Update: Actually, I was wrong. I HAVE made money off my YouTube videos. After carefully roaming around in my AdSense information, I found out that I’ve made a wopping $5.25 so far from people clicking on the little ads that pop up on my vids. Now, that isn’t a lot of money. But it is something. You just have to pass their 10 dollar threshhold before they send you a check.
So, at least it’s enough to show me that it is actually possible to get paid making animation. So there’s hope. And a reason to make a lot more animation. Which means, I’m going to make my series. If it’s good, and people get interested in the story, maybe I can make a little money doing what I love.
The trick is, you have to make the story interesting, you have to make it look good, and you have to make bulk. And that means BI.
@3Point: Thanks for the nice comment and compliment. Honestly, don’t sell yourself short. I’ve always enjoyed the animation I’ve seen you do, and going through the bughunt with you on that Tomato tracking vid was fun stuff. You do good work.
As far as the Pod’s mass, yeah, you got me there. A long time ago, when I first started building flightsims in the Game Engine, I realized that I was having a very hard time with the mass of the ships and controlling them. Once they got going, it was very difficult to control the flying. So I started setting the mass to 1, or at least very low. So you caught me. That Pod has a mass of 1. If you have an object, even in 0g, that has a “realistic” mass, it can get out of control very quickly, and you spend most of your time trying to guess which way it’s inertia is pointing. When in the cockpit, with no instruments to tell you these things, just flying by dead reckoning, that can be a killer. Of course there’s no up or down in space, so you only have other objects to tell you about your orientation and vector and speed. It can get confusing very quick. But by setting mass to 1, it’s a lot easier, essentially all you have to do is provide retrothrust to whatever previous thrust you’ve given it.
Yes, maybe it doesn’t look particularly realistic doing it the way I’m doing right now. However, that’s why I’ve been thinking about designing some rudimentary HUD instruments for my little ships. At least enough to tell me what direction my momentum is in and how fast. Then I could bring the mass up on my ships and not pay for it by spending most of my time guessing which way I’m falling. Unfortunately, I’m obviously NOT the greatest game designer who ever lived…
At any rate, good eye. And thanks again for watching and writing. Good to hear from you again. I hope you’re well.
@Jocob Holt: Thanks for the comment. Yeah, those are certainly fantastic films. I’m hoping someone will make “2061” and “3001.” Both of those were pretty fantastic books. Who knows, maybe one day we’ll get to see some good animated versions of them…
But, as far as doing it yourself, the best way to learn is to just jump in with both feet and experiment and see what you can do. And, of course, comments from your peers (like on here) can be quiet helpful.
If it’s something you’ve been wanting to do, give it a shot. You might surprise yourself. And again, the point is to learn. Bring those images you have in your head to life on the screen. You’ll learn a great deal just by making the attempt. And you might make something great. Let me know when you post something, I’d love to look.