30 October 2017

2D Flour Sack Hula Hoop

This week in 2D practice we were tasked to create a cycle of a flour sack hula hooping. To begin this exercise, we went out into the courtyard to record reference videos for our timings:
From here, we created a few basic key frames for the flour bag and the hoop, before adding more inbetweens.
From there, I wanted to smooth the movement of the hoop, as the 'corners' seemed to have a jagged and uneven movement. Taking in mind the movement of arcs, I experimented with following a pair of ovals as guides.
I found that the ovals, although smoothing the movement of the hoop, also caused it to seem to move from side to side rather than around the flour bag. To counter this, I created a timing chart and marked out the places on the flour bag where the hoop should be making contact in each frame.

After a little more experimentation, I began inking the animation, beginning with the flour bag. As the hoop remains in the same spot throughout the cycle, initially I used the same section of lineart for all of my frames, only drawing the top of the bag afresh for each frame.
I found that this technique had the opposite effect to what I had hoped - making the bottom of the sack look unnatural and the movements look strange, so I restarted my line work, drawing the whole frame from scratch with the lightbox tool. I was happy with this line work, and finished up by colouring the bag and hoop.

17 October 2017

2D Flour Sack Jump

In 2D practice this week we have been exploring more anthropomorphised movement, with particular emphasis to anticipation and follow-through. To this end, we have been animating a a flour bag jumping over an obstacle.
To begin this exercise, I created a page of sketches, exploring the range of movement of the flour bag and how it behaves under different circumstances.
image contains: a selection of digital sketches depicting a flour bag in a range of poses, including lying on its side and twisting round
This helped me to get a better understanding of the weight and form of the flour bag, so I could begin my animation with more confidence, starting by drawing out some basic key frames.


I then played around with the timings, speeding up the initial push up into the jump and slowing the follow-through after the bag lands.



From there I cleaned up my timings a little more and created the linework for my animation.


I then added colour and a dropped shadow to my animation in order to give it a greater feel of realism.


At this point I realised that I had made a mistake - what should have been the slowest part of my animation was on 1s, as opposed to the 2s of most of the rest of the animation. This was fixable by removing some of the frames and adjusting timings, making the final animation look less wobbly and more smooth in the centre of its jump.


13 October 2017

Drawing For Animation - Les Miserables

For our second weekly drawing for animation task, we had to ask our fellow students how they were feeling, then draw an exaggerated caricature of them in said feeling.
Many people I talked to during the week gave me the response of either 'ill' or 'okay' - but I tried not to repeat any poses or expressions.
I am most pleased with my drawing of Tabby, leaping in the air as he feels 'hyped for life'. I think that this pose has a strong line of action and portrays the feeling well.

6 October 2017

Drawing for Animation - Toy Story

Our first task for Drawing for Animation classes was to take a toy on a week of adventures.I started with a few warm up sketches of my toy, a small dinosaur figure with a fluffy body, and a couple of colour experiments.
My toy's week began with simple adventures, exploring a tipped over drink can and a trip to the laundry.
He then decided to visit my desk, climbing my pot plant and engaging in a stand-off with another round, spiky creature.
The next night we cooked together, and my small friend attempted communication with the suspiciously dinosaur-like ladle.
To finish the week, we visited the beach together with the Pride Society, where my dinosaur posed in front of a flag.





2D Waterballoon Bounce

This week we have been exploring the twelve principles of animation, working with squash and stretch particularly. To learn about this, we were tasked with animating a waterballoon bouncing across the screen in TVPaint.
We also looked into using different fairings to increase and decrease the movement speed (as seen in the screenshot above), giving it a slow-in / slow-out effect to make it appear more natural.
Once I was happy with the basic flow of my animation in 2s, I inbetweened the frames to bring it to 1s, before inking and colouring the final sequence.

25 September 2017

2D A Walk Cycle, But Not


Over the summer leading to my start of my university course, I wanted to set myself some small animation challenges. The first of these was to create a fully looping walk cycle - but with a twist. As a part-time wheelchair user, I decided that I would animate a character wheeling themself along in a manual chair, as this form of movement interested me greatly and I expected it not to be something that we would cover in class to any extent. I chose to use a character that I had designed previously for this project, named Noelle.

Noelle, March 2017
I started with a basic sketch of a wheelchair, changed slightly from previous designs, and mapped out the frames with a stick figure. I used my own range of movement when in my chair to get a feel for which parts of the figure would feature the most movement - these were the arms and spine.
After a few attempts to smooth this sequence, I was happy with the result and ready to flesh out the sketch a little more. I filled the stick figure out into a full person, and explored the ways that the head might tilt with the movement of the body, settling for a steady forward-facing gaze. I also payed close attention to the movement of the hands, as this plays an important part in making the movement of the wheelchair user look realistic.
From here, I added more details to my sketch, giving the Noelle clothing and hair.
Finally I drew the lineart for each frame and added colour to the animation. In the final version, I slowed the framerate slightly from the sketches as the character appeared to be moving unnaturally fast.

If I were to do this exercise again, I would explore slow-in slow-out techniques further, particularly at the end of the movement as Noelle lifts her hands off the handrim and pulls them back to push again, adding more frames to the sequence in order to make the animation more fluid and realistic.

3D Modelling - Wild West Town

As part of our Design for Animation module this term, we had to create a 3D environment set in a Wild Western town. So far I have modeled 5 ...