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Showing posts from April, 2021
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  This was the preamble to the pantomime project. I had to design a flour sack in various poses to get an idea of how I wanted to animate it. I wanted it to look like a cute Japanese plush doll and behave like a kitten to add more cuteness.
       This was the final project, dialogue. I might have bit off more than I could chew by choosing to animate two characters and using a 15 second recording instead of the recommended 5-10 seconds. I would have liked to ink and finish it but being that it was the last project of the semester and I had been buffeted by personal issues, I was extremely burnt out at this point. That aside, this particular exchange was a bit easier since the characters didn't talk over each other. I had a bit more trouble deciding how each character would spend their time idling. I wanted to add an explosion at the end but I don't know how to draw an explosion so I opted for a camera feed to shut off instead, which ended up feeling more realistic and humorous.      The subject I used was a clip between Korone Inugami and Calliope Mori, a Japanese and English streamer respectively that both work under the same group, Hololive, playing a game called "Keep Talking and Nobod...
  This was the puppeting project. To use puppet animation I had to learn to use the node view in Toon Boom. It was very confusing at first which made me dread the project. I eventually got the hang of it and it's easier to use than it first looks. It just appears overwhelming to the uninitiated. That said, puppet animation certainly makes animation workflow much easier and faster and I can see the commercial benefits since it's very efficient and not nearly as time consuming as traditional animation. That said, I'm still very adverse to puppets on an artistic level. The cost of cutting time and effort is a clear reduction in animation quality. It feels cheap and perhaps even lazy. It's kind of the antithesis of why I'm interested in animation to begin with. But my rant aside, the subject I used is Korone Inugami, a Japanese streamer on YouTube. I didn't have any special reason to use her, I just had recordings of her already downloaded so I decided to make use o...
  This is the walk cycle project. This was probably the most intimidating process since before I even started animating. It was difficult but it wasn't as daunting as I expected it to be. I followed a basic walk cycle guide and then modified it to give my character more personality. The subject I used is Suisei Hoshimachi, a Japanese streamer and singer on YouTube. Her personality is very bright and confident and exudes elegance, and I wanted that to shine through her walking. I was imagining a model strutting down a runway but it seems that it came off more as just very sassy, which wasn't what I was aiming for but it was humorous nonetheless.
  This is the head turn project. This was probably the most difficult one by far. I used Kanata Amane as my subject. She's a Japanese streamer on YouTube and one of my favorite people. Her hair was also short and relatively simple to animate but it was still quite difficult. I dread thinking about animating a head turn using a person with a long and complex hairstyle.
  This was the first project, the classic bouncing ball. There wasn't much thought put into it, to be honest. I thought it circling the basketball hoop and then failing to go through would be funny.
  This was the pantomime project. I had to animate a flour sack. I wanted to focus on its sleepiness and laziness to accentuate cuteness. I was inspired by cat videos. I could have committed to more movement but I think I was still somewhat intimidated by Toon Boom and the animation process.
  This was the overlapping action project. I wanted to focus on the momentum to give the box a sense of weight. As a beginner animator it was difficult to keep the drawings on model.