Sunday, October 23, 2011
Wednesday, October 12, 2011
Caricature!
Starting the Caricature class with Schoolism taught by Jason Seiler. I"ll upload assignments here. First assignment consisted of drawing supplied individuals and a "final," of Tom Hanks. Every thing needs a lot of work. Started to push things by the last drawings at least. Please excuse the poor quality images.
Tuesday, October 27, 2009
Thursday, October 22, 2009
Four Options
1. Actively and calmly make your situation better.
2. Keep your mouth shut.
3. Leave.
4. Whine like spoiled child.
Lets get this blog back in action, in an effort to live option number one. When working in a studio, don't be number 4.
2. Keep your mouth shut.
3. Leave.
4. Whine like spoiled child.
Lets get this blog back in action, in an effort to live option number one. When working in a studio, don't be number 4.
Tuesday, March 03, 2009
Thursday, February 19, 2009
Tuesday, November 04, 2008
Wednesday, October 15, 2008
Big News
Monday, October 13, 2008
Kill the Crap
The Crap is Dead
Long Live the Crap.
But seriously, big news with in a few days. Just waiting for the confirmation. And watch the other 3 parts to this video on youtube.
Long Live the Crap.
But seriously, big news with in a few days. Just waiting for the confirmation. And watch the other 3 parts to this video on youtube.
Wednesday, October 08, 2008
Light at the end of a Tunnel?
And soft serve ice cream that looks like poo. But its ice cream, I swear.
Monday, September 29, 2008
I Knew It!
http://www.theatlantic.com/doc/200807/google
And on an animation note, a fancy schmancy new REEL will be on display in a few weeks! I'm working on some GREAT notes from some animators who have been incredibly generous with their time, and honesty.
And on an animation note, a fancy schmancy new REEL will be on display in a few weeks! I'm working on some GREAT notes from some animators who have been incredibly generous with their time, and honesty.
Monday, September 08, 2008
Wednesday, September 03, 2008
Update
here is the almost final. What about the spliny-ness of the end there, after the hand slaps down, that move to the left, second to last pose?
The hands probably need a little love, but, if you watch it once, and watch the eyes, things are working pretty well.
I added in a few smear frames here and there, (4 to be exact) and I am liking 2 of them, in the air for one, and not so much the last.
Allright. One more go on some simplyfying the gibberish bit again this week, then on to new stuff ... maybe even some recent drawings will be posted ... oooooohhhhhh ...
The hands probably need a little love, but, if you watch it once, and watch the eyes, things are working pretty well.
I added in a few smear frames here and there, (4 to be exact) and I am liking 2 of them, in the air for one, and not so much the last.
Allright. One more go on some simplyfying the gibberish bit again this week, then on to new stuff ... maybe even some recent drawings will be posted ... oooooohhhhhh ...
Tuesday, September 02, 2008
out by the Roots
I was reminded of this blog entry: http://splinedoctors.com/2008/06/get-down-to-the-root-of-things/
And another I can't remember the location of that talked about the reason for messy head arcs is often the result of root/torso problems.
I find myself encountering this as we speak. In trying to polish up a shot, I had a few people mention that things were a little weightless in parts, so, I went back and did a cursory "re-do" of the hips/torso, and then started in with the head. I then found myself, when trying for nice clean arcs for the face REALLY "fix." the arc of the head.
Reminded of the above posts, I then got rid of all the head/neck keys, to see exactly how smooth it looked, just being on the torso, and discovered how atrocious the hips/torso really was. The cleaner I am getting the hips/torso, not only is the weight better natually, but the head starts "falling into place."
Any one else encounter anything like this, or have any thoughts.
Discovering this weakness really makes me feel like I need to do a couple walk cycles and weight shift exercises, as I often am less then impressed with the weight of the hips in stuff I see online, but am now finding myself doubting I could do any better.
And another I can't remember the location of that talked about the reason for messy head arcs is often the result of root/torso problems.
I find myself encountering this as we speak. In trying to polish up a shot, I had a few people mention that things were a little weightless in parts, so, I went back and did a cursory "re-do" of the hips/torso, and then started in with the head. I then found myself, when trying for nice clean arcs for the face REALLY "fix." the arc of the head.
Reminded of the above posts, I then got rid of all the head/neck keys, to see exactly how smooth it looked, just being on the torso, and discovered how atrocious the hips/torso really was. The cleaner I am getting the hips/torso, not only is the weight better natually, but the head starts "falling into place."
Any one else encounter anything like this, or have any thoughts.
Discovering this weakness really makes me feel like I need to do a couple walk cycles and weight shift exercises, as I often am less then impressed with the weight of the hips in stuff I see online, but am now finding myself doubting I could do any better.
Monday, August 25, 2008
Sunday, August 24, 2008
Help Please
How do I take these to the next level?
I'm making some very slow progress trying to polish them, but I feel I'm missing the mark trying to improve these, more then I am actually improving them.
What doesn't work for you guys? And why? How would you suggest fixing it? What works? And why?
I think I need to step back from these for a bit, start some new shots, or get some hands-on tips from some pros. What'd I'd give to be able to walk over the cubicle of a veteran and have him lay down how to make this sing.
I'm making some very slow progress trying to polish them, but I feel I'm missing the mark trying to improve these, more then I am actually improving them.
What doesn't work for you guys? And why? How would you suggest fixing it? What works? And why?
I think I need to step back from these for a bit, start some new shots, or get some hands-on tips from some pros. What'd I'd give to be able to walk over the cubicle of a veteran and have him lay down how to make this sing.
Wednesday, August 20, 2008
Ladies and Gentlemen ...
... May I present to you, our competition:
http://www.animationmentor.com/quicktime/summer08showcase/
Inspiring stuff. Hope to work with you all some day.
http://www.animationmentor.com/quicktime/summer08showcase/
Inspiring stuff. Hope to work with you all some day.
Friday, August 15, 2008
Tets Updates
No visuals, as I"m pluggin along.
But I have had some great crits.
The dialogue bit, I had taken as far as I knew how. Most recent crit was to simplify and strengthen for clarity. I've had some one else remark that I "had a lot going on," in it. So, i'm thinking the problem is the hand slap and the mouth pop are too close together, and then the hand shaking and head shaking are distracting from each other. Alos my polish needs work, and its still hitting some walls.
Fixing the wall hits is no problem, not entirely sure about how to up the polish, and I have some ideas for the simplyfing. I'm still clueless on the mouths. I'm thinking leave the hand on the table with the hit, keep the attention on the head, and on the final hit, where the hand goes forward, keep that in there, but take out some of the hand shaking. Also, get rid of some of the head wagging.
The long armed piece is coming along. Still over complicated I think, but, too late to change it at this point. I'm trying to get that sort of thing taken care of in blocking, so I need to make my blocking more clear, so people can catch this stuff earlier on. I HATE redoing tail end work. After a certain point, and cencept is signed off on, I'd like to finish it up according to plan. These are wishes, as every production on earth has last minute changes by directors and creators who don't know what they want till they see it.
Ideally, early in the shot in my long armed piece, I'd get the focus of the audience on the hand thats going to trip, much sooner. How ever, this piece has been evolving from just a few jumps of the long armed guy, to adding the second character, and everything else, and I'd pretty much be re=animating the whole beginning, which is irritating. Its "working" as it is, but I completely agree that would make it stronger. I'm hopeing in the future, when I have some direction of my shots, these sorts of problems can be avoided a little more. We'll see. Updates to show come early next week.
But I have had some great crits.
The dialogue bit, I had taken as far as I knew how. Most recent crit was to simplify and strengthen for clarity. I've had some one else remark that I "had a lot going on," in it. So, i'm thinking the problem is the hand slap and the mouth pop are too close together, and then the hand shaking and head shaking are distracting from each other. Alos my polish needs work, and its still hitting some walls.
Fixing the wall hits is no problem, not entirely sure about how to up the polish, and I have some ideas for the simplyfing. I'm still clueless on the mouths. I'm thinking leave the hand on the table with the hit, keep the attention on the head, and on the final hit, where the hand goes forward, keep that in there, but take out some of the hand shaking. Also, get rid of some of the head wagging.
The long armed piece is coming along. Still over complicated I think, but, too late to change it at this point. I'm trying to get that sort of thing taken care of in blocking, so I need to make my blocking more clear, so people can catch this stuff earlier on. I HATE redoing tail end work. After a certain point, and cencept is signed off on, I'd like to finish it up according to plan. These are wishes, as every production on earth has last minute changes by directors and creators who don't know what they want till they see it.
Ideally, early in the shot in my long armed piece, I'd get the focus of the audience on the hand thats going to trip, much sooner. How ever, this piece has been evolving from just a few jumps of the long armed guy, to adding the second character, and everything else, and I'd pretty much be re=animating the whole beginning, which is irritating. Its "working" as it is, but I completely agree that would make it stronger. I'm hopeing in the future, when I have some direction of my shots, these sorts of problems can be avoided a little more. We'll see. Updates to show come early next week.
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