"Naughty girl training" - Some info
Added 2024-11-13 09:28:08 +0000 UTCOh gosh, there is so much to write...
Separated this text as it kinda works as WIP to the previous animation.
This animation is something special and I thought about how I would name it and what the backstory would be for a long time. The thing is that animation connects with other animations so well and even without any additional animations/posters/backstories it stands good. I feel like it's an animation that we were lack of for a while.
No WIPs? ;(
First, I need to explain why there are no WIPs for 2 last animations and just silence instead. These 2 animations are considered as a really short and "lazy done" animation that was created in a few hours. Well, the last one took more than a few hours (3+ days actually), but it was needed so we don't end up with something with SA1 quality animation. Remember, I suck at creating fast and rough animations, so it took a lot more to make it better, in fact, a lot better.
Back to clarifying - As those animations are created in a short time, they progress very fast and if I had posted each step, we would end up in WIP post spam. If you following me long enough, you may remember how long my old animations were created, like 1 small step every 2 days. Now imagine that you see WIP's like those but posted literally every 30 minutes.
So in short, I just don't want to post WIPs for small animations as they progress very quickly.
What about other animations?
I didn't forget about them. I currently juggle between them and work on them all at the same time. These 2 animations were like posters I've done before to break the release silence. For progress, I'm currently focused on MA1 - the Intro part is split into two parts, the first one with block-out ready (last WIP) and the second one where 1/3 is fully done, 1/3 is blocked-out, and 1/3 is under a question. As soon as I finish polishing all the parts, I'll make another post combining the intro and main parts.
MA2 is half-done, I need to polish the first half and make a block-out for the second part.
CA9 is... actually, there is serious progress from the last WIP post, but it is still raw. Well, development hell indeed.
A14 is in danger because of how long I didn't work on it, I actually forgot what I wanted to do in it.
And about these 2 secret animations. One of them is A10. That's one almost finished animation where I've used a Cycles render engine. I found it when I was nuking my OS and backing up my works. Currently, it has fully finished 2 parts and what's left is to make 2 transitions between them. The second secret animation got canceled as I've come up with a lot more better idea for it.
A bit of plans
This animation is now a part of the "Night in the Tavern" series. This is a series of animations that consists of 3.5 animations (1 animation is a slightly animated poster, so it's considered as 0.5). I currently looking at how good stats they get, and if all of them get good stats, I will make an extended version of each one and combine them in one long compilation animation.
I've discovered something new
As I continue practicing, I discover more things. This time I've found something that really helps make animation a lot more alive and natural. You already saw it in MA2, but it got a lot better in MA1. It turns out that if you add some subtle moves in "calm" sections, it will make your animation a lot better. in the case of MA2 and MA1 - making Hoodwink randomly move her legs makes her feel more alive. Currently, I really like how the MA1 intro is going, this is a quality I wanted to create legendary CA7 (5-minute tentacle animation) with. You will see it later, hope you'll like it.