Join Dermot O' Connor for an in-depth discussion in this video Using complementary shapes, part of 2D Animation Principles.
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…In the previous section, I showed you how to create a…library of six mouth shapes, and then to blend between them.…And using a system like that, it's kind of hard to go wrong.…Where you can get into a little more trouble is when you start creating…custom shapes on top of that, and…then really interchanging between radically different shapes.…So one way to stay out of trouble is…to group your mouth shapes into roughly similar graphical families.…So at the top level, you see happy mouth shapes.…And if you notice the outline, the silhouettes of these shapes, you'll…see that they actually make a reasonably clean transition, one into the other.…
Look at the second row, the same principle applies, the angry shapes.…They all, more or less, have the same abstract shape.…Let's look at them just in outline mode.…So, again, on the top, it's very hard to…imagine any transition from any one of these six shapes.…Now I could make 20 shapes if I wanted to, but six for purposes of demonstration.…It's very hard to see any bad transitions between these.…
These lessons are designed with Flash in mind, but work just as well with any other 2D animation program.
- Creating gesture drawings
- Comparing storyboard styles
- Squash, stretch, and volume
- Comparing timing and spacing
- Using anticipation, overshoot, settle, overlap, and follow-through
- Creating eccentric walks
- Building stock mouth shapes for dialogue
- Creating thumbnails