Quickly though, a summary of filming the live-action footage. It was a quick process, involving me playing the audio on the computer while I reacted to it. I had to get a good balance between acting enough that you could believe the audio and the video are the same person, but not overact so much that the illusion is broken and you just see someone flailing in time to dialogue. The only other major snag was the dolly shot at the beginning. I didn't have a dolly, and wouldn't have the room to fit it in the space if I did, so I resorted to putting the camera tripod on a book and pushing it along. Again, it required many, many takes to get right, and even then wasn't perfect, but it worked well enough.
As I stated in the previous post, I had a workable design, but an incomplete one. Thankfully the legs would be kept out of shot, since that was the major part of the design which remained unfinished, but it was still a huge step up to actually make the design in a finished form from two separate angles. All I had to go by was this early design I'd made while idly playing with Illustrator many months before, which I imported into Anime Studio Pro and worked from to keep the proportions consistent between the two angles.
In contrast, rigging the character up for animation was a massively difficult task. Once I knew how it was done, it's a simple thing to do, but when you don't know how it works it is a massive headache that, for a while, worried me into thinking that there may not have been any way to get a workable animation model up and running in time.
The principle behind Anime Studio Pro is that it is primarily bone-based, which means you split apart the layers of the character like so:
...and then you add 'bones' to the design (the greenish triangle-y shapes visible above), which can be manipulated over time to move the character and create animation. Of course, when I lay all this out in hindsight it seems blindingly simple, but the process of actually learning my way through producing it was hellish to say the least. Many, many small factors come into creating a successfully rigged character. For example, there's bone strength, which defines how much influence each bone has over the design. Below you see the completed bone layout:
...with the strength levels visible as the semi-transparent 'aura' around each bone. As you can see, the general idea is to get the strength level to roughly encompass the area you want to influence, so the arm and legs are pretty much exactly tailored to each segment, while the torso can be less precise since having too much influence can make moving it look too 'rubbery' and give too much warping to what should be a solid-looking robot character. It took much panic and consternation to do it, but I finally got it working right through a combination of figuring out how the strength levels are supposed to work and switching the bone type from the default to 'region binding', which means that only the area inside the 'aura' is influence by the bone. You'd think this would be the default option, but no, instead I had to damn near burst a blood vessel trying to figure out why the arm bones were warping the torso and vice versa, plus realising that to 'parent' a bone (i.e. choose which bones are connected to which, so the upper arm is connected to the upper torso, the upper leg is connected to the lower torso etc) you have to have the bone you want the new one parented to selected before you create it, a realisation that put to bed many an attempt resulting in the arms causing the leg to flail around all over the place and so on.
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| The layers of the project, with the 'switch' layer highlighted. |
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| An example of one of the mouth position layers within the mouth switch layer |
There were minor things I had to change in order to make it work, however. Originally I wanted to have her turn her head, but that would involve a massively complicated movement involving many, many different layers all moving in perfect unison to a very, very specific placement, and I couldn't get it to work in the time available. Because the character would now be entirely still save for facial movements, I added little body movements to avoid her being completely rigid and lifeless, and I think I got away with it. In the third shot, the character moves quickly from position to position except for the move back to the default pose. I slowed the move down and moved it back so that it came later, since it felt awkward when it was simultaneous with the blink, but just shifting it back a bit made it much better. A more positive unplanned alteration was with the eyes. Originally I was going to add eyebrows on a switch layer so that they would appear, disappear and move with the eyes to add more expression, but I found that the character was expressive enough that they weren't needed, which was a nice surprise.
Other than that, the only notable thing I discovered while animating was that switch layers are not automatically bound to bones, meaning that the mouth and eyelid layers didn't move with the rest of the head. Thankfully this was an easy fix, as the bone binding tool allows you to literally fix the issue with two mouse clicks.
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| The unbound, broken version of the eyelid layer |
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| The fixed version of the eyelid layer that moves with the head bone |







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