Re: Help Shape the Future of Anime Studio
Posted: Mon Feb 02, 2015 3:27 am
I am a professional digital artist. I have worked primarily in UX design and television animation (an odd mix I realize) over the past 15 years. I am very experienced using Flash and AE (as well as a miriad of other programs) and have worked on more TV shows (compositing and animating) than I care to list. I have known about AS for a year or two, and even remember hearing it mentioned back when it was Moho, but until I stumbled on the work of Victor Paredes I didn't really take it seriously as a potential tool for production animation.
I have been playing with it for a week or two now and while I still have some major doubts and trepidations about the software's ability to function in a large scale production environment, I must recognize that it has some amazing potential. I may get into some details about that at a later time, but this is my first posting here, so I am going to focus on the first problem I had with the software, something that has only gotten more frustrating as ive learned more, not improved (some of my initial frustrations were simply due to my lack of understanding about the software).
As unglamerous and boring as it is, my biggest and oldest frustration is the tools. Not what they do, but how they work, how you change tools.
In a production environment, efficiency is everything. As with so many creative professions, It's about the balance between speed and quality. Every keystroke, every click, every mouse move across the screen costs you money or quality or both. So, the fact that I have to actually select a different tool to select and then manipulate an element (point, bone or shape) is both mind boggling and frustrating.
As a professional UX designer, and a user of MANY graphics programs for many many years, it would make a massive difference if there were half as many tools. Not half as many features or functions ... just that the existing tools should be grouped and combined. With the drawing tools for example, that whole top row of 4 tools (select points, transform points, add point, and curviture) should all be a single tool, and it's keyboard shortcut should be V or Q.
I realize that transform points has some minimal selection ability, and this is FAR better than nothing, but this is just one example of a small improvement when SO many improvements to the tools and UI need to be made.
Also, the tools menu should not change contextually. it is more confusing that way. simply grey out (or color, or obscure) those tools which cannot be used because of the contextual selection.
In summation, this program has a lot to offer, and I believe some day it will be used to great effect by many professionals ... and I myself look forward to learning more about it and creating some amazing things with it. HOWEVER, there are a few things holding the software back from being accepted by the broader animation production community (at least in north america, i have learned there is some commercial success in south america), and the tools and general UI are one of the major stumbling blocks.
I look forward to seeing future iterations of the software and to participating more in this online community.
thank you for your time
I have been playing with it for a week or two now and while I still have some major doubts and trepidations about the software's ability to function in a large scale production environment, I must recognize that it has some amazing potential. I may get into some details about that at a later time, but this is my first posting here, so I am going to focus on the first problem I had with the software, something that has only gotten more frustrating as ive learned more, not improved (some of my initial frustrations were simply due to my lack of understanding about the software).
As unglamerous and boring as it is, my biggest and oldest frustration is the tools. Not what they do, but how they work, how you change tools.
In a production environment, efficiency is everything. As with so many creative professions, It's about the balance between speed and quality. Every keystroke, every click, every mouse move across the screen costs you money or quality or both. So, the fact that I have to actually select a different tool to select and then manipulate an element (point, bone or shape) is both mind boggling and frustrating.
As a professional UX designer, and a user of MANY graphics programs for many many years, it would make a massive difference if there were half as many tools. Not half as many features or functions ... just that the existing tools should be grouped and combined. With the drawing tools for example, that whole top row of 4 tools (select points, transform points, add point, and curviture) should all be a single tool, and it's keyboard shortcut should be V or Q.
I realize that transform points has some minimal selection ability, and this is FAR better than nothing, but this is just one example of a small improvement when SO many improvements to the tools and UI need to be made.
Also, the tools menu should not change contextually. it is more confusing that way. simply grey out (or color, or obscure) those tools which cannot be used because of the contextual selection.
In summation, this program has a lot to offer, and I believe some day it will be used to great effect by many professionals ... and I myself look forward to learning more about it and creating some amazing things with it. HOWEVER, there are a few things holding the software back from being accepted by the broader animation production community (at least in north america, i have learned there is some commercial success in south america), and the tools and general UI are one of the major stumbling blocks.
I look forward to seeing future iterations of the software and to participating more in this online community.
thank you for your time