This video is the rotoscoped animation of the following video: https://youtu.be/0N6MG8xb2B8?t=5m16s
Due to time constraints a transition was not added to the animation..
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This video is the rotoscoped animation of the following video: https://youtu.be/0N6MG8xb2B8?t=5m16s
Due to time constraints a transition was not added to the animation..

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This animation is the one that I am most satisfied with this semester, as I feel that it is the most emotive of them all, despite being mostly freehand and not having any face or other means to express emotions.
The twoΒ βhead-spinβ animations, the first was abandoned and was more of an experiment with sketchbooks brushes, though in the end neither of them satisfactorily express emotions.
A series of sketches of the model, Socrates, including 4 gestural, 1 structural and 1 long pose.
I found the muscle definition and the hair and beard to be quite interesting to draw in this class, and also learned that all charcoal is not made equally when I worked on the structural drawing.
These sketches, made in the second life drawing class mainly depict the lifting of an object, to use as reference for the lifting animation for the final assessment along with a structural drawing of the models head and a long drawing.

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A small series of quick sketches done with what I learned in the first life drawing class using pictures available on the internet.
These sketches were made in the first life drawing class of the model, Cat.
These gestural drawings were done before the initial life drawing class and were done in 2 minute, 1 minute and 30 second increments to get some practice in and refresh my skills to a degree.
A WIP and the final version of the sugar sack animation.
To start this piece I drew a series of images to visualize the ways a sack might distribute mass inside of it, and then drew another series below that as an extremely simplified version of a storyboard for me to use as a reference, and for the most part I stuck to this visualization.
There are a number of points to bring up about the animation, some good and some bad.
The most noticeable flaw in the animation is that the scale of the sugar sack changes as the animation goes on from a larger size to a smaller size.
The next is the shading, which while acceptable feels unprofessional and doesnβt fit the animation very well, likely due to the feathering on the brush used.
the last is that the animation was initially visualized as taking more space on the screen, and by the time I had realized my mistake I had already completed a large amount of work on it and was unwilling to start over.
Aside from these flaws I feel that the characterization was acceptable and the actions to be largely entertaining to watch, though some were not as polished as the others. The form of the sack, too, was largely well done and I enjoyed playing with the volume distribution throughout the animation.
The dust splash and the sugar spray were also interesting experiments, and I am satisfied with both of them though the latter more than the former as the dust did not move entirely realistically and If I was to change it I would make it move and slow down faster.
The last point is the length, which was actually due to a mistake when setting up the animation, As I calculated the necessary length for a six second animation based off 24 FPS where in actuality I was using 12 FPS, though In the end I found it to be preferable to have more space to work with to give the sack more time to move around.
A series of gesture drawings to practice drawing the human form on a digital tablet.

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The run cycle was an interesting work to complete, and I put more effort into it than many of my previous works.
To begin, much the same as the walk cycle, a series of reference poses were drawn at the top of the image and a skeleton was drawn to use as a base for creating the animated sequence.
once the initial lines were done I neatened them up and began using some shading o add extra depth to the character and an attempt to make the character more 3d was made by drawing the buttocks and shoulders such that they indicated rotation.
Finally eyes were added with pupils draw to be fixed on the dot at the right side of the screen, though this did not end up particularly noticeable or successful, additionally I feel that the character does not possess as much vertical movement as I intended, making the runner appear slightly lethargic.
The third animation this semester was of a walk cycle.
After creating the basic character and drawing up a series of reference poses at the top, I began to work on drawing the skeleton of the character, and from there I drew the full body. Again, upon reflection, the walk cycle could have benefited from the use of shadows but this was not implemented during the animation process.
Overall the walk cycle moves a bit too quickly, though it does show an interesting exaggeration to each step.
In creating the bouncing head animation I first ensured that the speed at which the head bounced was both interesting and conducive to showing the characters expression as they move through the air.
After this, the characters face was designed and then drawn on in a separate color do distinguish the lines from the rest of the face.
After this a final black and white image was drawn on top with corrections as necessary and a ponytail was added to provide a secondary action. Personally I believe that it was implemented quite well, though on reflection shadows could have been added to the face for extra detail.
Finally a quick experiment was conducted by rendering the image out to 2 separate .gif files at 24 FPS and 12 FPS to see what the difference in speed would do to the animation. This resulted in two animations with quite different feels, the faster one possessing a more energetic feel and the other a more dramatic one.
The two initial works made for this semester;
In the first animation, a simple head bounce, I found that the action was too linear, with too little anticipation at the top and bottom of the bounce leading to a relatively uninteresting animation, though I did add both arms and a flying insect for secondary actions to create some kind of basic narrative behind the animation.
To properly visualize more interesting ways of exaggerating the bounce, I created a set of three bouncing balls displaying different types of bounces.