This article was an interview with ILM Animator Erik Morgansen on the different types of animators and which you should be. The first question he is asked is what type of work you should use when submitting your work to studios. He says for this you need to keep in mind what you're submitting for what the project you'd be working on is. If its for a How to Train Your Dragon movie, then you probably will want to submit some creature animation. You also should consider what is your relevant work and your best work. For video games, consider which type of games you'd be making. If it's Halo, you should submit sci-fy type work. Or if it's a Mario game, some squash and stretch work would be best. You should also decide on which type of studio it is. If it's an Animation studio you should focus on character animation. If it's an VFX Studio, then you should look into animation that involves physics and realistic animation. And if it's a boutique studio then you can focus on rigging, modeling, simulation and texturing skills.
The next question he was asked is on is where should you get started. He suggests looking into mentor-ships, as a way to improve your own work. Sometimes watching the best work, really gives you a lot of insight onto how to improve you're own. And having professionals critique your work really helps you strive to improve. He also talks about how he acts as a mentor. He explains that he gives his student a clear idea of what it is like to work in the industry. It's about knowing what directors want, what blocking is necessary and communicating with your team. He also says unless a student is really struggling, he is always hands-off, which helps students feel like their shots are their own.
The next question he is asked is what are some common mistakes students make when starting out. He explains that students struggle with getting variation in different parts of the body. To solve this. its important to think of the hierarchy in the body in characters and think on how certain parts effect others. Anticipation is also important, in so that it should match the movement. The last one is getting eye direction in shots. To solve this it's important to understand your character and what situation they are in.
The next question is what is the most gratifying part in being a mentor. He says that its easy for him to anticipate mistakes and help students with them. And its also gratifying for him to help students make a few changes and have them feel good about their work. It also makes him glad in his career and see younger people start out their careers in the field.
The next question was having humanity. It's important to pace yourself and make sure you can take criticism from other people. Confidence is really important and can make a tremendous difference.
His closing thoughts are make sure you know the fundamentals and work on it. Also enjoy your work, and people are bound to enjoy it too.
I thought this article was helpful, but unnecessarily long. A lot of this stuff is important but I was struggling to get through it all. But I'm sure die hard animators will enjoy this article.
No comments:
Post a Comment