Tuesday, 12 May 2015

Hit and miss

The next shot to be developed were the slow motion of the big character missing the small character. There were a couple of changes I made to make this shot possible:

1. I added an extra shot of the big guy stamping from the floor preparing the strike
2. Seeing as I had now made the big character unarmed, he now punches the character instead of swinging the club

Here is the shot of the big guy stamping his foot, where I had to make a side view puppet of the character which would come useful in the future:



Then I made the scene of the miss, where I created a PNG sequence of the big character punching his fist forward, whilst changing the animation in the skid scene so the character would bend backwards so his head just misses the big guy's fist:




Small character skidding

The problem I had with the previous post was quickly resolved when I added a quick 2 second scene referring back to the small character shocked at the big characters appearances, this was put in between the scene of the big character landing and big character roaring to let the animation flow a lot better:


I then moved onto the shot where the small guy begins to skid in attempt to avoid whatever the attack the big guy has in plan:


For this I took the 2D side shot of the small character running and tweak the animation a bit so his left foot would land on a skew and stay on the ground. I also made the body vibrate at this point to make show the effect of the small guy trying to slow down.


Saturday, 9 May 2015

Big character front puppet

For the front view puppet of the big guy I made the body into 2 parts instead of one like the thin guy. This is because I wanted a more realistic effect when the character lands hard on the ground (a.k.a his chest squishes down a bit with the impact). It wasn't until I starting messing with the puppet that I realized I move the shoulders up and down by rotating the chest body part which proved to be useful:


The puppet in action:

I added the new puppet to the FPS scene redoing the animation as this new puppet was less limited in movement compared to the prototype shown in earlier posts:


Also taking reference from my 'roar' test animation I animated a new version with this puppet, adding extra camera movement and quickly making some scenery from reference of the FPS scene:


It is unsure yet if I might need a shot in between these two finished scenes as they are taking from the same angle of the big character and they don't mix very well.



Big character test animations

Originally in my animatic the big character (the chaser) raises his club preparing to attack after to dropping into the scene. However, I had a new idea where he could roar into the camera and make it shake:

Without camera:

With camera:

And here is a test of the big guy dropping into the FPS scene (with the final version of the scenery):

Friday, 8 May 2015

First 10 seconds of animation


Running scene final draft

I made new and shaded scenery for the running scene and then added the animation of the run, whilst adding the beginning part where the character drops in using the stickman reference I made earlier:


Without camera movement:

With camera movement, I changed the angles this time: 

Thursday, 7 May 2015

Test animations

In the running scene the character actually must land on the floor because of the jump he does in the previous scene before he can start sprinting, which I have practiced with the stickman version:

Here I moved onto the next scene where we look through the small guy's eyes as he runs down the corridor of forest. Here is a practice some quickly drawn scenery:

I then did a test animation of the second component of the FPS scene which is the big character landing from top screen looking at the small guy: