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Posted: Wed Nov 16, 2011 9:01 pm
by GCharb

Posted: Thu Nov 17, 2011 5:05 am
by dueyftw
GCharb

Thanks for the file.

Here something interesting. Instead of animating on two's, you could have animated on four's and change the interpolation from liner to smooth to make the other keys. It seems to work fine as long their is no major change like the head turning to the side.

But left arm and hand that have to match positions would also be done on liner two's. So four's is not for everything.

Dale

Posted: Thu Nov 17, 2011 5:53 am
by GCharb
Hello dale.

Yeah, I animated it on 12 at 24 fps, to have room for animating on one's.

I turn off interpolation, as it seems to always add unwanted tweening, works better that way for me, also gives a snappier animation for my taste.

Posted: Sat Nov 19, 2011 11:19 am
by Matsuemon
GCharb wrote:Here is the V8 file.

http://www.mediafire.com/?mw042tdiphaofq6
Unfortunately I wasn't able to open the file because I'm still running version 7 =(. So did you just draw one view of the character then completely manipulate the points to give you that animation?? If so, that gives me a lot of ideas!

Posted: Sat Nov 19, 2011 1:18 pm
by GCharb
Matsuemon wrote:
GCharb wrote:Here is the V8 file.

http://www.mediafire.com/?mw042tdiphaofq6
Unfortunately I wasn't able to open the file because I'm still running version 7 =(. So did you just draw one view of the character then completely manipulate the points to give you that animation?? If so, that gives me a lot of ideas!
Pretty much it, with a few tricks here and there!

Used Fazek tools allot, especially the rotate tool.

Took 15-20 minutes a frame at the end.

Posted: Sat Nov 19, 2011 7:38 pm
by Matsuemon
Hey GC,
Wow 15-20 minutes per frame? It doesn't seem very time-efficient but you certainly can't criticize the results. It looks great. Is that how you always work or was that just an experiment?

Posted: Sat Nov 19, 2011 8:12 pm
by GCharb
An experiment, and 15-20 minutes is nothing compared to the traditional way of doing frame by frame.

Think of it this way, 3 frames an hour, that's 2 seconds of top notch animation a day per character, that's actually real fast!

Of course that's not counting the storyboard work and such!

Posted: Sat Nov 19, 2011 8:39 pm
by Matsuemon
GCharb wrote:An experiment, and 15-20 minutes is nothing compared to the traditional way of doing frame by frame.

Think of it this way, 3 frames an hour, that's 2 seconds of top notch animation a day per character, that's actually real fast!

Of course that's not counting the storyboard work and such!
Hey Gilles,
Yah, actually I got to thinking about it after I sent you that comment earlier, and I realized it would take a person at least that long to redraw a whole body frame by frame, so you're probably right. By the way, I'm the guy who recently joined your blog =) Talk soon!

Posted: Sat Nov 19, 2011 8:48 pm
by GCharb
Yeah, and its not only the drawing, there is also the cleaning, the coloring etc.

Cool for the blog! 8)

Posted: Sun Nov 20, 2011 11:08 am
by kellz5460
funksmaname wrote:but, is Gilles using point motion on a single set of points defined in frame 0? Is kellz duplicating the layers, and using switch layers, or re-drawing a completely new set of points for every frame? This is guaranteed to result in much bigger files, and to a large part is probably an unnecessary workflow.

If you worked with the same set of points as much as possible you will get automatic inbetweens which for the most part will be poop (can be avoided by using 'step' as gilles suggests) , but guide you for making fast action smears - correcting these inbetweens with the magnet tool for example... the fewer points you use to get the results you're happy with visually, the easier it will be to manage doing point motion by hand for best results.
Duplicating layers- in some cases redrawing things as I usually sketch stuff out fbf and do the same in the computer