Source Filmmaker

Source Filmmaker

The Resonte! 25 ago. 2013 às 18:53
Motivation
How does one get motivated to animate
because it's hard for me.
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raptornx01 25 ago. 2013 às 20:56 
I think all have that problem at times. I know it's always been an issue for me. Try thinking up short vids, also, consider contests, or something else where you have a deadline. If you have youtube and subscribers, try promising them a vid by a certain date. Generally, its a bad idea to to give release dates on vids, but it can help at times.
Cup o' Bug 26 ago. 2013 às 7:51 
Them feels bro, all of them feels
I've found my latest motivation is to look at someone else who is where you want to be(in my case, Dr Face, Zeurel, etc), grit your teeth, and make a goal of doing atleast a little animation every day, even if it is just setting up a few keyframes for a project here or working on a special particle effect there
psi onix 26 ago. 2013 às 8:27 
i know my problem is my real job tiring me out making me way too exhausted to work on anything. the most productive animating days i've ever had have been when i've called in to work the night before, slept in, then goto it fully rested.

so basically... i am suggesting to quit your job. :B1:
H. 30 ago. 2013 às 7:49 
At the moment, there are two lines of thought that help me to stay motivated.

"How do you eat a whale? You do it one bite at a time." How do you complete a project that requires hours over hours of work? You do it one click at a time. Don't look forward to completing your project. Look forward to complete this one animated movement, the lighting of this one shot, finding this one sound effect that fits the scene.

Why is this guy where I want to be? Because he worked harder than everybody else. Often, it's not about talent. A lot of people have talent, but you have to actually do it. Those who keep at it even when there's no immediate payoff, are those who can distinguish themselves from the rest.
Última alteração por H.; 30 ago. 2013 às 7:50
Cup o' Bug 30 ago. 2013 às 8:05 
That's a perfect way of putting it :demoticon:
raptornx01 30 ago. 2013 às 8:21 
Yeah, watch this and say, I want to be there. XD

http://www.youtube.com/watch?v=lmVsOl9qAhs
psi onix 30 ago. 2013 às 10:04 
Originalmente postado por raptornx01:
Yeah, watch this and say, I want to be there. XD

http://www.youtube.com/watch?v=lmVsOl9qAhs

a large group of people are working on this project. i'm not sure why the guy trying to take all the credit himself, pretty messed up if you ask me. though he did eventually site/link some of them in the description.
McVee 11 set. 2013 às 12:33 
Originalmente postado por Psi:
Originalmente postado por raptornx01:
Yeah, watch this and say, I want to be there. XD

http://www.youtube.com/watch?v=lmVsOl9qAhs

a large group of people are working on this project. i'm not sure why the guy trying to take all the credit himself, pretty messed up if you ask me. though he did eventually site/link some of them in the description.

You do realise this has been a 1 man job since january. Only in the last month have other people started partisipating. Most of them are just providing hats they've already made from the workshop. The 6 who i have listed as the core team are assisting me by doing smaller technical tasks I either don't have time to do or tools nessercery for. Don't get me wrong, They're providing a great help but i've got over 3000 hours of my own time logged in this across 5-6 programs building all the sets, set pieces, custom props, textures, animation. The rest of the team combined has accumilated around 500 hours between them.
psi onix 11 set. 2013 às 12:42 
nope, i didn't realise all that. I was just trying to mirror Maxof2SD's comment from Facepunch. He said lots of people were working on it, and nothing else. Thanks for the clarification.

but you know, it just worried me that what raptornx01 was doing could actually de-motivate someone. When one links an incredibly professional looking project such as yours, i think it could potentially make people think "ah, why even bother, i'll never be that good" so i thought i had to say something! haha.
Cup o' Bug 11 set. 2013 às 12:49 
My only demotivation is that sense of being lost when you are trying to choose that one skill you "should" perfect in.

So many choices you know?
McVee 11 set. 2013 às 13:24 
Originalmente postado por Psi:
nope, i didn't realise all that. I was just trying to mirror Maxof2SD's comment from Facepunch. He said lots of people were working on it, and nothing else. Thanks for the clarification.

but you know, it just worried me that what raptornx01 was doing could actually de-motivate someone. When one links an incredibly professional looking project such as yours, i think it could potentially make people think "ah, why even bother, i'll never be that good" so i thought i had to say something! haha.

As i said in a Facepunch post. Look at the oldest stuff in my channel. It goes back 6 years but notice the improvement in that time. If you're really determined to constantly 1 up yourself rather than trying to make something "popular" instantly then anyone can grow and learn in their said field. The major downfall i find is that most of these people are in their teens and while having big ideas isnt a bad thing you need to start small project wise and work your way up. Learning the skills you need, not only in tools but also social skills when dealing with collaborations/feedback or managing a team. Understanding how they work and what they need, these are thing you learn through life anyway but they need to experience them first before they can work it into a project.
raptornx01 11 set. 2013 às 20:39 
Anyone can be that good if they put enough time into it. And I agree, you never try to be popular. Just try to do what you enjoy and try to learn. the ONLY reason I would want more people to see my projects is to get feedback to help me get better. beyond that, it should never be your main goal (if a goal at all)

This program is not hard. and it doesn't take massive amounts of skill. it just takes time. Thats it. And the longer you do it, the more tricks you learn to makes things go smoother.
Sarsour 12 set. 2013 às 4:56 
I agree with raptor about the deadlines thing... Its not everything you have to want to work for, but its a good tool to get you going.

*excuse this for being long*

I have to graduate very soon and I have aproximetly a year to film my senior short (approximetly from 8 to 15 minutes including credits). Im a film major at a college here in Lebanon and the graduation film is a must to graduate.

I generally dont like the hassle of having to work with a crew and get a set prepared with props/actors/transportation/equipment/scheduals and alot of other s**t that also requires heavy costs, but I have to do a senior film.
I guess I am the kind of guy that prefers to work alone for the most part (or its just probably the people at my college I don't think I'd be comfortable collaborating with and the whole hassle of physical and material work).

Then Source filmmaker came along... that changed everything. You see I was always intriguied by animation and 3D graphics in general, but never considered it , until SFM. When I got to trying it out around half a year ago with the valve tutorials and seeings all the capabilities of lipsyncing and impressive facial animations, I realised : "holly F**ing s**t...I can make a movie with this!"

So I looked up a bunch of graphics modeling softwares and did my research on the process of creating animations (modeling/sculpting ----> retopology----> texturing----->rigging/skinning/shapekeys and that kind of thing). I ended up picking Blender, and going through their wiki book called 'noob to pro' which I learnt in about 2 months and a few other tutorials and what not.

I wrote a whole story script and started coming up with characters with a friend of mine who sketches really well and I modeled them in Sculptris (which is an amazingly easy/simple sculpting tool I recommend for everyone no matter what animation program you use). Got myself a nice Wacom Intuos 5 tablet to model with and a 2700 dollar custom PC which is my nice little beast.

When I got down to finishing a model and trying to get him into SFM,,that turned out to be the hardest ,most research intensive part of my journey soo far. It was alot of hair pulling and at times I thought: "Why don't I just stick to using Blender (even though its alot more complicated in a way) or just filming the piece of s**t".
But with alot of digging through ancient forums/documents/tutorials and support from the guys on here and a bit from facepunch, I have succesfuly imported 2 characters with fully working bones, facial animation, automatic lypsyncing capabilities and IK rigs (had to built the first IK rig by changing the whole rig_biped_simple, as the character wasnt exactly human and with the second one, I just used the same bones/names as the one in the rig_biped_simple).


I can safely say I learnt a process which I underestimated the amount of work it required and it really showed me that , you can do anything you want when you put your mind to it and stay persistant!

I apologize for making this soo long, I just really had the urge to share and I love this community and thanks to valve for making such tools and games for us to enjoy (and to use in our careers!)


Última alteração por Sarsour; 12 set. 2013 às 5:47
Cup o' Bug 12 set. 2013 às 11:23 
@Sarsour:
Beautiful :3
Sarsour 12 set. 2013 às 11:33 
:)
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Postado a: 25 ago. 2013 às 18:53
Comentários: 15