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Logan's Animation Blog

@hyperchaotixanimation / hyperchaotixanimation.tumblr.com

Animation, WIPs, and Models by Logan McCloud
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Current Major Projects

  • Holofist (Lead Animator)
  • Outclass Hunter (Secret)
  • Sonic Utopia (Lead Animator, Lead Concept Artist, Modeler, Co-Art Director, etc)

Personal Projects (announced): - SRB2 Model Pack (Including character commissions)

This is for the pinned post. I appreciate job offers, but I'm too busy to take on more work at the moment.

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The annual UV map Santa has finally been digitally contained.

And now with these maps 3 (Diffuse, Metalness, and Normal) you too can control him.

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Quick test of using lattice rigs during the model building process rather than after for increased flexibility later. This wasn't supposed to resemble Daffy Duck initially, but I wanted to model the beak shape and now it's this. If, for whatever reason, I make a proper Daffy model I'd like it to be more accurate though.

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Some of you have probably seen this already (this video is 2 years old after all). But for those of you who haven't: When SRB2 2.2 came out I was begged to port my old models (that I no longer cared for) to the new version. I really didn't want to do this, because the old models didn't fully live up to what I wanted.

This new pack does. This is the initial teaser for the new model pack, which I've been developing (on and off) for the past 2 years. There is a lot more now than there was even in this initial teaser.

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Here's the process I went about animating Sonic in case you were curious! :D

-Keys. Only the *most* necessary key poses to get the point across. Reads more like a comic or slide presentation at this stage.

-Extremes. Like keys, but more of them. They help define the actual rhythm of the animation. They're also the strongest drawings alongside keys.

-Breakdowns. This is the fun part. The breakdowns are drawings between the extremes that describe the actual movement of the animation and *how* the poses change. This is where a lot of the *life* and volume comes in and it's perfectly acceptable to just leave animation at this stage, especially on a budget.

-Animation Passes. Using my breakdown passes as goalposts, I straight-ahead individual parts of the body based on what is leading the action. This part can be scary and tedious, and it's good at revealing flaws in your animation, but can add a fun "wow" factor. Again, not a necessary step, but I felt great after I finished it.

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