Animation artifact
|
Time for the 3rd post about animating in Photoshop. Yes it’s probably very repetative to read all this, but imagine actually being the person working on it haha. Serioulsy though I was very burned out working on this last week but something refilled my energy and I’ve been doing some proper work again. So what is the work I’ve been doing? I’ve actually not been animating, well a little bit but mostly correcting small errors in the animation. For example adding the teeth and merging the line art layer for clean up, where ever the “fleshy” part of the alien would clip through. Other than that it’s been work, moving the entire previous animation I did in Photoshop CC’s video layer tool over to the key frame tool. This meant sitting down for a good while cutting and pasting each individual part, and frames of the alien over to a new document using the key frame animation instead. The reason for this, has been explained in the previous post. It’s basically video layers not working too well when you want to duplicate an animation and re-use it, only mirrored and editable. When I was finished transferring the animation over to key frame animation, I started setting up the layers so the animation could actually play. This is a very time consuming process, since every layer will be representing each frame ( work flow with key frames explained in the first artifact post ). After all the “hard” work was over I began filling in the flats for the alien, through out the frames. Sorry for the flashing, but I have only finished a few frames completely. Shading an animation takes a bit of time. Speaking of shading, it’s another part of the animation I’ve learned a lot about. The work flow I used for the very first version was to hand paint everything at a high resolution. Each frames was a “finished” frame. This was not optimal. Because every frame I finished had way more differences compared to the neighboring frame. you could compare it to working zoomed in on a painting for too long and not seeing the whole picture. What I’ve been doing differently this time around is that I’m rendering 2 frames completely and then use those 2 frames as a reference point. After that I’ll shade in one shadow at a time, and then do a playback to see if that single shadow fits into the animation. |

