Mkay
I'll start off with saying I hate being so sick I can't go to school >.<
And this time I had to get sick the last week before deadline x_X
Anywayz... Here we go :3

So... how did it go? Fairly okay, considering I always do things the last week, and this time was no exception :P
That is, I had the lipsync already, but the entire body was left... 
'Cause off course I had to choose the entire body to animate, hadn't I?  -__- *stupid me*
I had a perfectly doable basis for a facial animation, which would've worked perfectly if I'd just worked a bit more on the details this last week, but nooo, I had to go ahead and insist on doing the fullbody 'cause the project details said it wouldn't necessarily be as much focus on the head/lipsync (which was pretty good already).
I chose Project 4 pretty much only 'cause I got scared when Project 3 said "Add a background, employ vfx etc. in order to support the final animation."
I couldn't think of a single background or special effect that could possibly fit into my scene... -.-'
Of course, then I found out that it was only a tip, not something we HAD to have... 
...
Moahahaha x3
I'm cheating ^^
I just zoomed in to the head, and rendered, and now I have a quite nice facial/shoulders-and-up animation ^^

So lets just go ahead, and pretend I always intended to do Project 3 xD


My four animation principles:

#2 - AnticipationAnticipation is used to prepare the audience for an action, and to make the action appear more realistic.
I think I've got a fairly nice anticipation - looking away, all the way through the animation hesitant to see the one he talks to in the eyes, or to even look at them at all...

#3 - StagingIts purpose is to direct the audience's attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen. Johnston and Thomas defined it as "the presentation of any idea so that it is completely and unmistakably clear", whether that idea is an action, a personality, an expression or a mood.
In other, or my, words - to present the feeling of the character, to make it clear that he feels bad about it, etc

#9 - TimingTiming in refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. Timing is critical for establishing a character's mood, emotion, and reaction.
Or, as I would say it (at least in this context) when to move the parts, e.g. the lips to make it look convincing, as if he's actually the one saying it. 
I think I managed that mostly quite well. 

#12 - Appeal - Appeal in a cartoon character corresponds to what would be called charisma in an actor. A character who is appealing is not necessarily sympathetic — villains or monsters can also be appealing — the important thing is that the viewer feels the character is real and interesting.
Well I think I managed that quite well too. I think he's got feel to him, and also quite convincing emotions/regret :3


Next step... Planning stages, eh?

Well I did kind of some planning, so here you go:

And you... And you think that killing people'll make them like you, b- but it doesn't! It just... It just... It just makes them dead...

AN  YU     AN  YU  THIN   AT  KILIN    PIPOL    MEIK  DEM LAIK YU   B  BØR I   DØSN     I JØS      I JØS      I JØS  MEIS   DEM  DED

OC  CC    AN  CC  COC    OC COCOC COCC     COC   COC COC  CC   C  COC O   COC    O COC    O COC    O COC  COOC   COC  COC

Also have some sort of sketch, but don't think I'll be able to include it here, since I haven't been able to scan it in... :/

Now lets see - how and why did I do what I did?
Well, I tend to work through starting with some vague idea, and then end up with something totally different than what I initially planned... Things often change a lot as I work, especially when I'm not entirely sure what I want to do...
Like with the arms - I had NO idea what he should do with them, though I'm frankly rather pleased with the resulkt.


Umh... I just realized I'm actually rather happy with my fullbody animation... 
I know! I'll post both ^^
No wait... we'll only get graded on one of them... *dilemma* >_<

Oh well, I've been working a frikkin' week on my fullbody, what the heck, right? I'll just let it rip, and we'll see how it goes :3

 
So I finally decided what sound file I want for my lipsync. 
I ended up with Voldemort from A Very Potter Musical.
In the clip he says 
"And you... And you think that killing people'll make them like you, but it doesn't. It just... It just... It just makes them dead..."
voldie_-_killing_people.wav
File Size: 1715 kb
File Type: wav
Download File

 
Mkay, so I'm back, and it's time for a new Project ^^
DigiAct part 2 - Lipsync ...or at least animating a rig to a soundfile :3


First part was to go into groups of 3 or 4, and discuss which was the 4 most important of the 12 animation principles.
I grouped with Sourc[e]x and Felix-b.


We agreed that these are the most important animation principles for us in this project:
#2 - Anticipation
#3 - Staging
#9 - Timing
#12 - Appeal
 

I got my idea pretty fast, and it was meant to be pretty simple - the rig was supposed to pick up the ball, carry it over to a box (more like a large crate or something), put it on the edge, and shove it in (see the "so-called" blocking for better understanding). I've kept the idea all the way, but the final result is nothing like the block. Simply 'cause I started all over, and on the second attempt I didn't block...
As Mats commented, my block was more like some sort of a storyboard, thus having no timing whatsoever, and therefore creating a lot of problems later on, since I had to go back and move several keys over and over. And the animation and story in itself was unnecessary long, creating even more problems that I could have easily avoided. In the end I realized I had messed it up so badly, that I just started all over. 
First changes I made to the new scene was that I moved the box in front of the rig, and the ball closer. That way, I didn't have to make that much unnecessary animation, seeing that it was the actual lift that was the assignment. 
As I previously mentioned, I didn't block on the second attempt. I did a mostly pose-to-pose animation, and it was waaay better, both working with the animation and the actual (and final) animation. 


I wanted the rig/character to seem a bit dejected (?), it's not something it wants to do, but it kind of has to, like the guy in this video: 
Therefore the breathing at the start...
I also wanted it to sort of fall in the end, after pushing the ball over the edge, and into the box/crate. But instead of the rig falling on it's butt on the ground in the end (like in the "block"/storyboard), it falls forward, but grabs hold of the box edge, and supports itself to a standing position. 
I must say - I am most pleased, considering I made this in about 1 day :3
 
I actually did it! I managed to make an animation in 1 day! (minor fixes today, foot movement, etc) *extremely proud*
And it's waaay better than what I managed to make during the previous time on this project... Another proof that I do everything much better the second time or so :3
 
I've managed to mess up my keys, and the animation in general so badly that I've just started all over... 
I started around 1 o'clock, now it's a few mins past 4... And I've already pretty much done at least half the animation. Of course, due to me starting on a new animation the day before we're supposed to deliver, I've made it a bit simpler - I've put the ball and the box a bit closer to the rig - but so far it looks good. ^^
Wish me luck, and I'll put up some WIP stuff ;3


And here's a preview of the frame I'm currently at :P
Picture
And now, I think I should get some lunch, since my breakfast was around half past 11 :P
 
I was done with the block last week, but I've just forgotten that we're supposed to post things here too, so I'll do it now ^^
Well, it's not really a block, just a series of pictures, but I did have a block too! Though alot has been changed since the original blocking/idea... Added some anticipation, waiting, ect...