This post will be a
bit of a departure from my usual topic of drawing. I don’t know if
I have mentioned this yet, but I would like for this blog to be an
exploration of many different kinds of art, and this post is a good
example of that.
Today, I will be
showcasing a little of my exploration into how technology can assist
in the creation of art. Stated less pompously, I mean that I am
using a computer program — in this case, for two-dimensional
animation — instead of more traditional media. This post will not
be a tutorial, as I feel that I have not yet learned enough to
confidently share my knowledge on the subject (I plan to later,
though). But I still feel that it is something that could be of
interest to some of you, provided you are interested in expanding
your artist’s tool-set into the digital realm. Perhaps you might
want to explore this topic with me. If this is not something that
interests you, or you are more inclined to stick to traditional
media, I will return to the subject of drawing soon.
Blender
The tool that I am
currently examining is called Blender.
It is an open source, 3D modeling, animation, video rendering, and
game engine software — a lot of things that sound right up a
digital artist’s alley, or at least mine. It’s
free to use, and you can get it here.
There
are
a lot of things that
can be said about this program and its copious features, but for the
sake of this post, I will keep to those that I am using. Blender
allows you to sculpt 3D models. For my purposes, I am using simple
planes (think flat squares).
It also has a complex
animation system that uses, most relevantly, bones — or armatures,
as they are called in the program.
I
used a different piece of
software called Krita (also free) to create the shoddy image I later animated in this program (I was
more interested in the animation than the overall presentation, heh).
I will definitely be
covering both of these programs in much
more detail later, as they are probably of great interest to anyone
looking into various digital art forms.
Cel-based
Animation Technique
To illustrate what I
am trying to do, I will share a bit of my limited knowledge regarding
cel animation. The term “cel” in cel animation is a contracted
form of the word “celluloid,” which was a transparent sheet onto
which characters were drawn in traditional animation (before
computers became capable of simulating these things). If you recall
having an “overhead projector” in some of your classes, you will
be somewhat familiar with this principle — you can draw on a
transparent sheet, and lay another on top of it to draw something
else on top of the previous image; both of these images will appear
superimposed in the projection.
Animations entailed
having a back-lit background, and then laying these transparent cels
in layers over the background. The final image would be
photographed, and then the next cels would be loaded on and the
background adjusted if needed. To make this insanely tedious task a
bit less impossible, animators split their characters into pieces
that they could then animate individually and later overlay on top of
the other components of the character. For instance, an arm would be
animated on a separate series of cels, and then each of those would
be placed on top of the cel containing the body.
What I am Doing
So you are probably
seeing where I am going with this. I split up the following doodle
into its component pieces — or into the things that might have been
separated onto different cels in traditional animation.
It's like we took a hatchet to him! |
I then realigned
these things into the proper shape using various methods I will
describe in detail later. Essentially I used planes for each piece
of the dragon, and then used the bones in Blender to “rig” the
image for animation. It ended up being a little rough, because I
drew the dragon in segments first instead of drawing him as one
entire character and then splitting him more logically.
The bones are those triangle-looking things. |
However, the rig
worked. The planes moved relative to the position of their bones,
just as I had hoped. Sure, it’s no masterpiece — nor is it even
that much of a challenge for anyone already mildly versed in Blender
— but it is doing essentially what I wanted it to do, and I thought
it might be interesting to see if it worked out.
It's a little rough, but I think it demonstrates what I was trying to do. |
The more tech-aware
readers might already see what I am trying to do here; I am really
trying to replicate the functionality of a commercial software called
Spine in a free alternative.
That is essentially true, and
just as Spine’s
primary product is meant to create sprites for video games, so is
this little project, here.
I
am not sure if this
particular method will be of much use for
the more complicated requirements of animation
meant for film — I will
definitely need to look into finding more tricks to make that viable,
if it even is.
In any case, that’s
one of the things I have looked into during the past couple of weeks.
I will write about my discoveries as I look further into this.
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