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pradeep

How do you guys survive?

Hi
I am from a small group of 2d animators in India who have stubbernly resisted venturing to 3d so far. Its because I am doing my own stuff - and don't work for any outsourcing companies here.

Most of my friends are doing pure labour job in these companies.

For me and my friends it is a real struggle to get small advertisement jobs and television jobs through which we survive.

What about you people?
Scuzzbopper

Pradeep-

For myself, I'm not doing 2D Animation commercially. I have a full-time job working in admissions and teaching at a school that offers animation training. My own animation work is done at home after-hours, for my own personal short film. I do get the occasion to freelance sometimes as well.

There's a very good book by David Levy called 'Your Career in Animation' which I highly recommend you pick up. It has some sections on running your own animation studio and survival tips.

Best of luck!
DavidN

Welcome to the forum, Pradeep .

I can only speak to the situation in North America because that's what I know. Not sure how it is in your part of the world other than what you mention in your post above.

Quote:
For me and my friends it is a real struggle to get small advertisement jobs and television jobs through which we survive


I'm in the same boat right now. Most of my career in animation has been in the big studio environment (Disney) and even post-Disney from 2004 to beginning of 2007 working for a video game company doing animation.
We had a full staff of 35 + people at the game studio and all the usual equipment, etc. so it was a very familiar environment for me . The transition to being a freelance animation artist all on my own has been a challenge for me in these first six months of 2007. I haven't found much animation or clean-up work out there , but some work doing storyboards and character designs or single illustrations in cartoon style.


I've been blessed to have kept working full-time in hand-drawn animation as long as I did . The last 5 years have been lean years for hand-drawn animation , but the business has always been cyclical , with ups and downs seeming to occur ever 15 years . It seems to me that every 15 years (in North America) there have been big studio closures and layoffs and the conventional wisdom proclaims : "Animation is dead" (the last go around of this was specifically : "2D animation is dead" ) . But it looks like the cycle may be coming around to where hand-drawn animation is gaining some ground again. The novelty factor of CG is gone and there have been enough CG "bombs" at the box-office at this point that even silly studio execs realize that a CG animated movie has to have good story and engaging characters to make it work, not just eye candy. (Thank you , Pixar !)

I think the key to survival is to work smart and keep the overhead down. An obscene amount of money was wasted on the big studio features done at Disney , Dreamworks, Warner's , and Fox in the 90's . The money that was spent didn't necessarily end up on the screen. I think smaller, artist-run "boutique studios" allow projects to be made less expensively and with less executive meddling from people who don't really know the creative process. It's a challenge and a struggle no matter what .

I don't have much experience running a studio. One of the members here, Michael Sporn , does have that experience , having functioned as an independent animator/studio owner for many years. Hopefully he will chime in on this discussion.
MarkBorok

I'm actually not sure how I've managed to survive. I was just asking myself that very question when I saw this post. Mostly I've been scraping the bottom of the barrel, working on low budget shows or interactive things, with here and there a few illustrations. Not having any other marketable skills certainly doesn't help.
MichaelS

I've had my own studio for the past 27 years doing 2D animation. At the beginning it was hard getting myself the few clients I could find. Then I found the ones I had were good ones and they kept coming back. As a result of that I was able to do about 30 half hour shows (all written, boarded, animated and colored in my own studio). I was able to get that work by doing it inexpensively and creatively. If I had been competing with big studios - cost wise - I wouldn't get the job.

So then the bottom fell out of 2D animation unless you want to do Flash. (And I don't. I don't think of it as animation just movement.) I still have a couple of the same clients who come back, and it's a struggle. In some ways it's always been a struggle. If I didn't desperately love what I do, I would have quit years ago.

I didn't. I started developing my own feature and soon enough I had a script and a lot of artwork. Then I met a producer through another project, and now I may have a VERY LOW BUDGET feature to do.

The short answer to your question is that things happen. But you also have to make them happen. If no one wants your work, you have to do more of it for yourself, and you have to keep at it keep at it keep at it. If you can only do films for yourself, do them. Eventually, if they're good, there's a good chance others will want to watch your films.

Surviving financially is very hard, but you have to do it if you want it. You have to make things happen. Just keep doing it and showing it, and believe in yourself.
MarkBorok

Quote:
So then the bottom fell out of 2D animation unless you want to do Flash. (And I don't. I don't think of it as animation just movement.)


That's interesting, because I was just a couple of days ago thinking this very thing about 3D animation (both computer and stop-motion). The fact is you are actually moving objects through space, not creating the illusion that an object is moving. Whereas with drawn animation, nothing has actually moved between the time you take one frame and the next.

There is nothing particularly fantastical about 3D animation (or cut-out animation). We see objects move all the time in the real world. Sometimes, as is the case with puppets, they can even seem to be moving of their own volition. On the other hand, the only way to see a drawing appear to move is through traditional animation.

I personally use Flash as a traditional animation tool, redrawing each frame more or less by hand. I'm not sure why so many people are surprised such a thing can be done.

I would also like to mention that I happened across your studio on one of my last trips to NYC. It was very reassuring to see you were still in business.
idragosani

MarkBorok wrote:


I personally use Flash as a traditional animation tool, redrawing each frame more or less by hand. I'm not sure why so many people are surprised such a thing can be done.


Not so surprising... a lot of TV cartoons are done in Flash these days (see recent thread about 'George of the Jungle') and there was a feature film called 'Sealed with a Kiss' (based on Romeo and Juliet) done mostly in Flash with a little bit of help from Moho/Anime Studio Pro.

When using Flash, do you actually draw each frame individually or do you create lots of keyframes and morph the points, as you may see in some of the work done by Grey Kid Productions with Anime Studio Pro?
idragosani

MichaelS wrote:

Surviving financially is very hard, but you have to do it if you want it. You have to make things happen. Just keep doing it and showing it, and believe in yourself.


Havign a "day job" probably helps when you are still starting out. Very Happy
MarkBorok

idragosani wrote:
MarkBorok wrote:


I personally use Flash as a traditional animation tool, redrawing each frame more or less by hand. I'm not sure why so many people are surprised such a thing can be done.


Not so surprising... a lot of TV cartoons are done in Flash these days (see recent thread about 'George of the Jungle') and there was a feature film called 'Sealed with a Kiss' (based on Romeo and Juliet) done mostly in Flash with a little bit of help from Moho/Anime Studio Pro.

When using Flash, do you actually draw each frame individually or do you create lots of keyframes and morph the points, as you may see in some of the work done by Grey Kid Productions with Anime Studio Pro?


I draw each frame individually, except for any elements that might remain the same between frames (e.g. the feet of a character walking where you just cut out the foot and paste it in a new position).

Of course, that's when I'm doing it for myself and deadlines aren't an issue.

I have a sequence with a vulture circling around a person's head, its wings flapping the whole time (not realistic, I know, but that's the point). I'd like to know how exactly one would animate such a motion without redrawing each frame.
idragosani

MarkBorok wrote:

I draw each frame individually, except for any elements that might remain the same between frames (e.g. the feet of a character walking where you just cut out the foot and paste it in a new position).

Of course, that's when I'm doing it for myself and deadlines aren't an issue.

I have a sequence with a vulture circling around a person's head, its wings flapping the whole time (not realistic, I know, but that's the point). I'd like to know how exactly one would animate such a motion without redrawing each frame.


I'd love to see some fo your work.
MarkBorok

idragosani wrote:
MarkBorok wrote:

I draw each frame individually, except for any elements that might remain the same between frames (e.g. the feet of a character walking where you just cut out the foot and paste it in a new position).

Of course, that's when I'm doing it for myself and deadlines aren't an issue.

I have a sequence with a vulture circling around a person's head, its wings flapping the whole time (not realistic, I know, but that's the point). I'd like to know how exactly one would animate such a motion without redrawing each frame.


I'd love to see some fo your work.


Go here for the scene I'm talking about: http://www.restlesspixels.com/Vulture.swf

It needs some fixing in the details. You may want to resize the window.
idragosani

MarkBorok wrote:

Go here for the scene I'm talking about: http://www.restlesspixels.com/Vulture.swf

It needs some fixing in the details. You may want to resize the window.


How do you feel the workflow in Flash compares to other software packages geared more towards traditional animation like DigiCel, Mirage or Plastic Animation Paper?
MarkBorok

idragosani wrote:
MarkBorok wrote:

Go here for the scene I'm talking about: http://www.restlesspixels.com/Vulture.swf

It needs some fixing in the details. You may want to resize the window.


How do you feel the workflow in Flash compares to other software packages geared more towards traditional animation like DigiCel, Mirage or Plastic Animation Paper?


I haven't been able to use PAP because there's no Mac version yet, and I've only just started with Mirage. If Flash had a bitmap sketch ("pencil") tool and a lot fewer bugs it would be almost perfect. Also a rotating drawing plane, like ToonBoom and Painter both have, which would be essential for clean-up or inking. I'm planning on moving on to ToonBoom after I finish this project, just because of the rotating feature and the camera. I'm using Mirage for rough animation after I finish the layout/timing portion of the work in Flash.

I've found that the pencil tool in Flash (which I'm using for outlines for economy instead of the brush tool) works more precisely when you zoom in. It's also nice that you can thicken the outline of a character after you draw it, so the outside line can be 1.5 pixels wide while the inside lines are 1 pixel wide. It's hard to explain without demonstrating.
idragosani

MarkBorok wrote:

I haven't been able to use PAP because there's no Mac version yet, and I've only just started with Mirage. If Flash had a bitmap sketch ("pencil") tool and a lot fewer bugs it would be almost perfect. Also a rotating drawing plane, like ToonBoom and Painter both have, which would be essential for clean-up or inking. I'm planning on moving on to ToonBoom after I finish this project, just because of the rotating feature and the camera. I'm using Mirage for rough animation after I finish the layout/timing portion of the work in Flash.

I've found that the pencil tool in Flash (which I'm using for outlines for economy instead of the brush tool) works more precisely when you zoom in. It's also nice that you can thicken the outline of a character after you draw it, so the outside line can be 1.5 pixels wide while the inside lines are 1 pixel wide. It's hard to explain without demonstrating.


Have you looked at TVPaint? It's similar to Mirage and has the rotating plane (Mirage has a kind of jury-rigged one via a custom pencil toolbar).

Moho/Anime Studio Pro is also an application worth looking at -- it's all vector but it more suited for character animation than Flash is, and has some interesting line drawing tools.
MarkBorok

I've looked at TV Paint, but didn't buy it because 1) Mirage was offered at a discount to anyone who owned any graphics software whatsoever and 2) when I looked at the TV Paint web site at first I couldn't figure out how to order it from the U.S. By the time I figured that out, I had already ordered Mirage.

I've been a big user of Moho and actually got to make a short cartoon for the Cartoon Network with it. I really hate what e-frontier is doing with it, though, trying to market it as "anime" software and changing the way the demo works by having it time out after 30 days. It has a lot of cool features, like the way onion skinning works, that would be more useful in a traditional animation program.

I have to say, I love software not only as a tool for animation, but as a work of art in its own right. A well-designed or extremely clever piece of software is as exciting to me as a well-animated cartoon.
idragosani

MarkBorok wrote:

I have to say, I love software not only as a tool for animation, but as a work of art in its own right. A well-designed or extremely clever piece of software is as exciting to me as a well-animated cartoon.


Speaking as a professional software engineer, I concur. Smile
Cerberust

My whole demo reel is traditional flash animation, and I'm just hoping I can get my foot in the door, even if I'm doing symbol animation, which is what seems to be happening in America, cheap and quick. I'll be moving to LA early August to test my meddle and see if I can score a starting gig.

I'd kill to work traditional though, and intend to keep my own side projects going, to keep me happy.
Nancy Beiman

AE7

I just completed my first paperless animated film entirely in Photoshop and After Effects 7.
AE allows you to get an illustrative quality to your animation that Flash does not have--and its 'parenting' button allows you to attach limbs to the paper puppet, which can be put into and out of 3D as you wish. I got some graphic animation that looked like pastels. I vastly prefer AE to Flash.

As for what I do for a living now, I teach (mainly because I wanted to get out of LA and out of the overheated deadlines common to all animated films nowadays.) I also do a lot of illustration work and am about to get into 3 dimensional greeting card and product design (I did a lot of the latter for Disney's and Jim Henson's in the past and will now use my own characters instead.)

Animation has suffered a sea change that isn't going away any time soon.The real reason CGI became the medium of choice with animation executives was that it was possible to keep the characters on model all the time, so it could be farmed out to much cheaper overseas studios and/or turned out by beginning animators who worked for less than seasoned pros. It takes a lot more effort to keep a hand drawn film looking consistent.

Animators in any medium should have a larger skills set so they can rely on something else when the industry contracts. When I freelanced in the eighties I spent one entire year doing book illustration for a well known author and doing product design for Disney...without a single frame of animation for the entire year.

I just thank Heaven that I studied with some great teachers who showed me how to do something OTHER than merely animating.
slowtiger

One mournful aspect of Flash is the uniform "design" of most Flash generated output. But this can be overcome by any talented artist. The other one, which I think is worse, is that many people believe in "Flash makes animation far cheaper", so bugets are cut even more.

A friend of mine produced some short animation segments for german children's TV. The responsible exec didn't care about how it should look like, but insisted of it being done in Flash. The stories could have been done traditionally on paper as fast as well, and with a much better look - but no, it had to be Flash.

This thinking is not restricted to Flash but to every animation software. A project I work on pays 380 $ for finished animation, done with pre-rigged characters in AnimeStudio - per minute. I wouldn't mind if the style would really fit the software, but unfortunately they expect it to move like (cheap) full cel animation.
Nancy Beiman

I wouldn't spit for that sum.

Hello Slowtiger, if you do the math, you would find that you are making less than someone waiting on tables or doing entry level data processing. $380.00 per minute? That's the sort of budget my students' films cost, and they aren't working to the sort of deadlines you are.
That sum is just disgraceful.
idragosani

How many hours of work does it take you to do the Anime Studio Pro animation for a minute of screen time? I imagine if the models are already rigged for you, generating a minute of work is more profitable for you than if you were getting $380 for traditional hand-drawn...

Of course, for productions at the quality of what Grey Kid has done, most of the work is in the pre-viz and modelling and the actual animation is the easy part.
MarkBorok

slowtiger wrote:
One mournful aspect of Flash is the uniform "design" of most Flash generated output. But this can be overcome by any talented artist. The other one, which I think is worse, is that many people believe in "Flash makes animation far cheaper", so bugets are cut even more.

A friend of mine produced some short animation segments for german children's TV. The responsible exec didn't care about how it should look like, but insisted of it being done in Flash. The stories could have been done traditionally on paper as fast as well, and with a much better look - but no, it had to be Flash.

This thinking is not restricted to Flash but to every animation software. A project I work on pays 380 $ for finished animation, done with pre-rigged characters in AnimeStudio - per minute. I wouldn't mind if the style would really fit the software, but unfortunately they expect it to move like (cheap) full cel animation.


It's really remarkable, modern technology allows us to make animation faster and cheaper without sacrificing much in the way of quality (for example, you could make "The Flintstones" in Flash and it would look only slightly worse and cost much less, taking much less time). Nevertheless, the money people aren't satisfied that they can now pay much less money for the same quality; they want to pay even less for lower quality. It's really very perverse. I blame all the poorly made animation that has lowered people's standards. Some of it is very funny (eg South Park), but it opens the door to other animation that is both bad and not so entertaining.

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