Head Turning from Profile to Full Front:
My character in the first scene I wanted to turn from looking forward to turn towards the audience. So I had to learn how to make that turn happen. You have to draw out each frame carefully, starting with the first, middle and end frames. To make it better, add in-between frames to make the character flow better. This could help people learn how to do better 2D animations to help express the movements of their characters, as well as help give an insight into the proportions of the character the turn is given to. Helps people wanting to further developing their characters.
Here is the end test result:
1) Actually Prepare an image.
Have a character that is not too complicated and you've drawn several times that you want to move. It is best with characters with few complicated details in order to achieve this well.2) Have a picture of your character in profile view and in full front view
This displays the total motion necessary for your character to face from one direction to another. Take note of how you move your own head, or account the animal that animation is based off of. Are they quickly turning in fear? Responding to another character? Take these into account when creating these things.
3) Draw In-between Images
The turn will seem choppy and very unfinished, so draw the midpoint between the profile and full front, the three-quarter turn. Also, keep in mind the proportions of the characters and the features, as it wouldn't look good if the character didn't look consistent.
4) Color!
Color is key to making this character look professional. Make it a color that matches the personality of your character and make sure that it is the same for all necessary frames.
Use these resources for more info!
Results:
The results should be a satisfactory, flowing animation of your character turning to look at the audience from looking forward. Use these skills to help make a unique animation instead of using the same position or angle for a project. I will be using these skills to help keep my animations flowing smoothly. These will help define the movements of my character and characters I want to animate in the future.
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