Does the animation industry rob artists of their creativity?

Does the animation industry rob artists of their creativity?

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the designs have to be simple so storyboarders and animators can work better with them dumbass

and toy makers to mass manufacture

Simple doesn't mean it has to be generic.

No, but TV budget and deadline does. Makinging anymation with the quality of those drawings is unthinkable for a weekely show

That bird's pee pee is smaller than kid Goku's.

Those might be cool designs for background characters in comic books. Why the fuck would animators agree to these designs in a tv series?

Which of the designs on the left would you say are generic?

These people should just draw comics

I miss the days when a studio would put in the money to allow for designs like this, I really do.

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storyboarders and animators confirmed retarded.

if they were smarter they'd be able to animate complex designs.

John K was right once again,then.

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The majority of them except for maybe spider girl. I would take the bunny-head tea girl who looks genuinely unsettling in a world of demons and witches over a bunch of cute pig-monsters.

only 4 of those sketches look more creepy than the show, the others could easily fit in.

If they were smarter, theyd get better paying jobs.

>The mean teens Luz fights could've been creepy kids with masks in dresses
>Instead they're just Gravity Falls background characters with pointy ears and an extra eyeball

Sigh. I hate the manlet's influence over this show.

And even then, they seem to fucking struggle staying consistent.

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Dana's still a very good artist, and does a good job with her Owl House fanart. Obviously most artists don't want these safe designs, but it's what's demanded of them.

>four fingers and a thumb
Holy shit, why?

So is it better for animators to get into video games at this point? It seems like quality of animation and character designs are much more appreciated in video games than in kids cartoons

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Consistency is boring.

Only if you are prepared to give your life and soul for a project for pennies and receive no thanks afterwards

Seems more like a mix of what is easier to animate and executive meddling.

Probably. Games have a stronger indie market and are starting to get a union movement behind them. Animation, meanwhile, is cutting down more jobs by the year and stuffing every responsibility onto the storyboarder.

Vidya makes more money so producers are more willing to allow devs use their full potential/image.

But like this user said if you're going indie it's not likely you'll make big bucks unless backed up by a big studio and even then they'll take most of the pie themselves. Tha said the "no thanks afterwards" statement is true of any collaborative medium.

Besides the genuine acolytes, I believe that in order to get into the industry you must follow the partyline of the group, which involves acting in a certain way and produce work that fits a certain checklist of conditions.

As much as I find Terrace an annoying person, if those are really her sketches, then I really doubt that half of them would pass among her peers.

Only if you're an indie dev or if the people that own the studio are chill enough to let you experiment with new or uncommon ideas, otherwise you'll be as limited as in a regular animation studio.
Alternatively, you can become an indie animator and publish your content online instead of selling your soul to a megacorporation, but you won't count with their marketing power to make your show more relevant.

No, it's a tradeoff.

That's the cheapest, laziest excuse ever.

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>cheapest
That's Disney for ya. Money pouring out the wazoo, but it'll be a cold day in hell if you get more than the bare minimum.

I think I've seen a character similar to this one before, but I can't remember where.

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It's not about ability, it's about production cost

Yes
Kys

reminder that if you are a character designer and you dont stick to the list of cal art aproved for all shows character templates you are bad at your job because you are making things hard for animators and riggers

Ye

every single one
>how do i make this character unique? ah yes i will remove 1 eye, how about this character? 3 eyes, and this one? 3 eyes. Wait i already did 3 eyes, fuck it, lets add a beak and its a bird, how abooouuuut... 4 eyes? and uhhhh its a spider, this one has 4 eyes and mhhhhh, its a pig maybe? also red
how many left?
fuck
ok lets do this, a chibi guy that does the gumball face, did we already do bird? lets make his whole head a beak, it will be cool, ok demon but its a cangaroo, demon but its a bird, demon but its a headcrab, a muslim and another pig

...

Coming up with anything more complex than a stick figure is just designers being assholes towards animators.

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>implying modern animators can do something on the level of epic stickman fights with tons of fighters weapons killing each other in a matter of seconds

Tranyverse is a low hanging fruit for character inconsistency.

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>rollercoasters from between two heads to five heads tall

jesus

>you are bad at your job because you are making things hard for animators and rigger
true

none of the characters in the sketchbook look like they belong in the same world while the ones in the actual show do.

it's called streamlining design.

>In this thread, over confident obese men try to explain how the complicated animation industry functions and tell studios how they should have done things. This is of course done without any knowledge of what the budget/time/personnel restriction or artistic vision these studios have.

>When confronted with how stupid their assumptions are, they respond with the following statement:
>YoU don'T neeD to be a Cook to kNow what good foOd tAstes Like.

FPBP

Animators all use computers these days. Not being able to animate complex designs is no excuse.

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No

>this was directed and animated by peter chung
youtube.com/watch?v=Dft-wYHSMG8

>the same guy who at one point animated and directed this
youtube.com/watch?v=wtytbh50ChQ
youtube.com/watch?v=9KR9_iV7tp4

If you don't think this uniform simplified design is absolutely crushing out all soul from the industry, I don't know what to tell you.

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Video Games have surpassed film & TV a long time ago. Only talentless hacks and stubborn retards still work in film & TV.

I love Hollow Knight so godamm much.

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sell furry porn on patreon and then animate as a hobby.

yeah seems like after the 2000s ended standards went down a lot

>generic
All you've done is tell everyone that you have no idea how to critique something. Congrats.

It's not that they literally can't do it, it's that it takes a lot longer, and studios don't want to pay for the extra hours. If you were willing to give them three million dollars an episode, the Steven Universe team could probably turn out Ghibli-quality animation. The skill of the animators is not the limiting factor, it's the skill of the animators under a strict time limit to keep budgets low.

>the designs have to be simple so storyboarders and animators can work better with them dumbass

Or you can do like the japanese animators only animate some parts.

>That last greentext
Back to Twitter you fucking harpy.

Yes.
Which is why the animation industry is dead and only kept aloft by wealthy people and perverted talentless sick lunatics who are trying to gaslight children with substandard trash.

>I need to make a monster, what should I design?
>I KNOW, A CYCLOPS! A PIG MONSTER! A BAT CREATURE!

Not even fucking hybrids, which would at least make them 5% more interesting.

The people working on modern cartoon network shows probably couldn't do stick fights or madness combat or even super Mario bros z. Industry animators are fucking hacks.

as much as I hate the cal arts zeitgeist, I have no love for mid 2000s crap like this.

There's characters in OP's pic with four fingers + thumb, dumbass.

Problem is these studios slash budgets when they don't need to sometimes just for the sake of saving money.

boku no hero

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Fuck your opinion.

Eraserhead..

>The guy they hired to do all the in-house animated sequences on Owl House got the fuck out of there ASAP to go work on Spiderverse 2