CompuServe Thread

#3D Studio Employment

24 messages in this thread
#123879From: Michele BousquetSep 15, 1994 6:14 AM
Dear Chris, To make yourself employable, important things to know all about are storyboarding, scheduling, and client relations. I know artists who are very talented but don't get as much work as they could because they can't plan a job, or even can't stick to a schedule. The ability to be organized and do your job in a timely manner is VERY important to employers. Second most important would be the ability to talk to customers. You'll do this all throughout a job — ask the customer if they wanted a blue or purple background, for example. Also, if the customer has made what you consider to be a horrible artistic decision, it is up to you to gently talk him out of it without offending him — you don't want your name on something ugly! These seemingly insignificant skills will make you a hero on your job. If you're at least aware of the importance of these things, you should be able to impress your employer in the interview by mentioning that you consider these things part of your job. Even if you won't do actual storyboarding, for example, it's your responsibility to make sure that any storyboard you have to animate is workable and can be done in the time frame you've been allotted. Nobody likes an animator who can only animate 🙂 Michele
#123892From: Angelo Guarino [DTI Inc]Sep 15, 1994 7:52 AM
Michele, Did you ever come thru DC? Ang
#124241From: Michele BousquetSep 17, 1994 6:42 AM
Yes, but we were in DC for just 1-1/2 days, and I was with a non-3DSer, and it _was_ my vacation after all, so no chance of stopping in, really. Someday I'll do the "3DS US Tour" and visit all you people with names but no faces… <g> Michele
#124561From: Angelo Guarino [DTI Inc]Sep 19, 1994 5:05 PM
Michelle, >> names but no faces… <g> << Now there's a good name for a rock band! … "Names Without Faces" Ang
#124029From: Chris HunterSep 15, 1994 10:09 PM
Michele, Thanks for the advice. I noticed that Inside 3D Studio had some info of planning and storyboarding while I was leafing through it at the bookstore. I will probably purchase it when I am done with 3D Studio Applied. Do you know of any good books on storyboarding? I may check with the local Art Academy for any classes they may offer related to storyboarding. Chris
#124245From: Michele BousquetSep 17, 1994 6:42 AM
The best way to learn how to storyboard is to actually do it. If you take a class in it I doubt you'll learn more than what's in Greg's book. Just do a few for some animation projects of your own and you'll get a feel for what storyboarding is for, and the part they play in good planning. Storyboarding is probably the easiest part of an animation project, and a very necessary part, but for some reason some artists absolutely hate doing it. They either refuse to do it or do a lousy job of it because they hate it so much. What I was saying is, if you tell a potential employer, "I know how to storyboard and I enjoy it" or at least that you're willing to do it, this will be a point in your favor. Michele
#124316From: Chris HunterSep 17, 1994 7:20 PM
Michele, Thanks for the advice on storyboarding. I was browsing at the bookstore today and ran across your AutoCad 3D Design and Presentation. I'll probably get a copy after I work through 3D Studio Applied and Inside 3D Studio. I am pretty familiar with Autocad. I have about 8 months of classroom training in Autocad from the local Autodesk Training Center. I have also used it in most of my other classes. I even own release 12. Chris
#124567From: Michele BousquetSep 19, 1994 6:08 PM
Dear Chris, In all fairness I must remind you that AutoCAD 3D Design and Presentation was written four years ago. The AutoCAD 3D modeling info is still current, from what I gather. But the book was written when 3DS was still in R1, and Animator Pro was still Animator at 320×200. A lot of the info, like on storyboarding, how to prepare a presentation, etc. is always valid. I just wanted to make sure you knew that technically, the book is out of date. Michele <always wanting happy readers>
#124584From: Chris HunterSep 19, 1994 6:56 PM
Michele, <<I just wanted to make sure you knew that technically, the book is out of date.>> Thanks for letting me know. Chris
#124335From: John TissavarySep 17, 1994 11:24 PM
I think one of the reasons animators (some) hate storyboarding is because it is the time when you make a lot of really difficult decisions – carving something real out of a bunch of floating neurotransmitters and whatnot. Screenwriters often complain about doing treatments – I think it's the same syndrome <g>. John Tissavary (LUNA cie, inc)
#124347From: John EllisSep 18, 1994 3:21 AM
>> I think one of the reasons animators (some) hate storyboarding is because it is the time when you make a lot of really difficutl decisions… << That and the fact that to do it right requires a lot of time and effort. On the other hand, its one of the most important tools an animator has for defining the scope and magnitude of a project; the commitment to the task by both parties. If done right it will save you from countless after thoughts which can absolutely devistate your budget, as well as provide a framework to negotiate the bid and any further changes the client might make. Definitely well worth the effort. But as you know, you don't always have the option to spend as much time on or get as detailed a storyboard as you might wish. I'd hope that most animators do spend the effort as it the best way I know of to safeguard the integrity of a project and its good for the image of our profession. John
#124462From: John TissavarySep 19, 1994 1:38 AM
Hi John – haven't typed <g> with you in a little while. I get lazy with story boards often, but I at least do some stick figure type drawings on a napkin before I get going, then I jump around the room pretending to be the objects in my scene <g>. It can be a scary sight. I've also got someone who does great storyboards really fast if I need good looking ones for a client or other animators working with me. Indispensable, IMHO, unless it's the simplest of animations. John Tissavary (LUNA cie, inc)
#124502From: John EllisSep 19, 1994 10:01 AM
Hey John, >> haven't type <g> with you in a little while. << Yeah it has been awhile. I can't believe were this summer has gone! You've got the same secret I do; working with an illustrator that doesn't mind doing storyboards. <g> It really helps, especially at the preliminary stages of a project. I am can speak with the client while the illustrator is sketching out the concept, which can then be discussed as we're going along. Later, the storyboard can be refined and resubmitted for approval. The difficult part has been finding an illustrator that can draws in true perspective and scale. I've been suprised by how illustrations can look correct but when modeled in 3D are totally out of wack. This may have to do with camera limitations in 3D but I suspect its got more to do with how many illustrators draw for balance and content as opposed to real scale and true perspective. BTW I like the picture you paint of your creative process. I wonder how you would act out a floating island hovering over a vortex. I hope you don't go jumping off any tables. <G> John
#124790From: John TissavarySep 20, 1994 10:42 PM
I do get quite acrobatic when "acting" out my scenes, but I do it mostly for timing. I find getting physical really helps my sense of timing and I can track down keyframes easier. Floating islands would probably require a trip to the beach with an inner tube <g>. John Tissavary (LUNA cie, inc)
#125021From: James SpierSep 22, 1994 9:16 AM
How about the bathtub with a rubber duckie <g> ME
#125363From: John TissavarySep 23, 1994 10:23 PM
Bathtub would be great for the duckie, but mine's too small for me =-( John Tissavary (LUNA cie, inc)
#124837From: Gayle G de N, SAVANTESSep 21, 1994 9:26 AM
<carving something real out of a bunch of floating neurotransmitters and whatnot> PMJI, John – This was pretty funny – when I read your comment I first thought you were doing the exactly same animations as I am! Which is, literally, making animations OF of a bunch of floating neurotransmitters and other (molecular) whatnots … Gayle G de N, SAVANTES
#125364From: John TissavarySep 23, 1994 10:23 PM
Geez, I've been a big fan of neurotransmitters ever since my hallucinogenic days… <g>. Nowadays I get my neuro fix from staring at SVGA screens and moving polygons and splines around <g>. I'd love to see the animation. John Tissavary (LUNA cie, inc)
#125529From: Gayle G de N, SAVANTESSep 25, 1994 6:46 PM
Well, if we get our MAX, and it's as wonderful as you say, maybe I can persuade my partner to send you something on tape. Actually, I'm starting to feel the same way about flying molecules as some people feel about flying logos … I've just started working on the "drug intake" scenes, which have been alot more fun! Gayle G de N
#125564From: John TissavarySep 26, 1994 12:07 AM
Drug intake scenes, huh? <g>. That'll probably be the closest I'll get to drug intake for quite some time (hopefully <g>). John Tissavary (LUNA cie, inc)
#124271From: Steven ElliottSep 17, 1994 11:48 AM
Hi Christopher, I'm responisble for that introduction to storyboarding in "Inside 3D Studio". I have yet to come across a book soley dedicated to the techniques of storyboarding although most good books on design and presentation techniques will make reference to it. Some books that I've found interesting are: "Animation From Script to Screen" by Shamus Culhane "Creating Multimedia Presentations" by Douglas Wolfgram "Experiences in Visual Thinking" by Robert McKim All of these books have useful information about the development of creative concepts and how to document them graphically. I'm also still trying to get my hands on "Disney Animation – The Illusion of Life". Hope you find this helpful. Steven
#124317From: Chris HunterSep 17, 1994 7:20 PM
Steven, I appreciate the recommendations on the books. I was browsing at the bookstore today and was overwhelmed by all the books on animation. It is difficult to know which ones would be the most helpful. My current plan is to finish the reference manual, maybe repeat the tutorials, tackle 3D Studio Applied and then work through Inside 3D Studio. At that point, if I still have any hair left and can still stand to look at my monitor, I'll probably do some practice projects on my own. Then I will move on to something like Autocad 3D Design and Presentation and/or some of the Tips & Tricks series books. By next summer, I hope to have good understanding of 3D Studio. I also plan on monitoring the Asoft forum as well. Thanks Chris
#124452From: John SchmidtSep 19, 1994 12:07 AM
Steven, Since you showed an interest in books, <g>, you ought to "Media Magic" a call at 800-882-8284 and request their catalog, "Computers in Science and Art". It's 131 pages of books, videos, etc., on nothing but computer graphics, visual reality, multimedia, etc. Some truly *amazing* things. Tell them my friend Kathy Warner mentioned it. (Thru me and CIS.) John
#124283From: John N. JordanSep 17, 1994 2:00 PM
Chris: I'm down in Lexington, and new to the market as well. I graduated last may, and now work with a Lex. Video production/Post house as their graphics person. (kindof a full time contract work thing.) My education was mainly in video production, and found it to be invaluable in getting together a good storyboard, and to learn about lighting, pacing, composition, etc. You may want to consider some classes in video as well. From my experience, art classes don't have storyboarding classes, unless you go to some sort of animation specific class. Just an idea. You're definately going the right way. 3D is a booming field in a slow economy. JNJ BTW- I have Inside 3DS, and think it's a good value- once you're ready. There are some other books available as well. There may be a list in the files section.