Straight Ahead Animation
So far, we’ve avoided the great unanimated area between Frames 266 and 301. After some initial attempts at choosing poses and trying to get them to interpolate nicely, it turned out that something else had to be done. The animation was jerky, unnatural, and just plain bad. Now, it’s a certainty that someone who is a better animator than myself could have made this section work using the pose-to-pose work flow we’ve been learning so far. However, the very shortcomings that were noted about the trial animation are the ones that using the straight ahead animation method tends to fix.
Let’s tackle this section ...
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