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About Discouragement & Improvement

Started by: DiPi | Replies: 4 | Views: 1,083

DiPi
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Feb 1, 2015 10:41 AM #1302536
About Discouragement (by DiPi) (Click to Show)


About Improvement (by Zero) (Click to Show)


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
Terror-Sama
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Feb 1, 2015 10:52 AM #1302541
Yeah True..I actually got inspired rather than the other way around.
Zero
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Feb 1, 2015 11:23 AM #1302559
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.
DiPi
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Feb 1, 2015 7:07 PM #1302721
Considering that Zero's post is quite interesting, I have put it together with mine (so that people can directly look at them)

Other suggestions, or comments, or anything else that may help the discussion is well accepted
GuardianTempest
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Feb 3, 2015 12:30 AM #1303406
I propose that this thread be a sort of "Advice Archive", Hewitt's advice for Creativity and Battle Portrayal needs a display case.
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