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  • Spline is a final process. After the breakdown is finished, the animator will add overlap. Overlap is the magic of animation. Basically, every bone in the human body doesn't move at the same time; there must be some delay. In 3D, doing overlap is easy; you can just move the frame of some bones, as the head moves it 3 frames, so the body and the head have a delay.
    Blocking Plus poses a breakdown. There are three types of common breakdowns. Upbreakdown, downbreakdown, and mixbreakdown: basically, in between the poses, they make another pose; they turn down or make all the bones down a little bit in downbreakdown. It makes the animation alive and has an arc.
    Blocking is the equivalent of key poses of 2D animation. Basically, in 3D, you just make pose to pose, and it can be used with bezier interpolation or constant interpolation, based on the pipeline.
    The catalyst of hand-drawn animation in the West and in the East.
    In the West, Treasure Planet (2002).
    In the east, Redline (2009).
    I will dissect and make a thread of this decline, and it made Disney shift into 3d after The Treasure Planet, and the same as in the east, but not into 3d, yet into digital. However, in the east, there is hope: Studio Ponoc, the studio that continues Ghibli's heritage.

    The most stylish anime, 7 years developing. Almost made Madhouse bankrupt. 100k drawn cells, fully hand-drawn, with no CGI. If Memories (1995) is the hardest anime in terms of groundbreakingness and technicality, Redline (2009) is the most labor-intensive anime in the industry.

    Chess piece is the best thing to learn if you want to advance 3D Modeling. Because each piece has a different way of modelling and level, the easiest one is the Pawn, after that the King, after that the Rook, after that the Queen, after that the Bishop, and lastly the Knight.
    Y
    yakusu
    Because it's not a realistic body. When creating a body, I don't follow the 8-head anatomy because it's too realistic. In character design class, if I followed this 8-head anatomy, my lecturer would jump out of my seat. The 8-head anatomy has only been taught in the early semester, and it's only for one semester, if you go to a design or animation college. After that, we try not to follow that anymore, but bend it.
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    yakusu
    Even with bending it, the proportions and the appeal must be consistent. If the leg is long, don't let the look become out of proportion, for example, Code Geass and Sailor Moon. However, if it's too long like xxxHolic, it becomes a disaster.
    Anonjohn20
    Anonjohn20
    I see. I find it extremely long, but I suppose it won't be as bad once the character has a head. to make the rest of his or her body look taller.

    The body is done, but it still makes me overthink and tweak it a lot.
    Y
    yakusu
    Believe or not, it exactly the same as earlier


    For body volume, I focus on body silhouete not realism, as you can see in the earlier post, the most left one, the curved silhouette isn't there. Secondly, I tried to explore the topology and explore the muscle in deformation.
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    yakusu
    Basically, the body is more stylized than the face. If I explore just anime, the silhouette isn't there
    Y
    yakusu

    The difference

    Face needs some tweaks. For anime, the face is much simpler than stylized, as it does not focus on deformation but shading. Right now, I will need more time to learn if it's stylized.

    Made this in a coffee shop, a child was running around, and he saw it. Immediately, I felt a heavy side eye from the mother...
    Well, the references I used for topology can be seen as a naked lady in people's eyes.

    As the character is asymmetrical, I used mirror and it become weird, the glove and the pocket are using instant transmission.
    Now, next step is expression sheet and maybe some simple expression animation.
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