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Animation, Inspiration on a journey "You must see with eyes unclouded by hate. See the good in that...
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Progression Reel Evaluation 3D
During the animation of the 3D world i came across a series of problems mostly beaches of the rig and weight paint. However as was the one responsible for creating those assets I quickly corrected the mistakes and finalised the animation.
I am pleased with the ned result as I was able to fully animate a few of the most important scenes on the story but I believe if I had more time I could have produce a better piece of 3D animation for our final film.
Progression Reel Evaluation 2D
During the production of my 2D animated scenes I have gone through a series of test to better design the animations but some of these animation were slightly cut down at the end due to low amount of time for production.
On all the scenes I animated my character on, I have always started out by simply animating the character’s body without any cloths. This was done to help me understand the bodies action without the interference of clothes. Whithout the cloths I tend to find it easier to see where the body parts go and it helped me keep the portions from action to action.
The cloths where later animated on a separate layer above the body. With the first animation test of mainly the body done I found it much easier to know where exactly the cloths go and how to animate its movement. By following the actions of the body the clothes are much more simple to animate.
At the end after the cloths are successfully animated I mainly add small action on the hair. The hair is also animated in a different layer from the body and clothes.
To achieve the amount of movements on each of the scenes took me quite a large mount of time but unfortunately some of these actions had to be later reduced or completely removed due to the short amount of time before the hand in.
As I have been responsible to animate the boy character and also take part in the productions of the 3d assets i did not have enough time to completely clean up all the different animations I tested out in rough. As time was getting short and we wanted to have a final animation with all the different scene included i decided to reduce the amount of frames on some scenes as well as turning some scenes that initially had smaller actions into simple still images.
I was not very pleased because I had to cut down the different animations I worked so hard in producing but it was more important to have a complete piece of work at the end than to have it missing areas all around. As my character was the one driving the whole story it was important what he was present on all the scenes he was meant to be or the viewers would not be able to understand the story.
After i sketched out the whole animation I also cleaned up all of them them and got them ready to colour. Initially I started out by doing all the colouring but as time was once again getting short I decided to give the work of filling in the colours on each of the farmers of the animation to someone else. this reduced my worked load and allowed me to work on other areas of the animation i was responsible for like the 3D world and its animation. Most of the colouring had been done by other people but I have also taken part in colouring a few of the scenes.
After most of the colouring was done I took back the different animations and added shading to them. This was a decision I took to help keep consistency in the final work. Filling in the colours on the gaps can be done by mostly anyone but as i have done the shading for the initial animations I colluder if someone was to do it I believe the end result would not be as similar as it was in the beginning.
Keeping consistency was the main focus we all had within the group. As we all have our own drawing style which sometimes did not match we choose to make sure that only one person was responsible to animate a certain character and produce anything that was relevant to the scene they appeared on.
Overall I believe this production was successful, as we were able to work correctly within the group. We all were able to get our specific scenes done to the best of our abilities and I believe that if we had more time we could have produced a much better final animation.
Continuation of weight paint added to the model while animating.
During the process of animation after the texture had been applied to the model I had to continuously retouch the rig and its weight paint o make sure the cloths and skin did not pass through each other.
Scene 7 shot 1_ test
Scene 1 shot 6_ test
Scene 1 shot 5_ test
Scene 1 shot 3_ test
Scene 1 shot 2_ test
Scene 1 shot 1_ test
3D Animation
As the deadline for hand in was getting close I took over the responsibility of one of my group members to animate the 3D scenes.
I have not animated in 3D for a long time but I will try to produce the best type of animation I can in the short time we have before the end of the project.
Initially I was not meant to animate the final animation in 3D which will be used on our final full project but as time was running out to the deadline as the one responsible to create the 3D model and the 3D world i took over the responsibility of quickly animating some scenes.
I initially was unsure if I could do a good job since I still had my 2D part of the project to complete but later I found that it was a good idea I that I was given the responsibility to animate in 3D. This was mostly because of the different mistakes I later found on the weight paint of the character.
An area i had to go back into and correct special was the fingers. While i was animating I wright painted I did not notice hoe some of the vertices were being dragged across by other fingers.
The good thing about haven referenced the model and the 3D world into a completely different maya scene was that later as I went back to retouch the weight paint the corrections applied to it were saved and amazedly they were mediately transferred into the correct scene. This was a feature of referencing footage I was not aware of which has helped me a lot as I did not have to start animating the whole character again from crash.
While creating the cameras I continued to continuously test the out the rendered look. With all the different trees the rending time has become bigger but i believe that since not all the different trees are placed in the scene at once the final rendering time is considerably shorter.
While applying the trees I made sure to also have the cameras in place so I can test out the final look of the animation.
To have everything correctly organised I also placed each different background in a new layer in the display menu so that when it comes to be animated the cameras can be changed about in the scene and the backgrounds correctly named would be turned on visible or invisible depending on the scene the animator is working on.
After I had all the different trees in place I referenced the character into the scene and started moving the tree individually creating the background of the environment. I also had the hole (portal) visible while moving the trees around to make sure i did not accidentally cover it up with one of the tree.
Something I decided on while producing the background was that each camera angle will now have a set of trees placed specifically on the angle of the shot. I made it in this way so that the trees are always visible in the correct way even if they exist in the surface as 2D flat objects.