Animation commission

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MattVG
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Animation commission

Post by MattVG »

I'm new to the animation-for-money scene. I was just recently commissioned to do a scene with the client's character. Something like:

walk in, double take at viewer, rushes off stage, comes back pushing globe, pushes to center, spins globe with foot, stops globe with toe, camera zooms in to reveal toe pointing to a specific location

I don't think it'll be more than ten or fifteen seconds.

I'm using Anime Studio Pro and I have to make the character animateable(break it up and piece together, etc...), storyboard, as well as recreate the character from different angles so he can look at the viewer and turn around, etc...

I am unsure as to what I should charge. I'm thinking of just keeping track of the hours and charging accordingly but I'm unsure how long it will take since I have to redraw the character and such.

- Matt VG
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cribble
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Post by cribble »

I don't animate alot for people, but i did get stuffed a few times doing jobs which were 'meant' to be paid.

This is what i do now:
Estimate roughly how long it will take me, plus some extra time for issues etc and work out a price that you feel comfortable charging. Don't aim too high unless you know you can squeeze that amount out of them or know you're worth it. This will give you and the client a Gross estimate. Make sure it's sensible - no one likes to be overcharged for stuff (cough*Apple)

So i'd be like:
Scene - 10-20mins (lol) £10
Animations 10 secs - 5-15mins £5
Correction time - 20-30mins £10
total gross: £25 wham...

Then make sure you get a percentage up-front. Like 10%-20% of the gross. This solidifies that the client will actually be willing to pay you. But now you've got this money make sure you live up to a standard.

When you finish the work, send a sample/low-quality version. Ask for the rest or another percentage of the sum - this time higher percentage - send the work and claim the rest of the money.

Oh and make sure you sign something so that the client agree's on this. Also make sure you cover copyrights, your rights to the work and... whatever else.

Well... dont have to follow my guidelines, but it's what i do and it works like a hand shake... unless they have their fingers crossed behind their back... bastards!
Otherwise good luck.
--Scott
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MattVG
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Post by MattVG »

Thanks. That helps a lot. Though your number seem a little low... or maybe I'm just slow :wink:
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Gnaws
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Post by Gnaws »

...make sure you get a percentage up-front.
I'm with Cribble. Get as much as you (reasonably) can up front.

(non-refundable) 20% upon client's acceptance of total fee.
20% upon approval of: script / character design / storyboard / animatic / etc.
An additional hourly charge for changes made after prior acceptance. (this is where you make your $$)
Balance due upon acceptance of final product.

Nothing keeps a Client more committed than having a fiscal interest.

I once read about an animator* who also charged some astounding fee if the Client backed out of the project. I know it sounds ridiculous, but the guy claimed he made more money on this contract clause than on finished projects.

Oh yeah, congrats on the gig.

- g

*I believe Gene Deitch was the guy's name. The article must've been on AWN.com.
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cribble
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Post by cribble »

MattVG wrote:Thanks. That helps a lot. Though your number seem a little low... or maybe I'm just slow :wink:
Naaahhh, those were 'examples'. Obviously stick a bit more onto it... be evil!

Yeah and make sure that deposit is non refundable like Gnaws said. Just so you gotsta'moneys.
--Scott
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artfx
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Post by artfx »

Never hand over the frames until you're paid in full.
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Terrence Walker
Studio ArtFX
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