Creating Computer Animation at Home
Everyone dreams of creating a film at home,
but now, in the era of Y2K it's easier than ever before to use a personal
computer to create animated material.
Putting Together the Hardware
First, a decision must be made as to the computer to be used.
Putting together a system that's affordable and powerful is pretty
easy, and a system can be assembled fairly inexpensively these days.
Even your current desktop system might be used to run animation software.
The new Intel-based machines are surprisingly powerful enough to handle
the demands of current animation software. A typical or average configuration
can include a 450 MHz Pentium II (PII) processor, 250 MBs of ram and
a 9 gigabyte hard drive. That set-up will handle most production requirements.
The new Apple computers are fairly quick as well. Used SGIs (extending
up to the O2 model) bought off the web are also a possibility, in
order to keep prices at around US $1,000.
After the machine is set-up, an operating system must be chosen. The
probable choices are Windows NT and IRIX, a form of UNIX on the SGI.
(Note: You need Windows NT in order to run the popular production
software packages, as most don't run on Windows `98.) Apple has its
own operating system on their machines. Keep in mind the cost of upgrading
or maintaining your chosen operating system. To keep things current
it costs approximately $700 a year on the SGI vs. $100 a year for
an NT.
For peripherals, I recommend a drawing tablet. Doug Sayre, an animator
who's been freelancing from home creating animation for television
shows in Lightwave, recommends a good monitor (19" or more) and
back-up system, such as Jaz, Exabyte, CD-Writable, or Zip.
Choosing Software
Then a package on which to concentrate must be chosen. Lightwave
is a possible choice of software, as are Hash Animation Master, 3DStudio
and Truespace 3D. Softimage 3D and Maya are used extensively in the
industry, as are Houdini and Renderman, so research the packages on
the web and decide which to learn. Each package has advantages. Lightwave
is easy to use, but Hash Animation Master has a rich set of tools for
character modeling and animation and is very inexpensive at a regular
price of approximately $200. Truespace has some great modeling tools
as well. Softimage 3D is well known for character animation. Maya is
also gaining a reputation as a good particles tool and expressive character
package. Houdini is known for its procedural animation approach (one
uses abstract modules in order to create animation) and great Renderman
interface. Moreover, Renderman is known to be the highest-quality renderer
in the industry.
The disadvantages the packages have are:
Lightwave has basic polygon modeling and the character animation is
not as developed; Maya's renderer isn't as good as some other renderers;
Houdini is more oriented to people who program and isn't very intuitive
for traditional animation; and Renderman is very programming intensive.
Educational package prices are affordable and
if you are a student, you should definitely take advantage of this.
Many high-end packages offer student discounts that greatly reduce the
cost of using a professional package. Maya and Softimage can be obtained
by a full-time student at a tenth of their off-the-shelf prices through
special student programs by the vendors. Maya is priced at $500 for
the complete version of software, and the student has the option to
purchase the permanent license at half price after one year. The unlimited
version is priced at $750. Softimage is priced at $995 for a student
license that can be upgraded to the current version as long as the student
is enrolled full-time. The version reverts to a game version permanent
license after the student finishes classes. Lightwave is offered at
$895 for the student version.
Making the Most of Your Skills
Concentrate on learning the package you choose thoroughly and translating
your skills as a traditional artist to the computer realm. If you animate
traditionally, learn the tools to let you keyframe and pose a critter,
and the animation curve tools that let you create timing and pacing.
Traditional animators, once they make the transition, will find a wealth
of tools for creating expressive key poses of their characters. If you
come from a video background utilize your skills in lighting and camera
set-up. If you illustrate or sculpt, translate your aptitude for creating
detailed imagery and characters. A background in computer graphics concepts
is also very useful.

























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