Showing posts with label test. Show all posts
Showing posts with label test. Show all posts

Sketchbook: 23/01/2012 and a quick animation test-thing

I barely got anything done today. It seems that somewhere between tidying my room, going shopping, arguing with the pharmacy and trying to fix my phone that the day has drifted away. I just wish I didn't feel like such a failure every time this happens. It's just one day and I don't have anything pressingly imminent to have achieved, but I feel like I've wasted my time and that I've let myself down. I that, unless I'm eating or sleeping, I should be working all the time, or else I'm not working hard enough. This makes me feel like crap, which causes me to do even less. It's a vicious hate spiral.

Bleh. Anyway. Things!


Wanting to do some quick experiments/tests/practice animations just to start getting back into the swing of things, so I thought that I might try doing a short sequence of somebody waiting for a bus, or something... for some reason. I filmed myself for reference and to get some basic ideas, kinda came up with a guy leaning on the wall, drumming his fingers and looking around. He straightens up, puts his hands in his pockets and swings from side-to-side a bit, before checking his watch and throwing his arms down in impatience. Looks very nice in my head, but in reality this is all I ended up with:



Again I demonstrate my complete inability to finish anything.

It's barely more than keyframes and some really shoddy inbetweens right now. It's a bit scruffy and terribly lazy, with some obvious problems — not too pleased with the standing up (think he needs to move his weight forward a bit more before straightening) and there's a kink in the swinging where he goes back and then suddenly forward then back again. I think there needs to be more of a pause as he looks at his watch, and I'd like the arms to have a bit more weight as he drops them, maybe sag his shoulders a bit more to emphasize his frustration. I think the looking up/back just before the watch check is a bit fast too, bit lifeless.

I don't know if I'll keep tweaking it. I'm going to maintain that it was just a loose exercise, nothing too serious, just something to freshen up — but I need to start dedicating myself to these little practices. It's a good habit to get into and I need to work on my attention span/focus. I get distracted too easily.

Stair climbing V1

Hopefully I'm not going to jynx it, but I had a much better day today. Managed to get the stair climbing all drafted out and ready to go!



I'm not sure why but Vimeo appears to have skewed the frame rate/overall duration very slightly but hey-ho. It took me a while to get the hip rotation right (major thanks to Ron for suggesting it!) but I'm actually fairly pleased with the results.

It's far from perfect of course, I'm sure there are still countless things I could fix, but I think it's working. I'm satisfied that I've managed to actually do something and get results. Dare I say it, I might even be a very teensy-tiny bit proud that I managed to keep working despite how crappy I've been feeling.

Anywho — unfortunately he's just an egg with legs at the moment... next I have the challenge of the arms and head. I'm actually quite pleased with the little drawing at the beginning of him standing at the foot of the stairs. It sounds daft but I'm hoping that it might help me to balance out the first walk cycle a little bit!

Touch wood that this good streak continues...

Sad character walk Flash test

Deciding it might be a good idea to try working in Flash for this project as opposed to Photoshop. Despite the lovely textures and lines Photoshop gives you, the lack of anything vaguely resembling an onion skin is a complete deal breaker. It's making things pretty complicated for me, so I'm currently trying to convert my sad walk cycle into Flash:

I don't think it's going so well. Flash has considerably less options when it comes to frame exposure (in Photoshop my frames were set to display at 0.06 of a second but played back at 25fps, creating smooth movement and rather nice timing) In Flash it's literally singles or doubles which has jarred up the timing on my walk cycle massively. This was shot on 2s and it looks jerky as all hell, so my only option is to whack in more inbetweens or just leave it as it is. Aggghhh. The hips are problematic, especially on the front leg when it comes forward. I know it should be coming up and forward (shouldn't it?!) but...

I'm really not happy. It's looking so awful so far, I just cannot seem to get this to work. I'm having such difficulty with the arms and I don't even know why. I've tried acting out the walk myself so many times and really paying attention, but I just can't seem to nail it. I think I'm being blinded by panic again which is stopping me from working consistently.

Sorry, I can't even type a coherent blog post at the moment. I think I need to take a step back from this bit for a while and try tackling something else. I'm feeling very conscious of the time constraints and though this is something I can comfortably tackle over the Christmas period, I'm feeling frustrated by my lack of progress.

Sad character walk V3, take 3

Had another extremely difficult day with this one. I really, really struggled to progress any further. I ended up "cheating" slightly and trying to rotate some of the limbs in order to figure out what was wrong with the arcs and I think I got something relatively satisfactory out of it (don't worry, I'll certainly go back and re-draw over it!)


I tried several times to figure something out for the arms but I'm finding it quite tricky. I don't think they should have much swing to them — kind of just hanging there, swaying with the motion of the body. I tried it myself a few times and noticed that when my arms hung loose like that they swayed forward with the leading leg, as opposed to a conventional walk cycle where they swing with the opposing leg. I'm not sure how well this will translate to animation however! It could look pretty awkward, so I think I'll mimic the same movement but have them swing with the opposing leg.

The leg movement isn't quite what I'd hoped it would be but at this stage I think I'm going to need to just move on as soon as possible. I'm feeling very concerned about this whole thing...

Sad character walk V3

Here we go again!!


Rather than struggling on editing my old walk cycle, I decided to just start fresh using my old frames as reference. Sometimes it's quicker just to start with a blank canvas — tweaking my old animation was just needlessly complicated and frustrating, because you kind of end up locked into your old mistakes and limited by what's already there... if that makes sense?!

Andy gave me some great advice on the position of the legs. Previously it appeared as if the toes dragged through the ground. Here I've tried to rectify the problem by marking where the hips would be, allowing me to easily give them a little torsion (is that the right word to use?) and lift the leg a little further off the ground, mostly solving the problem.

The mood isn't quite there yet — obviously without inbetweens the timing is off, making it look a bit angry!

I attempted to act out the walk a few times and I noticed that, rather than in a "conventional" cycle where the heel brushes the ground and the foot smoothly strikes the floor, I tended to bring my foot straight down very suddenly. When dragging my feet, my toes were very slow to come off the floor and they were dragged almost reluctantly upwards. I'm going to experiment with this timing by delaying the lift of the toes until the last possible moment when they're dragged upwards before coming straight back down much faster.

It's interesting to note how, without any inbetweens, this walk is very similar to how an "angry" cycle might look. In an angry cycle the character might bring his feet up very fast and slap them straight back down with very little pause — similar to here. This could save me a lot of time later on if, for my angry cycle, I can refer back to this cycle and simply make minor adjustments to timing.

Sad character walk V2

 
I began to attempt cleaning up the lines of my previous attempts and trying to nail the rest of the inbetweens. I'm really, really not at all happy with it. The leg volumes are a little more consistent and I think the timing is very nearly there but it just wasn't working for me at all. 
There are masses of problems with the feet — they don't really flop and drag as I'd like them to. They also delay in the centre of the body at the crossover which looks pretty weird.

Later on, when I attempted to add the body, I found it extremely difficult because I'd drawn the legs first with no consideration of the character's torso. I ended up with all sorts of problems like knees ending up where the chest should be.
 

You can see I struggled — I really couldn't figure out how to fit the body around the legs. That shouldn't have happened; I shouldn't be needing to try and fit things around other things. Everything really just needs to work together. I think it's okay to focus on the movement of one body part at a time but I really need to consider how the character's body will move in relation to the legs.

In general I think I tried to be too refined and controlled with my lines. I need to relax and be a bit looser in these early stages — I think that's why my first attempt had so much more character to it. Despite being flawed and rough, it had a little more personality to it.

Still, as they say, third time's the charm...

Sad character walk — 2nd draft

 
Slowly getting there! Added a lot of inbetweens to smooth things out a bit. It's still quite choppy but I think the timing of the legs is mostly there at this stage, though the feet aren't quite as smooth as I'd like and the volumes are pretty inconsistent. Now that the basic movement is there, though, I can work from that and start tidying things up a bit. 

Something with the legs looks really off to me but I can't quite put my finger on it. It's almost like it seems to fast? I think maybe I've just got some dodgy inbetweens that need fixing up. I'll need to re-check my arcs.

The torso is pretty much just a placeholder and I plan on completely redoing it — I should have left it out, having it waggle about is quite distracting.

"Sad" character walk practice

Knocked out a quick test-type thing earlier today; been on the go hunting for cows and windmills all weekend (more on that later...) so not had much time to sit down and animate solidly.
 
I didn't do much forward planning for this, simply scribbled it out and ran with it. It was mostly an attempt to loosen up a bit and get into the rhythm. It's less than stellar — missing inbetweens all over the place, generally quite messy — but it acts as a sort of framework that I can build from. I'm already able to see what I need to change in order to get the right mood for the character. It's far too quick, for instance. A sad character wouldn't move his legs very fast. He would almost kind of shuffle along with as little leg movement as possible, so I need to look at the timing and try to delay his legs a bit. Make them very slow coming up, a little pause before bringing them back down a little faster and more deliberately.

I think I've got the right kind of idea with the foot dragging and flicking —needs smoothing and refining, but I think it's kind of there? I'm going to film myself (or an unwilling volunteer) as a reference and have another crack at it.

Rough storyboard

I've been a little preoccupied with Digital Skills this week. Finding it a bit tricky to divide my attention equally between projects, but I've managed to get some more prep work done. I feel more comfortable doing extensive prep work before jumping straight into animating — in my experience it tends to yield better results for me, even if I'm just doing goofy pencil tests.
I'm starting to finalise some of the key poses for my storyboard at this point, just to make drawing the keyframes easier for me. It will save me a massive headache later if I'm not having to continuously re-tweak them 'til they look right...
Stair climbing scribbles were referenced from a Muybridge image I nabbed off Google! I'm relatively happy with the puddle poses at this point. I think I could stand to make his reaction a little more exaggerated and flamboyant, with lots of ridiculous hand flapping. I think that "sad walk" with the trailing arms on the left is a bit too much — he looks more tired than anything.

I've drafted out a quick storyboard to give me a solid reference for the sequence of events:

I'm not too pleased with the posing and body language in some of these frames (notably the stair climbing and puddle bits) but I've now got a fairly solid idea of the sequence now, so I can start producing some preliminary tests. I'm hoping to get a few test shots done this weekend so that I can start timing it all with an actor out on Tuesday, ready to start putting it together!

Finest wines — version 4

Working on this one a little more. I tried to fix the mouth on "we want the finest wines[...]" and I think it looks a bit better, but it's way too fast. It's quite a complicated sentence and I'm finding it difficult to figure out where to put each keyframe, which sounds to stress and for how long. I think the last part syncs up a little better now though.

Not too pleased with the gestures and facial expressions either. Seems a bit artificial and stiff and doesn't have much personality. I can't put my finger on what it is. He's a bit tipsy so he should probably have some spontaneous eye spasms or tilt his body about a bit more or something. He wasn't a particularly impressive character to begin with but he doesn't seem to have quite as much character as my pencil drawings. That's the only problem with Flash, it can tend to make things a bit 'clean.'

Second more refined lip sync

Done a couple of little things today; refined my "Shoot me again!" lip sync a little more, cleaning up odd lines and making some further adjustments to the hair. I also tried Ron's suggestion of keeping the eyes facing the same way rather than rolling back in the head at the beginning, which I think looks a lot better!


It's still far from perfect — the head keeps changing shape/size and the hair wiggles about a bit weirdly at the beginning but otherwise I'm reasonably happy with it!

I started playing around a bit more with another sound clip this afternoon and making loose plans for another lip sync. I didn't do any forward planning and it really shows. I really just wanted to have a bit of fun and get to know Flash a bit more.

Ron suggested that we try animating the body and head movements first and then work the mouth around that — hence why there's no actual lip sync yet! I want to keep working with this one so I'm going to try and refine the movements a bit more, especially the fist slam at the end. It's a bit lifeless at the moment so I'm going to try and loosen it up a bit before getting a face on there.

I'm not quite sure why the audio quality is so bad, it sounds absolutely fine during playback in Flash, just seems to deteriorate whenever I export. Very strange!

Slightly more refined lip sync


Ron gave me some helpful feedback on my work so far, suggesting that I work on making the hair flap about a bit more. He also suggested that I add a few inbetweens to cushion the snap-back between "-JOY" and "it". I've added just one so far — I'm going to see if I can get in another to try and smooth it out a bit.

The hair movement's a bit choppy and there are still a lot of problems with volume and such, so I'll see if I can fix that up and refine it a little more.

Lip sync test, take 3

Third attempt. I'm a bit happier with this one!


It's still far from perfect; it seems to be moving a bit too quickly and I think there's too much going on with the eyes right at the beginning. There's too much movement in a short space of time and I don't think it really 'reads.' I tried to add a bit more life to the hair, making it flap around a bit — could certainly use more care and attention but I think it's getting there.

I also tried using a smear frame to make the "enJOY" part a bit more snappy which seemed to work much better than I thought it would. Overall I'm slightly more satisfied, but something still looks strange with the mouth — I can't really put my finger on it.

Lip sync test, take 2

Second attempt at a lip sync, this time messing with the character design a bit to try and make him a bit more interesting. 



I don't think it came out too well — I think I overcomplicated the design a bit which made it much harder to keep things consistent, leading to lots of problems with volume and shape. He looks like a totally different character by the end! I probably got a bit far ahead of myself and tried to do too much too soon.
I also found that the beak got in the way and made shaping the mouth much more difficult. I think I'll go back to the simplified design and try to smooth it out a bit before I start thinking about more complex characters.

Still, it's a start I suppose!

Lip sync version 1 (unpolished)

First attempt at a lip sync! I apologise for the most uncreative selection of dialogue...



I basically just drafted out the vague mouth shapes on paper and whacked it all together in Flash just to see if my timing was right. There's absolutely no expression or emotion just yet and the mouth is all over the shop in terms of volume and consistency. I plan on doing something more exciting later, but I really just wanted to make sure it synced up correctly.

It doesn't really look quite right to me but I'm not entirely sure why. I'm worried I might be using too many shapes for each sound?