Thanks for your effort man. Going down the list:
v.veidt wrote:
First and foremost, slow down. I noticed immediately that your original video was shot on 1s. My (though incomplete) gesture version is timed on 2-4. That means you did 2-4 times as much work as you needed to accomplish the same goal.
What is 1s, 2s, 4s? Something to do with framerate? I did this at 24 frames/second if that matters.
v.veidt wrote:
Second, gesture. When planning an animated scene, it's most important to get the flow of the motion. Work through it with simple sketches like the ones in my video. The result is less time wasted and a more polished movement in the end. I'd say that aside from all the delays, it only took me about 2 hours of work to plot out this motion and resolve most of the timing issues. How long did the original take you?
A long time. I didn't use key frames, didn't think of it at the time. My next experiment will use key frames. I understand the importance of them in plotting movement and saving time and it honestly just slipped my mind when I sat down to begin animating.
One of the major things I wanted critiques on was my methodology, so I might as well give it to you here:
1) Without using keyframes, I drew out the entire animation with a stick figure. (about 20 hours of work, movement studying, jumping around in my apartment)
2) I drew in the character. I zoomed in on the character 3x and drew the entire thing zoomed in. Zoomed out, my character was too small to achieve the detail I wanted, so I got used to staring at pixelated lines for the goal of a clean look character. I assume there's a better or different or obvious way to do this that I'm missing. (50-60 hours)
3) 20 hours of coloring. I had macros set up on my Cintiq stylus buttons, one for paint bucket tool, the other for manual draw. I would fill in what I could with the base color using the bucket, click the button for manual draw, fill in the holes, then shade a similar way, mostly using the manual tool. I estimated each frame to take me about 15 mins, with a few exceptions, so this put me around 20 hours for coloring.
Knowing my methods, can you elaborate on gestures and flow of motion? Also so I get a bearing on it, how much of your suggestion is stylistic preference? I'm trying to understand what is universally considered the best (and most efficient) approach and what studios would look for and why, or whether methods are diverse and unique to specific groups or assignments, and why.
v.veidt wrote:
Third, ease in and out. There are no breaks between the wild takes in your scene. While I didn't do the best job of illustrating this point, one simply can't move that way. By slowing the action at the end of a big motion (like the stabbing step forward), one can give the impression of weight which will result in a more realistic final piece.
http://www.youtube.com/watch?v=RuViG2-w_To#t=01m22s" onclick="window.open(this.href);return false;
http://www.youtube.com/watch?v=ByMZYcDk18M#t=00m026s" onclick="window.open(this.href);return false;
Both those links should take you to the exact moment I want you to see. Both those moments feel the way I wanted my animation to, wild and fast. The clips I posted were entertaining to me and I understood and kept up with it. How much of your critique is preference versus advice? With my level of inexperience I have no objective view on it, so I apologize if I keep asking you that.
v.veidt wrote:
Fourth, exaggerate. Animation is a medium made for experimentation and play. Take advantage of it! You have an opportunity to stretch reality infinitely, let it show in your actions.
Must everything be exaggerated? I'm imagining things like Akira or Princess Mononoke where the combat and general movements were very realistic (with some extraordinary exceptions of course, I just mean normal movement and fighting). I guess this is another way of asking, isn't this sylistic preference?
v.veidt wrote:
Fifth, and this is just a matter of personal preference, cut out the chaff. For a scene to be effective, the audience needs time to understand what's on screen. If the character moves too much or performs too many consecutive stunts, the audience may become confused or annoyed. Have you ever seen a cartoon and thought "everything's moving all the time"? It can make one nauseous.
I guess this is just about the target audience. I like my fight scenes like the ones I posted above. Gets the adrenaline pumping.
v.veidt wrote:
Sixth, keep your flow of motion consistent. If a character's weight is moving in one direction, it can't reverse that direction without a significant effort. Try drawing a path for your character to follow. If he kicks to the right, make him follow through to the right. The resulting path should be curvy, which will yield a natural movement.
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I was hoping the motion on my animation was realistic, I'd love further elaboration on what parts you didn't think looked good, and what I can do to remedy that so that I can hone my realism.
v.veidt wrote:
Seventh, and I know this is getting long-winded, try to avoid drawing a scene at this angle. It's one of the least natural and appealing angles for a scene in animated film. In fact, the only time I see this angle is in video games. This angle makes it difficult to define perspective well, add an environment, make dynamic and interesting poses, and involve the audience without breaking their suspension of disbelief. Personally, unless it was a 2D game, I wouldn't want to see this on a portfolio. Be more interesting. Look into books on screenplanning and storyboarding, they should provide more detailed instruction.
Be as long winded as you want to be, I really appreciate them time you're taking here. You're right, this angle is unappealing. This was an experiment in movement and a first animation for me, so I wanted to keep it simple.
I'm trying to decide what my next move needs to be to further myself. I'm afraid of committing to something that won't help me, or in the wrong order of what I need. So far I've taken four of the AlienThink.com Human Figure courses, and I'm loving them. I realize I must learn to draw the human figure so that's priority number one. When I'm not doing that, I'm reading the forums here, reading the David Levy book I bought, and I'm itching to start another animation project that I have in mind, a short scene with several camera angles, backgrounds, multiple characters, etc. Before I commit my time to that, I just want to make sure that's a wise direction to invest myself in, rather than something else you guys here might think I should tackle first.
I suppose the answer to that question hinges on what I want, and I'm still not quite sure. I'd love to work for an animation studio, but not as a drone with zero creative freedom. I think my ultimate goal is to be independently creative, and watching the videos from this gentleman (
http://www.youtube.com/watch?v=K7F1kVEz ... ure=relmfu" onclick="window.open(this.href);return false;), he makes a very strong argument for being freelance, and his goals are identical to mine (Make a trailer for a show or movie, submit it to a studio and hope they pick it up).
In the meantime, I'll continue reading and working on the human figure until I'm more confident in my next direction. Thanks again.