My Cartoon Demoreel!

Finally updated my demoreel -click on the link for cartoon shenanigans!

Ace Pilot on Newgrounds

After several months of working on the cutscenes, the game Ace Pilot is now out on newgrounds.com. Check it out!

TURBO CHICKEN

A short cartoon I made about a brutal hovering chicken harassing a humble family.

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Some of the works I created for my lovely clients

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Showing posts with label force animation. Show all posts
Showing posts with label force animation. Show all posts

Friday, March 22, 2013

System for timing charts


Timing charts - the stonehenge of animation, well atleast for me. As I was making my final homework for Force animation, I noticed I'm not being extremely challenged about it. I mean the deadline is challenging as always, and I'm sure I'm not going to finish the whole animation in time, but animation skill-wise, that's about the only other thing that is challenging me, the other one is drawing cute limbs. So I decided to incorporate the use of timing charts which has always been a mystery to me.

This is what encouraged me to do so: 

http://tombancroft.blogspot.com/2012/03/timing-charts-for-traditional-animation.html

Here are Tom Bancroft's awesome notes in that post:







That post is golden, four simple images explained timing charts to me in a way 
books and videos have never been able to accomplish. 

I made a simple step-by-step version for myself as well, since I'm still a beginner at this. 


Pretty sure these rules will change over time as I learn how to use the charts more, but for now these will do as I gotta get back to work on the animation. Catch you on the flipside!

Tuesday, March 19, 2013

Ugly Jenny - Concept art take 2


Earlier today I posted my character designs for Ugly Jenny - my last, big homework for Force animation. 
http://boybogart.blogspot.com/2013/03/ugly-jenny-concept-art.html. Here's my follow-up post and some revised material. I wish I could do more but I only have a week to do it all. 

The designs were ok, but I noticed several things while I was making the blog post, namely - Jenny's eyes doesn't have depth and solidity, the cartoon itself could prove to be funnier if Jenny is a very young girl who still doesn't have body coordination then starts to act like a friggin' action star when she was wronged, and Ritchard Gale - the bad kid - could use a little more appeal. I read that somewhere in the illusion of life - villains should look appealing as well, people wouldn't like them but they're still pleasant to look at.

Here's what I came up with after dinner:



Not bad, not bad at all. Jenny is cuter than ever and still retains structure. I love drawing those cheeks. Her budget also got lower since she's made of more simpler shapes now, especially the hair.  Ritchard's shapes got a bit more appealing and he still looks like scum, an appealing scum, which is essential in moving the story forward. His arms also got an upgrade from rubber hose looking to a 1940's cartilaginous-boned macaroni. 

I'm surprised I did all of this in one day, maybe studying classic cartoon construction is starting to pay off for me. In any case, I don't have the luxury of time to revise this, I need to move forward to finalizing the storyboards tomorrow. That could prove to be a good thing. I just hope I can animate something before Sunday comes so I can get feedback in class. 


Ugly Jenny - Concept art


For some reason, I suddenly remembered Ritchard Gale's scummy face yesterday while thinking of who to reference as an awkward teenage bully for my animation short for Force class. Looking back, I think I made the right choice, that face looks just like the part! 


Applying concepts of construction really helped in this pliable noggin'.


What a pretty piercing.  Too bad I can't the same for where it's attached to.


  But after I did that, I feel like a scum as well so to wash off this dirty feeling, I immediately looked for references to Jenny - the main character in the animation short. I found this little girl that is just so cute! I've almost forgotten I was looking at Ritchard Gale's face a few minutes ago!


Jenny isn't so ugly after all.


OH MY LAWD! THIS GIRL IS JUST SOOO CUTE!!!

I had to tweak her age though, since this super cute girl is just too young to be able to run really fast and do action stuff...or would it be funnier if she is like this really young kid that does all this action star stunts. Hmm, that is something to think about, sorry thinking aloud.

Anyway, I feel positive towards most of the designs, Jenny's eyes is bothering me though. It feels anime-ish, and just doesn't show depth and solidity. I'll rest on this for a bit and come back later with a more pliable, animatable eyes for our cute heroine, or maybe a younger, cuter design. We'll see. 



Saturday, March 2, 2013

Force animation class progress weeks 4-6


Hey gang! Here's another update on the animation class I'm enrolled in - Force animation. If you want to learn more about the class' first three weeks, you can check out my previous post here. We're past halfway through the class and a lot of things have happened. What kinds of things you might ask? Read on and find out!

Week 4: Basic walk cycle. So yeah, every animation class has atleast one session dedicated to walk cycles, why should you expect any different from this class? Besides, the rationale behind that thinking is true : Animating walks is hard! And I think it never comes easy for anyone, a lot of things are going on and all the basics are applied on a walk - squash and stretch, follow-through, arcs etc. The main thing that Mr. Mattesi emphasized on this session is that in walks, you can think of the character positions in terms of the bouncing ball. For example, the contact position in the walk is similar to the contact position of the bouncing ball, the recoil position of the walk is the squash of the bouncing ball, so on and so forth. I kept those things in mind and decided to use an existing character - Elmer Fudd, to animate for the walk.




It's not a bad walk per se, but it's very "utilitarian" as my professor had described it. It does the things it's supposed to do, but it's not fun, and Mr. Matessi felt that I could've done better. I actually agree on his comments, I started out too tight on the walk, never experimenting with movement and just sticking to the things I knew. So I made another one immediately after the session and the result is this:


I gotta say, this is a hundred times more fun to make than the previous one. I actually sat down and used my brain and studied new actions. A classmate of mine had a great walk cycle to show last week and it reminded me of the use of "successive breaking of joints" as taught by Richard Williams. I incorporated a lot of that in this walk, mostly on the arms as the elbow leads it. I showed it on the next class and Mr. Matessi's comment was "It's a good start". You've got to love a teacher that just pushes you hard and is actually more supportive of a work that sucks but you tried and pushed for new things than a nice piece of work but shows no playfulness, no invention and learning. In short, my teacher is helping me reach the next level! For that I am thankful, since that is totally my goal. Anyway, what my professor commented on this time was my timing, he liked the walk itself but he said that the timing is too even. It's like when use clicks to time it, he wants something of a "tiiiiiiiic-tic,tiiiiiiiic-tic,tiiiiiiiic-tic" instead of "tic-tic-tic-tic-tic-tic", contrast makes interest. And once he brought this up, I actually realized that this "even timing" thing can be seen in a lot of my work. I tend to even out timings, maybe because that was my attempt to make things smooth or something. I dunno, but the even timing has got to go. So I made another revision and here's what came out:


As per Mr. Matessi's suggestions, I added more i.b.'s on the top positions so it would be more interesting. I also offset-ed the positions of the arms, I delayed the back one and didn't spread them out the same time as the contact positions. I liked how it came out, much more interesting than the previous one. Amazing how much of an impact holds can make. With that week 4 is done and I give myself a pat of the back.

Week 5: Encumbered walk - a walk with something attached to one or two legs of the character, could also be carrying a heavy object or just normal walk positions but with offbeat timing. This week was utter hell. I still needed to re-do the previous week's walk and got hit by flu real hard. It started out great mind you, since I got the walk done by Tuesday afternoon, right after the class. Then I got the encumbered walk about 80% done around Thursday. It would seem I will finally get Sunday off. Then I overworked myself, got rained on after I got my takeout and fell horribly ill on Friday, Saturday and Sunday. It was a disaster. I never did finish the encumbered work on time but I'm just glad my health got better fast. 

But as life would have it, I would take no for an answer and just kept coming at the homework once I felt better. I remembered "fate's test" as mentioned by Bobby Chiu and reinstated by my friend. That belief goes something like this:

"When bad things happen when you're trying your absolute hardest, good things are just around the corner."

After I heard those words again, I knew that the next weeks will be awesome! So I kept on working on the walk and what came out is this:



What Mr. Matessi suggested in this is to add holds to the up positions. I did add one in each, but I also delayed the peg leg and added more drawings on the down positions. Honestly, I'm still not happy with it, but I'd rather do several new cycles now than to overly polish a single walk cycle. I think at this stage, I just need to make a lot of walks to really loosen up and get things going. We'll see if there's more feedback on this coming next week. 
Some notes about this walks: I acted this walk out and used the video for reference. That creature is a rabbit that cut off it's own feet for good luck. Yes, that sounds nasty.

Week 6: Run cycle. Finally, fewer drawings than the walk cycle! Nah, not really. But I did enjoy this homework more than the walks just because runs have more forceful poses than walks. Runs are more violent, and all over the place. You can totally do weird things in it that will look alright when the animation is played. So I did weird things and here is the result:


It was supposed to be Forrest Gump as a kid but since I shorthanded his head into a circle, I decided to just make him just a pedestrian kid. I loved the squash and stretch of the head too much to replace it. Feedback is yet to be heard of this cycle but I'll be sure to make updates as it comes out!

For now, I shall totally enjoy this Saturday night and look forward to Sunday off with gusto. 

Keep it cool
-Kev






Friday, February 15, 2013

Force animation class progress - The first three weeks



Working by day, studying by night - the first four weeks of 2013 is just plain tough. I find myself doubting my decisions and getting sidetracked by a lot of things throughout this period. Luckily, one of the things that remained constant is my force animation class(drawingforce.com). This is a 10-week online class that I'm attending, it started last Jan. 21.

 The class is pretty good so far, it allowed me to polish my basic animation skills as well as to have rhythm and force in my drawings. But most important is the fact that it gave my curriculum a direction. For most artists, the hard part is not learning new things but sticking to it once you decided to learn it. The internet can be a blessing and a curse at the same time in this situation. If you're self studying, you're most probably going to search the internet for good resource material. Being able to do this is just amazing, but a danger also lies within being able to have any information at your whim. You will get sidetracked, you'll see holes in your game that you've never realized before and if you're like me, you'll want to fill those gaps too. The more I did my research, the more my to-study list grew longer. This started to create an anxiety in me that says "Oh my god, I'm never gonna reach all of my goals at this rate. I need to do more." So I started doing more, and more, and more, until I was just a confused guy jumping from one area of study to the next but never having the time or focus to really understand things in depth.

This is where the force animation class saved me. Last week I was studying so much things that I neglected doing my homework for class until the day of deadline. Naturally, I panicked and immediately worked on the assignment. I did finish it in time but it was a horrible experience. I was so tensed that I didn't enjoy working on it, nor did the quality of the work came out to what I wanted. That bad experience forced me to step back and look at the situation in a different perspective. My aim for this class was to learn new things and apply it in my work, but because I was so busy studying other stuff, I lost focus and didn't really learn anything from this week's class. Worse is that in the assignment I made, I only applied things that I already know, not the things I have picked up from the class.

To think that I paid for this class and come out with the same skill level as before was a huge wake up call for me. I needed to set aside other lessons for now, and put all of my focus in the animation class. That's the moment I had an idea to make this whole learning thing into a curriculum. That way I would be able to put all of my focus in the current lesson, and not worry about the things that I still have to learn since they have their own schedule now.

"Most things worth having take time to obtain" - I've come across this quote yesterday and it struck a chord in me. I was so anxious to reach my goals that I was pressuring myself to learn everything NOW. I wanted it now. This quote put my mind in the proper perspective, that things take time to learn and mastering them takes even more time. My unrealistic expectations fell off. So now I'm taking my time, setting one foot in front of the other and if you're interested in seeing my baby steps,  I posted them below in the form of my class homeworks.

Week 1: Drawing circles and force lines with "controlled looseness". I was pretty much drawing circles the whole week. A technique I used is to just "air draw" the circle with a stiff wrist and once I've gotten the motion down, I lower my pen in the paper and imagine my hand motion as something like "drilling through the paper". I even imagine the sound of a drill making contact with the metal. Another big thing I learned here is the importance of drawing in steps. I'll explain my method in a future blog post but for now, please enjoy these circles and rhythms.








Week 2: Bouncing ball - different weights and the use of leading edge. Things are starting to get more challenging in this week. Mr. Mattesi (my animation professor) put a lot of emphasis on planning the animation - drawing the arcs first then planning the contact, squash and recoil poses on the ball. He says that animation is really hierarchical, meaning you start on the planning the big things first and getting them down right before jumping into animation or adding any fancy details. This has made a big impact on me since I'm really a fan of putting things into steps in an orderly way. 

The ball plans:


The first plan is for the rubbery squashy-stretchy ball and the second one is for the ping pong ball. There's a third one, a bowling ball but I forgot to make a copy of it's plans lol. Mr. Mattesi said that what I did differently and what he liked is that I moved the ball in an x-axis. Meaning that I allowed the ball to really move towards screen right instead of it just following a perfect arc that moved more on the vertical plane. I haven't actually really thought about it, what I did think of though is how the ball's bounce decrease gradually in different types of materials. 

In the rubber ball for example, I just halved the bounce in relation to the previous one. So the ball is constantly reducing 50% of it's bounce. 


In the ping pong ball you can see the reduction of bounce is slightly lesser since ping pongs are bouncy stuff and their shell is pretty rigid too. Mr. Mattesi's comments on this one are hilarious, he noticed that I used the same circle cause I was running out of time before the deadline(haha) and that it looks sliding once it starts to settle, to which I totally agree. 


Finally, making the bowling ball bounce is a whole nuther..erm..ball game. As you can see in the video below, the ball's first bounce is really high and has quite some hang time, but it dramatically decreases in the 2 bounces after that. You can also see that I added some dimensionality to it, cause I was studying Preston Blair's book the same time I did this. Those crosses really helped in establishing reference points in a rounded object like the bowling ball, which in turn made it easier for me to add those ellipses in their proper places. Once again, a simple fix solves a seemingly complicated problem!


Week 3: Using force paths to understand speed, playing with scale, adding follow-through and settling. Things I kept in mind this exercise is that straight paths are fast, and curves are slow. It's like the driving analogy Mr. Mattesi instructs in his Force videos: if you're driving a car, you'll drive faster in a straightaway than in a curve cause you'll be fighting momentum still trying to make you go straight as you're making that curve. For this exercise we have to use a ball-shape and a fabric/handkerchief/soft material to denote follow-through. Of course I wanted to think of something with more character than that, the most coolest I idea I had though is the Beholder from Dungeons and Dragons:


I didn't use it though since it's eyestalks move at their own volition so settling would be very subjective, they wouldn't flap around like fabrics and wouldn't show proper follow through which is the whole point to the lesson. I didn't want to give my professor headaches so I went for the Matrix sentinel instead:


Due to this change though, I've paid the high price of animating those friggin' tentacles. I didn't mind though as I know this will just help me expand my comfort zone and be a better artist. And I'll stop talking now and just show you the plans and the result:





 I'm pretty much satisfied with it, or maybe that's just me justifying to myself not to animate a sentinel again, ever. At any rate, time sure is flying fast and we are in the 4th week of the animation class. Like I said earlier, this class gave me much more than the lessons learned, it gave my studies some form of structure and it's nice to have some new lessons to look forward come Tuesdays. These are really exciting times for me.

Finally, this may sound like I'm working for the site but nope, am not - If you're interested in learning more about Force, you can visit http://drawingforce.com/
I like to think of force as the "secret sauce" in making your drawings/animations look a hundred times better, atleast for me it did so I just wanted to share this info to you. It would've been nice if I had this class earlier in my career, and I'm only 25! 

-Kev