Posts

Showing posts from March, 2019

Week 9

Image
This weeks animation involved more zoom outs, however, this is a much slower zoom than the previous one, so unlike it, the character can remain in detail, the main purpose of this shot is to show the scale of the charged attack. I also feel that it works as a bridge so the next shot can pan to Robyn.  I feel that over this project I have gained confidence in my camera angles, and I found animating this one easier than the previous ones (albeit still not a walk in the park). As always, I took the initial animatic lines, neatened them up and some were redrawn in their entirety. Some of the times were changed so the camera speeds up and slows down at the beginning and end of the zoom, giving it a more realistic feel. I felt that the black lines within the "gravity ball" as I have dubbed it, does not really add anything to the piece, and therefore I changed them to green, to blend in with the rest of the ball More in-betweens Once the in-betweens were add...

Week 8

Image
This week I had more time to animate, so I wanted to animate the final scene of the animation. For this part, I made sure to include animation smearing, to help smooth out the spins and flips in her tumble as best as possible. While there are some ridiculous looking frames in this part of the animation, in movement it works really well. The Onionskin tool came in very handing when producing these scenes. Below are examples of animation smear, followed by my own use of smearing. Industry examples of 2D Animation smear Animation smear was even used in the new 3D animated feature, Spiderman: Into the spiderverse. Another camera technique that is included in this scene is a Pan up, to help me visualise this when animated I added a horizon line and smoothed it out when adding the in-betweens. I was rather unsatisfied with how the character falls in their final landing, as it didn't feel natural as the second they hit the floor their spinning momentum just s...

Week 7

Image
Following on from the work I did last week, I wanted to animate the Antagonists counter to her attack. In the initial Animatic, there was again just as a basic reaction shot, followed by the sword being drawn. I felt that the animation was relying on these reaction shots too much, and wanted to experiment with camera angles and movement. I came up with the idea to have the camera follow the perspective of the ray that leads into the reaction shot.  The camera angle of where they use their sword is a low angle to show the size and power of this character, it makes the character seem more large and imposing than he otherwise is, and helps convey the strength of this character, as he swats away the blast as if it were nothing.  My initial test proved that the concept worked. Again I added the green streaks as the antagonist character moved, to helped give more visual interest to some otherwise basic shots.  As stated in previous weeks, most of the scenes wi...

Week 6

Image
Once again cutting back to different parts of the animation due to time constraints this week. I again wanted to focus on character expressions and moving cameras. Again, most of the lineart was able to be copied over from the animatic, with some only small touch-ups. I added the slight hair movement to the animation from being too static. I also initially tried to add a slight camera zoom, but it wasn't really working, so was scrapped early on the in the animation process. Another addition that did make the final cut, was the green glow that comes from the antagonist's eyes. I felt that they slowly turning green was somewhat boring and lacks the dramatic appeal that I was hoping that his "reveal" would have. The green adds movement to the shot and hopefully creates more appeal overall. The next issue to tackle was how to animate the zooming out from the close up to the wide shot. I considered adding an additional reaction shot or editing it so the pr...

Score Collaboration

Image
As part of this project, I would be collaborating and outsourcing the score of my Animatic. I would be collaborating with my Brother and Musician, Rhys Hurd. https://www.facebook.com/RhysHurdGuitar/ https://www.youtube.com/channel/UC_sScYqgSgT4qhBPKaAhRdA https://www.instagram.com/rhyshurdguitar/?hl=en The initial aims for the score were to have a fast-paced beat, with the most prominent components being guitar and synth to fit with the retro colours I was planning to use. The inspiration for the score came from Henry Jackman's work on Captain America: The Winter Soldier. Most notably the track "the Lumerion Star" Cubase was the program that was mostly used for the production of the score, with tests and back and forths happening between me and Rhys. Cubase was the program that was mostly used for the production of the score, with tests and back and forths happening between me and Rhys. ...