10ª Etapa. Gonzar - Palas de Rei - Melide. 31,5 km. 18 de abril de 2022
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10ª Etapa. Gonzar - Palas de Rei - Melide. 31,5 km. 18 de abril de 2022
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Etapa 26. Portormarín - Palas de Rei. 24 km. 20 de abril de 2019
Etapa 26. Portormarín – Palas de Rei. 24 km. 20 de abril de 2019
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You should always try to work in something better, you have a "good enough" animation already?,try to make it better, make essential parts first, and once you are done with what you where asked for "bring it to the next level", if you can't do it on time just send what you had.
Exactly, that is if that's what your ultimate goal is.
Honestly part of that rant came about because I have people who I work with and we’re trying to hit a deadline. A few members are so wrapped up in making a few effects or shots *~absolutely perfect~* that they’re not even going to finish some others if they keep it up. It’s not good prioritization.
Since the deadline isn’t for the final product, just a mostly complete product, we need to get it to an adequate level. We can then get it to the higher level AFTER that deadline, for its full release.
That said, you do not want to overcommit to projects to the point you stop caring about them. At a certain point, you get diminishing returns for how much work you put in. Perfect is unattainable--you can ask any animator in industry, they will tell you there comes a time when you just need to let go and publish. This even applies to non-professional works, because, even if you don't want to admit it, you do have limits, biologically and psychologically.
That aside, when you’re working in industry, and your client wants good enough all around, you give them good enough all around, not great here and mediocre there because that’ll get you fired.
But, that aside, the philosophy actually applies heavily to engineering. There’s a time in product development that is sometimes nicknamed ‘firing the engineers.’ You sometimes run into situations where your development team does not want to stop working and changing a product, and the client eventually decides the wait’s been too long and just takes what you have, even if it doesn’t meet their requirement sheet, because trying to meet it at that point will either require too much time or more money than originally expected.
I don't see the issue of checking out the dhx puppets, as long as you don't use them, just for learning.
Well yeah.
Issue is mass distributing them. That kind of stuff should be kept under the table.
Other issues are people who insist on using them and any other puppets they find in the same manner: piss poorly. "Oh i posed some puppets around and added uneased tweens to everthin im so gud." That mentality is RABID in the fandom and needs to die.
And lastly, and this is the big one: DHX is not final. If you look at their puppets it should be to get new tricks and ideas to make your own--not a mandate on how yours need to be built.
The puppets you create should accommodate your uses. As a small scale animator, sometimes it's smarter to collapse certain symbols into one object just to save time and effort. And sometimes there will be aspects that you find will work better another way outright.
People scrutinize detail to hell and back in the MLP fandom, but if you look at it like an engineer, a lot of the details they scrutinize can be several hours of extra work for a nominal quality improvement that no one will even notice. You need to judge for yourself what will work best for you.
Work efficiently.