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Showing posts from November, 2017

2D - Head Turn (Week 8)

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Turnaround sheet of my head design: Animation: I ended up changing the design of the characer to a simpler design so I could draw it easier after my teacher told me that the buns might not work very well or be as easy to do. I would like to redo this animation when I have time, as I found it very difficult to work out how to draw the fringe with drag and follow through after I changed it, because fringes move very differently to how the buns would've, and in the end didn't have enough time to complete it properly, so I would like to try again but do it with the buns like the original design.

Stop Motion - Body Drag (Week 9)

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We were given the task of animating a stop motion scene where one armature drags another one across the stage, making it look like an unconcious and heavy body is being dragged, and the person dragging is having a hard and tiring time doing it:

'Deep' Storyboard - Storytelling for Animation

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Here are my developments of the storyboarding task we were given by Derek of a scene from his script 'Deep': Character designs:

Stop Motion - Character Walk (Week 8)

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We were tasked with doing a walk in stop motion, but we had to give it character and personality by giving them an interesting stature and way of moving:

2D - Hand Turn (Week 8)

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Here is my finished mickey mouse-esque hand turn:

Drawing For Animation - Scale Project (Week 7)

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Here are the character designs and concept drawings I did for my group project about scale in drawing for animation: (this last drawing isn't quite finished yet:)

Life Drawing - (Week 7)

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2 minute poses: 5 minute portraits: 15 minute skeleton study:

Stop Motion - Basic Walk (Week 7)

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We were tasked with animating an armature doll doing a basic walk: I found it quite difficult managing to move both the arms and legs and remembering which direction they were moving, so the arms came out a bit wrong, but I really like how I managed to get the legs to look which is good, and I thought I kept the back quite straight too. I need to make sure I keep the head moving forward though, as it does move back occassionally.

3D - Mery Poses (Week 7)

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We were tasked with using the Mery preset model to pose her into interesting and emotional poses that have good silhouettes. Here are screenshots of my poses:

Stop Motion - Week 7 (Ball Throw and Head Turn v2)

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Here are my stop motion animations of the person throwing a ball and also the second try at the head turn. For this head turn, I remembered this time to put pauses at each side the head turns to (except the second time) and also to move the shoulders/torso with the head, as it would in real life, which I also managed to forget on the second go as well. It was much easier to do this task using this armature though compared to the previous one, which helped me work more efficiently.

Life Drawing - (Week 5)

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For this week's life drawing session, we had a different model which was interesting, as I would really like to draw as many varied body types and people as possible and learn to draw them. The world is full of diverse and unique people, and I would really like to reflect that in my drawings and especially my animation characters. As with last time, we had different sections of the session where we had different lengths of time for each pose, so in the first part, we had 10 minutes per pose, then 2 minutes, then 30 seconds, and finally we had a 20 minute pose at the end. 30 second poses: Some of my favourite, more dynamic poses:   These are the slightly longer poses where we first did a small silhouette thumbnail in the corner before starting the larger version:

Stop Motion - Head Turn and Toe Touch (Week 5)

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Here is my first try at animating a head turn using an armature doll: Its very jerky and inconsistent, so I'd like to redo it and be more careful about where the fairings are, and the speed. My first version doesn't have any slow in and out so I need to make sure that is there too. Last week we were tasked with creating an animation of the armature touching its toes. Here is my first attempt at it:

2D - Weight Lift (Week 6)

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Last week we were tasked with animating a flour bag picking up a weight: I focused especially on the concave and convex shape of the flour bag when it leans down and then when it starts lifting the weight. In today's lesson, we were tasked with animating our hand turning from palm down position to palm up. Firstly, we need to draw our own real hand in the 2 extreme positions - palm up and palm down, as well as the breakdown in the middle of the hand from the side. We were also given a timing chart to use to time out our animation. Then we can draw over the top on a new layer, this time drawing the hand with only three fingers and in a glove, just like mickey mouse's hand. We then need to draw all the inbetweens for the hand turning, clean up the lines and colour it. Here are the key frame drawings of my hand:

2D - Hula Hoop (Week 5)

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We were tasked with animating a flour sack hula hooping, here is mine: If I were to retry this, I would definitely use the elipsis tool in TVPaint for the hula hoop instead of drawing it out for every frame, as it clearly wobbles quite a lot and loses shape and volume. This makes it unclear where the hoop is going and whether its being hula hooped or is just floating around oddly while the flour sack dances.