Interested in a simple Skills Scan and Learning Progress Tracker tool for the Junior animator standard?
Knowledge
K1: How to use own surroundings and research of visual, written and empirical and physical references to inspire and inform animated creations
K2: Know and understand the traditional and digital methods for producing animated sequences such as hand drawn or computer generated animation
K3: Understand the brand guidelines or subject matter of the animation to be created
K4: Understand the history and development of the animation industry and animation genres including, but not limited to, children's, family, adult, experimental, information content
K5: Know and understand the different animation styles, core techniques and technologies used such as 2D, 3D and Stop Motion
K6: Understand the dynamics of the animation sector and current and future trends in animation
K7: Know and understand own responsibility for identifying and reporting risks relating to Health and Safety
K8: How to work effectively, both individually or as part of a team
K9: Understand the context within the production of own role, the department they are working in, and the subsequent stages of the workflow process
K10: Understand the animation production pipeline and how own role interacts with this
K11: Know and understand the technical and production parameters and client requirements for the project, such as; the schedule, timelines, budget, animation medium, frame count, field size, aspect ratio and format
K12: Understand the particular operational and technical standards of others departments and the challenges they face
K13: How good, timely communication can contribute to productive working relationships with clients and customers
K14: Understand the brand, market position, departments, communication methods, financial processes, culture and ways of working for animation productions you work on
K15: How live action reference can influence your ability to animate characters/objects/creatures
K16: Understand character/object/creature development and your role in that development
K17: The principles of anatomy and how these affect movement
K18: Understand shot construction and composition
K19: Understand shot breakdown and continuity
K20: How to present ideas and information effectively using story/playboards or story telling
K21: How to use language which is clear, avoids jargon and is appropriate to the audience
K22: Understand the effect your voice tone, pace, volume and body language can have on your audience during presentations
K23: How to encourage questions in both oral and written presentations
K24: Understand the creative style, overall concept and level of animation required for the production
K25: Understand any performance guidelines for the characters they are working on, such as how they may react and behave in different situations
K26: Understand the logic of physical motion, weight, balance, texture and form
K27: Understand character movement and lip sync
K28: Know how to use the relevant graphics, animation and compositing software for an animation production
K29: How to maintain record systems of drawings and associated information
K30: Understand the possibilities and constraints offered by the software you are using for the animation production
K31: Understand the importance of maintaining data security and following your organisation's guidelines and file structures for storage
K32: The legal and regulatory requirements which apply to animated assets such as copyright and intellectual property rights
K33: Understand the rendering requirements for the production
K34: Understand the intended appearance and required degree of realism of the finished image you are working on
K35: Know and understand the factors affecting render speed, such as size of texture map, ray and reflection depth, global illumination, ambient occlusion, anti-aliasing, blurry reflections or area shadows
K36: Know and understand rendering techniques, such as: ray tracing, texture mapping to define the colour, texture and reflectance of objects and environments, exposure depth of field to alter the sense of depth or focus on objects and environments, toon rendering and stereo rendering
K37: How to use z-buffering techniques to simulate a sense of perspective to describe the distance between objects and environments
K38: How creative blurring and transforms give the appearance of live-action
K39: Understand the surface properties and how shading models can be applied to represent variations in different materials
K40: How to save and duplicate render settings across multiple files
K41: Understand the principles of 2D animation
K42: How to use interpolated morphing to make animation more fluid
K43: How rotoscopy is used in 2D animation
K44: Understand the concepts of key animation and in-between animation
K45: Understand shot breakdown and continuity
K46: Recognise and understand the drawing skills that are needed for the animation or artwork being produced
K47: Understand the traditional and digital methods for producing animated sequences
K48: Understand how to use industry-standard 2D animation software
K49: Understand the use of 2D vector graphics and manipulation of images
K50: Understand why it is important to evaluate progress and seek feedback on your work in animation
K51: The principles of stop motion animation
K52: Understand the media and techniques used in stop motion animation
K53: The materials used and how they are resistant to movement e.g. joints, stability, plasticine preservation
K54: How to improvise rigging and when it is appropriate for you to do so
K55: Understand the capabilities and limitations of models
K56: Understand the importance of lighting, camera angles and frame rates for stop motion
K57: Understand shot construction, composition, breakdown and continuity of shots
K58: Understand the development of the animated character through its movement and timing
K59: Understand the need to work methodically in an organised and concentrated manner, paying attention to detail
K60: Understand the principles and techniques of digital animation, such as hi and low resolution modelling, meshing, colouring, matte making, digital sculpting of 3D animation
K61: Understand the physics of motion and resistance
K62: Know and understand the techniques, issues, costs and output of motion-capture, and when it is appropriate to use it
K63: How to use industry-standard 3D animation software
K64: How to achieve different looks in computer generated assets including shininess, reflectivity, texture, roughness
K65: Understand the physical properties and mechanics of particle systems, structures, cloths, fluids and crowds and how they react and respond to different stimuli
K66: How to create renditions of naturalistic physical or magical phenomena such as fire, water, clouds, smoke and physical destruction
K67: Understand the requirements and expectations of other team members who will use the animations you create
K68: Understand relevant standards and conventions relating to user-interface design
K69: Understand the principles of interaction design, especially regarding usability and accessibility
K70: When and why an animation might be cut-off prematurely, and how to minimise the risk of this adversely affecting the user’s experience of the product
K71: Understand the impact on own work of technical parameters such as the processing power, memory, bandwidth, screen size, resolution, colour depth, physical user interface etc. of the target platform(s)
K72: Which of the events or user interactions will trigger your animations
K73: Understand how each animation will be used in the product such as whether it will play once, loop several times or indefinitely, etc.)
K74: Understand the purpose and target users for the animated assets being created
Skills
S1: Determine what is required for their own work as a junior animator by analysing briefs, specifications, visual references, technical and production parameters
S2: Research ideas and information for the animation being created
S3: Read and interpret the relevant sources of information for the production, such as; the script, animatic, x-sheet or dope-sheet, character, colour and model reference and soundtrack
S4: Continue to update own animation skills, use new tools, software, data and other related technology
S5: Adapt and be able to meet the requirements of the animation style or genre specified for the production
S6: Use reliable information to keep-up-to date with the laws, regulations, codes of practice, standards and guidelines that govern animation and how they affect your work
S7: Maintain an awareness of the current priorities, constraints and opportunities of your work as junior animator at all times
S8: Comply with relevant legislation and organisational policies and procedures such as Health and Safety
S9: Work methodically in an organised and concentrated manner, paying particular attention to detail
S10: Identify the information you need to carry out your work to expected standards on each animation production
S11: Work effectively both individually and as part of a wider animation team
S12: Operate within and adhere to agreed organisational policies, standards and procedures
S13: Maintain an awareness of the current priorities, constraints and opportunities of the client's budget or production requirements at all times
S14: Move characters on set in whatever style is required to meet the creative, narrative and technical demands of the production
S15: Respond to feedback about the animated material you create in a positive way, making refinements as requested by clients or supervisors
S16: Deliver good customer service in a creative environment
S17: Develop an animated character/object/creature through its movement and timing
S18: Contribute ideas to aid the creative development of the character, shot and overall production
S19: Create animations using given camera angles, or make adjustments to camera animations according to the production demands and schedule
S20: Create the assets that meet the requirements of the animation department
S21: Plan story/playboards to communicate key ideas with the team or clients
S22: Create story/playboards that depict the script and narrative
S23: Present work in progress, or completed animations to colleagues or clients
S24: Respond carefully to questions, making sure you provide the information the audience is asking for
S25: Animate primary and secondary characters/objects/creatures and elements
S26: Interpret the personality and traits of the character/object/creature, conveying the emotions, behaviours and actions within a scene
S27: Ensure that animations are in sync with the soundtrack
S28: Create animation in line with production demands, and ensure the output is correct for the next stage of the process
S29: Select and use the industry standard software package required by the particular animation production
S30: Adapt to the various styles, techniques, procedures and software that may be required by the animation production
S31: Prepare and store files in line with production requirements, to enable the next stage of animation production to run efficiently
S32: Undertake test renders at appropriate times to determine the length of time required for rendering and check for errors
S33: Establish the render settings that gain the required appearance and create sufficient flexibility for compositing
S34: Apply render settings that enable the required degree of realism
S35: Prioritise renders in accordance with production priorities
S36: Calculate render times and storage space required to meet production requirements
S37: Create a series of key frames to structure the animation that are appropriate to the animation production
S38: Provide the key frames and check they meet the needs of the production with the director
S39: Work in line with shot breakdown ensuring continuity
S40: Create the movement and performance required by the production to in-between the animation, adding frames or cleaning up as required
S41: Test animated sequences to confirm the effects and continuity meet requirements
S42: Use the appropriate software for the techniques and procedures required
S43: Use rotoscoping to produce animated frames
S44: Create animation according to the production demands
S45: Review output with relevant people and offer suggestions to assist others with the production
S46: Respond positively to feedback about the animations you create, making refinements as needed
S47: Remain constantly flexible and adaptable to new directions, creative requirements and software developments
S48: Adjust lighting and camera equipment to meet production and aesthetic requirements of specific scenes throughout the production
S49: Plan and block through shots under direction, where appropriate recording real life videos to try out the performance as a reference
S50: Create pop through or rehearsal movie and agree with the director an appropriate series of key frames to structure the animation
S51: Time out each shot that is appropriate to the production and agree these with the director
S52: Prepare for and re-animate individual shots according to the director’s notes
S53: Move characters on set in whatever style is required to meet the creative, narrative and technical demands of the production
S54: Review models with relevant people and offer suggestions that assist others with the animation production
S55: Test the stop motion animation characters and sequences you have created against the production specifications
S56: Review animations created with the relevant people, offering suggestions to assist others with the production
S57: Respond positively to feedback about the stop motion animations you create, making refinements as needed
S58: Remain constantly flexible and adaptable to changes in the creative requirements of the production
S59: Prepare and store assets and files in line with production requirements to enable the next stage of production to run efficiently
S60: Block animation using stepped or spline techniques, structuring the animation appropriately for the production and in agreement with the director
S61: Create animation layers that work on top of existing motion capture data and polish captured performances to meet production requirements
S62: Create the movement and performance required by the production to in-between the animation, adjusting the curves and adding extras keys as appropriate
S63: Script rigs for animated characters in line with production requirements
S64: Ensure rigging techniques and references create credible animation with movements that are realistic for the type of object being modelled and the style of animation required
S65: Ensure that animations maintain continuity of character/performance with other shots in the sequence and/or other animators work
S66: Create animations using given camera angles or make adjustments to camera animations according to the production demands and schedule
S67: Test the 3D animations you have created against the production specifications
S68: Review animations created with the relevant people, offering suggestions to assist others with the production
S69: Respond positively to feedback about the 3D animations you create, making refinements as needed
S70: Design animations within specified parameters and constraints relating to the target platform and medium
S71: Create animations that are attractive, easy to use and fit for purpose
S72: Save your animations in appropriate formats so that they can be easily incorporated into the product
S73: Provide clear documentation for others to incorporate your animations into the product
S74: Organise animations using appropriate filing and naming conventions so that they can be located easily by others
S75: Liaise with colleagues, such as designers and developers, to ensure your animations are appropriate and meet requirements
S76: Test the animated assets you have created against the production specifications and to ensure they are easy to use and fit-for-purpose
S77: Review assets created with the relevant people, offering suggestions to assist others with the production
S78: Respond positively to feedback about the assets you create, making refinements as needed
Behaviours
B1: Self motivation - a self-starter, with a proactive approach to tasks and managing own development
B2: Adaptability- Adapts positively to changing work priorities and patterns, ensuring productions deadlines continue to be met
B3: Flexibility – A positive approach to working independently and collaboratively as part of a team
B4: Strong work ethic - motivated, proactive, committed punctual and reliable
B5: Maintains company and customer confidentiality, acting as an ambassador for their employer
B6: Displays a passion for animation and creative media creation
B7: Displays a positive attitude - constructive thinking and motivated to succeed
Core occupation duties
DUTY: Research information, resources and tools such as real-world objects from the world around you and find appropriate visual, written, empirical and physical references in order to create credible animation
K1
K2
K3
S1
S2
S3
B1
DUTY: Improve own knowledge and performance in animation by seeking out information about emerging practice in the animation industry such as new tools, software, data and other related technology
K4
K5
K6
S4
S5
S6
S7
B1
B2
DUTY: Work effectively in collaboration with colleagues, partners and suppliers in the animation industry
K7
K8
K9
K10
S8
S9
S10
S11
B2
B3
B4
DUTY: Work autonomously and communicate effectively with clients or customers in the animation industry, effectively prioritising and meeting deadlines in order to meet agreed production requirements
K11
K12
K13
K14
S12
S13
S14
S15
S16
B5
DUTY: Prepare to create animated characters/objects/creatures by assessing the requirements set by the brief by adapting to meet the required creative, narrative and technical demands of the production
K15
K16
K17
K18
K19
S17
S18
S19
S20
B6
DUTY: Plan and present ideas and tell stories to dramatise a narrative, plan shots and demonstrate action to meet animation production requirements to clients or colleagues in the animation industry
K20
K21
K22
K23
S21
S22
S23
S24
B7
DUTY: Create animated assets in line with production requirements, ensuring output is correct and meets the requirements for the next stage of the process
K24
K25
K26
K27
S25
S26
S27
S28
B6
DUTY: Follow your organisations policies and procedures to organise, store and retrieve animated assets
K28
K29
K30
K31
K32
S29
S30
S31
B5
DUTY: Undertake basic compositing and rendering of an animation to meet organisational requirements
K33
K34
K35
K36
K37
K38
K39
K40
S32
S33
S34
S35
S36
B7
2D Animation duties
DUTY: Create 2D Animated content by producing a series of sequential 2d images, which, when played back, produce the illusion of movement.
K1
K2
K3
S1
S2
S3
B1
DUTY: Test 2D animated sequences to confirm and check continuity
K4
K5
K6
S4
S5
S6
S7
B1
B2
Stop-Motion Animation duties
DUTY: Make characters move in stop motion animation in line with production requirements and ensure continuity throughout the shots
K1
K2
K3
S1
S2
S3
B1
DUTY: Evaluate characters and sequences in line with feedback to ensure requirements are met
K4
K5
K6
S4
S5
S6
S7
B1
B2
3D Animation duties
DUTY: Create 3D Animation by producing accurate key frames and in-betweens, breathing life in to the character/object/creature where necessary
K1
K2
K3
S1
S2
S3
B1
DUTY: Evaluate 3D animations created in line with feedback to ensure requirements are met
K4
K5
K6
S4
S5
S6
S7
B1
B2
Interactive media and immersive reality duties
DUTY: Create animated assets for use in computer games, interactive media or immersive reality
K1
K2
K3
S1
S2
S3
B1
DUTY: Evaluate animations created for use in computer games, interactive media or immersive reality in line with feedback to ensure requirements are met