2017/05/31

Time Management Advice For Animation Students Who Want To Be Professionals

I saw an animation student concerned that their assignment was counted as late because it was submitted seconds after the upload deadline.  The deadline is the start of that minute, not the end.  It's not the first time I've seen issues like this.  You can not control the speed of internet servers.  You can control when you click the button to upload.

Here's some time management tips:

All the tasks have to be completed on time. They don't have to be perfect.

Do the short tasks first. If you do the long tasks first, then the short tasks can pile up at the end because you keep trying to improve the long tasks' results, and you risk running out of time to complete all the tasks.

Submit versions of the tasks early. They don't have to be perfect or even have all the obvious problems fixed. You can submit improved versions to replace the early versions, as long as it is well before the deadline.  You're more likely to catch problems early via the advice of others than if you wait until close to the deadline.

If you're close to the deadline, and you've got an improved version you'd like to upload, but you also already uploaded an earlier version, consider not uploading the newer version. To decide, ask yourself if the newer version is really an entire letter grade better. It usually will not be that much better, so it won't be worth the grade deduction for a late submission.

Think about the reasons why you can't turn in work late at a studio. If your animation is late, will there be enough time for the rendering or any of the many other tasks that other people have to complete in time for their deadlines? The people doing the modeling and rigging and other tasks that have to be functionally complete for you to animate have to consider you the same way. The key factor here is the need for tasks to be functionally complete on time for the following tasks to also be functionally complete on time.

Don't let scope creep keep you from completing tasks, especially before you have a functionally complete version of your task submitted.  Maybe you can add features to plus your results after you've got the task functionally complete and submitted if there's still time (and money).

Refer to The Cult of Done Manifesto for reasons hopefully self explanatory in the name.  It's 13 points that can guide you to being done, which is generally desirable.
https://medium.com/@bre/the-cult-of-done-manifesto-724ca1c2ff13

2017/02/19

Maya Tutorial: Resting Elbow or Knee

This is how to set up a rig for resting elbows(or knees) on a surface while moving the hands and/or body, without shortening and/or lengthening the upper and lower arms (or legs).

It’s much simpler than it might seem.  Spend a bit of time early to save a lot of time time later counter-animating elbows or knees.

Thanks to KatrĂ­n for demonstrating the need for this, and to Max for inspiring the solution and proving it works.  Here's Max's proof of concept: https://vimeo.com/204762414

1.
Create > Locator
to Create Locator1.

2.
Create > Locator (again)
to Create Locator2.

3.
Select Locator1, then Locator2.
Keyboard command Ctrl + p to Parent Locator2 under Locator1.

4.
Make sure rig's joint's are visible.

5.
Select Elbow Pole Vector control, then Locator1.
Constrain > Parent
to Parent Constrain rig's Elbow Pole Vector control under Locator1.

6.
With ‘Snap to points’ turned on (hold v on keyboard), translate/snap Locator1 to Elbow Joint.

7.
With ‘Snap to points’ turned on (again hold v on keyboard), translate/snap Locator2 to Wrist IK joint.

8.
Turn On Elbow Pole Vector's Elbow Snap in the Channel Box.

9.
Optionally, instead of snapping Locator2 to the Wrist joint, Parent Constrain Locator2 under the Wrist joint.
Select Locator2, then Wrist joint.
Constrain > Parent
Then Delete History and Freeze Transforms of Locator 2.  This will make Locator2's default relationship to Locator1 have Translates and Rotates of 0.  Make sure the Parent Constraint from Locator2 under the Wrist IK control is deleted as well.

10.
Select Wrist IK control, then Locator2.
Constrain > Parent
to Parent Constrain Wrist IK control under Locator2.  This is the opposite of the temporary Parent Constraint in the optional step, and should be done regardless of doing or not doing the optional step.

11.
Select Elbow joint and Shoulder joint to assign Distance Tool to measure their distance.
Create > Measure Tools > Distance Tool

12.
To 'translate' Wrist IK control, rotate Locator1.  This will move Locator2 and the Wrist IK control.  Set keys on Locator1 for this, not Locator2 or the Wrist IK control.

13.
To rotate the Wrist IK control, rotate Locator2.  Set keys on Locator2, not the Wrist IK control.

14.
If/when you need to move any part of the body that affects the location of the Shoulder joint, refer to the Distance Tool’s measurement to minimize the variation in distance from Shoulder to Elbow.  For example, the character is sitting in a chair, resting their elbow on a table.  If you move the COG control (Center Of Gravity) up, this increases the distance from the shoulder to the elbow.  You can counter animate the upper body and shoulder controls to tilt back toward the elbow to decrease that distance.