I thought I'd share and outline some of my process. Feel free to ask any questions! and it's not too late to make suggestions - Final video below
http://www.youtube.com/watch?v=bJ10NobSH-0
Before doing anything in AS I planned out the animation with very rough drawings on paper. After that I made very rough animations for timing using PAP (free fbf animation prog). I imported the PAP sketches into AS using Synthsin's image import sequence script.
scene 1: n
nothing of note here particularly, the lipsync was done very quickly and easily using the method described by ShoNuff here:
http://www.youtube.com/watch?v=SSDFMJHU ... w&index=15
The narrators rig is overly complex - it uses patch layers, multiple nested bone layers and uses Mike Green's 'Bone Parent Master' script (http://www.mikegreen.name/)... Mainly because I created the character before I had any plans or ideas of what I had to do with him - note to self: the more planning you have the less actual work you have to do!
For the painter, I painted the green splotches over him using the scatter brush, but the performance went down the toilet so I exported a PNG and reimported it as a texture - worked really well. The body is just a masked image layer, while on the hat I imported the same texture to the fill itself. there's a few bones over relevant parts of the character just to move them around - he's not rigged with a skeleton.
scene 2: o
I made heavy use of Capricorns FKIK manipulate bones script (viewtopic.php?t=18787) thanks to Gilles for his tutorial which made me aware of the script. I may do a little video to show how it was used, its a real time saver - essentially both characters had three fixed target bones, at the feed and the hand. That meant I could animate those positions until I was happy, and then make adjustments to the body positions after. It helped me get my head around where everything should be to create the 'falling' weight on the left character. Both characters had skeletons. The first thing I animated was the movement of the O, then stuck the hands to it. I mostly used (our) Mike's Swiss army tool for all the bone animation, with occasional clicks using Cap's modded tool to solve any strange bone tweening.
scene 3: dd
Both these characters are almost entirely point motion. The only bones in the scene are the womans legs - I think I used the FKIK script again to help me know how far I could move the body before it would cause sliding... I relied heavily on the pencil timing I'd previously done for this scene and the pencils went through a few itterations before being approved for 'inking'. It was so helpful to have the sketches, gave me focus when animating and took a lot of guess work out. I made HEAVY use of Wes' new select shape tool (http://www.kelleytown.com/forum/animato ... hichpage=1)- i just love it, I always put stuff on as few layers as possible, it meant splitting stuff JUST to animate shape order was very unnatural. This fits my workflow perfectly. I also asked Ponysmasher to create a 'point tracker' script which is how I made the lightbulbs follow the already done point animation of the characters (http://www.kelleytown.com/forum/animato ... PIC_ID=768) - I also used it to add the mouth to the woman who didn't have one until i'd already done all the body animation (i moved it around manually after so may not be as perfect as the bulbs) - I also used Wes' fbf script to create the 'poof' effect on the bulbs.
scene 4: le
This scene has only has 3 bones in the ponytail (animated manually) - the rest is point motion and I relied heavily on my initial sketch sequences. I used MorphDials for the man reading as shown in a recent tutorial video I made...
That's pretty much it - the characters at the end were all one silhouette 'rig' i made which i think changed the shapes to make them a bit more like their previous characters... the whole thing was composited in AfterFX and motion blur was added with the ReVision effects Motion Blur plugin.
Other scripts used:
Wes' Colour Picker
Ponysmashers Colour Tool
Fazeks Tool replacements
Ramon's Split Curves button
I hope some of this info is useful
