USA Today got a piece about Blue Sky's "Horton Hears a Who!". The guy in red is Jimmy Hayward, who taught a Pixar class at the AAU. Those 3 hours were some of the funniest classes ever. His humor was so dark but funny.
Dragon Hunters is an upcoming CG feature. You can find out some @ Kotaku, watch a sequence @ dailymotion and/or visit the official site (in French) with a trailer intro. This site has a lot of 2D designs. The style is cool and that fantasy setting intriguing. Love the two parts where the blue guy eats the sausages and where the bat creatures all stare at the big guy. :) - found @ 3Dtotal
Much better! There is some stuff in the feet: Let's start with his right one. From x1 to 3, as the foot roll happens, you should lower the toes (they are always curled up a bit over the ground - should have told you that before, sorry), just like you have it on x4. On x5 keep the toes down (straight flat boot), even x6 looks like it's a bit up. This could just be me, but in the interest of having nice arcs, what about (looking at the front view) when the foot goes up, having a little path/arc towards the other leg, so looking at the front view, going screen right a bit (not by much, but giving it a little arc, not just a straight up). The foot stomp feels weird when I step frame through it (then why do you???), only because there is big spacing from x12 to x13, but then small to x14. Well, the ground is there, the foot can't go lower... you could say, which is true. What I would do though is on x14 have the foot almost flat on the ground. If that's too much, too blocky, then for sure on x15. But you have the foot up till then and down only on x16. That makes the stomp too soft. Same goes for the other foot. On x2 the foot is still rotated up, bring it down flat on the ground. And the same goes for his toes during the lift off the ground. On x17 keep the toes down, which you have up until x20 at least. Now front view: I feel some stickiness as the foot goes up and reaches the top part. There's that big move up to x21, then smaller on x22, but then on x23 the foot is at the same height. So either bring up the leg a bit more or rotate the foot up, but either way, visually there should be a continuation of the upward arc. It's only for one frame, but it gives it a sticky feel. This note is minor, maybe not necessary at all (might take the force out of the gesture), but try (haha!) this: follow the tip of the gun in the front view and draw a dot with a dry erase marker. There's a big downward move to x4, but then a little to the left and up on x5. Instead of up, can you have the tip be a bit lower than on x4 and ease more into that new upward arc? Might just be me. It works, but as go through it over and over looping, I get the feeling that it should come to such a harsh end and upwards curve. You might also want to clench the fingers during that part, showing a firmer grip to end that downward thrust and bringing the gun up. That would be a nice little detail (maybe curl up the thumb too). Other than it looks very cool!
Hmm... a few things stick out. Toilet humor and Bill Paxton from "Aliens". I would keep it a bit classier and also less overacted. Your gestures are very big. I would take out the audio, then never lower the camera. Have it all in his face. The look down realizing that the paper is gone, the look around to see if there is anything else he could use (maybe have him grab something off screen and bring into screen, like a plant leave and other "paper" like things). Then at the end he picks up the empty toilet paper roll and that's when the audience understands what's really going on. But I think bringing different objects into frame would be funny and a tease for the audience (they'd be thinking "What is he doing?!) until the payoff at the end.
Sorry for the Norman Modification Tutorial delay. I thought I could just copy/paste what Nair wrote but it took a little bit longer. Again, sorry for the delay.
But now it's up and ready for you guys. Thanks again Nair for all the work! Head over to Animation Buffet, or directly to the "Norman" post.
Huh? Animation Buffet?
Well, this current version of Animation Buffet is a more stripped down one (the original idea would involve a lot more work and more manpower), but until then it will hopefully help you guys in terms of a centralized spot where you can find all the free rigs that are currently out. I'm adding rigs on a daily basis from now on so this is not the full amount that's out there. If you find a rig online which is not on Animation Buffet, please let me know so I can add it. Same goes for Norman modifications. I'd like to have a library of wigs, clothes, props, etc. for people to use. So if you're willing to share, it will be highly appreciated.
Of course any comments and/or suggestions are always welcome.
Animation Director, Lead and Animator // worked at Framestore, Blizzard Entertainment, Nickelodeon Animation, Warner Brothers Animation and Industrial Light & Magic / Teacher @animationmentor / @academy_of_art / @spungella Animation Workshop