Sunday, May 31, 2009
11 second Club May
I pulled a few of the drawings from my May entry to the 11 second club. I'll link the video once it's downloaded. I def learned a few things which I'll be applying to a June entry (assuming I'm not working much) I wanted to try applying some of the principles of limited animation to this project to lesson the amount of work (ie redrawing things I don't need to redraw.)
What I learned: Animating the whole head for the first phrase looks a bit wonky, it's better to manipulate a few of the features of the face and only redraw the big action (ie when he says "Go")
I put the majority of my time into "and see im fly and better still see im back." Which looks decent. The lip sync is off, but the action works. I ended up putting a lot of it on ones, so some of the purty' drawings got buried in the motion. More settle more secondary next time.
The rest of the dialoque got rushed due to time and the lip sync is really chopping because I started it on friday. I was running out of time so "it's dead exciting" didn't have the the impact I was hoping for. For the next one I'll build better mouth shapes so I have more to work with and slug it out better. All in all it was a fun experience and I look forward to hacking away at another one.
Posted by Christopher Hodgey at 9:51 PM 3 comments:
Sunday, May 3, 2009
11 second club
If I can pry myself away from Resident Evil 5 long enough, I'm going to work on a submission for the May 11 sec club. Here's some of my rough drawings for what I'm hearing as a scottish/viking sort of character. So far I'm up to "when you let im go .."
Update: It's very ugly to look at, but what the hell, I thought I'ld add a quick line test I did for "when you let im go. .." It's just keys and prob not lined up right. My idea is basically to just animate the head and PS it on the body and just nudge it with the skew tool for "go." Anything to avoid redrawing the body 14 times ish. Then do a big animated action for "and let them fly." If this works I can put my energy into that and avoid wasting time redrawing stuff that isn't really moving.
Posted by Christopher Hodgey at 3:56 PM 8 comments:
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