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View Full Version : animation tests


ashess
March 22nd, 2009, 05:16 PM
this is little more then a rough storyboard; but it's sort of timed. this is Red (she can pass through walls& floors); main character from my storyboard. (which I might post here for clarety if wanted, but is also in my scetchbook)
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batcustard
March 22nd, 2009, 07:03 PM
I have no idea whats going on.

trevissg
March 22nd, 2009, 08:34 PM
i can see the action but the movement would be more clear if you would establish the space the character is moving through at least, because her ability to move through walls is so important.

i understand that an animatic is the visual equivalent of a thumbnail, but some clearer drawing and gestures would make this much stronger

ashess
March 28th, 2009, 01:38 PM
bah. sorry; it seemed clear enough to me she's going down levels in a building. well ill give that one a redo when I got the file with me. this is just a random figure turning; for fun. b/c my laptops all upgraded and great to work on again (got one of those fancy thinkpads with a wacom screen; great for anywhere! and now with enough memory to run vista smoothly :) )
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rattus
March 28th, 2009, 03:56 PM
1.for a rough storyboard it works fine, i could read it without difficulty.
the same for nr2, keep drawing them frames=)

xisco cabrer
April 3rd, 2009, 09:30 AM
Seeing your animation tests I suggest to draw less frames, but better. Is the problem I have when I make tests or animatics, and of course storyboards. If you draw only the most important keys as best as you can, the action gets clear and then you can start adding more keys, is the best way when you are trying to show rough things.

ashess
April 9th, 2009, 04:51 AM
thanks rattus; I was starting to worry no one could read it like this.
xisco; you're right, its better to get the key frames right before adding more. but I want to get the timing right before even that. so I need to add some frames sometimes.