Tuesday, 22 April 2014

Finished Animation!

Heres the final animation. Unfortunately a few cool shots had to be cut in order to hit the deadline, but I fully intend on extending and improving this after university!


Saturday, 29 March 2014

Scene 2 progress update

Scene 2 - Escaping the city - Car Shots -- 1, 2,3 & 4

Timing test, and music check.
Audience feedback - believable movement, enjoyable to watch, interesting. 'Mint'. Improvements; knife throw needs exaggerating for the height of the throw.

Song - The Nearly Deads - Never look back.

Thursday, 6 March 2014

Silluette Animation WIP

This is the 3rd shot of Silluette, where she's running across the wall to join Doza. The tumble will eventually be a roundoff arabian double (mumbojumbo to anyone who doesn't understand gymnastic-talk). I think the camera angle and movement works well, and overall has good pace. Although I want to go back and work on the timing and position of the Sai's as she throws them.


59 frames - 4 hours approx.

Wednesday, 5 March 2014

Phixi Test 2 - photoshop


Although this was done in photoshop, I really enjoyed it. Obviously this is just the rough frames, but it seemed to take less time and be easier to edit. I also quite like the style of it being a bit imprecise and jitters.




Tuesday, 4 March 2014

phixi test


This test I really didnt like, tried using a more symbol approach, less handdrawn, in flash. I feel it looks really robotic and unnatural.

Sunday, 2 March 2014

Phixi Character Sheet



The youngest member of the group, Phixi is also the explosives expert and a bit of pyrotechnic.

Sunday, 9 February 2014

Progress Update 09-02

Animation Progress

Coloured most frames today, so it'd be easier to read and just check I'm happy with these shots before moving on.

Enjoy :)

Time spent - 4hrs

Friday, 7 February 2014

Progress Update 07-02

Lucky me - I dislocated my shoulder a few days ago- on my drawing arm! YAY! Typical.. but hey ho, back to work.

Animation progress-
I've added in the keyframes for a close up cut of Silluette taking out her Sai's (that have been slighty redesigned as the last were too girly and soft, which doesnt really match her character), done some more work to the 2nd shots background. Up to 4 seconds now, which was the timing for these shots on my storyboard, so want to try get onto the next shot now!

Enjoy :)


Sunday, 2 February 2014

Progress 02-02

Update on progress of Animation

Shot 1 and 2.

Feel I'm going to leave this shot soon, for the time being, to concentrate on the roughing out other shots. Today I outlined Silluette, coloured Doza a bit, and some work on the background of shot 2.
 
 

Silluette Design

A quick design sketch of our resident silent ninja - Silluette.

The shadows have many secrets...

Personailty - Silent, so you never really know whether shes serious, happy, bored, or just allowing lesser warriors to play out whatever insignificant story they wish to involve her in? Who knows?

Doza's Right Hand (next in command).
Weapon of choice - a pair of Sai
Defining features - That hair; super long, glossy high ponytail with a small white streak in.




Time- 45 minutes

Friday, 31 January 2014

Progress 31-01

Concentrated quite a bit on getting the background for the second shot down, also added frames to Doza's run to enable Silluette enough time to be awesome. Also roughed out the positioning and timing for silluettes first flip, which is down a front handspring front tuck, vaulting from a nearby rooftop to join Doza. Next will be to block out the dismount from the wall, and Silluettes run. If you look really closely, you can notice a pub called 'The Bosh Inn' in the background, a present for the boyfriend who is obsessed with a game called Bosh? and the council hall/palace on its hill at the back.

Wednesday, 29 January 2014

Progress 29-01

So haven't worked on the actual animation in a few days, due to watching lots of tutorials for flash, and doing some work on my AGP project. Heres a quick playblast of the work from today, going to move on to animating silluette next session, and get the rough frames started for the next shot.
I'm also going to start timing myself per frame, because although I feel I've definitely got faster and more efficient, it'd be interesting to know exactly how much, and so I can try improve more, to increase productivity!

Hours in lab - 2 hours 30 minutes

Sunday, 26 January 2014

Progress 26-01

Its probably a bit unnecessary for me to upload a playblast every day, but I'm finding it very motivational and good to check my timings are heading in the right direction. Nothing new added on today, just redrawing and outlining rough frames and adding inbetweens on Doza's run. Feels like theres not quite enough impact on her contacts, as shes a very powerful runner, so will have to look at timings/exaggerating certain frames.

Enjoy!


Hours working on animation today - 4 hours