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wave principle

To make things look like they are flowing you can make separate shape layers and then use the pick whip to attach a layer to a parent in which it would usually be attached to in real life. Stagger the movements.
use expressions to copy the exact rotation of the opposite wing at the same time. This saves time instead of having to rotate each part of the wing separately and it also therefore being not entirely equal

Anchor points can be easily moved by pressing the Y key and then dragging it to where you want. When animating a character you need to think about where bends and joints will be, you can use snapping to get these points exact so they will be able to bend how they are supposed to.

For the wings to look like they’re flowing naturally you have to stagger the movements on each layer so they go one after the other but still keep dragging each other along because they are attached.

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the X position is just one straight diagonal line because I just wanted my shape to move straight across the screen to the other side
I have created a bend in the Y position because I’m wanting my shape to jump, I have also put two mini jumps before and after the main one to make it seem as though the shape is preparing for the jump and then when its landing it has a little bounce to the shape so it is just a natural reaction to landing.
By editing the scale of the shape throughout my video it makes it seem as though the weight of the shape is distributed naturally through the effects of the jump. Such as when the shape lands the width of it spreads out whereas the height lowers as though its pushing out due to the weight and the consistency of the shape, then it returns to its original size. I’ve also done it when the shape is at the highest point of the jump, the height extends and the width gets tighter to also shoe the weight distribution of the soft shape.
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Character development

To make a character look more realistic it usually will move in arcs. Use references to see how things move.

puppet pins

The puppet pin tool creates a mesh, which can act as bones in a character as they create a smoother move and can allow you to manipulate the object to make a movement look more realistic.

If you place the pins in places where joints are in the body then the move looks the most accurate.

this is how the whole composition can be zoomed in on. Attach the null to the camera with the whip.

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