After all of the work that went into learning the design these are the last two shots I did for BugBombed. It's annoying as I had to put a lot into just getting shots to work on then i only get a couple. now this is written in retro spect, but i feel the problem was a result of working on multiple films where BugBombed was overly protective with their design forcing a lot of work onto their director and lead animator, not giving them enough time to help people get to the level they want them to be at, which means less people are working on the film, which means they have more work to do. And the other film trusting me with the shots given to get them wright, handing them out at least five times faster than BugBombed.
the bottom one doesn't have enough movement for it to warrent too much critisism but, its smooth and it works.
the top one looks a little too much like an animatic, though my thought process was more, 'all the inbetweener needs to do is just inbetween'.
Admittedly i could have added timing charts, though i don't think that was necessary for the bottom shot.
Now I would usually do these as seperate posts but there isn't much i can think of to talk about individually. Now I would like to point out that I have only really done the Inbetweens meaning all of the keys and colouring was done by someone else. However what I have to say is that my liffe as an inbetweener for these shots was made really easy by the the key framer using timing charts and putting in a lot of key frames, leaving me with at most eight frames to inbetween per key frame. And all i can really say as to how i've done is that i have just drawn inbetween the onion layers.
Now i think i could get these done in a couple of days where i think ths took over a week to complete, colectivly.
A rough animation of the Scotland Yard Police station dynamic camera pan. another one of my camera spins that only had a couple of seconds to be done in. This was an interesting test but I think I managed it. If i had more time, i would have gone over it in more detail and done clean up.
Writing from hindsite a shot like this was a little too complicated to do as it required multiple of the high detailed background peices done for it making it probably one of the most labour intensive shots for at best two seconds of animation. And given the time we had to work in this simply wasn't a worth the time and effort, so it never really got passed this level of detail.
these are a couple of test animations for Target X-Mas. The point of them is to visualise current ideas on how things would move allowing for changes that would mke the film better.
The Talking test was a little too rigid in the facial features meaning later adaptations allowed for more mustache movement.
the walk test was a failed attempt at how santa would walk. my thought process was that because he was such large guy he would waddle, and i didn't take into consideration that the arms would move independantly to allow for better motion. in the end my walk test wasn't used at all, and Santa doesn't even appear to walk at any point during the film.
Done as proof to the director that I can animate with the characters to the degree that they are satisfied with.
Another test set by the director to see if i can be trusted to work on their film. whilst I can understand the need to make sure everyone is on model, I feel like they are adding a little too much to see if they can trust us. I wouldn't mind so much if it wasn't for the lack of character guides making it hard to actually draw the characters on model.
For me the movement works, I went a little overboard with eggman rolling towards the camera but i can't help myself. If I was to do this again, I would make the movement more snappy and smooth.
I would have a faster start to BC getting up with a slower followthrough and i would attempt to get the distance rolled by eggman consistant
The Bottom three are character layouts whilst the top one is closer to a place holder background layout. The idea is to have the characters in the area and in proportion to the enviroment and any other characters in the enviroment making it easier for the animators to draw the characters with out having to worry about size and placement of the characters.
thankfully i had a lot of character guides to work with allowing the characters to be as on model as I could get. They could be better, which means I shoud have done more character practice like i've done with the Bug Bombed Characters.
The Background Layout, whilst mostly a place holder, all that'll be needed to bring it up to propper background art is more detail and colouring and shading. which i will do at a later date.
This is my attempt at learning the character designs for Bug Bombed. I had character reference but no actual character guides that told me how they were constructed. This was changed when I had done these, and even when the guides where brought out, they weren't the best in describing how to draw the characters. This combined with the preciousness the directors had for the design made it hard for a lot of people to be trusted to actually start working on the film.
thankfully I managed to get my head around the design, afterr asking what shapes the characters were composed of and more on ow to draw them.
I should have done them more rough, or not gone the extra mile by adding colour or clleaning up the lines. if i had done them in rough i could have gotten more done and sooner allowing me to work on the film sooner.