Showing posts with label 2D. Show all posts
Showing posts with label 2D. Show all posts

Jan 22, 2007

2D.. whats that ?

Well.. that was a joke. I know that personally I have to force myself to try and think in a 2D way when I work - I'm talking about thinking poses, thinking thumbnailing, trying to 'plan' my animation in a more traditional way. I never had any formal animation training, and so I learnt to animate in a more straight ahead, and layered fashion. Personally the change of technique to a more 'blocked' approach is my biggest creative challenge right now... its hard.

Anyway.. the point of this post is that I wanted to point you towards a great little program I found recently on the net. Its called "Plastic Animation Paper" and is simply a small, easy to use, and compact little 2D animation program. Its free too.

I was working on the blocking for my project at home ( and yes I will post info on this soon ), and I was getting stuck with a particular broad action. I was posing through it when I thought "I think I need to add a pose inbetween here to get the effect I want", but I wasn't 100% sure if it really would work. This is the problem with 3D - I then have to spend about 20 minutes posing up that frame ( for a rough pose at that ) ... this to me seems fruitless as I just wanted to see if a shape would make for a more expressive transition.
So I thought it best to draw up a few poses in very loosely in Plastic Animation Paper, and asses it there. It was remarkably successful, and in fact I ended up animating the action in a way I`m certain I wouldn't have thought of If I hadn't done this.


There are simple options for frame management and playback, and a cool 'lightbox' feature to see your frames underneath. This drawing is embarassing, but a good example of the basic kind of image needed to explore an idea.

To me, moments of realisation like that really mean something. I do plan and draw my ideas, but only very loosely, and I dont spend too long thinking about the actual mechanics of how A gets to B because I like to concentrate on the performance. Using a small 2D animation prog however, can really help you concentrate on that part when the times comes to nail down exactly how A does get to B.

You can grab the program here: Plastic Animation Paper

Dec 23, 2006

Hands

Look at how well drawn these hands are. They're all by the legendary Milt Kahl. These images are from three Disney features - Robin Hood, the Jungle Book and The Sword in the Stone, with the latter being one of the best films for hand drawing and animation I think I have ever seen. 2D or 3D, we should all be trying to push for shapes and poses in our hands like these masterpieces below:


( I compiled these from screen captures over at Animation Archive... they have some great resources there )

Something seems to be getting lost today in CG animated hands. They seem too constrained by the rigging or the models, and just don't seem to be able to deliver the contrast of curves and angles that you see in these pictures. I'm sure this will be something that improves dramatically over the next few years as more processes for "shaping" and sculpting rigs rather than just posing them becomes more commonplace. I saw a frame from Disney's new "Meet the Robinsons" and it had a pretty good hand pose in it...