Here’s a quicktime of a composite of the animation with shadows.
Here’s a look at the Intro Animation with shadows added:
Here’s the intro animation with completed line work.
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.
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.
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.
Here is the Nike:PB spot. Still not final sound…
Here is the Nike:Bike spot. Still not final sound…. Continue reading “Nike : Bike”
big splat at the end of Punching Bag. There’s a mockup of 008, 009 and 010 after the jump so that you can see how the cuts splice together.
most all the frames for c001, there’s a touch of tweens on the BagMonster towards the end but that’s about it. The transition FX aren’t in place, but the timing is set.
The full video at the beginning might have this playing a bit slow on some computers, at least at the beginning, but you can always click the GIF to view it in a window of its own, which can help if the framerate dips.
Cut 004 constitutes the longest single cut in the Punching Bag animatic.
Updated with full sequence. Earlier partial cuts can be found after the jump.