a collaborative effort for a project. the disciplines you learn will majority of the time, without a doubt, will be applied for a larger team. at the same time, what you learn has overlap into other areas too which is always fun when you have this moment of "holy shit, i get it now"
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