#1 06-19-2017 8:25 pm

Infernoflower
Registered: 05-28-2016
Posts: 62

June 2017 WIP - Infernoflower

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This is a higher quality version of my 11 Second Club Animation for June. How can I improve it, and how can I allow Smooth Mode in the batch renders?

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#2 06-20-2017 8:12 am

kalel6
From: Dublin, Ireland
Registered: 10-02-2015
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Re: June 2017 WIP - Infernoflower

Hi, when you say how can i improve it. what are you referring to? there are only about 4 poses? in the blocking faze you should prob have about 40 poses. have you animated this yet? or is this the most up to date animation?


“Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world"

https://vimeo.com/217295331

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#3 06-20-2017 5:46 pm

Infernoflower
Registered: 05-28-2016
Posts: 62

Re: June 2017 WIP - Infernoflower

I want to know if the poses I have blocked are good enough and if I should spline the animation with the poses I have.

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#4 06-20-2017 7:10 pm

RyanHagen
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Re: June 2017 WIP - Infernoflower

Here's my take, your posing could be quite a bit stronger for your storytelling poses.  I would work something in especially towards the ending.  Perhaps you could get a good pose in there of the cop patting him down during "it's cool to have a code name".  Also, I think you could strengthen the pose you have with the one arm up.  Instead of doing that, you could use the "criminal" as a brace and have the cop brace his weight on his shoulder(screen right) and have him lean in over the "criminal" to deliver that line, really paying attention to the weight and balance there.  I think it's just lacking in storytelling poses right now.  I would definitely animate as much as possible in stepped before switching to spline, breaking things down between storytelling poses as much as possible and working within your posing.

Overall, I think you can work on the staging as well, right now they're screen left, I think you could put the "cop" more on a 3rd screen right. Giving them some breathing room there, and perhaps more of a medium shot.  I would try several different things there.  You could possibly get away with having part of the "criminal" off screen for the first line.  Cutting back to a medium shot when the "criminal" addresses the "cop".  I would experiment with that first.  Keep rockin'

No need to create new threads btw.  People will scroll to read threads.  You can also edit your thread to change the title and remove individual posts you make.  Would you care if I got rid of your other thread?


Ryan
Animator
"Frustration is the handmaiden of creativity" ~ Chuck Jones

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#5 06-21-2017 7:34 am

snuffymcsnuff
Registered: 02-04-2013
Posts: 98

Re: June 2017 WIP - Infernoflower

Yeah, what RyanHagen said. I counted 6 poses in your blocking, and that's hardly enough for a stepped pass, let alone a spline pass. Not to mention you have nothing happening at all for the first 3 seconds. It's fine if you want to focus on subtlety, but you should still get your main acting choices into the blocking process. You could try acting it out yourself and see how many key storytelling poses actually occur in such a long timeframe.

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#6 06-21-2017 10:37 am

kalel6
From: Dublin, Ireland
Registered: 10-02-2015
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Re: June 2017 WIP - Infernoflower

this is not a blocking pass, for a stepped blocking pass i would put in about 20 poses, then.... before even attempting to move to spline i would put in 20 therebetween, and id put in about 40 extremes or what ever extremes are required for every movements. basically, before moving to spline i would have 80 to 100 blocked - stepped poses. then spline it, and then you need to work on all the arcs time, sacing and curves. if you only have 6 poses i cannot see anyway this will be finished in time. I have started yesterday - i shot ref, im late starting this month. but in 1 day i would block 2 to 30 poses, then the next day block 20 to 30 inbetweens, and then all the extremes, and on day 5 i'll move to spline, and on day 6 i'll spline more, and on day 7 ill polish for about 8 hours. Then submit. 6 poses is not going to give you anything resembling an animation passing as life.


“Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world"

https://vimeo.com/217295331

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#7 06-23-2017 6:41 pm

Infernoflower
Registered: 05-28-2016
Posts: 62

Re: June 2017 WIP - Infernoflower

For the first frame, should I move the criminal away from the cop's arms so that he is offscreen?

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#8 06-23-2017 8:47 pm

RyanHagen
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Re: June 2017 WIP - Infernoflower

I think you've gotten some good feedback. I don't think the idea you have is bad, you just need to get more in there in terms of posing and breaking things down.  Start trying some things and update the video and you'll get more feedback.  Keep rockin'


Ryan
Animator
"Frustration is the handmaiden of creativity" ~ Chuck Jones

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#9 06-24-2017 2:51 pm

Infernoflower
Registered: 05-28-2016
Posts: 62

Re: June 2017 WIP - Infernoflower

Thanks, RyanHagen.

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#10 06-26-2017 7:29 pm

Infernoflower
Registered: 05-28-2016
Posts: 62

Re: June 2017 WIP - Infernoflower

https://www.youtube.com/watch?v=NXPPOJWFQhc

Here's an updated WIP. Do I need to improve the poses and does it have enough poses for splining?

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#11 06-27-2017 5:25 am

Easy619
Registered: 12-15-2012
Posts: 672
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Re: June 2017 WIP - Infernoflower

The poses aren't bad. You can probably bring the camera a little closer and even not have them so centered to the camera. I've seen different blockings of how much detail is put in before splining is started. Some people go really deep into detail in stepped mode before splining some don't. It's all a personal preference on when you want to start splining. There isn't a set rule on it. Most people that I've seen that show their process though usually have the key poses, extremes, breakdowns and some inbetweens before splining.

Last edited by Easy619 (06-27-2017 5:27 am)


"Talent you have naturally. Skill is only developed by hours and hours and hours of beating on your craft." - Will Smith

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#12 06-27-2017 7:24 am

snuffymcsnuff
Registered: 02-04-2013
Posts: 98

Re: June 2017 WIP - Infernoflower

Getting there. I'd still suggest adding some breakdowns before moving to spline. If you were to spline it right now, it'd look very, very floaty.

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#13 06-27-2017 10:52 am

kalel6
From: Dublin, Ireland
Registered: 10-02-2015
Posts: 105
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Re: June 2017 WIP - Infernoflower

you have about 10 poses.... if it were me i'd put in another 50 poses at least before even attempting to move into spline.


“Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world"

https://vimeo.com/217295331

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#14 06-27-2017 6:08 pm

Infernoflower
Registered: 05-28-2016
Posts: 62

Re: June 2017 WIP - Infernoflower

Thanks. Where should I add breakdowns and how should I use them?

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#15 06-27-2017 6:37 pm

kalel6
From: Dublin, Ireland
Registered: 10-02-2015
Posts: 105
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Re: June 2017 WIP - Infernoflower

well you need to first do main story poses, so lets say you have that ok. look at the body, and arms, and head, and every time one begins a move, and ends a move i.e the extremes that should be a pose, then put the break downs in between them to show how the arms, and bod and head get from a to b. that alone will give you about 30 to 50 poses.


“Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world"

https://vimeo.com/217295331

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#16 06-27-2017 6:50 pm

LloydHallam
Registered: 09-14-2015
Posts: 9

Re: June 2017 WIP - Infernoflower

We'll use an evenly spaced/timed animation as an example.

Say you're animating something and all your key poses are on frames 0, 4, 8 & 12. Your breakdowns would be on frames 2, 6 & 10 and your inbetweens would be "in between" those, on frames 1, 3, 5, 7 & 9.

This is where/how you create the bulk of your animation and edit your timing and spacing BEFORE moving into spline. The more complex the animation, the more time needs to be spent refining these poses, making sure they're right. Splining will then allow you to see your animation played out in full, smooth.

Without adding breakdowns and inbetweens and only relying on your Key Poses, your animation is going to be a floaty and unrecognisable mess when splined. Believe me I suffer from this issue too, I'm always eager to get into splined and start refining my overall animation, but it helps to spend that little bit of time adding as many poses and sorting your timing out first. and if you can't visualise how a breakdown or inbetween is going to look, only spline the two key poses your having issues with and see if the automatic result looks anything close to your reference/in your head.

Theres a great section in The Animators Survival Kit about this process. If you haven't picked it up, I highly recommend it.

It seems you're new to animation, but please, don't let this discourage you. It takes guts to get your work out there for crit, and I hope all the feedback you've received will help you grow as an animator. Figuring out your own workflow takes time, but heed the words of your fellow animators, we ultimately just wanna help each other after all.

Hope this helped! smile

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#17 06-29-2017 9:05 pm

Infernoflower
Registered: 05-28-2016
Posts: 62

Re: June 2017 WIP - Infernoflower

https://www.youtube.com/watch?v=T3aDssP1nzI

Here's a version with some breakdown poses. Does it look better, and do I need to improve the breakdown poses?

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#18 06-30-2017 2:09 am

Easy619
Registered: 12-15-2012
Posts: 672
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Re: June 2017 WIP - Infernoflower

The poses are okay with the amount of time left to enter. I don't know if you plan on submitting the shot to the competition, but time is really short now. I actually started my shot yesterday and just treated it like a 2D shot did rough poses trying to maximize the amount of poses for the timing to knock out that day. Because time is to short now and polish takes a long time to do.

Last edited by Easy619 (06-30-2017 2:10 am)


"Talent you have naturally. Skill is only developed by hours and hours and hours of beating on your craft." - Will Smith

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#19 06-30-2017 6:20 pm

Infernoflower
Registered: 05-28-2016
Posts: 62

Re: June 2017 WIP - Infernoflower

I don't plan on submitting it, but I want to get better at breakdown poses for next month's competition and submit it.

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#20 06-30-2017 7:42 pm

Easy619
Registered: 12-15-2012
Posts: 672
Productive!

Re: June 2017 WIP - Infernoflower

Infernoflower wrote:

I don't plan on submitting it, but I want to get better at breakdown poses for next month's competition and submit it.

One thing that doesn't get talked about a lot in character animation that happens to be essential is the line of action of a character. Make sure to push the line of action or else the animation will look stiff.


"Talent you have naturally. Skill is only developed by hours and hours and hours of beating on your craft." - Will Smith

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