My first animation in Anime Studio...
I was testing some point animation as well as the drawing tools for vector art creation.
Do you likey?
http://youtube.com/watch?v=9Fhb4V9HDaI
Subtle movements with Ariel from the Little Mermaid...
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Subtle movements with Ariel from the Little Mermaid...
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For a first effort it's not a bad use of AS, but from the standpoint of animation it leaves a lot to be desired.
The biggest problem is the mistake most beginners make -- making everything move at once. Study some quality animation and you'll see what I mean -- things need to look as if they are moving separately, and not that someone is pulling some strings on the whole "puppet" (or, in this case, looking as if someone is morphing the entire face).
I suspect your keys are all set together -- which is to say that the eyes should move on different time keys than the hair, which should move on different time keys than the face, etc. And don't underestimate the power of something not moving at all -- if the hair was moving slightly while the face was still it would be much more effective.
Watch the "real" Ariel and you'll get a better understanding of how animation should proceed.
The biggest problem is the mistake most beginners make -- making everything move at once. Study some quality animation and you'll see what I mean -- things need to look as if they are moving separately, and not that someone is pulling some strings on the whole "puppet" (or, in this case, looking as if someone is morphing the entire face).
I suspect your keys are all set together -- which is to say that the eyes should move on different time keys than the hair, which should move on different time keys than the face, etc. And don't underestimate the power of something not moving at all -- if the hair was moving slightly while the face was still it would be much more effective.
Watch the "real" Ariel and you'll get a better understanding of how animation should proceed.
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Wow!! thanx for the tip on key framing. I didn't realize that all of them were on the same time stamps. I will pay more attention to this in future efforts. Hopefully I can post something nicer next time.mkelley wrote:For a first effort it's not a bad use of AS, but from the standpoint of animation it leaves a lot to be desired.
The biggest problem is the mistake most beginners make -- making everything move at once. Study some quality animation and you'll see what I mean -- things need to look as if they are moving separately, and not that someone is pulling some strings on the whole "puppet" (or, in this case, looking as if someone is morphing the entire face).
I suspect your keys are all set together -- which is to say that the eyes should move on different time keys than the hair, which should move on different time keys than the face, etc. And don't underestimate the power of something not moving at all -- if the hair was moving slightly while the face was still it would be much more effective.
Watch the "real" Ariel and you'll get a better understanding of how animation should proceed.

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You're welcome -- and it's an easy mistake to make.
I never made it with AS because I had come from a 3D background, but in my first efforts (so many decades ago -- sigh) to animate a face in 3D that's exactly what I did as well.
What's interesting about facial expressions is that they tend to "cascade" -- the eyebrows go up first, perhaps, and then the eyelids follow and *then* you can start moving pupils. It doesn't have to be offset a great deal, either, but it really helps to make the face come alive (and, of course, it's much more work :>).
Working in AS I usually animate the bones for major movements, then minor adjustments (still bones) and only then do I start on the face. I then start with mouth first, then eyebrows, then eyelids (and blinks, etc.) and finally pupils. That does insure your keys aren't all on the same frames but, as I said, a lot more work. (And I rarely animate hair, which is a whole other issue).
I never made it with AS because I had come from a 3D background, but in my first efforts (so many decades ago -- sigh) to animate a face in 3D that's exactly what I did as well.
What's interesting about facial expressions is that they tend to "cascade" -- the eyebrows go up first, perhaps, and then the eyelids follow and *then* you can start moving pupils. It doesn't have to be offset a great deal, either, but it really helps to make the face come alive (and, of course, it's much more work :>).
Working in AS I usually animate the bones for major movements, then minor adjustments (still bones) and only then do I start on the face. I then start with mouth first, then eyebrows, then eyelids (and blinks, etc.) and finally pupils. That does insure your keys aren't all on the same frames but, as I said, a lot more work. (And I rarely animate hair, which is a whole other issue).
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Yup... what mkelley said. It's a nicely drawn figure tho! Also, although what he said is right about expressions changing... animation is always about breaking rules
of course, you have to know the rules first... and here's where I do my regular Animator's Survival Kit plug, so here it is:
Get the Animator's Survival Kit by Richard Williams. I just started reading this again recently and it's reminded me of all kinds of useful things.

Get the Animator's Survival Kit by Richard Williams. I just started reading this again recently and it's reminded me of all kinds of useful things.
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cool! i'll check it outSpringymajig wrote:Yup... what mkelley said. It's a nicely drawn figure tho! Also, although what he said is right about expressions changing... animation is always about breaking rulesof course, you have to know the rules first... and here's where I do my regular Animator's Survival Kit plug, so here it is:
Get the Animator's Survival Kit by Richard Williams. I just started reading this again recently and it's reminded me of all kinds of useful things.
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