Software experimentation

 In this post I will explain my experimentation with a new software process. First term when I was animating I used the OpenToonz software, last term I was only creating GIFs and for that I used the Procreate App and this term I wanted to see another software and be able to compare it with OpenToonz to see which is better for me. I decided to look at Blender. I already knew blender because I did some 3D modeling work before, but I have not used the Blender 2D animation option. I decided to experiment with it to see how I like it and if maybe it is a software I want to create my final project animation in. 

Because I had no experience in this software, for my experimentation I decided to follow a tutorial. Click here to access the tutorial I followed. 

When I opened the Blender 2D Animation set up, it looked like this:

This looked very confusing to me because of the amount of different tools and options. OpenToonz was definitely a less complex program but that also means that Blender will let me do more. I could see that at the bottom there is a timeline and there are drawing tools at the lefthand side of the screen and some options at the top but everything on the righthand side was confusing me. I knew some of the options from the 3D modeling setup of Blender, however I only knew how to use those options for sculpting not for animating something in 2D. In OpenToonz, layers worked as frames and I was pretty much adding layers to layers if I wanted to have frames with layers. It was a little bit confusing. In blender layers and frames are completely separate, therefore it was actually pretty clear to me when the man in the video explained it. 

I was making a bouncing ball for my experiment. I started by creating a very rough draft of where I want the ball to go. With a bouncing ball it is important to remember that after a bounce ball will not go as high as it was before it bounced. Physics of objects are very important in animation. This was a sort of guide for me. After I finished this rough sketch, I have decreased the opacity of the layer and added a new layer called Rough so there I would create the rough draft of my animation. 

I started by drawing some keyframes for the short animation. I placed them in equal spaces on the timeline. This was different than in OpenToonz. Here I was drawing on the same layer, but just in different moments on the timeline, in OpenToonz I had to draw them in separate layers. I think this is more intuitive if I am being honest. 
After placing them in equal spaces on the timeline, I have decided it is going too slow, therefore I have scaled it all down. To scale I needed to press 'S' and hold what I wanted to scale. In blender there are a lot of shortcuts that are important to remember, for example 'G' for Grab, 'S' for Scale and a lot more. After doing that I have decided that I actually do not want the keyframes to be in equal distance from each other because the first fall should take more time than the second fall. I had to grab some of the keyframes and move them around. to make sure timing was on point. 

I also needed to learn how to turn on onion skin. I have elaborated on what onion skin is exactly in my post I did on OpenToonz. It is pretty much showing the frames before and after the frame I am currently drawing. Here I chose to display 2 frames before and after. All those options I can adjust in the righthand side of the screen. When I turned on the onion skin, I started drawing the in-between frames to fill in my short animation. 

When I had all the in-between frames drawn, I decided to work more on the squash and stretch effects of my bouncing ball. I could possibly just draw my ball more squashed but I decided to practice transforming what I have already drawn. I was just slightly moving the vertices to make the drawing look more squashed or stretched. I found it a little bit difficult but it was a good practice. 


I filled in all the frames so the animation looks sort of smooth and follows the draft I have created at the beginning. I also checked if the squashes and stretches look good and the volume of the ball is kept throughout the entire movement and then I added a new layer to make my work more detailed. 
I have added color by, firstly, creating a new color in the material box and ticked the box 'fill'. That made anything I would draw to be filled with the color I have chosen from the palette. I chose a mint green and followed all the rough draft sketches to make sure the ball looks like I wanted it to. I have followed the tutorial to also add some cool looking effects to my ball, such as an element in a second color and an eye. I have also discovered that there are options to add that there weren't in OpenToonz. For example I was able to add a blurry rim to my ball so it looks more interesting. 

I was able to adjust all the options for the rim and I liked how the rim was immediately added to all the frames. It definitely took some work away from me. 

The only problem I have encountered was exporting. I had a problem with exporting and rendering with OpenToonz as well therefore it was nothing new for me. I have decided to record my screen to get the final version. I will try to get the rendering figured out but if it doesn't work then I will do it the way I did it last term, where I recorded my screen for several different short parts of the animation and then put it together in IMovie and lastly exported it as a MP4. 

This is my experimentation animation:

I think it turned out good and I enjoyed the working process in Blender, even though my computer did sound like a launching rocket a few times. I think I can use this software for my final project. This will help me gain abilities in a new software that I haven't fully discover before. 



Comments

  1. So - do you prefer using this software? Is this what you need for this terms work? Is it capable of helping you to realise your idea to the best of your ability? The storage issue is a problem - investigate ways of backing up your work in the most user friendly way you can, so you still have access to what you need or in your project plan, use your timescale so that you know what you need to complete and then back up so you can move onto the the next step and so on.

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