Another go at drawing a turn-around of the cartoon shoe.
First I drew a plain rectangle doing the diagonal rotation I wanted. Then I drew a shoe to match the perspective of the rectangle on each frame. Then I cleaned that up and slapped some happy paint on.
Sunday, July 19, 2009
Thursday, July 16, 2009
the turn of the shoe
I decided I needed practice drawing the classic cartoon shoe so i did this turn-around as a little exercise.
That's followed by a new rough walk-cycle which was what convinced me I needed practice drawing those shoes.
Still chippin' away on that walk cycle stuff...
That's followed by a new rough walk-cycle which was what convinced me I needed practice drawing those shoes.
Still chippin' away on that walk cycle stuff...
Labels:
animation
Tuesday, July 7, 2009
Friday, July 3, 2009
accidental sasquatch sighting
My first attempt at quickly roughing out a 2D walk cycle.
Labels:
animation
Wednesday, July 1, 2009
one-legged jumps
The fifth Animation Mentor assignment was do three jumps with a one-legged ball. For this 2D revisit of the task I drew a one-legged torso somewhat like the "Norman" character in Eric Goldberg's recent book "Character Animation Crash Course".
The legs were the hardest part of this one. I redid many of the drawings several times to try to get them to maintain approximately the same proportions from frame to frame.
I also did a brief CG test of jumping motion to quickly experiment with timing and posing. I regret there's nothing quite as convenient as IK legs in hand drawn animation.
When I compare my hand-drawn animation to my original 3D version of the school assignment...
... I miss all the little jiggles and squetches I was able to add to the CG character.
In CG (Animation:Master in this case) if you want to adjust your squetch you just have to move one slider or shift a few bones. Try to adjust your squetch in 2D and you have to redraw the whole character, not just once but on many frames. Some of the CG squetches are so small i don't think they could be done in drawings.
That's my excuse and I'm sticking to it!
The legs were the hardest part of this one. I redid many of the drawings several times to try to get them to maintain approximately the same proportions from frame to frame.
I also did a brief CG test of jumping motion to quickly experiment with timing and posing. I regret there's nothing quite as convenient as IK legs in hand drawn animation.
When I compare my hand-drawn animation to my original 3D version of the school assignment...
... I miss all the little jiggles and squetches I was able to add to the CG character.
In CG (Animation:Master in this case) if you want to adjust your squetch you just have to move one slider or shift a few bones. Try to adjust your squetch in 2D and you have to redraw the whole character, not just once but on many frames. Some of the CG squetches are so small i don't think they could be done in drawings.
That's my excuse and I'm sticking to it!
Labels:
animation
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