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Here are the motion files:

M09_clap001

M09_clap002

M09_ufo01

M09_thumb001

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Here’s a quicktime of a composite of the animation with shadows.

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Here’s a look at the Intro Animation with shadows added:
IntroAnimation_SHDtest

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Here’s the intro animation with completed line work.

IntroAnimation_Linetest03

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clean keys for the bump, plus rough tweens. All scratch time, and we still need to drop in the shadow work.IntroAnimation_keys_v01

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rough animatic layout for the VV bump.IntroAnimation_rough01_v2

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Long ago this was our suggestion for the opening for that Nintendo DS game that was released in the states by Ubisoft and developed by our good friends at Plato… anyway here was the layout animatic for one of those tiny Nintendo screens:

Animatic_openingTEST

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Two teaser pages from the upcoming Joe is Japanese manga.


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The campaign continues across Asia…

hk_ooh_punchbag_billboard

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In-house sequence for use on the reel, and wherever else it seems appropriate.

made_in_merica_shd

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Closing mockup showing how we transition to black.

2dcloser_linestest02

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Explosion check
2dcloser_linestest03

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What could I possibly say? Nortega silliness. It makes for some fun loops if you fiddle with the frames.

2dcloser_linestest

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Complete keys and rough tweens for the entire spot. The logo treatment at the end is a mockup, and we’re still lacking the rain of splinters around the middle, but principle animation is essentially complete, barring corrections.

modell_01_keystest03

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Second round of keys. This cut also includes cleanup tweens for frames 001-035, and runs out to the bat inside the store (078). This does not include the layer of splinters that rain down during the hold at 51 (staring at the bat). We’re just over the halfway point, and we’ve got about five flex points to adjust timing if necessary.

modell_01_keystest02

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Keys and rough tweens for frames 001-038. About the first quarter of the total, estimated. Normally we’d break keystests up by cut, but since this piece essentially has no cuts, we’ll be posting as we go.

Because of the rough nature of the “clean” keys, the rough tweens fit in more seamlessly than usual. Nevertheless there’s a lot of elements not included here, such as a thicker defining line, color, shadows, etc. This keystest only serves to test motion and timing.

modell_01_keystest01

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Additional adjustments made to both the storefront and the body/uniform of the character.

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Possible adjustment to the final frame of the first spot.

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Second animatic for Modell, built to blend with the first spot, so we can have either two short pieces that stand alone or one longer piece suitable for multiple formats.

baseball_animatic_02b

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Rough animatic concept for the Modell spot. Bit more frames than usual, but we got rolling on the action and couldn’t be stopped.

baseball_animatic_01

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Sample frames with a single spot color and heavy shadows. Heavy shadows can help action read at a distance even when line clarity drops, and the spot color allows us to direct the eyes effectively.

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This serves as a rough example of where the spot colors would apply to the character design as a whole. The bat which cracks is white, but the bat he picks up in the Modell’s store is Modell red.

uniform_spotcolor

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