
Showing posts with label slinky. Show all posts
Showing posts with label slinky. Show all posts
Friday, January 16, 2009
Thursday, January 15, 2009
cleaning a sketch






Wednesday, January 14, 2009
tumble down the stairs
Show logo
Friday, January 09, 2009
main cast sketch...updated


A shot of the main cast of good guys helping up the main character.
Wednesday, January 07, 2009
poses...updated
Tuesday, January 06, 2009
compare
Toon Boom Studio 4 learning process...part 6


Rigging and anchor points; this is where my biggest mistakes were in the blink I did. There is still much more to figure out regarding anchor points, but I am beginning to understand it. One thing I probably should have done was draw my character in the middle of the field guide, not off in a corner the way I did.
Monday, January 05, 2009
Toon Boom Studio 4 learning process...part 5

Another shot of the Toon Boom interface. I am getting quite comfortable drawing with this program. A Cintiq would really make a huge difference. Without a Cintiq I can not use the brush tool with any proficiency. I am limited to the line tool for now. I am learning quickly about switching from "camera" view to "drawing" view, and learning what my earlier mistakes were when I tried to create a "new drawing" or "cel". There is still so much more to learn! I hit a key by accident this afternoon and it made my drawings lose the dark outline and all the colors to be very muted. I have no idea what key I hit or what it did or how to undo it. I ended up just closing the program and opening it again, and the view was back to normal. Speaking of the keyboard; it takes a few solid hours just to get the keyboard shortcuts made to your own specifications, but it is very important. There is nothing worse than hitting a key and having something unexpected happen because the keyboard shortcut is something other than what you thought it was.
Friday, January 02, 2009
Toon Boom Studio 4 learning process...part 4
Eureka! My first ever Toon Boom Studio 4 animation! It was more difficult than I expected it to be, but I managed to animate a simple blink. This was just an exercise to learn the Toon Boom animation program and interface. The frustrating part is when I animate one thing, like the right eye blink for example; then when I tried to do the exact same thing to the left eye, it wouldn't work. I had no idea if I was doing something slightly different with the left eye that somehow made it not work, or if the program is buggered up. I made a ton of mistakes doing this blink, and that's a good thing, because that is the best way to learn the program; to make mistakes and then figure it out or work around it.
Toon Boom Studio 4 learning process...part 3
Toon Boom Studio 4 learning process...part 2



Tuesday, December 30, 2008
all together now
With a few inbetweens, I connected the 4 walk cycles. All 4 cycles have a different amount of frames. The quick walk is only an 8 frame cycle. The sad walk is a 16 frame cycle. The skipping cycle is 12 frames. The run cycle with his arms stretched out in front of him is a 24 frame cycle, it's the longest one only because he floats when he is at his high point for several frames. Plus it's all on 2's, so the 8 frame cycle is only 4 drawings, the 24 frame cycle is 12 drawings, the 16 frame cycle is 8 drawings, and the 12 frame cycle is 6 drawings. When I clean these up the one thing I will do is really slow down the sad walk. I will double the frames from 16 to 32, to make it a very slow sad walk, like he's really dragging his feet.
Saturday, December 20, 2008
The Good Guys
Kayami's new eyes....updated



Monday, December 15, 2008
exploring Kayami
Saturday, December 13, 2008
SLAM DUNK!

There is a lot of art work, writing, sketches and ideas that are not going to make it into the bible package when we pitch this show. But all that extra art really brings the characters to life in my mind. And since I am not a fan of wasting art, I'll find a way to sneak it into the show when it goes into production.
Friday, December 12, 2008
Thursday, December 11, 2008
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