Artist Goals and Price Dilemmas.
9 years ago
General
SO I POSTED A THING IN MY SCRAPS THAT I'M STILL A LITTLE SHAKY ABOUT, but whatever. I felt like I should go over what I ultimately want to do just to help reassure myself I'm on the right path.
I've always wanted to just, do really cool stuff with animation work. And I'm still doing that -- I'm hoping to start working on a preview, or possible YCH thing, for what I wanna do. It'll just be goofy stick figures, but it'll get the point across and I'll see what you all think of it.
That being said, Let's talk about animating. Holy SHIT animation takes a lot of time. I've been working with a friend of mine to gauge how much time goes into animating, and keeping a notepad handy with all the recorded information (Like it takes me an hour and twenty minutes to do a 6 frame walk cycle for a normal sized/proportioned character. I did not know that.)
Long story short, the idea is to break it into an hourly rate, and stop myself from under-pricing ALL THE THINGS. And it's a lot more expensive than I thought it'd be. I need to finish this project before I think about taking an animation commission again, but the huge price is kind of an issue. I'm not sure if I should like, auction off a slot? Ask to be paid hourly in chunks (With records and timestamps n'stuff)? Just keep doing what I've been doing and lump it all into one huge payment? Iunno! S'why i'm asking you all. Which do you think would work better for something like this?
I've always wanted to just, do really cool stuff with animation work. And I'm still doing that -- I'm hoping to start working on a preview, or possible YCH thing, for what I wanna do. It'll just be goofy stick figures, but it'll get the point across and I'll see what you all think of it.
That being said, Let's talk about animating. Holy SHIT animation takes a lot of time. I've been working with a friend of mine to gauge how much time goes into animating, and keeping a notepad handy with all the recorded information (Like it takes me an hour and twenty minutes to do a 6 frame walk cycle for a normal sized/proportioned character. I did not know that.)
Long story short, the idea is to break it into an hourly rate, and stop myself from under-pricing ALL THE THINGS. And it's a lot more expensive than I thought it'd be. I need to finish this project before I think about taking an animation commission again, but the huge price is kind of an issue. I'm not sure if I should like, auction off a slot? Ask to be paid hourly in chunks (With records and timestamps n'stuff)? Just keep doing what I've been doing and lump it all into one huge payment? Iunno! S'why i'm asking you all. Which do you think would work better for something like this?
FA+

Besides, you do magnificent work. You really should be at an hourly rate in order to maximize your time and earning potential. Lord knows I need to get some more pieces from you in the future. :3
Anyways, I think animation projects are fine! Auction off a slot using a base price that would be fine for your hourly rate (like let's say for the idea you want to do for a character will take, at worst, 3 hours. $15/hour = $45 Starting Bid). And if the bidding goes above certain goals, you can add on more onto the animation (At $105 you could add in another action; at $165, perhaps another!). Auctions are good for gauging overall interest, and you never know where they might end up. :3
I'd say go for it, nothing ventured nothing gained.
I personally prefer to pay all at once, but given how much work goes into animation, you could probably do a 'half up front, half when finished' payment style for safety...
Good luck with whatever your current project is, too!