Pues de nuevo colocando animación aquí, quisiera poner algo más tradicional: bocetitos de un personaje que he estado trabajando, algunas animaciónes de él, y un cuadro que porfín está terminado.
Este par de bocetos son una pequeña idea para un ejercicio de animación, con mucha más dinámica que los anteriores :P
"se come el pasto como un sandwich"
En estas dos de arriba estaba tratando de definir las proporciones: su altura, el tamaño de la barriga, que tipo de cuerpo, etc. En lugar de algo muy anatómico quisiera algo más animable y simple, que se reduzca fácilmente a formas básicas, esferas preferentemente.
Y en estos quedó muy vaciado jaja, aunque muy "chiquito" quizá.
Y estos nomas para hacer expresiones random.
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Y el cuadro terminado, que nació de este boceto de aquí:
Algunas etapas:
Y el terminado:
En fin, es noche y por el momento es todo :P Al rato subo más actualizaciones, que hay muchas cosas que compartir :D
Gracias por leer! (O ver, que ahora no hubo tanto texto)
School and some proyects have taken my time away from writting on my blogg, but here I am again, trying to keep it up to date.
The next excercises are all part of the school course designed to teach a little bit of traditional animation, using Richard Williams' Animator's Survival Kit as a guide.
SIMPLE CAT DOING A SIMPLE WALK
Checking simple walks again, this time was required as an assignment. I think it came up better than the last ones I've done, considering that this time I solved entirely by myself, without books or references.
It is kind of fast and exaggerated, but hey, it is a cartoon after all =P
A FAT BEAR
Aaah this bear walking, I really enjoyed working on this one.
I wanted to work with weights, counteractions and some overlaps too, and a fat bear had all it was needed to do so.
I went through a lot of planning for this one, i had to: >think about how his tiny legs would open to avoid tripping with his belly
>Show a good weight not just with size but with timming
I made these charts to figure out the poses and the extremes on the belly (curve). The curve shows how the weight shifts from left to right. Since the curve is not entirely symmetrical, the belly goes slowly to the side, then returns quickly to the center, and then goes again.
>Understand how mass remains static until something acts upon it (the leg pushes the belly forward and to the side)
>Have balanced poses through the walk cycle.
Here is the finished animation, the first gif has only key poses.
A HAPPY WALK
Not much can be said here. The enterity of the movement and poses were taken from the book...And yet is too fast for my taste. GOAT KID DOING A SNEAK
Awww yeah! I really loved working on this one too! But maan it was hell of a ride...
It is a slow movement, so I needed lots of frames... this one runs at 33 per step, making a huge total of 65 frames.
The excercise was asked to be worked on 12fps(twos), but I thought "hey, perhaps the goat kid deserves a little bit more effort, I'll go for 24(ones)" Hahaha, what a crazy idea! I drew tons of tiny goat kids this past week!
Certainly it was really hard to do the entire animation, and what is more, cleaning it up.
I worked on the pencil test at first, fixed some head and arm issues, and the went to the cleanup phase, in which the clothes and face were added.
As you can see, the clothes are not perfectly done, but I like them ^^. In fact, I really like this animation, even if it's not perfect. First, I like it because it as one of my characters, and actually makes me think he is there moving!! :D
Second, it took me a huge effort to finish it on time(almost). And third, it has to be my first nice cleanup :P.
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And for the non-animated stuff, here are some pastel pictures I did:
Some more school excercises, this time a guy that walks, gets distracted and falls.
DISTRACTION while walking
gif:
This one was planned with these things in mind:
-A walk (any walk)
-The character turns around
-Something obstructing his path
-Character hits object
-Character falls
But let's see the planning here :D
PLANNING
The first ideas came up with a simple character who looks like a cat because of the funny horns I drew on his head. But those are just to figure out the head rotation :P
I began sketching something on the paper (left), exploring some funny poses and important sequences that told the simple story (narrative - what's going on)
I also doodled the way I wanted the walk to be a crazy walk with some spaghetti movements.
Here I laid down some preliminary poses. Designing the movement is important and fun to do. Is spend a lot of time during this phase, writting down ideas that will affect movement, thinking about particular aspects of the walk cycle, etc.
Since the character had to turn around, I began to thing when he was going to do it (top of the page), and also doodled how and with what he crashes.
At the bottom of the page I created the way he was going to begin walking. I noticed I've never designed such a thing before. My characters just came walking through the page, but never began walking XD. In any case, it was a good opportunity to think about it.
I added a quick anticipation to the moment he begins with the step, just to let the audience know something is about to happen.
In this piece of paper I drew the walk cycle I was going to use. The important poses (contacts, downs, passings and ups) are designed here.
There is nothing too crazy here, but I wanted to begin exploring something fun with the arms at least.
And, if you remember from my past works, this time I decided to do a simpler set of legs, with a simpler, more cartoony set of joints :P
LAYOUTS
For the drawings I call "layouts" I drew the poses and extremes which I considered the most important ones.
Some spacing can be seen here,
Beginning of the step - Here I draw the anticipation and how he begins moving his left leg
Here the overall walkcycle is laid down. In this case I wanted him to approach to the viewer with some perspective, which made the cycle expand while going forward. That was knew since all my walks were from side to side or frontal view.
In this one, the contact pose, I just drew the turning (I studied that in more depth later on). In this sheet I also wrote down my time charts for the steps, figuring out when he was going to hit the post.
The last layout, when he falls down, rests a little, and then goes to the floor. I added the path his arms were going to follow when falling (blue)
TIMMING
Timming suffered some changes from the one I build in the beginning.
At first, I was thinking of a huuuge walk cycle, but then noticed the character had to be turning around a little bit more time before hitting the post.
The bar below shows the new timming, where the impact is changed, and there is more hold time for the character to understand what happened to him :P
THE TURN
The turning of the character was something new to me, as well as fun to work with.
I decided he was going to turn his head and upper torso around while his legs would keep walking.
Since the turning happens during the walk, it was important to make the movement natural. Without a good care, the turn could look away from the character's intentions, more like a robot. to avoid that, I mixed the walk with the turn, using the arms' motion to give the eye something to follow, and then turning the entire head quickly.
I added a small blink to it, just to keep it natural ^^
Following that schedule I wrote about the other day, here is the third excercise.
3.- FALLING BRICK
This one has to do with timming to achieve a sense of weight -I think XD
Here is my planning. I decided to give it half a rotation and make it hit hard with the edge.
I noticed that, in this case, the full movement ending suddenly adds a lot to the stiffnes of the object, but what do you think?
I also kept myself from using squash and stretch, since it is a very solid brick, it should not deform at all. BUT, perhaps I could use some kind of stretch to create more impact to the exact moment it touches the ground.
Here is the outcome:
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I also did a tiny animation with my goat dude. It was aimed to practice small movements, eyes, and some expressions.
I know he lacks his mouth hahaha but I decided the eyes were enough to tell what's going on.
I have to say I didn't made too much planning on this one, it was more like straight ahead and just from what came to my mind, trying to keep the idea as fresh as possible.
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Aaand the 3D stufffs!
>>watching some kind of sports<<
Using the same character I used last time on my walkcycles, with a simple rig (no iks, no animation curves) I'm creating a scene in which the character is watching some sports broadcast, having a good time.
I'm using 3 poses to tell the idea:
1)just sitting down watching
2)interest
3)reaction to goal
THE SITTING DOWN WATCHING POSE
In this pose I want the character to look relaxed, almost uninterested. He is sitting on a sofa, with his shoulders relaxed, hands and arms on the armrests, no tension nor stress.
I went trough some issues with this one, form the position of the soulders, to the overall tension of the body.
In the picture at left I drew some front views of the guy, looking for the way his shoulders and hips would tilt.
The doodles at the top left are the first ones I did with the idea in mind, perhaps too exagerated, they help to explore the strongest poses. I also drew some kind of timming chart to figure out the overall rythm of the scene.
This is the pose I chose in the end. It has a much more relaxed hip, shoulders tilted to the other side, and a straight head.
This sheet has some alternate version, with a very sassy pose, not what I was looking for. His shoulders have too much energy and the hips are way too high.
INTEREST POSE
Before getting into the actual interest pose I created a tiny anticipation in which the character notices something on the screen, which makes his body go up a little.
This picture shows some studies on how the guy will go from resting to stressed. I was thinking on something getting you to the edge of the seat pose, in which his hips go forward, hands go to thighs and head gets closer to the T.V. I also explored the idea of making a small gesture with his right hand, like arguing with the T.V.
In this frame the character lifts his chest a little, showing some interest on what he is watching. This happens before the entire movement takes place.
Breakdown pose from notice to interest. Arms get closer to body, torso straightens, legs get closer to sofa.
This is the extreme interest pose, in which his head is going forward, and his arms pressing his legs, just as if he is going to jump, but holding in emotion.
The fact that this guy has no eyebrows, mouths, ears, or something that can create a face expression makes it quite difficult, but leaves the job to the entire body gesture. The pose is the subject I'm trying to get here, on how it can tell the story, even without a character blinking or saying something.
This is the 3D animation. Extremes are done, as well as some inbetweens and breakdowns.
Timming is also done, but it doesn't read as much with the long hold frames.
And that's all for today guys! No picture making this time. I did worked on some stuff, but is not dry enough to scan it... :P