
Che Guevara test + Concert spot
Moderators: Víctor Paredes, Belgarath, slowtiger
Very cool transitions, did you make them with ASP?
I'm just a little disappointed to not see the girl of the first one, i found the hair animation very nice:)
I'm just a little disappointed to not see the girl of the first one, i found the hair animation very nice:)
Last edited by gregino on Fri Dec 03, 2010 7:45 pm, edited 1 time in total.
- Víctor Paredes
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Hehe, don't worry, it was a man with long hair.gregino wrote:Very cool transitions, did you make them with ASP?
I'm just a little disappointed to not see the girl of the first one, i founded the hair animation very nice:)
I made a little tutorial about animating hair (or wind flowing stuf), check here. The tutorial uses points, but you can use the same process for bones or whatever.
Final composition was made in After Effects, but all transitions are pre made in Anime Studio, moving points, showing hidden shapes and changing colors.
Thank you very much for the nice comments. It has been very fun to participate in this project and the concert has been very famous here in Chile, there are a lot of posters and tv pass the commercial a lot. Of course, nobody cares who animated it







Moho co-owner
Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
My personal Youtube Channel
Thanks for sharing ! This tutorial is great!selgin wrote: I made a little tutorial about animating hair (or wind flowing stuf), check here. The tutorial uses points, but you can use the same process for bones or whatever.
Lol, i'm sure this is not true, you can be proud of your workselgin wrote: Of course, nobody cares who animated it

- Víctor Paredes
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Thank you, MozboMozbo wrote:That was a blast to watch! SO smooth with the transitions, and so lively, without being too fast, or too slow. It was just right and very enjoyable.
Excellent work!

Right now I'm chatting with PabloLobato offering him the anme files... He says he has no idea about what could he do with them, hehehe.






Moho co-owner
Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
My personal Youtube Channel
amazing!
amazing work! you should do some tutorials for character rigging with that style!
http://www.youtube.com/watch?v=_t8mqvvC4wg <--- I love the style and colors used here...did you create everything here? how did you achieve those amazing textures for water?!?!
the only style ive been doing is a cut out (south park) style:
http://www.youtube.com/watch?v=27i_mg5meaE
http://www.youtube.com/watch?v=_t8mqvvC4wg <--- I love the style and colors used here...did you create everything here? how did you achieve those amazing textures for water?!?!
the only style ive been doing is a cut out (south park) style:
http://www.youtube.com/watch?v=27i_mg5meaE
- Víctor Paredes
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Re: amazing!
Thank you, cheyne, you are very nice. I hope to see you soon on the share your work section.cheyne wrote:Sweet as! Two thumbs up. I dream one day to be as good you Selgin... Ok time to get off the forum and actually do some work!
Thank you, njoo2as. I don't know if I will be able to make a full tutorial for doing this kind of characters, but I can give you some tips which could be helpful for many character stylesnjoo2as wrote:amazing work! you should do some tutorials for character rigging with that style!
- masking is a great way to make head and body turns.
For example, the heads have a shape for the head contour masking other layer with all the stuff which is inside the head (like eyes, mouth, cheeks, etc). Generally, nose is on another layer, non masked, this way it can be beyond the cranium limits.
- bone movement is just the beginning. In my opinion, most of the magic on AS animations come from the good use of point movements. Use them as much as possible, deform the body shapes to adapt them to the pose you want.
- For head turns, create at least two or three positions (right, center, left) for using with blend morph. There are not better and easier way than moving head parts point by point at first and then reuse them with blend morph.
- On drawing stage think on the points you will need later. Use as few as possible and try to maintain a point symmetry (even if your character is first draw on a side view you will need the same amount of points on both sides of all the head parts to get a convincing head turn).
- Play with layer order and exaggerate the size of the body parts during the animation. Both techniques will give your character an "it's not made in Anime Studio" feel. It's very important for me, if you are watching special effects you don't want to see the thread that holds the spaceship. If you are watching animation, you don't want to see the bone structure behind the movement.
Ok, that's all I can think right now, if you have any specific doubt, just ask

PD: About the other short you say, you can go this thread and ask there. Please, it's just to keep the forum clean viewtopic.php?p=88002. Thank you







Moho co-owner
Previously Rigged animation supervisor: My father's dragon, Wolfwalkers & Star Wars Visions "Screecher's Reach"
My personal Youtube Channel
Re: amazing!
I was studying this character and I learned a few amazing tips (masking)...and I found out that you can create straight edge points haha...and bone locking!selgin wrote:Thank you, cheyne, you are very nice. I hope to see you soon on the share your work section.cheyne wrote:Sweet as! Two thumbs up. I dream one day to be as good you Selgin... Ok time to get off the forum and actually do some work!
Thank you, njoo2as. I don't know if I will be able to make a full tutorial for doing this kind of characters, but I can give you some tips which could be helpful for many character stylesnjoo2as wrote:amazing work! you should do some tutorials for character rigging with that style!
this just opened up a lot of new doors!