I've been working on some new animations during the Summer semester, along with trying to work out the kinks of old animations from last semester. Essentially, much of my time has been dedicated to correcting every one of my mistakes from before. Admittedly, I didn't begin to seriously animate until I began at FIEA in August.
Though, when I look back to how terrible some of my earlier animations were, I see how far I have come during this entire experience! Because Cohort 12 only has three animators, we each got a lot of individualized attention from Jonathan on how we could strengthen our pieces. That, and we do our fair share of harassing during his office hours. Hehe. In between all of that, we do our best to help each other by giving one another feedback on our animations and showing each other new tools & tricks to help the process along.
When you're here at FIEA for so long, you can really start depending on your fellow artists to help you along and show you new skills, and vice versa. One of the most important things you can develop during this program is a solidarity among the members of your track. Having that support and openness is one of the most valuable things you can have, and it's great having that sense of security.
ANYWAY. ONTO THE GOOD STUFF.
You probably recognize this dude by now. It's likely that I'll never be done with him. LOL. His lip flaps are finalized now, and what I have left to do is to smooth out some of his actions & his graph editor. THEN HE'LL FINALLY BE COMPLETE.
Now that Ley Lines has reached their art freeze, I've been working a lot more on this animation in the last few days. This isn't the current version, but it's still a lot better than how it used to be. Likewise, the graph editor has to be cleaned further & her motions refined. That's currently in progress.
This animation is proving to me how WONDERFUL the Malcolm rig truly is and how the animation picker has already spoiled me. It's wonderful. omg. This is also one of my smoothest animations so far! Some areas are still blocked in, though, so it's a matter of finding the time to refine the existing movement and build on it some more.
For my demo reel, I needed a piece of dialogue where there was an obvious change of emotion. Originally, I wanted to do a line from Persona 4 Arena: Ultimax that had a shift between happy to annoyed, buuut ... Atlus' sound mixing isn't the best and I couldn't get rid of the BG music. So! I still kept to my inner weeb and did a line from Persona 4: The Animation. This is it in its blocked in phase, sO DON'T JUDGE ME.
As for Common Core ... soon, I'll be able to get to work on that too. We had to revamp the project and seriously decrease on scope. It was more of a matter of what was feasible for each of us to work on in the time we had left. Capstone clearly was the most important thing for us to dedicate the majority of our time to, then Specialization, so we had to just be realistic with the amount of hours we had to work with. We promise, though, it's going to be great! We're gonna aim for something that's pretty close to the opening credits of Deadpool, where the poses are freeze-framed/slow-motion and the camera's dynamic as heckie. With all the talented artists we have on our team, it's gonna look nothing short of awesome. :3c
For this project, did Miria's body rig! Here's one of the earlier version of her. She was updated a little while ago, so I'll show that video off another time.
Aaaand that's it, for now. : D
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