How do I ... implement a simple anime jutsu fight scene

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funksmaname
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Post by funksmaname »

getting there :)
this might not be the ideal solution, but how about putting each scene within a folder under a switch layer?
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dlangdev
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Post by dlangdev »

can we discuss this how should I organize the nodes so that I can easily move from one scene to the next.

Also, I'd like to know how a single scene is organized. Assume there's a lot of movement, so switching will be very common.
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dlangdev
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Post by dlangdev »

Let's say there is one scene with ten camera shots. A Camera Shot (CamShot) is basically composed of a view of subject, for example, a talking head, a running actor, a person sitting while eating, etc.

In my example, Ninja A does the chakra while the camera zooms on the face, that's one CamShot. The next is showing the Ninja doing the spring to a sprint, eventually ending to a leap to the air. The third CamShot is taken when Ninja A takes the funai out, camera zooms to the hand holding the funai.

What node structure or display list structure is required, then?

Well, right now, I'm guessing on setting up several switches, one for each CamShot. Each switch will then have one subtree of bone, vector, etc.

Will this one work?

Thanks and have a nice day.
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dlangdev
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Post by dlangdev »

Here's the camera angle for the next shot...

Image
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dlangdev
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Post by dlangdev »

And here is the bio-mechanics of the jump.

Image
Genete
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Post by Genete »

One hint.
Regarding to this last poses, if your style allows it, just make a smart change of framing between pose 2 and 3 (a close up of the face, maybe) and then it would let you completely change the character pose (orientation) without the need to morph the skeleton between pose 2 to 3 just using camera cuts.

By the way good drawings.

Good luck.
Genete
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funksmaname
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Post by funksmaname »

regarding camera shots, you dont need to set up switch layers, just keyframe the camera jumping over another scene somewhere to teh side and set it to 'step' so there is no camera interpolation...
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dlangdev
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Post by dlangdev »

thanks for the comments, i'll keep it in mind and use it since my AS skills is a blank slate.

i'm also going to attempt a head turn soon using this image...

Image

i'm guessing cel-shading is the way to go for this exercise as manga style shanding is much harder.
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Andrell
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Post by Andrell »

If your going to make a head turn this may help

viewtopic.php?t=8424
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dlangdev
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Post by dlangdev »

thanks Andrell, i'll look into it.

here's my latest unfinished work... all done in ASP5.

Image

it looks like point animation is going to be the one, though. i found it easier to move points in ASP5 than drawing it cel-style.

and i'm still at the bottom of the learning curve, practically zero experience when it comes to workflow.

it'll take at least a year or two to get a good experience, though. in the meantime, i'll keep on drawing and animating since i get a lot of joy doing that.

i also noticed...

1) i need to be more creative in dealing with gradients.

2) i need a cheat sheet for my color sets.

3) tracing a scanned image is a nice experience in ASP5.

4) setting line width was easy.

5) point-based drawing is the foundation of ASP5. it's all about points.

http://begonza.com/pmwiki/
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dlangdev
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Post by dlangdev »

i need help figuring this out.

please watch the animation and look at the head.


do i have a way controlling the stack order of the shape for any given keyframe? it looks like i don't have that control, though.

movie:
http://begonza.com/animation/aspro/aswi ... 014.01.mov

the anme file: http://begonza.com/animation/aspro/aswi ... 14.01.anme



Image
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heyvern
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Post by heyvern »

No animating shape order is not possible on one layer.

You can do it with multiple layers by using the z translation of a layer and depth sorting. This changes the "height" of a layer in the "stack" so to speak.

I've written about ten descriptions of this process ;) which are on the forum so a search for layer ordering or similar should bring it up.

I've written a script that automates layer ordering using bones that is in the scripting forum in a sticky.

-vern
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dlangdev
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Post by dlangdev »

thanks heyvern for the comment. i'll document that in the tutorial.

anyway, i made another sample.

i'm heading to the next step now, figuring the switch layers in there.


http://begonza.com/animation/aspro/aswi ... 014.02.mov

http://begonza.com/animation/aspro/aswi ... 14.02.anme

Image
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heyvern
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Post by heyvern »

Woops!

I didn't know you were using switch layers!

You can easily reorder shapes using switches.

Each layer in a switch has its own shape order. So if the order changes from one layer to the next in a switch this will work.

For instance if the arm is "on top" in one layer of a switch, and on the bottom in another and you are not using interpolation for the switch then the shapes will change their order.

I use this shape order change when doing lip sync for mouth shapes. I can change the order of the shapes, like the lips, tongue or teeth to change the phonemes. Works very well.

Like I said this a "step" interpolation. the shape will "jump" instantly to a new order. This would work well with the type of switch layer technique you seem to be using though.

-vern
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dlangdev
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Post by dlangdev »

thanks vern, i got the next tutorial animated using switches, just like what you wrote.

with this, i'll be able to continue working on the fight scene using a combination of several styles learned from this forum.

my next step is to take-out the DSLR and 70-200mm lens and play around with character pose.

i believe most anime styles use wide-angle with zooming, though.

Image


http://begonza.com/animation/aspro/aswi ... 015.02.mov

http://begonza.com/animation/aspro/aswi ... 15.02.anme
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