Little Red Animatic

i think i managed to convey the concept with this animatic of a scene. but the problem that there are too many of the girl from the side or straight on is still there, but i do think that the music i used fitted perfectly. the music i used had a fun little effect called shepherds note, which is a series or rising notes that are replaced with set or rising notes to create a seemingly endless rising pitch. this music is how i intend to create the tension, along with the visuals.
now i might be relying on the shepherds note a little too much but it works so well and it will be able to cover up any of the failures on my part

WOW!!! Images


these are the wow images for the the Little Red presentation that will determine whether my project goes through or not. the first one was meant to be done in the style of Toulouse Lautrec but is somehow didn't translate to the computer when creating it. this could be a result of me not using soft colours or it could be that paper is softer in the presentation of the colours than a computer program. now i know those programs can create the same feel but i didn't do that as i didn't feel like i could, that and i though it would work better if i used block colours.
the failure of the first one, or at least me not liking the first wow image, resulted in the creation of the second one. this one was done less in the style of Toulouse Lautrec and more me trying to convey the general feeling of the story. it is softer and closer to Toulouse's work but still off as a result= of me paying more attention to the detail and the lighting, which Toulouse didn't really use in his posters.

Little Red StoryBoard

the story is that there is a little girl that is wandering around at night when she hears a wolf howl. the little girl is startled by the noise and runs to the farm house which is the closest possible source of safety. there she finds that something is off, and as a result she wanders around the house looking for the owners. the house gets increasingly creepier the more she explores it until she reaches the last door where she can hear feasting and see shadows move from behind the door. she opens the door to find that there house owners are being eaten by the farm animals.
there isn't much in the center of the story but the plan is to have it as creepy as possible with the constant build up of tension to when the final door is opened. 

as an a little side note the first set of three panels are meant to be the second to last set of images. 
the main problem that was described with this storyboard is that there are too many front on of the main character. there was an attempt at fixing this with the above shot of the girl running, but that hasn't fixed the problem. also i have this feeling it doesn't work i can't quiet figure it out.

art style understanding


so here are my attempts at copying the style of Toulouse Lautrec's poster style. it is interesting seeing how the solid shapes of the character still convey the for of a person and their posture or their movement. i've almost caught this but not to the same degree as Toulouse does in his posters, it is the block colors of the character in the foreground and then the detail in the character's eyes.
the reason i think i failed was a result of me not drawing it correctly and as a result the feel doesn't come through

rush Job spin

i knew i could do this as i had done a lesser version before the summer. it is more complicated but it is also an animatic in delivery  so it evens out. the skeleton video at the top is the rough layout to help me understand the positioning and dimensions of the body in three dimensions.
it would be interesting to smooth out the animation into a full animation but there wasn't time and not what i was meant to do. in having the animation smoother the falling objects would be easier to follow as they fall but that is a fault that came about as a result of the requirements of the animation.
something that you wouldn't notice because of the animatic finish, is that some objects vanish once out of frame, you'll never notice this seeing as it is hard for me to notice the gun that appears literally in front of the camera and large so maybe it wouldn't be noticed even when it is easier to follow.

Something I didn't have to do


so i did this because i just wanted to do a small bit of animation. the idea was to have a dramatic spin out from the character as he prepares to strike the ground. as i went about doing it, it turned out i needed a good grasp on the character in three dimensions. the main concern though was the zoom and pan-spin movement.
as usual for this style of mine the character bubbles and pops a lot, i either need to find a way to keep a close enough consistency or develop a different style that is easier to keep consistent.

as it turns out the camera work, worked well enough for me to see it as perfect, however the actual movement of the character leaves much to be desired. this could be a result of seeing the movement from behind, but his bodily movement is too stiff or wooden.
the swing of the sword is blurred works well enough to distract from the movement of the body, and it has been commented that it is a good blur movement so i think it works

Final Experimental

This is kinda like an interpretive dance.
if i was to do this project again i would have chosen a better idea and planned it better because this project was just a cluster ---- of problems that i had to deal with way to late in the term.
in terms of the animation i wish i could increase the speed of some of the actions, as they seem definitely animated in those areas. i also wish i had a base or something, like a line to use to prevent the figure from floating higher and higher. that is however very subtle and hard to notice over a minutes worth of animation.
another thing i wish i had done was come up with a more coherent plot, but i didn't have time and it was an experimental so it can work.