How conventional 2D animation works:
Before computers started playing their indispensible roles in the animation industry, everything was done manually by animators, who were essentially artists. They would create a series of slides having images on it, where each slides image is the continuation of the previous one in the sequence. For example if an animator wanted to simulate a ball falling down, they would create a sequence of slides where first slide would portray the ball at the top. The next slide will show the ball, may be 1 cm lower than that in the first slide. In the next one, again lower and so on, till the last slide shows the ball hitting the ground. When the whole sequence of slides are shown in front of the viewer in a fast rate, it creates the feeling of the ball falling down. The whole process was tedious and time consuming. When computers came into play, the frame redrawing works had been minimised since, copying and pasting duplicate elements between successive frames was very easy with the computers ai...
The animation itself is good, but I think you’re relying too much on the axis being in the hole of the shoe and not so much about where the shoes really would be if there was some invisible person walking in them.
ReplyDeleteI would suggest you video tape yourself or use video reference of a tapdancer and use that as a guide for the timing and placements of the shoes in space. At times they look a little stiff and the tapping didn’t seem to synch up or look very convincing.
Overall the shoes are well designed so the 2 hours spent on them was well worth it. It just needs a little fine tuning and it will look really professional. The added scene of them tapdancing over the end credits with the weird filter effect kinda confused me. I’d suggest not having them at all over the credits. Just text works fine.
Minor things aside, it was quite good. I look forward to seeing more. ^_^