Work has slowed down in one area, and has increased in another. Currently I'm teaching two classes on Monday and Wednesdays, with a help lab for both of them on Tuesday nights. I've been trying hard to restructure my delivery of the information so the students learn better. Overall the students seem to follow me better.
The 12 principles of animation are the most important aspect of learning the art. It doesn't matter what medium you use, if you don't have a solid grasp of the principles, you'll never be a good animator. I try to convey this to my students. Along with this, I want to create some examples of how the principles help. A simple animation before and after the principle is applied. Squash & Stretch, Anticipation, and arcs are easy to demonstrate. However, timing (both physical & theatrical) and character appeal are more difficult to show without being in front of them. I need to do a little more brain storming before I figure this out.
At the studio, we are in between projects. The art department is not yet in full get in development of our next title. There's a air of discovery and growing improvement to our pipeline; at least this is how I feel. I have been given the task of creating the main player characters for this game, to which I feel humbled. I did not think I would be given the chance the model any main characters for several years. It feels great to be doing what I am best at. At the same time, I feel a huge responsibility to the project and the company. I am the first artist touching the game, and so what I do will set the bar for the rest of development. I have many more days of working on these characters, but I am challenging myself to make these the best characters I've made.
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