The method of animation we are using is tweening assets within Adobe Animate. Each limb has been made separate allowing them to be animated individually. I quickly found that the best way to make this style look good is with a lot of follow through and overlapping action, along with very strong easing. Otherwise, it is very easy to fall into these styles of animations looking very robotic. I made sure there was always a delay between each limb moving and the next joint following it.
I think this has made for a really satisfying look, and it is very quick to do. I finished Maynard's first scene in an afternoon. Realising Andy was rather behind on his characters, and with quite a lot to do after he'd done them, I made the decision to take the task of sound design from him.
I went in search of all backgrounds sounds we would need online. Baring in mind that the narration should take focus and so these effects will all be pretty quiet. I started syncing up the sounds I'd gathered but I haven't done any work on properly mixing them yet. I'll do all at a later point.
Nicole sent her big background for the ocracoke section. This is a very wide document to allow for lots of camera movement. The only thing I did with this was add a turbulent displacement effect to the water to make it look like it was waving and rippling. I think this effect was very successful and works well with the aesthetic we are going for.
Once Andy sent the Blackbeard rig, I got straight onto animating his opening title screen. This was more in depth than the subtle Maynard animation and it required a lot of tweaking to get the sword flick and gunshot to a place where I was happy with them. I think I needed to play full tests more in order to get a real sense of time, as the preview window in Animate is sometimes a bit slow in bigger files.
I am happy with how the character animation is coming so far and hopefully starting on these more subtle scenes has prepared me for the fight scene.
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