Sunday, August 3, 2008

Run cycle animation

This first one is a run cycle with Manx. Unfortunately, I can't find the raw video, but it was used as a wedding present for two other cartoonist pals of mine, so this will have to suffice.


This next one is a re-drawing of some Tiggers and then applied in Flash to make him disappear into the horizon.


1 comment:

Hryma said...

Hey dude,
I'm gonna comment on this real quick 'cause it's what I noticed:)
Tiger: Now I know he jumps like a kangaroo, but if you get a chance try making him jump like a cat, make hom arc like a bridge.
Draw an imaginary line from where he starts to where he finishes, the finishing point should be him slididng into the first frame from a head first point of view.
So at those points draw the first and last frame.
Visualize and act out the movement.
Try acting with your hand and fingers pointing upwards, when Tiger (your hand) goes to jump, bounce your hand back (notice your fingers go to (meaning really squash the bastard).
Just with the start of your clip he doesn't get enough spring back motion, he's jumping with his toes, try standing straight upwards and without bending your knees jump, impossible right, there should be rules to follow in animation even though it's an an endless medium of a world where anything can happen, the characters should have 'fun' doing what they do)
then take your hand to the landing position, fingers first, that's how cats and most four legged animals jump. In landing to there is a should be a deal of 'sqaushing' then springing back up.
Back to the mention of animation and letting the characters have 'fun' - maybe this should be the only rule to follow?
Even arthouse animation with a dreary 2demensional character can have fun, if the actions, even paper cut out like are truly thought about, they don't need to be wacky or over the top, just as long as their travels from frame to frame work? I can't explain without going into a lot of detail and conversation with do's and don'ts ect.
Pretend to be the character, would you like to do that? Even if it misses 10 frames with limited inbetweens on a take, think to yourself, wow that was fun.
Anyway now I'm blabbing on and it's going of topic.
Cheating/coppying's good for learning if all else fails, pick a scene of Tiger jumping and copy it frame by frame;)
Also animating a sack/pillow 'bouncing' (like a ball except it has wrinkles) from one side of the screen to the other.
Don't forget to sqaush and stretch!
WHat I did forget to mention is:
Draw the first and last frames then, draw the frame inbetween them/*halfway then *half inbetween those frames again, each time checking the drawings for continuity by laying the drawings over one another, whilst drawing them, light box style or hold them up against a window to let the light through.
And just keep *halfing the *halfs till you get all the frames needed, you can chuck out ones you don't need later.
*note half doesn't always mean an exact half, from when he launches to the top of the screen the launch is quicker so less frames up to when he nears the top more frames to slow him down.
It's the same with him going down, the drop is slower until he reaches (way over the top "terminal velocity") so he goes faster the more didstance he travels meaning less frames and further distance from one another.
Pick me up on anything I've said wrong or the likes, I'm no scholar in the field.