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Showing posts with label Animation Mentor. Show all posts
Showing posts with label Animation Mentor. Show all posts

Wednesday, September 21, 2016

Updating Old Shots

Part of me updating my portfolio is going back to old shots and applying what I know now to what I did before.  And man, it's a doozy of an update.  In a nutshell, I went back and did lighting and camera for both shots.  I also went back and fixed a slew of timing issues, as well as touched on a lot of the animation, based on what I know now, versus what I knew then.

The Imp Mage one was always meant to have lighting, but the tests I did never matched the lighting concept I started with. The Leaping Thief animation got the most animation touchups and it had an ending added back in.

First up is the Dungeon Crawl Imp Wizard animation.  With the updated lighting, the drama of the monster in the shadows should hopefully read a lot better now than it did before.  He holds the glowing staff for a long longer now, giving time to see the imp's face, for the camera to shift, and for the viewer to see the monster's breathing, before seeing the imp's reaction.



Second is the Dungeon Crawl Leaping Thief animation.  This one needed the new camera and lighting, which meant adding a lot more of the background in.  I did a number of animation changes as well, such as covering his head a bit, as he runs through the traps.  But the biggest animation change is to the end;  I had cut out the original ending because the slow climb up just didn't match the cocky thief at the beginning.  I've replaced it with a dramatic ledge slip to show off that he knew the risk he was taking.



And since this one was missing a nice camera, here's the dynamic camera to go with the update!


Sunday, September 28, 2014

AM3 and AM4 wrapup

I really enjoyed class 3, though I didn't as much care much for class 4.  I liked working on the pantomime shots in class 4, and I think it's highly important to understand.  But I've found I'm really drawn to the action of video game animation.  It's interesting, because the first film I worked on, Flower Story, was all about the emotion.  I know I could do that now, hundreds of times better, yet I still look back on it with an approving nod.  But that's also not where I want to be anymore.

Knowing the difference between strict body mechanics, and the more subtle pantomtime, has helped me realize what I want to do in animation.  Of course, they are of equal importance it comes to animation fundementals, but I can see myself focusing towards one over the other.  I can really appreciate watching animation that is focused on acting and pantomime, but it's those over the top weighty animations that really get me excited.

Onto the next adventure, I suppose!

Sunday, September 14, 2014

Animation Mentor Class 4 - Lipsync with a flustered office worker



Ugh, I did not like working on lipsync.  The sound clip just gets lodged in my head, and eventually, it just went flat.  Moreso than other animations, more I hear it and see it, the harder it is for me to view my work critically.

I think that picking out the sound clip was also very difficult for me.  It's easy for my mind to go with pure fantasy and just imagine a really cool fighting combo, or a cute interaction, or a broad motion.  But when the sound came first, and without context, it was really difficult to put a scene to it, let alone with a camera, environment, and subjects.  If it already went through visualization, I bet it would have been much easier for me to make the animation itself.  But layout and storyboarding a dialogue piece was far more difficult than any other piece I've done.

I don't think I'd call this demo-reel material.  It was fantastic practice, and it was really helpful at telling me what I enjoy working on (or don't.)  It just seems to lack the interesting bits that are in many of my older animations.

Progress reel:


Sunday, July 27, 2014

Animation Mentor Class 4 - Pantomime with a dear childhood toy



I had a few ideas for this one.  The concept I settled on was some sort of longing.  My first idea was a guy chucking something into a lake.  Maybe a ring, a locket, or an heirloom; something valuable, but something that held too many painful memories.  The point right before he throws away the object would be a really interesting emotional shift.

As I'm apt to do, the first idea was very long winded.  A pause, a reluctant throw, a failed throw followed by a casual toss, a wistful glance back, a struggle to recover it.  All of those ideas were cliche, but at the same time they held a clarity I didn't want to lose.  From my last several storyboards, I settled on a guy throwing away a beloved stuffed animal.

I thought of it as the Toy Story 3 moment, where Andy grows up and has to give away his toys.  I'm not ashamed to admit I still have a couple stuffed animals, so this idea spoke to me.  The lake was simplified into a trashcan (with a push-button lid for interest), and the wistful glances and reluctance were kept in.  I thought this was an idea that would hit home for most people -- the concept of giving up your childhood, or losing something that was once important to you.

Also, writing "Old Stuff" on the box did wonders for subtle readability.

In the end, I quite like this one.  The story is clear, the emotions are clear, and the environment is simple, but reads nicely.

Have some progress shots!


Sunday, June 15, 2014

Animation Mentor Class 3 Dungeon Crawl - The Thief on the Ledges



Last one of the semester, and I'm ending strong!  This has been a great semester so far, and I feel that I've learned quite a bit.  Shoutout to my mentor, Drew Adams, for his support and guidance.


I combined two ideas to make this one.  I really wanted to do a leap to a ledge; but that idea wasn't interesting on it's own.  I also had an idea of a thief going through a bunch of springing traps: wall arrows, spikes, tripwires, etc.  I thought that latter idea, though potentially hilarious, would be much less suited in this series.  So I kept the pressure plates and wall darts, and merged it with that broken rope bridge.

The dagger spin is really neat.  That gets some attitude down, not to mention, tosses and catches just look straight up cool.  I had to make sure the pressure plates read.  That intro was a bit heavy handed to reveal how they work, but I think it is worth the readability to the shot.

In the progression shots below, you can see that he originally climbed onto the ledge.  I ended up cutting it out because it just didn't match the leap the character did.  If I were to come back to this (which I may still do), I would give him a spring leap up -- maybe something a bit more cartoony.  But as is, with that lumbering heavy pull, it just didn't add to the animation, which was really about the run and the jump.  I AM getting better cutting stuff, and being okay with losing time, if it strengthens the shot.  Progress!


Sunday, May 25, 2014

Animation Mentor Class 3 Dungeon Crawl - Scary Rooms, Cute Wizards



(Note: I added in the beast at the bottom at a later date. Subtle, right?)

I loved the last one?  No, I love this one.  I could make animations like this for the rest of my life.  I need to do more cute characters.

This one came together really well, just as the last one did.  I'm getting a bit better at my reference; something really clicked once I started my Animation Mentor classes.  I think it's the experience that comes with time, too.

I thing the story in this one is nice and simple.  The animation just came easily with this guy.  I don't know if it's because he is blobby and all about shapes, or if the idea was jut that well visualized.  I got to the point where I was polishing to the camera a lot quicker than I have in the past.  And every part of it, I enjoy watching back.

I decided to play with the lighting a bit, because I wanted that staff glow to play a part when he 'takes a closer look' in the room.  That gave me the opportunity to get that nice lean-in pose, and the really exaggerated waggle before he runs out.  Natural looking lighting is still difficult for me, but I think I pulled it off here.

You can see from my reference below, that he was originally supposed to recover the staff, in an even cuter pawing at the ground from around the door.  But for the staff to land in an orientation that the door could open and close, and he could grab it and pull it out, AND for his stubby arms to be able to reach it; it was just unrealistic.


Sunday, May 4, 2014

Animation Mentor Class 3 Dungeon Crawl - Collapsed Tunnel Escape



The three body mechanics assignments in class 3 don't have to be related, but it seems as if most people like to put them in the same theme, myself included. I chose the theme "Dungeon Crawl", though I'm not making them sequential shots, because I want to try out the other rigs available to me. I'm haven't decided on the other two yet, but I have plenty of ideas on paper.

I must start by saying, I love this shot. The reference (which you can see below) went really smoothly, and gave me a great idea of how this would look. I have axes flying in from some unknown pursuers, and the warrior girl cleverly causes a cave in with the loose doorway strut. It translated really well into real life, including the shield prop, and it translated back into an animation quite well.

I love the slide in, and I love the stumble on the run out. There is something really flowing and visceral about the weight when she stumbles. It's easy for me, as a viewer, to empathize with the speed or panic in which she's moving and stumbling about.

The one spot that I need to take another look at is the second swing. The first swing has nice power to it, but the second swing is just kind of weak. I think I need to cut out that whole section and reanimate it from scratch. I spent an extra week trying to strenghten that section, but I was a bit limited by what I already had, and I don't have the time right now to make that broad change.

I also want to come back and clean up the modeling. The walls are fine, but I need to make the wooden struts look actually weak, and actually like wood. Of course, the cave in should use proper rocks; I think I can do that with a simulation. Also, her shield and mace need some love to up the badass factor. Last, I think she could probably use a helmet or something that says "warrior" at first glace. Maybe I can do something to the texture.

I'm pretty darn happy with the way this came out, and that only makes me more excited for the next two! But first, here is my video refence, and a few progress shots along the way: