Popular 3D Techniques

Popular 3D techniques is an experiment designed to gather common ideas in all forms of 3D animation in a comprehensive and organized database. It is completely open source, so anyone can contribute as long as it is understandable and your sources are sited. Original ideas are valid and encouraged, although it might be best to discuss your edits on the discussion page before making a purely independent statement.
We believe there is potential for this page to evolve into subcategories into other pages. If you have any ideas on main page layout or category setup please mention it in the discussion area of the page.




Words of Advice
Popular quotations from animators about animation in general.

Art Babbitt:
# "Learn the rules, then learn to break them."
# "Invent."

Work flow & Pipeline
The process and guild lines of creating an idea for 3D animation.

; Have a Plan : Before a complete functional idea and start you need to know your technical limitations and potential areas of exploration depending on time constraints.

; Be confident with your work before showing it :

; Make sure you follow the pipeline and schedule throughly :

; Don't work on smaller details until the work is almost finished:

; Be prepared for every situation:

Preproduction
The stage of animation where the final decisions of style and look are completed:

Storytelling
; Keep a library of inspirational images/ videos :

; Focus on contrasting elements :
Lighting / composition
Timing
Character Development
Acting

; Parallel structures :

; Common Thoughts :
Develop character movement style early on. Minimize movement below the waist. This can be expensive. Keep shots stupid and simple. Low complexity can leave room for expansion.

Conceptualizing
Thumb nailing - Studies of pose/action/expression or idea.

The guild lines.

Extremely Rough.

Tools for Fast Feedback.

First idea is usually the most cliché.

Use video ref.

Focus on …

Poses, Lines of Action and Dynamic Force
Timing
Mechanics
Acting Mannerisms
Focus on angle of hips, shoulders, head and posture
20% of the time should be dedicated to thumbnails

Reference/Inspirational data

Keep a library of both inspirational work and Reference work

Direction
Camera is Animation
Work carefully

Work Simple, Clear and Visible

Whoever has the gold makes the rules (The Animators Survival Kit)
Artistic Gold = Creative Freedom.
Either design the good or select the goods and show its good.

Separate characters (visual contrast)
Shape, color, voice, age, personality ect.
Start and end with strongest animators.

Production

Post Production

Technical Notes

Random Notes
 
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