Process
The first thing we did was spent a day or two just sketching our ideas and brainstorming what we wanted to animate. I, for some reason, was in a very Up mood. Maybe I was because I had watched the cute movie last night, but I decided to do something with Russel. I looked at concept art because Russell is 3d and we aren't doing that yet so I needed something 2D to draw. this part took a while for me to do because I wanted it to look pretty close to the art I was looking at. I also changed his gender so Russell became a girl, I didn't want to copyright Pixar, things would get worse. When we sketched this, we had to separate every body part so we could animate the arms, legs, head. Everything. After we were done drawing we had to outline the sketch in sharpie so the copier could read the lines. We copied the picture onto our computers and then put them into Photoshop so we could color the individual pieces and add detail like shadows and highlights. After all the sperate body parts and layers are colored we than exported it into Aftereffects so we could start the animation. This part was a bit tricky because you first have to change the anchor points for each layer, but also have to parent each layer to each other. So the left thigh parents the left calf and the left calf parents the left foot. This continues on until everything is parented to the main body part that won't move, which in this case is the chest. Then I created rotational keyframes for each part that moved to give it that human feel to it. After you had the character walking in place you must create a null object once again to make the character actually cross the screen. I forgot to do this at first but I went back to render it again with my gender bent Russel walk across on the same background as the worm and ball.
Learned
I learned a lot again for this project. I had to learn how to create a bipedal walk cycle which is why everything had to be rotated because we naturally walk in arcs. I learned how to better use the keyframes, so I learned that rotations would work for this project and I learned how to use them correctly. I had to create a pattern of the leg going forward straight and backward bent. Once I got that down—after watching many animation guides for realism—I was able to make it look semi-realistic.
Different
If I would change anything I think it would be the speed of the walk cycle. I think Russel is walking way too fast, almost at a run, and I don't really like it. I also think there is sliding. I really need to work on the no sliding thing because I seem to be having a bit of an issue with it. I also am not really liking background, it is the same as the others but for this project, I feel like a grassy field doesn't fit Russel. I think the background also downgraded the quality of it when I rendered it out.
Same
I wouldn't really change anything about the animation save for the speed. I think the colored Russel looks really cool and I think I did a good job because I've had a few people come up to me and ask me if it was Russel and it is. I am pretty proud of how my first bipedal walk came out. I think it looks pretty neat.
Experience
This has been really fun to work on. I have really been liking animation so far, even if we have been breezing through all our projects. I know I still have a whole bunch to learn but I am really enjoying my animation class. I have learned so much so far and I have worked hard, but it's all been mostly enjoyable.
Overal I am pumped for the future projects we are going to do and I am just really excited to continue learning everything. I may not be the best at everything but I am definitely improving so much.
Stay fun, my friends,
SophietheFirst
P.S. Please listen to the Spooky Scary Skeletons Remix by The Living Tombstone. It's so lit and just in time for the Halloween season.