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For People Crazy About 2D Animation!

Acme Punched! is for people crazy about 2D animation. It may be enjoyed by beginners and others, but it is aimed at animators who know already something about the process of animation and the basics of character animation. In large part, it will attempt to provide a deep look into the problem solving that goes on in my head as I work out a scene, often in step-by-step posts that I will sometimes enter in "real time", without knowing in advance what the outcome will be. Mistakes and false starts will not only be included but emphasized, so that the creative process of animation will be portrayed realistically. And, while my own bias is for 2D drawn animation, many of the effects and principles discussed here can apply to CGI 3D animation as well. I hope the blog will prove useful and instructive for all.

-Jim Bradrick

Wednesday, July 31, 2019

No. 192: The Walk Cycle Completed

The story so far...

Last time I showed you the first version pencil test where I had mainly focused on the legs and feet. Here is the promised version two, featuring the final hand and arm action.

Yet this was still only half the work, as the remaining 8 inbetweens had yet to be done.  And are these straight inbetweens, with every line or point on the inbetween  halfway between the two corresponding lines or points on the drawings it connects? The answer is, certainly not.  At the extremes, there are ease-in or ease-out spacings, and also certain of these "simpler" inbetween drawings may even have a useful eccentricity to them.

Here is a good example of that.

Example in which an inbetween [in red] is not a straight
inbetween but an eccentric one.


Watch for that little one-drawing, two-frame accent here in the final pencil test. Once for each step, of course.



Other things have been done here: Necktie animation, tightening of the drawing on all drawings, and also I raised the high point of the Up drawings before the inbetweening.

This is a reliable and methodical way to create a cycle, or any scene, by adding the various elements just one or two at a time, and not trying to get it all right on the first pass.


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