Another ball bounce exercise, this time drawn directly into Toon Boom’s Animate Pro. I resisted the urge to copy and paste the ball into successive frames and instead worked on my Wacom draftsmanship. You may be better off viewing this one at YouTube since the interface doesn’t get immediately out of the way. (Great programming, YouTube.)
Like yesterday’s exercise, this one was animated on twos. I didn’t have to scan anything and it was really quick to ink this one and give it a quick flat color. If I can get control of line quality, there’s no doubt that this way is faster than the paper-and-scanner route. No big surprise there, but I am going to have to get a lot better at line quality – not to mention overall drawing.
Tomorrow, we drop the ball (so to speak) and move on to something a little more interesting.
Trying it the old-fashioned way, I animated this ball bounce on 10f paper and then scanned it into FlipBook using the auto-registration feature. The main thing I learned from this exercise is that I really need to get good at the paperless, all-digital approach. For one thing, it took me nearly half an hour to scan in all of the drawings. For another – hell, that half-hour thing really sealed it for me.
For those keeping score, this was animated on twos and I used a 6B pencil to do the “final” lines. I used the pegs-on-bottom approach but found it uncomfortable to draw over the pegs when the ball was in the lower half of the page.
But only a little. This is my first real project using Cycles in Blender and I still have quite a bit to do. As a WIP I thought it might be neat to put a screenshot of me working on the laptop on the laptop – if you see what I mean. That won’t be there in the final. Oh, no, it’ll be quite different and soon…