So I was thinking today about how much I hate not being able to turn my characters smoothly in 3D space... however, I have now found a solution that works incredibly well:
http://www.youtube.com/watch?v=wBMQgoWq7Z0
How I did it:
I drew all of the rough animation out straight into TVPaint (see video). I drew out all of my major key poses and breakdowns so all that I had left was straight inbetweens.
Then I imported that video into Anime studio and fitted the model over my animation leaving Anime Studio to fill in the rest of the inbetweens.
Yeah, after this I'm not going back to bone animation in a hurry. I'll finish off the projects I have left that use bones but after that... no more bones. I definitely want that "full animation" look from now on instead of cutouts.
"Baldy" Tests (TVPaint and Anime Studio hybrid)
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This is one of the reasons AS really needs a good implementation of frame by frame. Very nice examples.
Sometimes I work just like you, but using Plastic animation paper (which is free for windows and makes an awesome job).
Anyway, I don't agree about not using bones anymore. You can easily get this look using bones and point motion. If you mark your keys and use well the rotation, position and scale of the bones you get the same quality in a fraction of time. I think it's not a war between points and bones, it's about how to get quality as fast as possible.
Sometimes I work just like you, but using Plastic animation paper (which is free for windows and makes an awesome job).
Anyway, I don't agree about not using bones anymore. You can easily get this look using bones and point motion. If you mark your keys and use well the rotation, position and scale of the bones you get the same quality in a fraction of time. I think it's not a war between points and bones, it's about how to get quality as fast as possible.
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Rigged animation supervisor in My father's dragon - Lead Moho artist in Wolfwalkers - Cartoon Saloon - My personal Youtube Channel
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