In a fit of my own resounding awesomeness, I give you the final sequence of Shot 10:
I really like the look of this. While the individual cutting out of everything single frame was a bit of a pain in the butt, it ended up being worth it. Also, the ink texture looks really lovely. I'm glad we decided to move forward with that.
If there was something I would like to fix, it's the "naturalness" of the character's movement. Andy had pointed out that the character was "twinning" and a simple fix would be to have the arms lift off the table at different times. Unfortunately, there isn't anymore time to animate fresh frames, but I will definitely keep that in mind for my next project.
I'm so proud of my group. All we need to do now is fix a few consistency issues in the style of the piece, import the final versions of two shots, and add sounds, then we're done! I'm glad we scheduled the animation to be done before the Easter holidays so we could relax and have more time to focus on the upcoming theory essay. : )
Now to see if I can animate the logo...
Welcome to the blog of an animator-in-training, Grace Suarez. Enjoy WIPs, sketches, general progress work, and glorious finales. Enjoy.
Showing posts with label 2D. Show all posts
Showing posts with label 2D. Show all posts
Thursday, 14 April 2011
Tuesday, 5 April 2011
Further Line Tests
Did these line tests of the rough animation I completed over the weekend.
Just character animation:
Just paper animation:
And I animated them together, and here it is:
Notes I took on these sequences:
- Keep neck consistant
- Look at push motion (add in smoothing frames)
- anticipation shoulder lean
- frame 37 to contact, anticipate the bend then push
- smoothing frames to falling paper
- left leg suddenly becomes his right leg
- forearm appears and disappears, fix!
I also re-drew some of the arm movement on the stand-up sequence, to add more emphasis to the slam, and this is what happened:
His arm looks like his arm is having a seizure. Ron also pointed out that the actual standing motion is a bit too robotic. To go simply from point A to point B is not natural. So, he suggested I lean my character forward to create a more natural flow to the movement. On top of that, my friend Steve also suggested I added a bend backwards to help anticipate and exaggerate the slamming motion of the hand. So, adding both the bend forward and back, hopefully this will give me enough frames to do a more effective slam.
SLAM.
Just character animation:
And I animated them together, and here it is:
Notes I took on these sequences:
- Keep neck consistant
- Look at push motion (add in smoothing frames)
- anticipation shoulder lean
- frame 37 to contact, anticipate the bend then push
- smoothing frames to falling paper
- left leg suddenly becomes his right leg
- forearm appears and disappears, fix!
I also re-drew some of the arm movement on the stand-up sequence, to add more emphasis to the slam, and this is what happened:
His arm looks like his arm is having a seizure. Ron also pointed out that the actual standing motion is a bit too robotic. To go simply from point A to point B is not natural. So, he suggested I lean my character forward to create a more natural flow to the movement. On top of that, my friend Steve also suggested I added a bend backwards to help anticipate and exaggerate the slamming motion of the hand. So, adding both the bend forward and back, hopefully this will give me enough frames to do a more effective slam.
SLAM.
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