Video at https://www.youtube.com/watch?v=iqcbCwpbNXA
WEEK 3:
AIM:
To play with the run animation for my “son” character, test out concepts from Norman McKaren’s animation instruction series and different experimental arcs. The son is a hallucinated character in the narrative so I was going for something that would make him feel slightly unreal and eerie.
METHOD:
Made a basic running arc using a slightly modified ASK test
Tested with different feet slipping, arm movements, foot timing, foot landing arcs, with certain frames removed, with double frame rate etc.
RESULT:
On first blush, I quite like the backsliding effect, the slippery foot effect, the run with only one foot actually running, some aspects of Arm Tempo 1 and double legs, and feet streaks run 2. I think there are movement ideas in each of them that are useful, and I will experiment more with them, some in combination, to produce future effects in the short.
I also got a hang of using predetermined arc notes for the first time, which I have always been rubbish at using, but which really helped me plan out and differentiate different runs.
REFLECTION:
I promised myself I would make puppets for other digital puppet tests this week but I still didn’t find the time. I have done tests with digital puppets before, but I’m hesitant toward actually making my own instead of using premade duik bassel assets. But it’s a skill I will need as an animator and I aught to do it.
I’m glad I tried so many experiments, I was aiming for variety and to try new things within the safe parameters of a run. I actually felt like I hadn’t really done enough tests by the time I had to submit, but now, stepping back, there’s some serious value here. I think in order to appreciate the emotional effects of movement, I need time to stand back and not see a work as the series of drawings I just made, but a character, which takes a couple days sometimes.
I’m glad I rewatched McKlaren’s series before starting this, if nothing else it made me re-examine how I plan my movement arcs in animation. I usually wing it, to be honest. And expect myself to remember huge amounts of information, like what arc is reaching what terminus, which in a complex animation with many swinging parts, has led to workflows where I feel the need to cement huge amounts of movement detail early so I dont have to think so hard about it later, which maybe is part of why I find starting new animation so daunting sometimes. Sketching out arc notes with lines and points isn't something I usually do, but I actually see its value now and it will help my future animation workflows once I learn how to use it properly.
By Holland Kerr
Email Holland Kerr
Published On: 26/03/2022