What's the hardest part of doing animations ?
>>679244It's not really hard in that if you know the principles, you can pretty much figure out how to tackle any motion. With that said I think appeal in poses and motions is the hardest to get right, especially if you're a bit autist
not jerking off to them
>>679244Creating my own original characters from the ground up I'd say building rigs that deform well and support all the motion you want from it is where I spend most of my time tweaking.Once you have a perfected rig to the best of your abilities the animation it self is a pretty linear process where the return ratio in seconds of animation will end up pretty proportional to the number of hours you put in.
>>679268That has always been a problem with any figurative art
It's not hard, it just takes fucking forever even if you know what you're doing.
>>679279And that's why abstract art was invented. Rebellion against the establishment, my ass. It was more of a rebellion against dick. That's why it's so appreciated by liberals, and also why, as people grow old, they tend to grow back into figurative art.
>>679244The tedium 2bh.
>>679244Timing is usually an issue, especially with 3D animation as you also have to deal with the graphs of whatever program you animate it. You also need to make sure there's no clipping on the parts you want to show in frame. Other than that it's not too hard, mostly just slow and tedious as you try to get it to look good.
>>679244listening to the same 4 second line of dialog on repeat 8 hours a day 5 days a week for months
>>679342this is a pretty big one, especially on more complex animations and more close up shots where they want a lot of subtle facial stuff. >>679336i find a big problem with timing, especially coming from your team lead or director, is they all want the shots to fit within a tight timeframe, so each shot has to be quick, but they also want weight and naturalistic movement, and those tend to want more time. nothing makes an animation look more floaty, speedy, or unbleivable than having to cram 8-10 seconds of motion into a 4-6 second shot, but a lot of times thats what the director wants because thats what the clients want. clients tend to think more shots=more cool. it's the marvel/michaelbay/jasonbourne generation of filmmaking also if your rigging team is having problems, they can become your problems, especially if it's problems with scripted features in the rig as opposed to simple weight paints or skeleton, as it's a lot harder to dig through the script to find the issue sometimes
>>679377>jasonbourne generation of filmmaking >Meet me by the docks. In 1 hour. With a fully animated drive sequence.>Jason, I'm just the light technician, but maybe you can come in and we can talk about retopo->[beep beep beep]>Did you get his zbrush license number?>We got him, he's in his mother's basement.https://youtu.be/TjP6i_px1qg?t=1m
>>679244The friends you made along the way
>>679377I always feel like if that's what they want, then just "film" it from more than one angle or board it in a way that's doable within the 4-6 seconds.
>>679298/pol/ pls go
>>679244Dealing with an incometent rig.