November 2020 was spent on HWA chapter 12, December 2020 was spent on roaches and Matchy Snatchy with Bea, so this entry mainly details the labour that I spent in January 2021 on the next pass of HWA snow scene (see V1 and V2). Everything is still quite janky, but it's starting to come together. I'm cartoon Grinch smirking...
- Art/animation by me, Dirchansky, done in Clip Studio Paint EX (CSP)
- Music by Powerwithin
- Austin's voice by Bradley Gareth
- Jake's voice by Eddy Yeung
- Camera SFX by jdaniel1999
IDK the formal term for these animation passes, but I call v3 "the more refined" pencil pass with details and whatnots:
- solid bodies and key poses - mostly done
- timing - had to space things out because some motions/actions were moving too fast/compressed
- clothing - barely roughed in, needs refinement; I don't even know how to draw clothing in static, let alone in motion...
- hair - didn't pay attention, needs refinement
- inbetween frames - added a lot more, but still needs refinement
- sound/music - just plunked in, not leveled at all
The bane of my existence is the graduation cap. All hats have mystery perspective and foreshortening that defies my logic and I can't visualize it in my head at all. Why Austin, do you have so many hats? I cut out a square piece of cardboard from a cereal box for reference, but it's something I have to revisit again in v4.
Animation seems like one of those things that you can endlessly futz with forever; the more you do it, the more you realize how much work is left to be done. For those who know how I draw (at least for my personal work), I'm not a person who tends to iterate very much at all, so drawing the same thing over and over again (animation) is counter to every fibre in my body. I believe myself to be quite silly for doing this project given how much work there is to be done, but now I'm committed...as to not let the contributors down, hahaha.
Seeing my characters "come alive" is pretty interesting! There's another level of visual storytelling/communication around the nuances of how characters move. A while back, Bea told me about Laban movement analysis. She thought that Austin would move more steady and gracefully (like a bear), while Jake was a bit more jittery (like a squirrel), so I tried to incorporate those aspects into how they appear on screen. I will say that this scene requires everyone to be a bit awkward and lacking confidence, so nobody is moving quite like their normal selves here.
Another thing that was interesting was trying to time mouth movements to audio speech. At some point I drew the mouths in more visually obvious ways, but when it played in animation it looked like a joke HAHA...like weird unnatural mouth movements where you're trying to purse your lips too hard! It was hilariously BAD! I still have some more work to do here.
I'm grateful for some of these "labeling" features in the CSP timeline that roughly give me a sense of where words are landing. Geez, CSP is really incredible. I want to reiterate that I love Bradley and Eddy's voices for the characters! Bradley really nailed the warm and more mature sound for Austin. He did a different voice for Fung in my game, Come for a Drink, who was more arrogant and sarcastic (well, at least that's my perception), so it was neat to hear the differences. Eddy played the awkward vulnerability of Jake so well—I was feeling second hand embarrassment at how his lines were delivered (appropriately). The whispered curse at the end—!! Hearing their different takes was wonderful and they're both a pleasure to work with.
After I blew the scope of this animation between V1 and V2, I realized I needed an entirely different piece of music than the one I originally commissioned from Nos (for a different scene). I asked some musical friends what kind of instruments reminded them of snow: plucked strings, Kalimba, wooden xylophones, etc.! Then PowersWithin took those as inspiration (as well as the previous piece by Nos) and composed a snowy song that is perfect!
Now that I've used Reuben Lara's CSP animation tutorial tips and shortcuts earnestly, I can say that they're all AMAZING for workflow efficiency. Programming my tablet's buttons to have back/forward movement between keyframes? YES! Auto-numerating keyframes? YES! AND there's so much more!!!
Hopefully I'll be able to make more progress before my life is consumed by playing Yakuza 3-6 on PC, starting January 28...