My final version of Ido
BDM126_Madilyn Davidson
Saturday, 7 November 2015
Adobe Premiere
I am editing the sound in Adobe Premiere as I find it easier to use for sound files, I have decided to change a few sounds from my animatic as I don't think they fit in smoothly with the rest of the animation, I'm still not happy with the sound, however, I think it will get the intended message across
Collaborating Shots
I am using Adobe After Effects to put all my shots together, at this stage my audio files from my animatic don't match up so I will have to re-do the sound. Each shot is a different file, I will render out this version before putting the grain and noise effect over top.
Animation Studys
Medusa
Medusa is about an ancient Greek legend, it tells the story of Medusa's sorrow, I like this animation because without words it is still able to portray the characters emotions, the music and facial expressions make this animation moving to watch.
Entropy
I like the style of entropy, this animation was done as part of a school project at the Freelance Animation School in Auckland. I like how the artists have taken Greek influences in the backgrounds. I also appreciate how seamless the animation feels, as I begin animating Ido I am starting to understand just how difficult it is to portray characters movements without making them seem jerky or out of proportion
Shots
I am currently animating my animation shot by shot, it is proving difficult to keep the characters consistent throughout the shots, however, I think its going well overall
Monday, 5 October 2015
Progress
I have started animating fully in Toonboom Harmony now, breaking the animation into shots to make it easier to deal with.
There are a lot of issues with the program, however, I am hoping these will smooth out the more i get used to it.
There are a lot of issues with the program, however, I am hoping these will smooth out the more i get used to it.
Monday, 17 August 2015
Rigging
Today I learnt how to rig Ido's arm in Harmony. It took a long time to get right because of the joints not matching very well. I am currently working on rigging his whole body.
Ido's arm is split up into three major parts, the upper arm, lower arm and hand
By placing pivot points where the arm would rotate I am able to rig his arm so it is movable in any direction I want
The inverse kinematics allows the arm to move as a whole object through the specified pivot points
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