About Discouragement (by DiPi) (Click to Show)
After it was brought up on Nemesis thread, I thought it may be nice to write 2 or 3 things about discouragement for all those who strive into or lose inspiration for achieving something in the stick animating world
Note: remember that what I wrote may be completely wrong. Any suggestions and/or corrections are extremely welcomed (even if it about this thread being useless)
-Starting: why getting discouraged
On this part I can’t say that much, since it is personal for everybody. However, about animating, there is one which is (or seems to be) common to many individuals: trying to reach a “result”
Usually, when people see an animation done by someone else, they get inspired by it and thus try to get close to it (or even to surpass it). However, when they see that their animating skills cannot compete with the “result” they strive for, they start getting discouraged. More specifically, they try to make something like someone else did (or as much "big" as his). However, when they find a wall, an obstacle (whatever you want to call it), they start getting anxious, since they don’t know how to get over it. Usually, this obstacle has a name, which is “animating skill”
-About animating skill
Some people always talk about the “skill” to make good animations, even though they don’t have a clear concept about it (like “good animations are smooth ones”, “good animations are the ones with effects” or “good animators are the fastest ones”). In fact, it’s not like it exists one way to do things and that one way should be used as a meter to determine the “skill” of an animator. However, it isn’t even that you cannot determine a skilled animator, since it’s like saying each animator is as much good as another (which isn’t true)
That said, if I were to give a concept about what makes a good animator and thus a good animation, it would be the “capability of making and showing that which is wanted to be made and shown”
Let’s make an example
If you watch one of Nhazul’s animations, you get different impressions if you were to watch one of Resh’s animations. That’s because Nhazul’s way to animate things gives more force (sorry, I couldn’t resist) to aspects than Resh’s one does not, since it focuses on other things. Said this, it’s not like we can say “one is better than the other”, but that “one shows certain things better than the other”. Remember that animation is all about representation of something
-The big answer
Now that I gave a possible definition of what you could call “animating skill”, let’s go back to where we stopped. With the definition that has now been brought, we could say that when people try to reach a certain “result” they find trouble into “making and showing what they want to make and show” (animating skill)
Now, here comes the big question: how can I improve my “animating skill”?
Well, by animating
I know that, by saying this, some people may find this article banal or useless, since it should be an obvious thing and it has also been repeated by other people in other topics like writing, drawing and such. However, considering that obvious things do not exist (otherwise there wouldn’t be the need to explain things) and that it may be nice to repeat it another time in a different way so that people can see it under a different point of view, I think it is neither of the two
-To move forward
I think it is now better to explain the whole iter that is behind the answer to the question made before
Here’s another example
This (https://www.youtube.com/watch?v=tGEAt2ikJBU) was Resh
After lots of years, this (https://www.youtube.com/watch?v=3BmBvvdgrDw) is now Resh
When I pointed at the beginning that some people get discouraged by trying to reach a “result” I meant that people, when they do not see the whole journey of the artist they look up to, forget that everyone started from somewhere. And that “starting from somewhere” brings more than one would expect, since it also means lots of failures, mistakes, anxiety, stress, sacrifices and more. And it’s not like one can avoid them: to become a good animator, but also to be good in anything else, be it studying, sports and more, you must necessarily pass through something. And it’s not like that something will always be a bed of roses
Said this, if you ever feel discouraged when you animate, think that it is normal, that everyone once did things that are actually even worse than your last animation -I’m way better than Terkoiz was 7 years ago (if he was even animating 7 years ago) :^)- and that, if you never stop, you’re gonna one day finally reach that “result” that moved you. Or even surpass it
PS
If you want a last example of what I’m saying, give a look at clan Nemesis’ history
About Improvement (by Zero) (Click to Show)
One of the major problems I see on new animators is that their goals and ambitions are too high. They need to be realistic. In fact, here's a list of what I find they can improve/learn on:
1.) Ability to take in C&C
2.) Set achievable goals
3.) Planning
4.) Know where you stand
5.) Specialize in a certain area
C&C/Comments & Criticism:
Okay, this must be first and foremost, something that must be learned. It is not an option, it is mandatory. How you perceive and look at your work is different from how others work. Allowing people to look and criticize your work allows you to see your product in a different perspective. It is very important to note to ask questions and to take C&C objectively and not personally.
I cannot stress enough how most animators/artists get so sensitive to blunt C&C's. As long as it helps you, you should not care how it is delivered. Personally, I find harsh and straight to the point C&C's the be the most useful one's because they point out what is exactly you need to improve on. The thing is, the reason you're probably not improving is because you're ignoring what others are saying.
The next time you're criticized, if you ever feel hurt and want to turn a deaf ear, remember that the animation you're making is for the entertainment of the audience and not for yours.
Set Achievable Goals:
Most new animators aim to be the next "Terkoiz" or the next known animator but here's the thing: It's going to take a hell lot of time, hard work, dedication, and luck. In fact, let me break this down to you right now. The chances of you being the next big hit has a probability value close to zero. Ask yourself, how many others have ambitions such as yours and failed? How many others out there has desired to be popular but just didn't make it? Dig the graveyard and you'll see how many "Dead" dreams lie before you.
Remember, for every successful(AKA "Legendary") animator, there are 100 more that almost made it and for that every 100, a thousand more animators are still going at it, and finally, for that 1,000, another thousand more are still in training. Guess where you are?
Planning:
Now, this can go both ways. The decision to plan depends entirely on the animation and what you're trying to get out of it. If it involves basic principles of animations that lasts for a second or so, there's no need to plan it out but when complex sequences are injected, planning is essential.
Projects, especially lengthy ones, should have a plan on hand. How you plan depends on you but it must be simple but can be understood by you or your teammates. I see a lot of storyboard screenshots that look like they had a lot of time put into them such as making that stick pose look oh so perfect. This, again, is subjective. If ever your plan looks complex because it is necessary(Key frames) then by all means, go for it but if you make your "Plan"/"Storyboard" look good just to impress people, this should raise red flags.
Planning should be for the betterment of your animation, not for show off.
Know where you stand:
Short way of terming this is "Getting out of your comfort zone". First things first, you're never going to expound your knowledge and skills if you keep animating the same thing over and over again. Sure, you might get better at it but if it bores the audience or you, then it's time to open up and step out of your comfort zone.
In short, don't be afraid to learn new things. I understand that you're afraid it will look "horrible" or "bad" but that's the point. You're there to get better and to learn how to do it. For the "How" in learning, you can look up various tutorials or ask help personally. Refer to "C&C" for more help.
Specialize in a certain area:
Taking to what DiPi said on terms of "Animation Skills", I'd just like to say that as a beginner, it is a must to learn the 12 basic principles of animation. After you've mastered, you may move on to whatever you like but it is important to know what you're aiming to be. In the animation industries, there are different roles everyone specializes in such as key frame animators, in-between, coloring, BG's, effects, shading/lighting, and so on so forth.
You may choose one or more but I recommend mastering one aspect before moving on to the next one.
I recommend people with suggestions and/or corrections to state them in a civil manner (more importantly, without sarcasm/irony/offence)
If you can’t do that, I’m gonna blatantly ignore them