mandag 28. november 2011

The end of Animation Practice 1

So, it's 8:25 PM and I am officially done with Animation Practice 1.
I just uploaded my latest task to Blackboard and everything seems to be working. Was a bit worried since it took quite a while to upload the file, even though it's only 22mb.. Luckily I wasn't trying to submit at 23:55.. Hehe.

This last component has been a tough one.. As I mentioned in the last post, the main reason for this was the rig. But I worked until bout 1 AM last night and managed to render out a version of the animation just to be on the safe side. When I got up this morning I realized that I had forgotten all about including blinks on the character, but fortunately I always render in images so I only had to re-render 300 frames. But it was not all bad since I knew I had a backup version of the piece, so I actually got time to add blinks and polish a bit more before I had to send it to render.

The blog has been a helpful tool to document my progress, I really like the fact that I can sit down and write about problems or observations etc. at the end of a work-day.

- But this also means that a lot of my posts doesn't include material directly related to the assessments, so I'll mention it again; to easily find the actual animations you could just press the "Finished work" button on the header and you will find all my animations there.

All my planning for the ICA's are posted on the main blog (You just have to go back a bit..)

Now it's time to do something completely different.. Or, sort of. I'm going sit back and watch and study the pro's work in:



(image taken from: www.coversdaddy.com)
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- Oh, and I will post my last task (component 2) in the "finished work"-page as well.

søndag 27. november 2011

linear to spline and rig-trouble.

As the title says I moved over to spline curves today. I did the fingers and hold pose in linear before so that it would be about right when I started polishing.
I always work on about 50 frames at the time on my animations, it's easier to see and control what each curve does to the animation that way.
But today that wasn't a smart choice. Apparently the dee-rig is having a bad day, it's been a lot of bugs on it. The mesh has popped away from the rig controllers, heads has "magically" disappeared and the rig has been a absolute nightmare to work on - And I have no idea why.
Because of this I was set back at least 5 hours work.. I sat polishing on the first 150 frames for hours and when I made a preview of the piece as a whole, the remaining 350 frames was a rig that where doing whatever it pleased.. And it just kept happening in older files, but at different points in the animation.

Here's an example of what I have dealt with today:



I then realized the best thing to do would be to go back to the linear-version, put it in spline again and start over. (Fortunately you work a bit quicker the second time around..)

I have worked on most of the animation, but I would like to continue with "fresh eyes" tomorrow. But, I will render one version during the night so that I have a version to hand in tomorrow if it rig keeps acting this way when I continue polishing.

lørdag 26. november 2011

Productive saturday!

Got quite a lot of work done today.
I've been working on tweaking curves today, mostly all the ease in and outs and trying to prevent "floaty-animation". I'm still working with linear curves, so it's still looks a bit choppy.
Last thing I did tonight was to start working on his fingers. I also need to work on the ending, since I haven't done any work on Chris hands in the part where he holds Joy, and I know there is a bit of correction needed there to prevent mesh-collision between the two characters.

I have made an observation through this walk-cycle as well. If you move the character too low so there is a lot of bend in the knees and you then add a lot of movement from side to side on the upper-body you get a "drunk walk"! I have really been working a lot to try and prevent that look on my walk. I want it to be a walk that you can see in kids that have been playing around for a long time. They tend to move about a lot, but they are obviously tired at the same time.. (hope that made sense..)
So I guess my conclusion is that when your animating a bipedal character with no facial or visual clues to show their age or mood, the difference between tired/exhausted and drunk is hard to figure out. Hehe..

Got feedback from both my room-mate and Daniel today so that helped me a lot.

Here's a preview of my animation as it looks at the moment:




As you can see in the clip I have changed the story a bit from the original idea. Joy's jump in the first block sent the wrong message.. Seemed like she was attacking Chris rather than playing around.

I need to sort out the fingers and the holding pose tomorrow, and hopefully I'll be able to move over to polishing the piece sometime during the afternoon. I was hoping to get two days to polish it, but I'll have too see about that..
It's 1:05 AM now so it's time to call it.

fredag 25. november 2011

work, work, break, work.

Here's an update to keep you posted on my progress. I have been working on the animation non-stop today.. I have had some problems with the arm- and body-movement on the animation, so after a couple of hours tweaking I decided to get rid of a lot of it and repose it. Don't know if it was the best solution, but at least it sorted out some of the worst problems I was having.

Took a break from the animation after dinner and brought some of my precious Norwegian chocolate over to Albin & Joliens house for a long over due visit. Was a good way to get my mind of work for a while. Tim was there as well since he's back for the graduation (he's currently working at a 3D company in Amsterdam). Lot's of fun! The amounts of laughter and sugar provided me with new energy so I could continue working when I got back.

It's 1:00 AM and I'm getting tired so I think I'll call it a night. It's been a productive day. Will hopefully be able to spot the flaws Iv'e missed today after a good nights sleep.

torsdag 24. november 2011

Animation moved to linear.

So I moved over to linear keys today. It looked okay so I decided to continue working on it in linear since I feel the deadline closing in on me. I know how much work and time I spend in linear mode so I felt that I couldn't wait any longer.

As usual there are some gimbals on the knees, but this is common so I was not surprised.
I have worked mostly on the first walk and I am struggling a bit with getting the movement right.. But it's 10:30 and I've been working on it all day so I think my eyes need a rest. Hopefully it will be easier to handle the issues with fresh eyes tomorrow morning.

onsdag 23. november 2011

Show and tell & work in progress.

So today was the last show and tell in this module. I showed all my pieces today, since I had done changes since last time. I got some suggestions for changes I could do if I got time, but I'll have to see if I can get around to actually changing anything on the animations since I'm already pretty occupied with the last task.
The feedback I got on the last animation was pretty much to just keep going. And the puppy's attitude and personality had improved since yesterday, so I'm happy with that.

I'm a bit worried that I might not finish in time, but then again, I always am.. Hehe.

I "moved" Joy (The ball w/tail) over to linear keys today. Mostly because I want to use as much time as possible on Chris, since it's a lot more work needed on a full bipedal rig. So I decided I'd try to get most of the rough animation done on Joy so I could make a layer in 3dsMax and hide "her" while I continue working on the secondary breakdowns on Chris. So far it seems wise, since 3dsMax is running a lot smoother now.

I have uploaded another wip_preview, and I apologize in advance if it's a bit troublesome to watch. There is a distinct difference between the two now that Joy is linear and Chris is still on stepped, but hopefully you will be able to see how I'm progressing anyway.



- I will continue working on the secondary breakdowns on Chris tomorrow, but now; Bedtime!

tirsdag 22. november 2011

Practical, feedback and breakdowns.

Today's lecture became a practical, so I got do work more on the piece while Penny was available for us to ask for feedback and so on. I showed her my wip and got some useful pointers on what I needed to work on. There was lack of character to the puppy, so I have been working on the attitude of the ball w/tail and also continued to work on the breakdowns. I am currently working on the "secondary breakdowns", which basically means the poses between the breakdowns and key poses.
These are really vital to get the walk correct.
In a walk you have the contact pose - passing pose - contact pose, in this case the passing is the breakdown. But you also need to add down and up position to get the weight in there so these become your secondary breakdowns. You also need to add breakdowns and secondary breakdowns between the other poses so that the transition between them is clear when you move on to linear keys. So that's what I have been working on today.

- I'm still working with step-keys, and here is a preview of my current wip:




I got a lot of useful feedback from my friend Daniel (previous Ma student) via skype this afternoon as well. And as I understood it the story was pretty clear so I'm quite happy with that.

mandag 21. november 2011

Block, timing and a bit of feedback.

I've finished blocking out the storytelling poses for the animation and timed it out. I was aiming for a shorter animation this time, but as usual I had not planned out enough thinking-time for the characters.

(This seems to be a reoccurring problem, so note to self; I need to keep that in mind next time I do my planning..)

- Not that it's a big problem to solve, since I do all my blocking with stepped keys and have all the rig-controls keyed on each pose.
(By working this way I can easily move the keys around without messing up any of the poses.)

I also showed the block to my room-mate, just to see if he could read the story from the poses and timing and according to him it was quite clear what was going on in the scene. Will be posting it in the MA-group on Facebook as well

So since I used more time on the walk than we have to finish up this task I think I'll have to start on the breakdowns now.
I'm still keying everything in each breakdown-pose so if I get some feedback after tomorrows lecture and I get any suggestions and/or if I need to do any major changes, I will still be able to solve this quite efficiently.

Here's my block timed out:

søndag 20. november 2011

Quick update

After a good night sleep I found out how to scale the rigs to fit together. Embarrassingly enough I found it in the modify panel (where I had looked at least 8 times yesterday). Guess I just needed the sleep.. Hehe.

I have started to block the animation, and so far the scene is working pretty good with both rigs in it at the same time. (Was a bit worried that this would be a lot to manage for the computer, but it's running quite smoothly so far).

Otherwise I have found a new source of entertainment while I work. I am sort of addicted to podcasts and I found this great page for those of you who love to hear people talk while you work.

The page is:

http://altanimation.podomatic.com/

It's a animation-podcast featuring interviews with animators and people with relation to the animation-business. It's only 11 podcasts, but the ones I've heard so far has been about 1 hour and 30 minutes so that should keep you entertained for a while. I especially recommend the Ed Hooks interview, he talks a lot about his path from acting to acting for animation.
Would also like to mention the interview with Jamil Lahham, he gives us a insight on how it was to work on "Cloudy with a chance of meatballs" and how it was to animate in that particular style.

Great stuff!

lørdag 19. november 2011

Storyboard

I've finished the storyboard for "Chris & Joy" (bringing it all together task).

Also started to test the rigs together in the scene. So far it seems a bit difficult because I can't scale the rigs without messing them up. But I'll hopefully find a solution to this tomorrow.

I started out with drawing down some key-poses on paper, and then photographed it and used it as reference. Then I did the rest of the storyboard in Photoshop.
I like to do the ground-work by hand, but I usually make the complete storyboard digitally just because it's easier to correct it if I make a mistake.

Here is the key-pose sketches:



And here is the finished storyboard pages;








Oh, and if you haven't seen it yet, check out the latest Scrat-short from Blue Sky Studios:



I just love the animation-style they use on Scrat. There is a lot of contrast, from super-fast to slow body movements and the way they use his eyes to show his reactions and emotions.
You can see a good example of the contrast in the beginning of the short;
When he drags himself slowly through the sand and grabs on to the palm tree. His feet starts moving really rapidly until they get a grip and he slows down again, out of breath. And then he slowly turns his head, sees the skeleton and after a seconds pause he realize what he sees and he freaks out and the moves are fast again. Lovely!

fredag 18. november 2011

Finishing up component 1 and shooting reference for the 2nd

As the previous post mentioned I have now uploaded the new versions of the tasks in component 1.
(I mentioned most of the changes in a post added November 14th)
But I did a quite a bit more on the ball-animation and I think it looks better now. It's weird how you suddenly find several problems with a piece just by not looking at the animation for a couple of weeks.
I chose to use the days before the reference-shoot to plan what I wanted to shoot, but since I want as much time as possible for this last component I also worked hard to manage to finish up all the tasks in component 1. I had all of the feedback written down so I managed to do most of the changes that were suggested.
On the walk I changed the camera so that it's more of a 3/4 perspective view, this was suggested to me so that the audience got to see more of the animation. I also got rid of a lot of keys and re-timed it so that he's reaction became quicker. Also worked a lot on the overall hand and head movements.

(And as mentioned earlier; all the tasks can be found on the "Finished work" page.)

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So, reference shoot..
As always it was a couple of hours of pure fun. I'm really starting to enjoy these sessions!
It's social, interesting and sometimes completely bonkers. (I mean that in a good way.. Hehe.)
It can be a bit tense in the beginning, but that usually goes away after the first two takes. ALl in good fun!
I got some really nice reference-shots for my animation, and I have chosen to go with an edited version which is put together by three separate shots to match my original idea.
The reason for doing this is that the shot where we acted it out according to my idea on paper, the walk and overall acting was too slow and stiff.
The last two shots we did where much better, seemed more real and playful than the first ones. -
- But the positioning and acting where a bit off according to my plan, so I edited in those from the first takes and blended them all together.

(I have to versions of the reference-video, and I think I will be using both of them.)

So, here is my main source of reference:





And here is the other version:



(As you can see, the action happens behind the box, and I want the dog to sneak up on the character, but there is still a lot of things to implement in my animation from this one as well..)

And last, but not least a video just to show how much fun we have shooting these videos;



Good times!

The finished work.

Check out the new page called: "Finished work" to see the final versions of my animation tasks from component 1.
(It's found underneath the blog title, next to the "blog and wip"-page).

torsdag 17. november 2011

A brief update to keep you posted

I've been working on the walk all day and I think I have to wrap it up now. I have come to the conclusion that I will need all the time I can get for the last task, especially since it's 30% of the marks. So I will probably render the walk tomorrow before I head to the gym. We also have the reference-shot tomorrow, so it's a good day to let the computer work on it's own.

onsdag 16. november 2011

Show and tell, feedback and a guest speaker.

Today we had show and tell. It's changed a bit now that people are working on different tasks. I just showed my walk-animation today (the one I posted yesterday). I got good feedback on the animation-part, but the jump does not quite fit the character and story. So I've been working on the hands to make him "pull himself together" quicker, this meant getting rid of the big follow-through movements and also deleted about 40 frames to get the timing to fit better. He now moves quicker from the landing to the "macho"-pose. Personally I think it looks better this way as well.

Also, today there was a a guest speaker at the University. The speaker was Frazer MacClean and he did a talk on "the art of animation layout". It was really interesting and he has worked on some really big films, such as "Who framed Roger Rabbit" and Disney's "Tarzan".
I won't go in detail on his talk, but he did leave us with three wise words that I want to mention and those where;

-"Do your homework"

What he meant by this was mainly that if you are so lucky to get an interview with a company, you should use a couple of days to read up on the company's history and what they have done.

tirsdag 15. november 2011

Lecture, character profiles and walk animation.

Today was lecture day and the topic was blocking. I had parts of this lecture last year, but it was good to get a "re'cap" on the topic anyway. Especially the part on power-centres, because I had almost forgotten all about it.
In short it is the characters personality/attitude/mood reflected from the inside and is one of the main causes to why a character behaves as he does. Very useful to find your characters power centre because it will help you in posing and to show the personality to the audience.
A high power centre shows a positive attitude, and the higher the more positive. The opposite is a low power centre and this is used for a negative attitude.

So I have made my character profiles for the Bringing it all together task:



I have also worked on the walk animation. After some feedback from Penny I was made aware that the jump was too slow so I have redone it and also tried to clean up some snappy knees, fingers and body movements. I also worked on getting more drag on the hands when Angus lands.
So this is how the animation as it looks at the moment:

mandag 14. november 2011

A day revisiting the previous tasks & some research and planning.

Today I have mainly done work on the previous tasks. I had all the feedback I've gotten so far written down so I just read up on that and have hopefully improved the tasks.

The things that I have done are:

Bouncing Ball:
- Worked on the arcs on the basketball, so it does not speed up on it's last bounce.
- Added a bounce and more roll/movement on the tennis-ball at the end.

Pendulum:
- Added more movement to the tail on the way up.

Poses:
- Moved the character further down on the first pose, so it's closer to the drawn version.

Ball w/tail:
- Added movement to the tail when it has landed on the nut.

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While I rendered the new versions of these I put on a episode of a action TV-show, and instead of watching it I started to study the acting. Especially the heads and facial expressions in the scenes where the characters where angry or displeased. So this inspired me to draw some examples of what I saw:



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"Bringing it all together"

I did some more sketches on the latest task, just to show the relationship between the character and the dog and some attitude poses:




And here is my main source of inspiration for the task:



I want to try and recreate the relationship between a owner and his pet in this task, so I thought I'd use my own dog as a reference for this one.
(I've always had dogs myself so it was easy to find reference photos for this one..)

søndag 13. november 2011

Weekend update

Been working on both planning the new task and the jump in the animation this weekend. Finally I see some progress in the jump, it's been constant tweak-work on about 40-50 frames so it got a bit tiresome at the end.. So I'm glad I was able to put it away and work on the planning instead when I became too fed up with it.. Hehe.

I have had problems choosing between two ideas for the "bringing it all together"-task.
in short the ideas where:

1. Character and ball w/tail playing hide and seek around a big box.


2. Character teasing a dog (ball w/tail) pretending to throw a ball. Eventually the dog get tired of the teasing, jumps on the character and they roll over.


But at one point I thought; "Why not combine the two if I can't choose".

So I ended up with this;



I have based the idea on my own dog. (They say you should choose ideas that you have knowledge about, so I thought this might work out.)
I always play hide and seek with my dog and I just love the way she behaves when she can't find me, gets a bit worried and when she finds me she almost attacks me full of joy and excitement.


And last, but not least here is a preview of Angus' jump that I have been working on:

fredag 11. november 2011

A jump, some planning & a tweet.

Been working on the new jump in the animation today, struggling with getting the arms right. I have also made it him jump higher, since I got feedback from Penny who pointed out that it seemed a bit slow. It's seems to be working better now that I sorted that out.



But I have also started to play around with ideas for the next task. I'm still at the stage where I just draw down my ideas in small thumbnails and put them together as a "mini-storyboard", as mentioned earlier I find it easier to express myself through drawing than writing. I usually wait to write the story until I have a more clear vision of what I want to do.



(Image shows some of the ideas I did earlier today)

I'll probably go back to the animation again tomorrow, I want to get it as polished as possible before the next show and tell, because a lot of next week will be used on planning the next task since we have a video reference-shoot on Friday.

I'll hopefully sort out the issues I have with the arms tomorrow.

Oh, and if your not on twitter yet you should really consider joining it. I follow a lot of animators there. Just the other day a animator at Dreamworks tweeted that he was struggling with the movement of an arm and had ended up animating it frame by frame. I tweeted him that I just did the same with the knees on a character and he left me these wise words;

" @Kristian_Egge Anyone who says this stuff is easy isn't doing it right. :)"

- Goood night!

torsdag 10. november 2011

Working on the feedback.

This is just a short post to show the work in progress after yesterdays feedback. It was suggested to make the difference between the two walks more distinct and exaggerated, so I've tried to push it to the limit with this one. So here is wip on Angus' girly jump:



Otherwise I have sorted out the issues I had with the snapping knees, and made the walk a bit more tough so he walks with closed fists and less delay on the secondary motion and follow through.

Will probably work on polishing this part the rest of the night, but if I "go blind" on the animation I'll just move on to planning the next task - That's the great thing with have more than one thing to work on!

tirsdag 8. november 2011

Walk animation

Been tweaking and polishing curves all day. I wanted to do as much as possible before the show and tell tomorrow so I haven't rendered the animation yet, I decided to rather use the time it would have taken to render and composite to work on the actual piece itself. So I made a preview of the piece that I will bring to show the class, hopefully they won't be too disappointed by the lack of lighting and fancy effects in the piece. Hehe.


So, here's the preview I will be showing tomorrow:




Now; time for bed! It's been a long day with a lot of work, but it's worth it when you see how the animation evolves.

mandag 7. november 2011

Linear mode

So I moved over from stepped to linear keys this morning and have been working all day on adding in-betweens and additional breakdowns. It's changed a bit due to the time limit and also because I realized I might have "bit over a bit more than I could chew". I guess I could have made it work with the extreme pose where he leans over, but it would have needed more time to make it look right. So I went back to try and keep it simpler and also to give some more time to the transition from the skip-like walk where he crosses the road and back to the tough guy-act.

- At least to me it looks better the way it is now.

The last thing I worked now was the fingers. They are a bit tricky since it's my first time working on actual movement with this rig (only done poses with it before), but I think I will figure it out.

It's getting pretty late and my eyes are "blind" on the animation now so I think I'll call it a night. I feel I've gotten a lot done today and hopefully I will be able to move on to spline and start polishing the curves tomorrow.

Got some feedback from my room-mate so I have a few things I might try and work into the piece, such as subtle hand-movements, but that's tomorrow.

So, Here's a preview of how the animation looks at the moment:

søndag 6. november 2011

Blocking Angus walk

I have been blocking this weekend.
Finished the key poses yesterday and timed it out so I have started to work on the breakdowns now. I still work with stepped keys because I want to get as much information as possible in there before I have to move on to linear keys.
I am struggling a bit with the transition from calm and back to "tough guy", but hopefully it will be more clear now that I am working on pushing the poses a bit more. I want to exaggerate it so it's easier to understand, but I don't want to overdo it either.. Tricky stuff.

The hardest part is definitively the walk. I hope the attitude shows, because that is the only way to show Angus personality in this task. Could of course make a really tough facial expression but in the end, if the walk doesn't show him as tough it won't be believable.

I figured out the tempo yesterday on my way over to the lab. I watched people in front of me and counted the beats in my head, and almost everyone walked in so called march-time. When I walked behind them I counted about half a second for each step.
I acted it out as well, but it varied from 1 second to 1,6 so I decided to go with the tempo that looked best when I looked at my animation, so Angus is now walking on 12's. (normal walk)

Anyway, here are some wip videos:

Key-Poses:



Added breakdowns:



I had to get rid of a lot of poses yesterday. Angus was originally stretching and looking around more when he waited to cross the road. But I found that I needed a lot more time to work with to make this look good. Don't want the animation to suffer because it needs to rush from pose to pose, so I got rid of it and tried to work on a more subtle way to show him waiting. The important thing is that he loses his attitude and becomes calm and thoughtful.

torsdag 3. november 2011

The planning I have done so far

Been planning the walk-animation all day and have finished the following:

- Character profile (with back story)
- Storyboard
- A drawn example of a "walk with attitude"
- A drawn example of contrast in the silhouette when the attitude of the character changes.

The last two are mainly to help me figure out how the characters attitude should be at the different stages of the animation.

I Used more time than I usually do on a storyboard on this one, mainly because I wanted it to include as much information as possible. There is a a rough outline of the walk cycle along with the usual explanations of what is happening in the shot.
But I thought it would be worth spending a little more time on it since I can use it as reference for the key poses for the block as well.

I put the character profile and storyboard together in one image for you to view:



PS: It is quite big so it might be hard to read the text, but if you right-click the storyboard image and click "open image" you will be able to view the image in full size, and also zoom in).


And here are the two drawn examples of the characters attitude that I hope to achieve:



onsdag 2. november 2011

Show and tell, some more reference footage and planning

Today was the show and tell for the poses. According to the feedback I got my poses seemed to tell the story. I might push the first pose on "waiting to start" a bit further down, so that he nearly touches the dumbbells, but he's scared at the same time. (I need to do some changes to the staging to make this work tough..)
Was a lot of good and fun poses so there where a lot of laughs in the classroom so it was a fun session. And as usual Penny brought sweets and that always makes us happy!

After class I went into town to get a new sim-card, because my new shiny Iphone 4s arrived yesterday! Afterwards I went over to Phoenix to meet up with Jørgen to help him shoot his reference, so now I also know the phone works excellent for that. I also did some new reference shots for my own shot, just to be safe. (Did this because I was a bit unsure about the reference shots I got from the Green screen-shoot.)

Here are the reference videos I will be using for the walk animation:





(I have edited bits and pieces from several shots to make these, I'm sure I won't need them all but since I found interesting parts in a lot of them I chose to keep it).




As the image shows I am currently at the drawing & writing stage of the planning.
So far I have worked out the character-profile and the story and also done some sketches on attitude-walk poses:



I need to refine the style of the walk and do some more polished poses before I start working on the storyboard, so I can get a better idea of how the animation will look.
I am also reading the chapter on walks in "The Animator's Survival Kit".
(Richard Williams, 2001)
And there I found a sentence that I will keep in mind while I work on the attitude of the walk, since it fits to my character (description posted on the 26th of October in the blog);

"Women often take short steps in a straight line - legs close together = little up and down to the body, as opposed to mister macho".

tirsdag 1. november 2011

The finished 3D poses

Here are the renders of the finished 3D poses I will be showing at tomorrows and and tell.







(I polished and edited them a bit in Photoshop so they would look a bit better since I never get satisfied with my lighting..)

Lecture and feedback

Today we had a lecture on "Body mechanics". It was some parts in there that some of us had been through before (the ones that did Penny's character animation module last year), but I have to say it was really helpful to get a repetition on the subject because this is a big one..
There are so many parts of it that relates to physics so it includes a lot of difficult phrases and terms. But when these get linked up to the animation-principles it really does make sense, and it also makes it easier to understand.
The most important things I learned today was on
Internal and External energy/force.

In short;
Internal energy comes from "inside" the character, it is acted out and mind-driven movement.

External energy/forces influence the character/object from the "outside"
(the nr.1 external force is gravity.)

We also learned about "inertia" and "momentum" which are a way to describe that objects want to stay still until it is for instance; pushed (inertia). It then wants to keep moving until it is forced to stop (momentum).

The most important thing to remember is that; Movement has meaning!

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Now, over to the poses and the feedback I got.

As I understood it five out of six poses are working pretty good, the thing I needed to change was the first pose in "What's inside". I quite like the staging in that pose, but I agree with the feedback which was that it leaves a gap between Jack in the fridge and the next pose where Jack is sitting on the floor.
So instead I sketched out a pose where he is sitting on the floor with the jar next to him,
and took a reference photo:



On the "Waiting to start"-sequence I need to stage it a bit different so that the dumbbells does not cover up so much of the poses, because at the moment you can't see the character in full. And since the dumbbells aren't going to be used in the scene for anything else than helping me tell the story, this is just poor camera-staging from my part.

- Also need to stick to one camera for each sequence.
(to keep some consistency to the sequences)


I have finished the drawn version of the new pose "What's inside"-pose and now I'm going to work on the 3D version.

And here is the new pose-sheet with a updated story to match the new pose: