CAGD 493



WEEK 1

For the past week I wanted to continue my landscape piece that I started before the semester began. There's always room for improvement, especially the foreground. Since my strong suit is Concept art I intend to work on my art as well as learning the new skill of 2D. When I have time during the semester I will continue to hack at it bit by bit. Water is difficult to capture when the light hits it because multiple colors can be seen throughout the water.



My rough plans consist on:

https://youtu.be/kLPqW3g9yPs?list=PLPynJgxE2ZsWwp1B-JN7Fm8RWoauZzNsJ

(Will follow this tutorial and hope to create work like this animator)

  • Learning 2D FX
    • WEEK 1-3 
      • 2D practice
      • Character turns
      • after affects
    • WEEK 3-5 EXPLOSION FX
    • WEEK 5-7 LIGHTNING FX
    • WEEK 7-9 Flash character animation FX
    • WEEK 9- 11 Polish 
    • WEEK 12-14 2D FX REEL

   
practice a bouncing balls  both 24 fps. The black ball continues the same fast speed in both examples. The left example just overlaps with no hang time, while the right one has an extra second hang time when the ball bounces at the highest point for the white ball.



I did a quick smoke FX just from what I know, no reference or tutorials. Smoke cloud was timed in 12 fps. I need to refresh my knowledge of TV paint to get the timing more fluid. Next week i'll be getting to the grind with tutorials and animations packs that I'll find in order to make my smoke flow more realistically. 

WEEK 2

After looking doing some research on 2D FX I realize there aren't many tutorial out there catered to TV Paint and just from looking at other professionals work most of them use programs such as Adobe Flash and Adobe After Effects to create their animations. Since I didn't have those programs accessible at home I decided to shift my focus elsewhere. By working with what I have and still producing work I'll be animating by the following week to get a better grasp of how to make my own character/ fx pack.

Instead, this week I focused on doing animated character turns! This way I can still practice my art while adding a 2D effect. I'm following this great channel on YouTube through the process.


Chose to revamp and character turn my drawing back in 2016:



What I currently started:





I'm currently finishing up the side profile and have yet to do the back pose. But, once I've polished each pose i'll be testing how fluid the 360 turn is on adobe after effects/ premier. 

WEEK 3

This week was testing out my character turn as you can see there's still some polishing to do and footing needs work so I might end up changing the position of the legs and feet so I won't have a hard time deciphering which angle the feet should go. The most difficult part is to make sure the lining and proportions are correct. I wanted to use my own character and pose which might have been a little too ambitious for me. Regardless, to avoid losing time I didn't add any clothes on her till I understood the movements of the turn. 

0.1 second turn:

0.2 second turn:




What's left to be done is fixing and lining the 3/4 back sketch and adding in-between of my character turn to make it smoother.



WEEK 4

I tooted my own horn too soon about getting this polished so quickly. After getting feedback from Pozzi on my character turn I decided to redo my whole turn. I did a quick sheet by using a 3D model and taking snap shots at each angle to grasp a better idea of proportions and angles of the turn rather than free balling like the tutorial was doing. I used a software called DesignDoll a great program to position a model in any way you want for free! After taking my snaps of the main angles I took it back to ClipStudioPaint and rendered out my own sketches using those refs. I then, take those sketches and do a trial animation thru PS. 


0.1 TURN

I've noticed the legs and feet now turn in a full circles without to much glitch or hop. But, she does slide a bit to the back watching it through the sped up version.

0.2 TURN

The slower version shows me her alignment and what parts are stretching then others. I had a hard time with the hair cause it changes shape shape as it moves especially from the side angle where the hair would get bigger and the boy would get thinner. Hard to determine the thickness of the head was my only issue. Tune in for next week when I clean up/ vector these lines and possibly add in between for a smoother turn.

WEEK 5

This week I had a difficult time getting my turn perfectly down. After watching it a 100x I noticed that the feet slightly shifted back, so I had to start from square one and add guide lines to get a well rounded turn without and hiccups or stretches. I even added an extra in between for the back turn, more like a 3/4 back angle. I made sure the rotation of the feet followed the circle and the top of her hair wasn't growing out of proportions too much. 


What's left is to fully vector her and clean up these lines. I've been very meticulous for this project, but my sense of angles are getting better. 

At the same time I'm also jumping on a new assignment. Creating a 1930's cartoon animation, think early Mickey Mouse, Popeye, Betty Boop, etc.. The goal is to end up with a short animation gif, like this....


So far I have only managed to get my character concept down. In order to animate I will have to drawing individual elements like eyes, gloves, and mouths in their own layer. When it comes down to animating I can move each piece inside of After Effects


Overall, my issue this week was time management, with Animation Jam coming up and my work load increasing I try to get as much done this week, but I rather be a little further ahead.  Until next week!

WEEK 6


This week was a lot of  work with the animation jam and working on my my self assignments progress is definitely on it's way!





From last week, I got a lot of questions when I would be starting the FX portion of my portfolio. Initially that was my intention but with the last of programs I had and knowledge I didn't felt like I was ready to dive in. Until now! I finally purchased the adobe suite so nothing can stop me from making all the explosions I want. 

The current clip just shows the nuclear explosion I am working on. I'm learning adobe animate as I go but I love the fill tween option makes the animation ease so smoothly without doing any of the work!

The previous assignments I'm still working on is the 2D character turn and 1930's cartoon. 

From last week, I fixed the hands and messed around the arms a bit more so when I rig this in after effects I wont be forced to make limits movement if it were behind the body. 

Currently I started the vector process and adding clothes to my character as sh turns. This portion will take awhile just because I want the clean lines to be consistent and not deform as as it animates in the turn.  After vectoring coloring and magical girl outfit will be next!

WEEK 7



This week I continued to work on my fx pack with the nuclear shock explosion. I decided to add in a lighting strike to show the cause and effect of this animation. It's difficult to get the timing right. The animation looks much faster after rendering it out. But, when played inside adobe animate it's a tad slower. That might just be my computer itself making it go slower. Overall, not too many complications. I had fun working on this electric fx motion. I intend to do a smoke effect next. 



I also continued to work on cleaning up the lines for the character turn. I only have the back to do, duplicate, than color. I'm a little upset that I didn't have time to work on this assignment too much, but then again the professionals make it look way too easy. I kept messing up when vectoring going back and retracing is tasking, I'm also a perfectionist. I like it has clean as possible to get it as close to the professional tutorials. I believe I won't be finished with this magical girl transformation for another 2 weeks. Just because of how slow this process is going, I truly underestimated my time management. 

I was told that my character reminds someone as Totally Spies from Cartoon Network. I thought that was funny how my childhood is showing through my art.

Till next week!

WEEK 8

This week I really wanted to focus on logos and business cards. I've been invited to a horror festival to represent the 3keys Team. Last year, I interned for Josh Funk, and his film have won many festivals that I had the pleasure to work on. So I wanted to design an illustration for the back of my business card that would represent myself but also catch the eyes of others. In highschool, I was called " ramen head" so here, I took it in a literal sense. The piece is a work in progress but I know it's time to market myself as well as creating a portfolio site to show my professionalism.



I'm also working on an animated logo on adobe after effects. It will be apart of my UIUX  portfolio that I am slowly building up to.
This is the logo I designed inside  Photoshop that will appear on the app.  The app helps pet owners keep an eye on their furry friends when they're gone. But, for our commercial I am going for a more simplistic look where the cat and dog will be moving and be more visually appealing when placed over any of our scenes.



 Lastly, I have my 1930's character in after effects. I am just masking out his body parts at the moment so I can move each limb for him to dance, eventually. Not going to show the images cause it's just a still image for now. I intend to start animating him next week.

Overall, I am jumping between projects, giving each assignment time one week or the other.

WEEK 9



This week I was able to turn in my animated logo for my team project. My original approach was to have the cat and dog wag tails, but that requires a deeper knowledge of after effects. I was constricted on time so I could only animate some elements. I might tweak it in the future, but it's time to move on.  Took me a total of 5 hours to do, by watching the tutorials a few times, running into mistakes, googling those problems, this is my result.



Here's my final render for my business cards that I've recently ordered. I kind of regret not placing animator but I still have a lot to improve before I feel like I have enough content to be able to create a demo reel.

After looking back at my tutorial I made a few mistakes. I had to reorganize my layers and merge the ones that I wasn't going to animate while adding some more details to my character. I finally got my two poses down. I'll start with a simple up and down pose that generally 1930's characters do while they idle around. I started with my tee pose and fixed up the legs using the puppet warp tool. Very easy tool to use if given a character without a tee pose.

As I as throw this character inside of after effects I needed to download DUIK a program that helps with character animation. From there I can start rigging.


WEEK 10

This week I went back to my first self assignment, my character turn around, and I am in the process of fulling coloring her.  Coloring can be time consuming ,especially if I'm giving her highlights and shadows I need to understand the direction of light when she turns around. So far I am three poses in and hope to have them rendered by the weekend. I'm liking the way her color is coming out I wanted to use a style that we see in cartoon TV shows, but add my own spin to it with comic book shadowing.


Here's I gave myself a quick mini assignment where I have to design an animated opener for a 1930's short. Much like watching the opener for a classic mickey mouse short or the ending of a loony tunes episode, I'm attempting to capture the same aesthetic as those examples. This will also help me practice my dance animation for my 1930s tea pot clip. I'm using clip studio to animate and I am getting the hang of it, but timing of the tweens can prove to be difficult without a reference.

Luckily, this type of animation doesn't require the cleanest movements.

WEEK 11

This week I finished coloring every pose for my character turn -- Galaxy Gal. Recently, I've been looking at a lot of pop art and wanted to take that style of dot shading into my own character. I find shading weird because I use it to define her figure, but at the same time  I wanted the direction of light to be right in front of her instead of on top. I need to have a better understanding of lighting, but for a character sheet this will do.


Here you have a quick flip flop animation of her turn so the viewer can get a better sense of her outfit and proportions. I wanted to have a hold of the from because I feel like the front is where you define what the characters overall look is.
Now that I have all the images colored, I have to convert them into a png sequence so I can drop them into After Effects. I was considering doing a 16 frame turn, instead of 9, but I rather keep moving forward on my other projects.

Till next time!


WEEK 13

This week I wanted to hop on doing fx animation. I wanted to do an explosion something that could be used in a game fast and simple. I used Photoshop to create the explosion and decided to animate inside of it to see how it'd look. I have to say converting Photoshop animations into gifs look my different when played inside of Photoshop. The preview button can be deceiving and I found it annoying that I couldn't get an accurate fps. 



Overall, I liked the way it turned out. I'm going to try to drop the files in adobe animate to see if I can get a smoother effect.



After dropping my files into adobe animate I got a much better fps! I might continue to work on this a little more later and add motion tweens and sound effects (from a request) to see if there can be more to improve.

Next week, will continue to learn character rigging and hopefully how to animate water.

Till next time!


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