Ten Second Club
Sooo.... I'm done with this month's 10-second club entry. Lotsa work but I think it came out reasonably decent. I'd been feeling like my animation tended to be very pose to pose without a lot of overlapping motion, long holds, too much limited animation, and too many cycles. Also, it seems like I never did stuff that was really extreme enough and it was all feeling a bit stiff. So I tried to break out of every rut I'd fallen into at once. 10 second club is a good format for doing this because it's such a short clip and it has a deadline.
All in all, I learned a lot of things. Several of my experiments didn't work out as well as I would have hoped but they were good learning exercises and on the whole, I think it came out rather interesting looking. I feel like I hit some pretty strong key poses and, even if the action wasn't the most perfect thing for the audio, the keys were at least good and strong. This is a big improvement from some of my earlier stuff which tended to have a lot of weak keys. Also, while all the lip synch isn't working perfectly, most of it is working pretty well and I remembered to emote with the whole face, moving the eyes and eyebrows and even blinking during motion and talking rather than just as something to make a hold cel less dead.
Of course, there's lots of things in it that are not good too. Most obviously, I wandered off model quite a bit. The size of the head shrinks throughout the clip and the eyes vary in size in not so good ways (though not as noticable on this small web-resolution version) I think his ears also roam up and down the sides of his head a bit. In addition, the character was actually a somewhat poor choice. He's a very human-modeled character and I'm exagerating the motion enough he really ought to look more cartoony to carry this well. This was sorta deliberate because I thought I needed the practice of accurately representing a human even if the animation suffered a little bit for it.
Hee. For the final 'NYAH!' I say, "I'd like to see a 3D animator get away with a take as wild as that very last one in this animation." :) (It could be very hard to do because most models aren't rigged for it and it would probably explode. Eat that 3D! >:D
All in all, I learned a lot of things. Several of my experiments didn't work out as well as I would have hoped but they were good learning exercises and on the whole, I think it came out rather interesting looking. I feel like I hit some pretty strong key poses and, even if the action wasn't the most perfect thing for the audio, the keys were at least good and strong. This is a big improvement from some of my earlier stuff which tended to have a lot of weak keys. Also, while all the lip synch isn't working perfectly, most of it is working pretty well and I remembered to emote with the whole face, moving the eyes and eyebrows and even blinking during motion and talking rather than just as something to make a hold cel less dead.
Of course, there's lots of things in it that are not good too. Most obviously, I wandered off model quite a bit. The size of the head shrinks throughout the clip and the eyes vary in size in not so good ways (though not as noticable on this small web-resolution version) I think his ears also roam up and down the sides of his head a bit. In addition, the character was actually a somewhat poor choice. He's a very human-modeled character and I'm exagerating the motion enough he really ought to look more cartoony to carry this well. This was sorta deliberate because I thought I needed the practice of accurately representing a human even if the animation suffered a little bit for it.
Hee. For the final 'NYAH!' I say, "I'd like to see a 3D animator get away with a take as wild as that very last one in this animation." :) (It could be very hard to do because most models aren't rigged for it and it would probably explode. Eat that 3D! >:D
Oh yeah! | ![]() | You can view the animation here! :) |
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