Keep your mouth shut until you're done animating.

Started by: Jeff | Replies: 126 | Views: 11,326 | Closed

xomegax
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Feb 4, 2013 3:31 AM #872414
Quote from Jombo
That doesn't seem efficient though. Don't get me wrong tests do help you improve on whatever you're testing, but they're specific. Doing a full project is more of an all-around improvement. Think of it like leveling up in a RPG game. Tests will drastically raise your level for one specific thing (for example run loops), and full projects will raise your level a small amount over a wide range of things. While you're really good at run loops, you still have little experience with everything else. You're better off being good mediocre at everything than really good at one thing and eye-shatteringly bad at others. So you should start with full projects and see what your strengths and weaknesses are, and improve on your weaknesses and do better on the next one. Otherwise you're just blindly practicing. Who knows if that blood splatter will be put into effect in a full length? It's better to learn it when you get there. It's not like there's a list of criteria you have to meet before creating a full length, you have to discover them on your own.

And besides, there's more to a full length than what can be achieved through tests.


I never said that full lengths do not help you improve because they do in my short time here I have seen quite a few animators improve by doing a full length. But what you said earlier was that doing test was a bad thing to do consitently. My opinion is that a short or test can help you improve just as much as a full length. Maybe not fully and as fast as a full length could but I think test or shorts can help you just as much.
xomegax
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Feb 4, 2013 3:59 AM #872448
Quote from Jombo
One thing - I don't think I ever said that you said that full lengths don't help people improve. Or something.


Oh I apologize I misinterpreted about what you said.

Quote from Jombo
I can't agree that a short test can help you as much as a full length. Not to be harmful but what are your experiences in creating full lengths?


Little to none I may not have created full lengths or hell even been part of the community for that long but my I still stand by my opinions.

Quote from Jombo
There are aspects like pacing and keeping someone's interest that you can't really do in tests. They are also all separate, and in full lengths they're all mashed working together as the overall product. You're right that tests help people with some areas of animation, I just don't see how doing a test for one thing, then another thing, then another thing, then another thing, and STILL release a decent amount of good movies where they are all applied and work well together is at all efficient. At that point all those tests you did prior to your animation are useless and pretty insignificant.


Ok I see where you stand with this point but what helped you learn all of those fundamentals before your first full length? The test. I think that those test built up all of the experiences to master the full aspect of animation.
Jeff
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Feb 4, 2013 4:02 AM #872453
You are being close minded because you want to continue the self-aggrandizing practices we're talking about. I don't think there's any point in trying to convince you because you so firmly believe you will get somewhere that the only way for us to prove our point is to watch you fail at being an animator. I don't care if people think I'm being harsh, it's the truth. I'm not the only one who thinks what I'm saying, most of this information comes directly from the people you idolize. They've learned the hard way what the key to success is, and if you disagree then you're welcome to find out on your own that you're wrong.
xomegax
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Feb 4, 2013 4:08 AM #872456
Quote from Jeff
You are being close minded because you want to continue the self-aggrandizing practices we're talking about. I don't think there's any point in trying to convince you because you so firmly believe you will get somewhere that the only way for us to prove our point is to watch you fail at being an animator. I don't care if people think I'm being harsh, it's the truth. I'm not the only one who thinks what I'm saying, most of this information comes directly from the people you idolize. They've learned the hard way what the key to success is, and if you disagree then you're welcome to find out on your own that you're wrong.


I dont think your being harsh your stating your opinion. I am not disagreeing that doing full lengths will help you improve and they should definetly be done but what you guys are saying is all those test wont help you at all that they will ruin you which I disagree because they can be helpful.

Now when doing them only and not spreading them out then yes they can become bad and a nasty habit that should be broken. But like I stated on my first post I am not disagreeing with what your saying I am just saying that I dont think doing a lot of test will ruin you as an animator as long as you eventually move on to full length animations.

Also I am not being close minded I am listening to what you are saying and accepting it but I am also responding with my opinion.
Jeff
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Feb 4, 2013 4:14 AM #872461
Quote from xomegax
I dont think your being harsh your stating your opinion. I am not disagreeing that doing full lengths will help you improve and they should definetly be done but what you guys are saying is all those test wont help you at all that they will ruin you which I disagree because they can be helpful.


That is not what we are saying, you haven't done a good job of comprehending our points. I've said a number of times that I think tests do help to a degree, but you will never get anywhere by making them without a broader goal. This is my central issue, you guys aren't making tests purely for the sake of practice, you want people to fawn over your work and tell you how good you are getting. I don't feel like restating everything I said, but you're definitely not understanding what we mean. No one is doubting that people might move on to a full project even if they make test animations, we're saying you shouldn't focus on only doing test animations. You should start a project, and do tests that will get you closer to the goal of completing the project, and never show people your work because you're less likely finish if you do. Finish, get the criticism and then start a new project that improves over the last. Our community would have so much more entertaining and decent content if this happened. Our "portal" wouldn't be a pathetic joke, and maybe more people from outside our community would start showing more respect to us.
xomegax
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Feb 4, 2013 4:16 AM #872462
I may have misunderstood what you said but Jombo did state earlier on that test should not be done unless they were going to be for a full length project,
Quote from Jombo
The only time you should ever animate a 5 second tests is if it's specifically for a full project. By that I mean, you're planning or doing a full project and there's something you're unsure about so you test it and compare it with what you want out of your project. Independent punch tests or style tests are useless.
which is pretty much what I have been against this whole time. Jeff you may have never said anything like that so I apologize for stating that towards you.
xomegax
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Feb 4, 2013 4:34 AM #872474
Jombo I see what u mean and I get it. I agree that skill will go to waste. I have read through your post and I think I understood your post a bit better than before and I realize your points more.
xomegax
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Feb 4, 2013 4:39 AM #872477
I believe we were relatively on the same page and I got a little worked up as well and I do apologize for that.
Highly_Scented
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Feb 4, 2013 4:41 AM #872479
Quote from xomegax
I believe we were relatively on the same page and I got a little worked up as well and I do apologize for that.


I'm on page #420
DanmarK

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Feb 4, 2013 4:53 AM #872485
what this thread say is true.. but i think the main problem here is the member that gives comment on a short animation, , they just give complements not Cncs and stuff. . i remember my first animation post here is a 2min full length followed by a 7 min full length . ..
Vertigo

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Feb 4, 2013 5:16 AM #872497
Quote from Chewy
I think you already mentioned this in the topic but people barely give criticism on those short animations or full lenghts. The only real good criticism I once got was from Arch-Angel, it was harsh criticism but it helped me alot. We need better criticism, especially in a stickfigure animating community. If some people here are actually thinking about an animating career they need good and straightforward criticism. Right now the flash animation section of this forum is mainly beginners that post their animations, and then other beginners comment on those animations with things like 'hey that was a nice animation' This way animators here improve very slowly or not at all.


I've been trying to post helpful critiques, but I think a lot of people brush them off, thinking, "eh, he only has X posts, what the hell does he know?"

Just a bit of advice to anyone who'll take it, giving critiques can also help your eye for animation, as well as taking them.

But I digress.

Quote from xomegax

EDIT: Also Edyrem what your trying say is that you need artistic abilities to be considered a pro animator? I dont think that this is true the animators of poorly drawn shows such as South Park, where there is not much effort put into the actual art, would you consider those animators "pros" simply because what they are doing requires the teeniest amount of artistic talent to draw BG's and circular heads with bodys? Also there animation is not that high quality. Yet based on what you stated those animators would be considered pros?


Just fyi, South Park is actually made in a professional 3D program called Maya. Sure, the animation sucks and I don't know why they use it, but still, it's not some shitty drawings in a 2D program.

The one thing I will point out about what Edyram said, is, people do tend to shit their pants at any hint of "angles" in an animation. You'd think they never saw a 3D animated film before...
Miccool

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Feb 4, 2013 5:21 AM #872500
lol I remember this time on FA where I created a new account with a noob name and tried giving legit crits to peoples animations without trying to sound rude. And everyone started flaming me and hating on me, I was very amused.
Vertigo

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Feb 4, 2013 5:28 AM #872505
That in my mind is the biggest issue here besides what Jeff has so accurately pointed out. If you're going to be a real animator you need to be able to take criticism.
Miccool

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Feb 4, 2013 5:28 AM #872506
...wtf. South park isn't even 3d... I think you mean if they had elements of 3d, they'd probably use maya and import it in... lol. And yeah, I think to be a truely good animator, a good drawing background is essential lol. Even Disney and pixar think more highly of people with 2d and drawing experience over someone who only knows how to animate in 3d.

edit: woah they actually apparently do use maya now.. I think... interesting
Vertigo

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Feb 4, 2013 5:35 AM #872508
I seem to recall seeing a documentary where they used Maya for the entire process. Hell, they have a freakin' render farm and everything.

Yup...straight from the wiki page...

"When the show began using computers, the cardboard cutouts were scanned and re-drawn with CorelDRAW, then imported into PowerAnimator, which was used with SGI workstations to animate the characters.[45][47] The workstations were linked to a 54-processor render farm that could render 10 to 15 shots an hour.[45] Beginning with season five, the animators began using Maya instead of PowerAnimator.[73] The studio now runs a 120-processor render farm that can produce 30 or more shots an hour.[45]"

But that's a moot point now.