Wednesday, May 25, 2016

Yuri Hands


Ahhh!! after 10000 years! Im free!
time to conquer earth!

wait.. you no Rita...

Sunday, May 22, 2016

Game Play!


169 points?!! time to go back and play the demo again...
wait.. i still have to finish animation or Thrash wont move in the game...

Tuesday, May 17, 2016

bloom


when painting comes out bad... blame brush settings,

when painting comes out ok... take full credit.

Saturday, May 14, 2016

Battle Thrash Bro-gade


I can draw without the model sheet now...

also... posted sum animation below... if anyone remembers...


... Protein ROCKS!

Sunday, May 8, 2016

.

hello darkness my old friend... I've come to talk with you again...

Wednesday, May 4, 2016

Battleborn

it's finally out!!

i worked on it almost a year ago now...



soo the stuff i did was for the finale...

here are some of the animations i did for the ending seq.







i need to work those explosions better.


Benedict was fun to draw. explosion was meh.

 pew pew pew... there was a 'total retake' moment were all we all had to pick a character and reanimate the last scene. goodtimes.








see? i DID work on it. T_T

*a little throwback... i remember i struggled to draw character's face back in '08, now its second nature... but still a loonng way to go to reach guys like Okiura or Satoshi Kon tier... v_v

 and last but not least... Jeff Lai OWNS the FX game on battleborn.

Thursday, April 28, 2016

here comes a new challenger


... salute!

Sam Deats 

Spencer Wan 

Charles Badiller 

Walter Mazoyer

the one time to get mad because I'm NOT animating full time... got some serious GAME out there, and they are not japanese...

#fightmoney

Saturday, April 16, 2016

Tuesday, April 12, 2016

can't un-post this...


I think she makes a good point about cultural responsibilities.

I will however, leave this interpretation to you, anything (personal beliefs) written on the internet often gets misunderstood and create unnecessary problems.

Saturday, April 9, 2016

I dont call this a reason

i just call it believing in myself.

(finished at 1hr 57min, those hollywood hills man...)

Thursday, March 31, 2016

Jolly Cooperations...

a little over a month ago, I got the chance to help out on the trailer for Dark Souls Witches at Six Point Harness. which I was more than happy to 'die' for haha. good challenge!

originally, the monster was suppose to be like 'the last giant', and fire keepers as the 'witches', but like the game, it's open to interpretation.

I did mostly keys animation, but was able to fully animation the giant rage scene.
excuse the gif glitch at start.

don't do drugs... i mean don't over drink that Estus...

Thursday, March 24, 2016

eat tree frogs, or go home

 
when your boss tells you to 'go home', you are doing it right... that or you got 'let go'

(when i draw for fun, i get really into it, and lose track of working time.)

Wednesday, March 23, 2016

Friday, March 18, 2016

what is 'clarity'... 'freedom'... and 'fun'?

you can skip to 6:00 ish for his thoughts on animating... or just watch the whole thing : D

storyboards vs actual animation.

i been thinking a lot lately about whether to have tight boards, or be loose and leave it to the animators to interpret.
since i've done both as well as making mistakes dues to mis communication or enjoying the freedom to animate loosely and miss the mark.

lets just say for action sequences,
if you board out every single pose for the fight choreography, the animators will probably copy the poses and inbetween accordingly. but if you want something FRESH like 'sword of the stranger style' sequences, it is much better to figure out the framing of the shot, and leave the fight pacing to the animator to go wild. (lets just say the animator is highly skilled)...
but, what if you don't have the knowledge of who will be animating the scene, or the animator isnt skilled enough to pull it off, the loose boards are but thumbnails and stick figures like panels. without proper layout beats, or fight choreography? Many things can go wrong when it comes to guessing what the scene should be. what if there need to be different styles of movements? or story elements to it? when the boards are loose, and the animator isnt skilled enough, the director will end up correcting the drawings themselves, and basically reposing out the board panels that are missing. when you outsource animation, you dont know who will animate what, and the storyboards are the only blue print to base off from.

now as animator, if you are ambitious, and wants to express yourself. sometimes the board artist may not have the cool poses you wanted to do, or you feel lack of energy in the scene, you might have your own ideas to how to execute or what movements to make in a scene. you might just be able to pull off a 'sakuga' moment! but what if your scene stands out too much and it doesnt match the rest of the sequence or style of the show? what if the board artist have different intentions and you miss the direction on your shot? then who is to blame?

I do not have 50 years of experience like Ohashi-san, but I do think tight storyboards can at least, provide a bottom line to whats required in a scene, but not so tight as to restrict animators abilities to 'plus' it. sometimes, the animation comes back (from overseas) same as the drawings from the boards, traced over and inbetweened. the movements are mechanical, and very boring. 'well you said to follow the boards right?" No, I believe the animator's job isnt to directly COPY the board drawings to the teeth but to use it as a guide and animate to their own artistry.

Satoshi Kon's storyboards were used as layouts for animation, and he also knows how to give proper direction to execute his ideas, same as Miyazaki, and many great directors from Japan who animates their own boards. There are also very rough boards from shows such as FLCL, or works from Gainax. the animators and the director work closely going through many level of checking to produce the end result.

 In my opinion, there isnt a absolute right way, but whichever that's more efficient for the best outcome. Deadlines, budget, artist skills, all play a factor in deciding what method to use... wouldn't you agree?

(and yes... i thought of quit animating as well haha it's tough...)