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View Full Version : Pivot Philosophy Revisited (A tutorial for everyone)


Smashdood
09-18-2006, 06:32 PM
Alright, this will be a mostly informative semi-rant / tutorial for your brain regions, so buckle yourselves in. Raw and unrevised (not swearing :P).

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1. Overview
Why am I writing this guide, and what is it? Well, this is a method under which I plan to break the negative habits of beginning animators. This is not an in-depth guide; instead, it's a sort of code of conduct. This is intended to improve the quality of the overall Pivot community and encourage thinking outside the box. Read on to find out.

/!\ This is not intended to chastise or criticise beginners' animations, just to guide them.


2. So what's up? (general statements)
It seems as though every single beginner animator follows a pattern, thus:

1. Discover Pivot Stickfigure Animator
2. Make anims with default stick
3. Post on forum(s) - recieve generic criticism over choppyness/usage of defaults/etc
4. Look around and see what other animators are doing and copy it

What this leads to is this general cycle among beginners:
http://img169.imageshack.us/img169/9864/cyclegc4.png
Unfortunately, this usually leads to the stagnation of ideas, often resulting in beginners quitting Pivot and not improving.
The reason?
The stale philosophy of Pivot.


3. What's wrong exactly?
The issue with most beginners is in step 4 - beginners copy others. It's accepted that that's necessary to gain ideas; however, this is a problem with originality.

Take for example the average beginner pivoteer. They use nearly the same style stick, constantly make these "tests", and have unoriginal fighting styles. Very much always the same, and many will agree that it's almost painful to watch sometimes.


4. How do we fix this?
The source of this trend is the community. Often (usually) the same advice is offered to every beginner - work on smoothness, realistic moves, and make some "tests".

First thing - "tests" suck. There is no need for anyone to make a "test". Tests are for school, not Pivot. If you really want to try something, make a real fight and put some effort into it, because walking/beam/jumping tests with one stick jumpin' around everywhere are a waste of your time and many others'.

Secondly, make your own stick figures. I know, it's hard to make good guns/weapons in Pivot when you're new. Try anyway. You might be surprised how good you can produce a stick after a few tries and a little time.

Moreover, though, don't be afraid to break from the norm in custom stick figures. Almost everyone now has the same-looking custom stick; you know what I mean. Make an eccentricly large/small/oddly dimensioned guy (not out of proportion). Add clothes and things. Make some hair. Add claws or spikes or something. Open-circle heads are the only thing I discourage, as they are, frankly, lame and crappy.

On another note, black line anims are highly generic. I know I may sound like a hypocrite here, but I'm trying to break off of the "guy running around on one black line" animations as well. They're all the same. Even if you have to make a small background, even without a fill, maybe just one mountain in the back, anything is better than a black line. Be creative with it. Take ideas (don't copy. . .) from Google images or from artwork if they inspire you.

After you've decided on these, I have two more suggestions:
- Put effort into effects. A long line != a beam. Add some chargeup, maybe lightning, a fireball, an explosion, a particle effect as it disperses (my favorite).
- Movements shouldn't be restricted to the normal. Stylize stick movements. Use speed delays and double framing. Double framing is a godsend to Pivot in fight scenes; speed delays are great for quick transitions. Use fade effects of varying speeds or styles between scenes. The movements themselves don't have to be the same old style either - have your stick flip, do some 3D spins (totally possible without making new sticks), make some combos. In fighting games, who looks better - the guy who whores on the same kick-punch constantly, or someone who chains moves together? Obvious answer.

Lastly;
be original and use detail.
Just overall here. Originality and paying attention to details make anims so much better.


5. Final statement
I hope this has helped the reader rethink how they go about animating or critiquing others' animations. A little new stuff goes a long way.

Anything you'd like to add or suggest?

Myself
09-18-2006, 11:48 PM
Mmmmhmmm... Well... Yeah... It was... A tut?

Gongiar
09-19-2006, 12:10 AM
Mmmmhmmm... Well... Yeah... It was... A tut?




well i thought it was good

killastick
09-19-2006, 12:36 AM
Well theres nothing more to say, that was great, Tutorial or not it was just great advice DEFINETLY STICKIE THIS!:D

tombom
09-20-2006, 06:17 PM
what killtastic said >.<

Lgolos
09-20-2006, 07:35 PM
Pretty good.

Self contradiction: You said be original, then you mentioned fights. Fights aren't original.

The_Sticktator
09-21-2006, 12:34 AM
No, but after fights, how many original animations can there be?

People can have an original fighting style, (although he's talking about beginners) therefore, making the fight original.

<3 Smashdood

yargum
09-25-2006, 05:38 PM
Nice job.

I also honestly don't use tuts. They kill originality.

Even if you're a begginer, my advice to you is DON'T USE THEM.

You can kill your brain with useless info later, when you have a style.

Sunder Forge
09-25-2006, 06:41 PM
nice tut dood though 1,2,3,half of 4 and 5 are the same for flash and eztoon.....baisiclly the same that is.......

zerofive1
10-07-2006, 07:45 AM
Sweet. That was awesome.

anti_n00b
05-13-2007, 06:51 PM
nice i didnt really read it all more of skimend to find something interesting and well yeah cool

sariassong
05-31-2007, 10:14 AM
wtf..........................

Unit042
08-24-2008, 11:16 AM
Good advice for beginners. If only I had bothered to read this kind of stuff BEFORE trying to make an uber-stick-movie. After looking at the animations on this site, I find that I am terrible at this, but I will not let this stop me.

You guys just wait....

Absalutly06
09-21-2008, 05:51 AM
That was really awesome!

77xett
10-10-2008, 09:53 PM
Nice tutorial.

Yargum, your half wrong half right. If beginners don't even look at tutorials they will get too frustrated trying to figure out how to make good animations, but also too many tutorials and copying tutorials can choke originality. Still look through tutorials, but don't copy the tutorial animation to get better.


Other then that the process is correct. I like using tests to shake off rust after taking a break for a month or so (I'm only new to this forum, not to animating), but people who just started should really try making full animations.

Pnuts
10-30-2008, 12:01 AM
What about tutors, I mean people always are like: "i needz a tutorz", but what the hell do they even do? No one has answered me thus far.

gts1968
10-30-2008, 04:47 AM
Perfect man it was good

vladikus10
12-26-2008, 11:42 AM
too much too read :(

kikinep
01-31-2009, 05:20 PM
you are like a superman

Axl45
02-15-2009, 03:26 PM
I like how he used the visual representation to show what he was talking about good job Smash

alphastick
04-25-2009, 09:15 AM
that helped alot.

alphastick
04-25-2009, 09:15 AM
:Smile: :Smile: that helped alot.

sticky96
05-06-2009, 03:15 PM
It was really cool

Didn't help me much but i liked reading it

I don't know how 2 make a background though =(

Rival
05-12-2009, 11:52 AM
First thing - "tests" suck. There is no need for anyone to make a "test". Tests are for school, not Pivot. If you really want to try something, make a real fight and put some effort into it, because walking/beam/jumping tests with one stick jumpin' around everywhere are a waste of your time and many others'.


I so disagree on that.
like: you're feeling like making an anim with all the elements you haven't yet done like a beam. Then, if i follow you, I'd do that immediatly in the anim somewhere. But it comes out all choppy and wrong.

A test makes that less. If you have made a test on your own, not by following a tut, it's from you and then you can just copy your own beam frame by frame in the anim. Else you have to do it all again in the anim.

People think they can post outside the beginners if they have a long fight, no matter the quality. If you do tests first in the beginners area, where it doesn't bother EVERYONE, The long fight would be way better then in the begin if you haven't done tests.

gnsjake
06-14-2009, 03:32 PM
a reason nnot to use tuts that teach moves or movie affects is because then you and alot of ppl have the same moves