This was from another character design project from Jake Parker's class, more open-ended this time around.
This was from another project in Jake Parker's class, a sea captain character design project.
An assignment in a class I'm taking taught by Jake Parker was to take a Nintendo character and redesign it. I was only supposed to do one, but after completing the required one, I did another two because I had a few other silhouettes that looked cool.
This is my 2d Character Animation final. The dialogue is from last month's 11-Second Club.
Another semester over in my career as a student. A lot of things happened, and I learned quite a bit. I worked on a couple of shorts for a professor to pitch to PBS, I made a short comic for a student anthology book titled Reality Not Included (which I'll start posting once I've got access to computer with Photoshop), I went to CTN, and took on 14 credit hours with projects that I'll post once I've gotten a chance to polish them to my liking.
CTN was a fun and informative experience with a lot of cool opportunities. I got to see Rise of the Guardians at Dreamworks and Wreck-it Ralph at Disney, attend panels given by experienced people in the industry, and show my reel to representatives at Disney's booth of the expo floor, thanks to a friend who lent me his MacBook to do so. It was also a bit of a wake-up call. For one, using a USB-drive to hold my portfolio was a terrible idea since those reviewing my portfolio to have a computer to bring it up on (being my first CTN, I didn't know what to expect so a lot was done last-minute). I also realized that I need to devote more time towards my focus than just working on a wider variety of areas in animation. I don't have much of an interest in shader programming, and my work in that class wasn't all that great and it ate into time for projects in other classes that I wanted to put more effort into. I also should have taken the animation track for the 3d Animation class instead of taking the modeling and rigging track.
The lack of a portable computer issue has been resolved, at least. I've ordered a Samsung ATIV 700t, a Windows 8 tablet powerful enough to run Photoshop and Toon Boom, and has a Wacom tablet sensor for pressure-sensitive pen input along with regular touch input. It will be especially useful these next few weeks as I am home for the holidays and don't have access to my desktop PC.
A bunch of people at school and I are working on a comic anthology. So far I've got a story, and now I'm working on designing the characters and trying to figure out the look I want to go for. We're supposed to have everything done before September, so it won't be until then that I'll try to figure out how I want to post it.
Over the summer at BYU I took a gesture drawing class from Ryan Woodward. Like most figure drawing classes, we did some of the normal stuff where we just drew the models in at most 5-10 minutes per pose.
There were also a few days that we brought in costumes for the models to wear. The ranger cloak someone brought in ended up as one of the most popular choice.
The most interesting part of the class was when we were told to exaggerate the proportions of the model in various ways.
The last two we had to draw a weird shape and then draw the model within that shape.
7|1|2012 - Updated SFCE to version 1.1:
The Simple Flash Comic Engine is a free Flash-based system that will allow anyone, no matter how little programming knowledge they have, to create Flash-based comics. Creating comics with this engine is as simple as creating frames in the timeline to act as pages. No additional programming is required, the engine deals with all navigation methods and includes a pre-loader.
Another reason for the engine is to provide an expected means of navigating through the pages. As of now, most Flash comics are self-designed and navigating through them changes between each one. This engine maximizes accessibility by providing click-able navigation buttons, and many sets of keyboard shortcuts, and mouse scroll-wheel support*.
Supported keyboard shortcuts: Left & right arrow keys, Page Up & Page Down, Space & Backspace, - & +, A & D, and Enter & Del/. on the number pad.
While Simple Flash Comic Engine is free to download, use, and modify, you do not have the rights to sell the engine in any form. You cannot charge anyone to "provide" them with the engine. I don't care what you do with the end result. You can sell comics that use this engine, you just cannot sell the engine itself.
Regarding credits and the "Powered By" links: while I would prefer that they remain, they are not mandatory and you can remove them if you so desire. The intent for them is to promote the engine so that others who wish to create comics using Flash can easily find the engine.
Contents of zip file:
simple-flash-comic-engine_mx.fla - AS2-based FLA for Flash MX through Flash 8
simple-flash-comic-engine_cs3.fla - AS3-based FLA for Flash CS3 and up
*Scroll wheel navigation is disabled by default on v.1.1. Scroll wheel support depends on the version of the Flash authoring program that you are using. While the code is included in the Flash MX version, scroll wheel support didn't come around until Flash MX 2004. If you are using the AS2-based MX file in a later Flash IDE, you will want to set the Publish Settings to export to Flash Player 7 or above to ensure that the scroll wheel navigates properly.