I’m using traditional Line tests in order to make sure the animation works well, such as reading well, telling a story, movements describing the emotion and thoughts of a character. To do this, I stripped everything back to paper, hoping to connect with the drawings and immediacy of mark making.
I wanted to choose a method of animated that fit within my pipeline and would help facilitate a transition into working with bigger studios pipelines also. The video game industry is one I am particularly passionate about and as such I wanted to emulate some of their methods in my own way.
It’s common place now to use motion-capture within production, edit the animation to improve responsiveness and player feel and then refine the animation with polish. Later these animation cycles are blended together to create any potential movement the player could decide to make. To emulate this I worked with live reference, filming and directing a dancer and a model to act out the scenes and then referencing this whilst drawing out the frames. Of course the motion capture means that data is fed straight into the animation software, I wanted to use the opportunity to improve my traditional animation knowledge, focusing on the fundamentals, timing and body mechanics.
The work that I put in here would help shape my digital animation further down the line. When all the timings and movement decisions are made long before bringing the software into the equation it should allow me to focus on one element at a time.