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Plotting arm arcs

From: Hand-Drawn Animation in Flash

Video: Plotting arm arcs

Once you've fixed the arced patterns of the body Frame 31 you see lining up here and we're on frame 37.

Plotting arm arcs

Once you've fixed the arced patterns of the body and the head, it's a good idea to spend a little bit of time looking at the arms or the legs, any limbs that move in a very extravagant way. And in this case we certainly have some that qualifies for that and that's the arms and the hands. They really move around a lot because of the spin. So, let's plot them first and see what we have to contend with. So, I already have plotted the arcs for the right arm and what I did was, and let me hide the character now for a moment. I've used a little black slug for the wrist joints and then I placed them on the same image and then just as we did with the head, I made estimates for where the different in betweens should go.

So let's look at the figure beneath. And as you can see, here really it's hard to see. This is a plot of his right arm. And for the first few key frames it, it's hidden behind the torso. So, we really don't have to see much of it until frame 23. And at this point here it pops out. Black dot for the wrist joint on frame 23, from 25, through let's see. Let's look at our timing charts. Frame 31 you see lining up here and we're on frame 37. This is the point here.

Through 41. Through 45 and ending, slowing in on 257. So, let's hide everything else now except our path. And what jumped out when looking at this was that to follow this beautiful curve, number 43 would have to move out quite a bit to this point here to create this arc pattern. Otherwise, we might get a jag in the arc. So, that was just a note so that when we come to do 43, which will be a breakdown frame, it's not even the primary key frame. That's going to be a major action that we have to deal with.

And the only other thing that I thought might be an issue and I really wasn't 100% if it was worth the effort or not would be to move frame 45 back just a little bit so that the slow end from 45 to 57 would be a little more gentle. But, it's one of those things that I file that under maybe if I have the time, but right now this is going to look pretty good. So, the right-hand was a gift. It was pretty straightforward. So then, I plotted the left one in blue. And you can see not such a pretty arc. It gets awfully straight here. It's like these fellows here are just moving in a perfectly straight line.

And so with a few little adjustments in the position of the key frames, by moving the wrist for example, from 37 from here to here, and from 25, not by a lot, from 41. We're talking about relatively small incremental movements. Your arc goes from something that's quite ugly looking actually to something that's looking a lot nicer and then when we correct it, that's our final arc pattern. It's also looking quite nice. I don't think anything on there would catch the eye. That's a very smooth looping action and it really fits with the scene.

So, once that's done we're ready to move on.

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This video is part of

Image for Hand-Drawn Animation in Flash
Hand-Drawn Animation in Flash

41 video lessons · 4522 viewers

Dermot O' Connor

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  1. 2m 9s
    1. Welcome
    2. Using the exercise files
    3. What you should know before watching this course
      1m 0s
  2. 8m 47s
    1. Recognizing the Flash style
      4m 2s
    2. Customizing Flash for a hand-drawn workflow
      4m 45s
  3. 20m 47s
    1. Creating thumbnails
      5m 46s
    2. Creating rough keys and pose tests
      3m 8s
    3. Plotting head arcs
      4m 24s
    4. Fixing timing charts
      4m 36s
    5. Plotting arm arcs
      2m 53s
  4. 36m 36s
    1. Creating tie-downs of the keys
      9m 16s
    2. Adding the secondary keys
      3m 59s
    3. Challenge: Clean up the final keyframe
    4. Solution: Clean up the final keyframe
      1m 21s
    5. Symbolizing body parts
      4m 39s
    6. Setting up the light table
      7m 14s
    7. Creating loose breakdowns
      5m 6s
    8. Cutting or adding frames
      4m 10s
  5. 16m 6s
    1. Tying down the breakdown drawings
      3m 10s
    2. Using the shift-and-trace trick to control volumes
      5m 21s
    3. Creating the in-betweens
      4m 19s
    4. Adding a final breakdown
      3m 16s
  6. 14m 45s
    1. Coloring the character
      4m 55s
    2. Fine-tuning the colors
      5m 22s
    3. Retiming the animation
      4m 28s
  7. 54m 56s
    1. Demonstrating an acting scene
      3m 31s
    2. Breaking a frame into a rig
      6m 53s
    3. Rigging a head and dialog
      5m 2s
    4. Comparing cleanup styles
      4m 13s
    5. Cleaning up a keyframe
      7m 52s
    6. Fixing animation in cleanup
      3m 19s
    7. Cleaning up the Flash rig
      3m 36s
    8. Cleaning up the breakdowns
      6m 45s
    9. Cleaning up the in-betweens
      4m 46s
    10. Coloring the keys
      2m 48s
    11. Fine-tuning the scene
      2m 37s
    12. Comparing line treatments
      3m 34s
  8. 19m 19s
    1. Drawing a difficult transition
      7m 25s
    2. Creating the tie-downs using the hybrid method
      6m 37s
    3. Retiming with Timewarp in After Effects
      5m 17s
  9. 1m 16s
    1. Next steps
      1m 16s

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