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7.8 Week 8 FMP FMP & Thesis

Week 8: Animation Process (PART 1)

Introduction

Over the next weeks, I will start working on my animation. So in the following blog entries, I will go over the drawovers I received in class by George. They are a crucial part of the process, as it enables me to improve the timing, spacing and movements of my characters. In some other cases, it also helped me to create clearer character sillhuetes.

Skullchaser Lifts Ball

Feedback V01

I was advised to create a more appealing pose by spreading the legs on the ground.

On the other hand, it would be beneficial to put the stone closer to the camera.

Finally, I should definitely reduce the toe rotation as the movement does not seem natural.

Skullchaser Throws Ball

Feedback V01

In my first draft, I struggled hard with the position of the back arm. Therefore, I was advised to put the arm lower.

This implies to rethink the spacing of of the arm going behind his back.

Feedback V02

In my second draft, not only did I adjust the position of the arm, but I also focused on generating overlap with the body and the head of the character.

However, I need to polish the way the character is moving while he throws the ball. To do so, I will use the motion path to track the arcs.

Horse Follows Ball

Feedback V01

In my first draft, I admit that I completely failed to animate the movement of the ball. I merely focused on animating the ball off-screen, though rather than following an arc, it is moving linearlly.

On the other hand, I was advised to open the jaw of the horse to drag the mouth while it follows the ball.

I was also advised to refer to the dog cycle we animated last term, to understand the ups and downs of the front and back legs.

Feedback V02

In my second draft, I also focused on animating the villain, and I was advised to create a clear contrapposto pose.

I also noticed that it would be better to make the shot a little bit longer, to showcase the fall in more frames.

I also added the bones breaking and falling apart on the floor.

Villain Snaps Fingers

Feedback V01

I added a hat to the villain, so that he has a more unique character identity.

Again, I was advised to work on the contrapposto pose.

When it comes to Skullchaser, I should work more on dragging the chest of the character and adjusting the timing of his movement.

Critical Reflection

The feedback session was extremely helpful to guide me on the character animation. I also got very useful advice, which I will try to apply in my future animations:

  • Create clear and appealing character poses.
  • Add props to the characters to create a unique identities.
  • Keep working on dragging some character’s movements, especially when it comes to the arms.

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