AE Advice
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- CGN0
puppet animation would be a good start
- meffid0
Thanks. That really answered next to nothing.
- locustsloth0
The first one looks like each movement is a different drawing, like traditional cell animation, though not put together as smoothly.
The QOTSA thing is different in that the elements within each shot have been cut up and manipulated within the motion program of their choosing.
i think the key to the second kind (really, i guess, any kind) is to storyboard out how you want any particular drawing to move. That way you know what the layers you need are.
For example, at 22s you have the background, the foreground, the crow body, the crow feet (parented to the crow body), and the human body (which looks like it was segmented to allow manipulation of the head, chest and leg independently). i probably missing stuff, but the https is making it a pain to start and stop.i've had multiple ideas to do stuff like this, where fewer illustrations can be animated to longer segments, rather than drawing each frame or 3. Never seem to have the time to do it all and/or do it right
- i am officially no helplocustsloth
- Not really, He's asking for a technique but an approach and methodical thought is needed first.CyBrainX
- uan0
you need some Inverse Kinematics for this, as far as I know, it's not built in, so you need a plugin.
Duik is the one that works great and is free:
http://duduf.net/?page_id=151
you will need some time to learn how to rig your characters, it's a bit confusing at the start, but there are some good videos on the site showing it.
- dragonfruit0
definitely frame by frame animation. time consuming.
www.buck.tv has a lot of work like this
i would do this in photoshop with the Timeline option,
so you can take advantage of the PS brushes etc.
- feel0
toonboom have some tools to help you scan, clean up and paint cells on your drawings.
but i'd go with puppet, some 3d layers, camera work and particle effects to make it come to life.
you can also try to play with displacement maps so you can have next level deformation on your drawings, you just have to draw a depth map by hand tho.
- feel0
this is the best example using this technique I've seen lately
- meffid0
He comes back and checks the thread to find some awesome info.
Thanks.