您需要 登录 才可以下载或查看,没有账号?注册
x
本帖最后由 对bu起 于 2022-8-19 11:29 编辑
Introduction
My name is Kauê Asciuti and I am an animator. I'm 22 years old and I've been in the audiovisual world for some time. I started my studies in 2017 and entered the animation market in 2019. Today I work with animation focused on 2D/3D Motion Graphics and 3D Characters, within the Brazilian production company JUX Filmes.
In my journey, I've already taken several courses (I'll go deeper into this subject later on) and I'm specializing more and more in the area of animation. I've worked on several projects for clients both in Brazil and abroad, especially in the advertising area, which is where we have the greatest demand today. You can see some of them in my portfolio.
介绍
我的名字是Kauê Asciuti,我是一名动画师。我今年22岁,在视听领域已经有一段时间了。我从2017年开始学习,2019年进入动画市场。今天,我在巴西制作公司JUX Filmes中从事专注于2D / 3D运动图形和3D角色的动画工作。
在我的旅程中,我已经学习了几门课程(我稍后会更深入地研究这个主题),并且我越来越专注于动画领域。我曾为巴西和国外的客户做过几个项目,特别是在广告领域,这是我们今天需求最大的地方。你可以在我的投资组合中看到其中一些。
Getting Started in the Animation Industry
This is a pretty funny subject. It all began when I started college, I've always loved movies, anime, games, and animated series, I think this whole universe is amazing, but the first time I tried animation, it was my least favorite subject! I can't imagine that today, but at the time I decided to focus on other things like Modeling and Rendering, totally absurd to me now! But after a short period, I ended up finding myself working with animation again and this time it fit me like a glove. And then I started to understand how it worked and became more and more interested in it.
Today I can say that animating is totally what I like to do the most. I am very inspired to see my projects completed and delivered and watch my work evolve more and more.
动画行业入门
这是一个非常有趣的主题。这一切都始于我上大学的时候,我一直喜欢电影,动漫,游戏和动画系列,我认为这整个宇宙都是惊人的,但是我第一次尝试动画时,它是我最不喜欢的主题!今天我无法想象,但当时我决定专注于建模和渲染等其他事情,现在对我来说完全是荒谬的!但过了一小段时间,我发现自己又开始从事动画工作,这次它像手套一样适合我。然后我开始了解它是如何工作的,并对它越来越感兴趣。
今天,我可以说动画完全是我最喜欢做的事情。看到我的项目完成和交付,看到我的工作越来越发展,我感到非常鼓舞。
Studying Animation
Yeah, it's time to give credit to those who taught me and helped me along this path. My first course focused on this area, and perhaps the most important one was the graduate course I took at Faculdade Méliès, a sensational place that gave me an extremely solid base for all stages of production. I tried everything in college including drawing, 2D, 3D, post-production, and had my first encounter with the industry software. It was a great experience to enter with an open mind to discover my path.
At the end of the course, I made my first short film, and after graduating from college I decided to focus on animation for Motion Graphics. I took an After Effects course on the Layer Lemonade online platform, and with that, I got the basis for my first job.
学习动画
是的,现在是时候把功劳归于那些教我并帮助我走上这条路的人了。我的第一门课程专注于这个领域,也许最重要的一门课程是我在Faculdade Méliès的研究生课程,这是一个耸人听闻的地方,为我的所有生产阶段提供了非常坚实的基础。我在大学里尝试了一切,包括绘图,2D,3D,后期制作,并第一次接触到行业软件。以开放的心态进入发现我的道路是一次很棒的经历。
在課程結束時,我製作了我的第一部短片,大學畢業後,我決定專注於動態圖形動畫。我在Layer Lemonade在线平台上参加了After Effects课程,因此,我为我的第一份工作奠定了基础。
As time went by, I started to feel the need to specialize in 3D Animation. I played with Maya a little, I knew the basics, and I really wanted to learn Cinema 4D, which was the software used by the production company I worked for. Then I got a wonderful scholarship on the School of Motion platform, to take the Cinema 4D Basecamp course. Taking this course took my work on a whole another level, not only because I learned how to use a new tool but also because I learned and reinforced many concepts and techniques I knew. And so I entered the universe of 3D Animation once and for all.
随着时间的流逝,我开始觉得有必要专注于3D动画。我和Maya玩了一会儿,我知道基础知识,我真的很想学习Cinema 4D,这是我工作的制作公司使用的软件。然后,我在运动学院平台上获得了一个很棒的奖学金,参加了Cinema 4D大本营课程。参加这门课程将我的工作提升到了另一个层次,不仅因为我学会了如何使用新工具,还因为我学习并强化了许多我所知道的概念和技术。因此,我一劳永逸地进入了3D动画的世界。
And last but not least, I recently finished the AnimAction course at Brave CG School, where I finally specialized in Character Animation. Animating characters has always been a huge challenge for me, and taking this course to stick with it was one of the best choices I've ever made. Understanding character animation opened my mind to many things, and this shared knowledge was reflected in a huge improvement in both my motion graphics and my early character animations. Every job I do is better than the last and I feel I'm evolving more and more.
最后但并非最不重要的一点是,我最近在Brave CG学校完成了动画动作课程,在那里我终于专攻角色动画。动画角色对我来说一直是一个巨大的挑战,而参加这门课程是我曾经做过的最好的选择之一。了解角色动画让我对很多事情都敞开了心扉,这种共享的知识反映在我的运动图形和我早期的角色动画的巨大改进中。我做的每一份工作都比上一份工作好,我觉得我正在发展得越来越多。
Studying is undoubtedly essential in this area and in addition to all these courses, I always try to keep an eye out for news, attend classes, tutorials, accompany great professionals and learn more and more about the concepts and techniques for each project I do.
学习在这个领域无疑是必不可少的,除了所有这些课程之外,我总是试图关注新闻,参加课程,教程,陪伴优秀的专业人士,并越来越多地了解我所做的每个项目的概念和技术。
Balancing Between 2D and 3D
I constantly work with this switch between 2D (After Effects) and 3D (Cinema 4D/Blender/Maya). There are differences between these media, the process of working on a 3D piece is much more time-consuming and worked, involving steps such as modeling, rigging (in the case when you are creating a character), and rendering, sometimes with several professionals involved in each area. In 2D it's a little faster and smaller, but depending on what you're going to do it's more limited. Note that I'm talking about 2D as motion graphics and not frame-by-frame, which I don't master.
在 2D 和 3D 之间取得平衡
我经常在2D(After Effects)和3D(Cinema 4D/Blender/Maya)之间进行这种切换。这些媒体之间存在差异,处理3D作品的过程更加耗时和工作,涉及建模,索具(在创建角色时)和渲染等步骤,有时每个区域都涉及几位专业人员。在2D中,它更快,更小,但根据你要做什么,它更受限制。请注意,我说的是2D作为运动图形,而不是逐帧的,我不掌握。
I really like the freedom that 3D gives me, the results I get, and even the different styles we can achieve, whether it's more stop-motion, or low-poly, or something more cartoony, there are several possibilities.
But speaking of animation, the principles will always be the same. A keyframe is a keyframe anywhere, curves will always be curves, so the most important thing is to study the principles so you can take it to whatever media (2D/3D) or software you need.
我真的很喜欢3D给我的自由,我得到的结果,甚至我们可以实现的不同风格,无论是更多的定格动画,还是低多边形,还是更卡通化的东西,都有几种可能性。
但说到动画,原理永远是一样的。关键帧是任何地方的关键帧,曲线将永远是曲线,所以最重要的是研究原理,这样你就可以把它带到任何你需要的媒体(2D/3D)或软件上。
Tools for Creating Motion Graphics Animations
When I need to make motion graphics animations, commercials, sets, props, and others, I prefer using Cinema 4D. I think it is an extremely stable software, I really like the different deformers and the entire MoGraph system that the program features. Cloners, Effectors — Cinema 4D is undoubtedly handy for all of this. In addition to the excellent Layers system that helps me to keep my project organized.
For character animation, I prefer Maya. I like the organization of the project, the system that allows you to work with Reference Files and update the rig without any problems, and the other tools to animate characters, such as Animation Layers. Besides, this is where I find the best rigs, where I can distort and animate at will with little or no limitations.
用于创建动态图形动画的工具
当我需要制作动态图形动画,商业广告,布景,道具等时,我更喜欢使用Cinema 4D。我认为这是一个非常稳定的软件,我真的很喜欢不同的变形器和程序功能的整个MoGraph系统。克隆人,效果器 - Cinema 4D无疑对所有这些都很方便。除了出色的图层系统,它还帮助我保持项目井井有条。
对于角色动画,我更喜欢Maya。我喜欢项目的组织,允许您使用参考文件并毫无问题地更新装备的系统,以及其他用于动画角色的工具,例如动画图层。此外,这是我找到最好的装备的地方,在那里我可以随意扭曲和动画,几乎没有限制。
In Maya, I use a single plugin called aTools (now AnimBot), which adds even more tools to my workspace, like an interpolator that I use a lot to help me with blocking, and some selection folders that help me select the objects I want faster. I like plug-ins that help me optimize my work, do something I already know but faster, but I'm not into plug-ins that automate animations and things I should do, like plug-ins that create a premade animation for me or plug-ins that automatically create bounce on my animation curves. This is the kind of thing I feel I need to do myself, to have more control and freedom.
在Maya中,我使用一个名为aTools(现在的AnimBot)的插件,它为我的工作空间添加了更多的工具,比如我经常使用的插值器来帮助我进行阻止,以及一些选择文件夹,可以帮助我更快地选择我想要的对象。我喜欢帮助我优化工作的插件,做一些我已经知道但更快的事情,但我不喜欢自动化动画和我应该做的事情的插件,比如为我创建预制动画的插件或在我的动画曲线上自动创建反弹的插件。这是我觉得我需要自己做的那种事情,拥有更多的控制和自由。
I think Blender is an extremely promising software. It is a program that is in constant evolution and comes to shake the foundations of those who were accommodated in the market. I like how it embraces different techniques, you can do everything within it, from 2D to post-production. The nodal system also caught my attention, for render and modeling. I do very little in these parts but I follow the professionals focused on this, and it's really sensational. I never got to animate in Blender, but I use it to render my personal projects, because of the Cycles renderer that is simple and gives me an excellent result compared to others I've used. For now, I'm not changing Maya's security to make characters or Cinema 4D to make Motion subjects, but from what I'm seeing from the evolution of this software, it won't be long before I change my mind. And the fact that it is free makes a huge difference, both for companies and professionals.
我认为Blender是一个非常有前途的软件。这是一个不断发展的计划,并动摇了那些在市场上适应的人的基础。我喜欢它采用不同技术的方式,您可以在其中完成所有操作,从2D到后期制作。节点系统也引起了我的注意,用于渲染和建模。我在这些方面做得很少,但我跟随专业人士专注于此,这真的很耸人听闻。我从来没有在Blender中制作动画,但我用它来渲染我的个人项目,因为Cycles渲染器很简单,与我使用过的其他渲染器相比,它给了我一个出色的结果。就目前而言,我并没有改变Maya的安全性来制作角色或Cinema 4D来制作Motion主题,但是从我从这个软件的发展中看到的情况来看,不久之后我就会改变主意。它是免费的,这对公司和专业人士来说都是一个巨大的差异。
Creative Challenges
To talk about some challenging projects, I'll start by mentioning my short film, in which I put everything I learned in college to the test. I was still a beginner and this was a work of a lot of discovery and personal growth, where I did a little bit of everything and faced several problems. Scenarios that didn't look so good, animation that didn't feel right, rendering bugs, and some team snags. But in the end, with a lot of effort and support from the teachers, we were able to deliver a good product and learn from our mistakes.
创意挑战
要谈谈一些具有挑战性的项目,我将首先提到我的短片,其中我将我在大学里学到的一切都付诸实践。我还是一个初学者,这是一项有很多发现和个人成长的工作,我做了一点点所有的事情,并遇到了几个问题。看起来不太好的场景,感觉不太好的动画,渲染错误和一些团队障碍。但最终,在老师们的大力努力和支持下,我们能够提供一个好的产品,并从错误中吸取教训。
Speaking of my professional projects, I'd like to mention in particular a 2D animation music clip made in After Effects that I worked on some time ago. There were lots of characters, lots and lots of scenes, and the deadline was extremely short. Animating characters in After Effects is limited, and I was very frustrated because I couldn't get the movements and fluidity I wanted due to the program's limitations. This motivated me a lot to learn to animate characters in 3D and overcome these limitations imposed by software or style.
说到我的专业项目,我想特别提到我前段时间在After Effects中制作的2D动画音乐剪辑。有很多角色,很多很多的场景,截止日期非常短。在After Effects中对角色进行动画处理是有限的,我非常沮丧,因为由于程序的限制,我无法获得我想要的动作和流畅性。这激励我学习3D动画角色,并克服软件或风格带来的这些限制。
The most recent challenge I went through was an approximately 6-minute motion 2D commercial I worked on. It was a work of simple techniques, but with a large volume within a short period of time, which happens a lot. Sometimes challenges don't come from something you don't know or can't do, but from something you've mastered when it comes in such an insane volume that you end up getting frustrated.
About this last commercial, it hasn't come out yet, so I can't talk much about or show anything. But stay tuned and check out my portfolio for a future release.
我最近经历的挑战是我制作的大约6分钟的动作2D广告。这是一项简单技术的工作,但在短时间内具有很大的体积,这种情况经常发生。有时候,挑战不是来自你不知道或不能做的事情,而是来自你已经掌握的东西,当它来得如此疯狂以至于你最终会感到沮丧时。
关于最后一个广告,它还没有出来,所以我不能谈论或展示任何东西。但请继续关注并查看我的投资组合,以备将来发布。
Conclusion
I think the biggest foundation we should have when we talk about animation is the famous 12 fundamentals of animation. Having control of timing and spacing, applying things like Overlapping and Squash-Stretch, everything that can contribute to your animation getting better and better. Using these principles in your animation is already half of your success.
结论
我认为,当我们谈论动画时,我们应该拥有的最大基础是著名的动画12个基础。控制时间和间距,应用重叠和壁球拉伸等内容,所有有助于您的动画变得越来越好的东西。在动画中使用这些原则已经是成功的一半。
The main tip I give is to use references. You don't have to reinvent the wheel in every project you do. For character animation, it is very important to use references, especially to help you in the timing of your project. Using a reference isn't about copying or rotoscoping exactly what's on the screen, it's about having a solid foundation for you to create and elaborate on your animation.
我给出的主要提示是使用参考文献。您不必在每个项目中重新发明轮子。对于角色动画,使用引用非常重要,特别是为了帮助您确定项目的时机。使用引用并不是要复制或转描屏幕上的内容,而是要为创建和阐述动画奠定坚实的基础。
For Motion Graphics this tip is equally valid, as different projects require different approaches, and it's always good to have versatile references so you don't always stay in the same style. Even if an animation works in 2D it will not necessarily look good in 3D.
And finally: study! Be it by courses, by tutorials, by private lessons, alone, in whatever way you can. The audiovisual world is always evolving so if you want to get into this area, there's no time to sit still. Fortunately, there is a lot of content about animation on the Internet, and there are more and more courses and opportunities. It's a fast-growing market and I'm extremely happy to be a part of it.
对于动态图形,这个技巧同样有效,因为不同的项目需要不同的方法,并且拥有多功能的参考总是好的,这样你就不会总是保持相同的风格。即使动画在2D中工作,它也不一定在3D中看起来不错。
最后:学习!无论是通过课程,通过教程,通过私人课程,单独,以任何可能的方式。视听世界一直在发展,所以如果你想进入这个领域,没有时间坐着不动。好在网络上有很多关于动画的内容,课程和机会也越来越多。这是一个快速增长的市场,我非常高兴能成为其中的一员。
|