GOOD vs BAD Character Design: Tips and Tricks!

BaM Animation
5 Mar 202020:21

Summary

TLDR本视频脚本探讨了什么是优秀的角色设计。强调了角色设计的主观性,并提出了三个关键原则:轮廓清晰、调色板清晰和夸张的清晰度。通过案例分析,展示了如何通过简化形状、选择主导颜色和利用形状语言来增强角色的可识别性。同时,讨论了如何通过夸张和情感连接来增强角色设计的故事性,以及如何根据不同的艺术风格调整设计。

Takeaways

  • 🎨 **角色设计的主观性**:角色设计是主观的,不同的人或故事有不同的标准。
  • 📏 **清晰性三原则**:好的设计应具有清晰的轮廓、色彩和夸张度。
  • 🖋️ **轮廓的重要性**:角色设计应通过轮廓就能被识别,使用大的、可识别的形状来传达个性。
  • 🌈 **色彩层次**:选择一个主色并让其他颜色辅助,避免色彩竞争。
  • 🔆 **色彩值的作用**:通过调整色彩值来增强设计的清晰度和对比度。
  • 🌟 **色彩和形状的情感**:色彩和形状可以传达情感和故事背景。
  • 🤔 **观察与夸张**:设计师应观察并放大能增强角色情感的特征。
  • 💪 **身体比例和姿势**:角色的身体比例和姿势可以讲述故事,增强情感表达。
  • 👥 **角色组合**:在设计多个角色时,要考虑它们之间的比例和动态对比。
  • 🔍 **参考资料的重要性**:收集参考资料有助于探索和实现角色设计的多样性和故事性。

Q & A

  • 什么是好的人物设计?

    -好的人物设计是主观的,但通常应该具备清晰的轮廓、色彩和夸张。这些设计原则使得人物在任何艺术风格中都能被快速识别。

  • 为什么说人物设计是主观的?

    -人物设计是主观的,因为不同的人或故事对好设计的定义不同。设计的好坏取决于它如何服务于故事和观众的感受。

  • BAM节目中提到了哪三个人物设计的原则?

    -BAM节目中提到的三个人物设计原则是:轮廓的清晰度、色彩的清晰度和夸张的清晰度。

  • 为什么人物设计需要清晰的轮廓?

    -清晰的轮廓有助于人物在任何艺术风格中都能被快速识别,即使在只有黑色的情况下,人物也应该能够被认出。

  • 色彩清晰度在人物设计中扮演什么角色?

    -色彩清晰度帮助人物在视觉上与其他元素区分开来,通过选择主导色彩和辅助色彩,可以增强人物的识别度。

  • 如何通过夸张来增强人物设计?

    -夸张是通过夸大人物的某些特征来强化其个性和情感,使人物更加生动和有趣。

  • 为什么说人物设计应该在一秒钟内传达所有信息?

    -人物设计应该在一秒钟内传达所有信息,因为这样可以迅速抓住观众的注意力,并推动故事的发展。

  • 人物设计的'形状语言'是什么?

    -'形状语言'是指通过人物的形状和轮廓来传达其性格特征,例如圆形可能传达友好和柔软,而尖锐的形状可能传达危险和强度。

  • 为什么在设计人物时要考虑色彩和价值?

    -色彩和价值有助于定义人物的情绪和环境背景,同时也影响人物在场景中的突出程度和视觉层次感。

  • 如何通过人物设计来增强故事性?

    -通过人物设计来增强故事性,设计师需要观察、反映并夸大人物的特征,以强化观众对人物情感的共鸣。

  • 为什么说人物设计中的简单性很重要?

    -简单性鼓励动画师发挥创意,避免因复杂的设计而限制他们的工作。简单、执行良好的设计往往更能持久。

Outlines

00:00

🎨 角色设计的三大原则

本段讨论了角色设计的好坏并非由设计的复杂性决定,而是取决于设计的清晰度。提出了三个关键原则:轮廓清晰度、调色板清晰度和夸张的清晰度。强调了角色设计应能在任何艺术风格中被识别,并且应该在一秒钟内通过视觉传达角色的所有信息。通过一个反面教材展示了如何避免设计上的混乱,并强调了清晰的角色设计能够推动故事发展,而不是阻碍它。

05:06

🖌️ 优化轮廓和调色板

本段深入探讨了如何通过简化轮廓和选择合适的调色板来提高角色设计的清晰度。强调了从黑色轮廓中识别角色的重要性,并提出了通过调整形状来增强标志性的建议。讨论了调色板的选择,建议选择一种主导颜色,并让其他颜色辅助而不竞争。还介绍了如何通过调整色彩的明暗度来增强设计的清晰度,并通过背景和环境来增强角色的识别度。

10:08

🤔 情感共鸣与夸张表现

本段讨论了如何通过观察和放大现实中的特征来设计能够引起观众情感共鸣的角色。强调了艺术家应该通过简化细节、夸大比例和增强色彩来直接与观众的情感建立联系。讨论了姿势作为夸张的一种形式,以及如何通过不同的身体类型来讲述故事。提出了通过动态的线条和重新绘制来增强角色设计的吸引力,并鼓励设计师在设计角色时考虑故事和情感。

15:09

🔍 参考与故事的力量

本段强调了收集参考资料的重要性,以及如何通过理解故事来增强角色设计的夸张效果。讨论了好的叙事者如何通过故事来传达角色设计的意义,并强调了设计中的简单性是关键。提出了角色设计应该像一首简单的歌曲,通过独特的执行来闪耀,而不是通过添加额外的元素。最后,鼓励设计师学习不同的风格,并根据每个项目背后的意义来改变他们的艺术风格。

Mindmap

Keywords

💡角色设计

角色设计是创造一个角色的外观和特征的过程。在视频中,角色设计被强调为一个主观的话题,它依赖于个人或故事的需求。角色设计的好坏并不取决于设计的时间长短或简单复杂,而是取决于设计的清晰度、色彩搭配和夸张程度。例如,视频中提到,一个好的角色设计应该在一秒钟内就能让人理解角色,这强调了清晰度的重要性。

💡清晰度

清晰度是角色设计中的一个重要概念,它包括轮廓清晰度、色彩清晰度和夸张的清晰度。视频中提到,一个清晰的角色设计应该在任何艺术风格中都能被识别。例如,通过简化角色到只有黑色轮廓时,角色仍然应该能够被识别,这展示了轮廓清晰度的重要性。

💡轮廓

轮廓是指角色设计中的形状和线条,它决定了角色的基本外观。视频中强调,即使在没有颜色的情况下,角色的轮廓也应该能够清晰地传达其个性和特征。例如,视频中提到,通过简化形状和使用独特的头部设计,可以帮助角色在人群中被识别出来。

💡色彩搭配

色彩搭配涉及到角色设计中颜色的选择和组合。视频中提到,一个好的色彩搭配应该有明确的主色和辅助色,避免颜色之间的竞争。例如,通过将角色的服装颜色改为与蓝色互补的暖色调,可以提高色彩的清晰度和视觉冲击力。

💡夸张

夸张是指在角色设计中故意放大或缩小某些特征,以增强角色的个性和情感表达。视频中提到,夸张是通过艺术家对现实的解读,将比例、颜色和细节推向极致,以连接观众与角色的情感。例如,通过夸大角色的身体类型,可以增强角色的故事性和视觉吸引力。

💡情感连接

情感连接是指角色设计能够引起观众情感共鸣的能力。视频中提到,一个好的角色设计师是一个世界级的观察者,他们关注如何通过放大特定特征来增强观众对角色的情感反应。例如,通过简化角色的特征,可以让观众更容易地与角色产生共鸣。

💡故事性

故事性是指角色设计如何服务于故事的叙述。视频中强调,角色设计不仅仅是为了美观,更重要的是要推动故事的发展。例如,视频中提到,角色设计应该像一个无缝的车辆,推动故事前进,而不是阻碍它。

💡形状语言

形状语言是指通过角色的形状和轮廓来传达其性格和情感的方式。视频中提到,使用形状语言可以有效地传达角色的稳定性、信任感、顽固性等特质。例如,视频中通过比较不同形状的角色,展示了如何通过形状语言来传达不同的情感和性格。

💡色彩语言

色彩语言是指通过颜色的选择和组合来传达情感和信息的方式。视频中提到,不同的颜色可以引发不同的情绪反应,如黄色通常与快乐和幸福相关联,而红色可能让人感觉危险和性感。例如,视频中通过分析角色的色彩搭配,展示了如何通过色彩语言来增强角色的故事性。

💡价值

在角色设计中,价值指的是颜色的亮度,它影响角色在背景中的可见度和对比度。视频中提到,通过调整角色设计中的形状价值,可以提高设计的清晰度和视觉冲击力。例如,通过使远处物体的颜色更亮,可以建立大气透视,从而增强前景和背景之间的对比。

💡参考

参考是指在角色设计过程中收集和研究相关资料,以帮助设计师更好地理解故事和角色。视频中提到,通过收集参考,设计师可以探索各种可能的设计想法,找到最能增强故事的设计方式。例如,视频中建议设计师通过观察和研究现实生活中的人物或动物,来放大和强化角色的情感表达。

Highlights

角色设计的好坏是主观的,取决于个人或故事。

好的人物设计应该具备清晰的轮廓、色彩和夸张。

BAM认为,清晰的人物设计在任何艺术风格中都能被识别。

设计一个糟糕的角色,从混乱的轮廓、混乱的调色板和平淡无奇的设计开始。

好的人物设计应该是推动故事发展的无缝载体。

剥离角色到只有黑色时,角色必须是可识别的。

最著名的角色设计都遵循了从轮廓识别角色的规则。

通过检查轮廓并分离形状,可以改善设计。

选择一个形状主题可以减少混乱并强调想要强调的内容。

在更现实的艺术风格中,大的可识别形状通常以服装、头发或武器的形式出现。

为了提高调色板的清晰度,不要使用太多颜色,选择一个颜色层次。

颜色语言告诉我们很多关于这些角色的信息。

颜色可以作为角色来自环境的标志。

艺术家的工作是通过人类的镜头解释现实。

好的人物设计师是世界级的观察者,他们关注如何放大感觉。

设计角色时,不要只是使用正常的人体比例,要利用动画的全部可能性。

角色的身体通常是三个主要形状的组合,形状之间的比例差异决定了角色设计的吸引力。

设计角色时,要确保即使在不同的设计中,它们也能存在于同一个宇宙中。

最好的角色设计就像披头士乐队的歌曲,简单的旋律和独特的执行方式。

简单的设计鼓励动画师享受乐趣,不要让他们陷入复杂的图案和口袋中。

角色设计不仅仅是找到自己独特的绘画风格,而是学会以不同的风格绘画。

最好的角色设计是那些在人类集体记忆中持久的设计。

Transcripts

play00:00

so what makes a character design good

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this design took more time so it's good

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and this is a simple design so it's bad

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right well the answer is it's up to you

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character design is a subjective topic

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meaning that it varies wildly from

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person to person or story to story here

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at BAM we would argue that good

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character design is about clarity

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clarity of silhouette clarity of palette

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and clarity of exaggeration a character

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design that's clear in these three

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principles will be recognizable in any

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art style

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[Music]

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[Applause]

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[Music]

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BAM is the show where professional

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animation artists redraw the art that

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you send in and if you like supporting

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that sort of thing check out our patreon

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linked below let's start this off by

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creating an inherently bad character

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design we'll begin with a messy

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silhouette a confusing palette and a

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bland generic everything else wow that

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stinks let's go ahead and completely

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cover this design in detail that'll make

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it a nightmare to redraw again and can

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you imagine those overseas animators

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actually trying to animate this let's

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make sure all of these shapes have

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tangents to no sense of 3d space

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whatsoever and as a final touch I'm

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never going to flip the canvas while I

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draw so everything will lean awkwardly

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to one side perfect all these

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conflicting elements will confuse the

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viewer they'll get caught up in this

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visual traffic and the story will

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disappear completely good character

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design should be a seamless vehicle that

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drives the story forward and everything

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about that character should be

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understood visually in 1 second or less

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let's explore these three fundamentals

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and see if we can use them to create

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clear readable characters that aid the

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story instead of hinder it

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when you strip down your character to

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just black the rule is your character

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must be recognizable from that alone

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[Music]

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there isn't a single famous character

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that doesn't follow this rule this

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submitted artwork is looking really good

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but we can improve the design simply by

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examining the silhouette and separating

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some of these shapes now that the shapes

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are clear in silhouette they'll

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definitely be clear in full color all of

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the most iconic character designs have a

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silhouette that's made of big

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identifiable shapes big shapes are going

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to visually communicate the personality

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of the character using something called

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[Music]

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shaped language like this is already

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giving you a sense of stability trust

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and stubbornness in the shape here

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friendly bouncy soft welcoming warm and

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happy and this shape has the sharpest

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corners of the three implying things

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like edginess danger intensity and speed

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even though this is a nice drawing this

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artwork has a lot of conflicting shape

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ideas we can improve this design by

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making some of these shapes bigger and

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committing to the shape motif of a

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triangle when we choose a shape motif it

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reduces clutter and emphasizes the

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things we want to emphasize I'm going to

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try and make every shape some type of

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triangle by committing to an angular

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shape language this character will read

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immediately as a dangerous femme fatale

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you might think that big identifiable

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shapes can only work in cartoony art

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styles but you'd be surprised how many

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more realistic art styles follow the

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same rule

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usually it occurs in the form of big

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clothing hair or weapons

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another way to improve silhouette

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clarity is to take the character's head

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and add a little weird shape that is

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unique to only them this is a really

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useful design hack that helps identify

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them in a crowd and demonstrates the

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direction that they're facing every

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character design works better if you can

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recognize them from just the silhouette

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hands look bad improve the silhouette

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poses wack improve the silhouette before

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you clean up your character reduce it to

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just black and double check which shapes

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you can push to make it more iconic for

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clarity of palette don't use too many

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colors

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be selective choose a color hierarchy

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meaning one color is the dominant one

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and the other colors should support it

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without competing this fan submitted

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artwork has a lot of competing colors

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this blue and this turquoise are both

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cool colors without line art how can I

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tell where the ear ends and the dress

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begins if we were to turn the dress into

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a warmer color it becomes the dominant

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color that complements the blue instead

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of competing with it but wait color is

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more complicated than that

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what about value on a new layer fill the

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entire canvas white and set the layer

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style to color this way you can toggle

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the layer on and off to double check its

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value which is basically the brightness

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of any given color now we can see what

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the real issue is this design is unclear

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because all the values are very similar

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let's select some of these shapes and

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hit control u to adjust the value of

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them an even more precise tool would be

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the color balance menu under command B

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this allows you to adjust the color on a

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more fine-tuned level if you have a

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background check the colors against the

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environment don't just paint your

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characters on white characters rarely

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sand in a bright white room if you don't

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have a background do your design against

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a mid-tone that way your lights and

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darks will actually stand off

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[Music]

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in the original artwork many of the

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values compete and the character doesn't

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really stand off the background by

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making the values of the objects in the

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distance lighter we can establish

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atmospheric perspective this will create

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more contrast between the foreground and

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the background a value structure like

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this will make the foreground will read

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clearer character palette is similar to

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silhouette in that a well-designed

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palette is totally recognizable from

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rectangular swatches alone the

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combination of a good silhouette and a

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good palette equals an extremely

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recognizable character the choices of

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your color palette are important as well

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certain colors evoke certain moods the

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color language is telling us a lot about

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these characters for example we

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associate yellow with joy and happiness

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green is going to give you a feeling of

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safety while red might feel dangerous

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and sexy

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however color language is not as clear

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as shape language yellow might give you

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a really happy feeling like sunshine or

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a really sick and diseased feeling like

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jaundice if you take a look at the globe

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countries closer to the equator are

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going to have more colorful clothing and

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artwork

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[Music]

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while countries closer to the polls will

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have more muted clothing and artwork

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[Music]

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color can act as a signifier of the

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environment that the character comes

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from in other words color tells a story

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but how can I make that story more

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meaningful this is the hardest to

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explain but it is the most powerful step

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of the character design process in a

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nutshell your job as an artist is to

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interpret reality through the lens of

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being human you're a human and you make

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art for other humans therefore you

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should aim to create something that

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connects emotionally to the viewers core

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human instincts the artist has the

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ability to strip down detail push the

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proportions and bump up the color to

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connect the viewer directly with the

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feeling that a character gives you which

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of these do you connect with more one is

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more realistic but which one's emotion

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reads clearer designing characters with

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simple easy to read features will allow

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us to see that characters emotion more

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easily

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we have empathy for characters that we

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can project ourselves on to and put

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ourselves into their shoes Scott McCloud

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calls this the masking effect a good

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character designer is a world-class

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observer they pay attention to how a

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real person or animal makes them feel

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and focus in on the specific

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characteristics that amplify that

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feeling and because an artist controls a

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hundred percent of the screen space

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every detail will strengthen the feeling

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that they want you to read which means

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animation can be more powerful than live

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action pose is a form of exaggeration

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is your character feminine or masculine

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extroverted or introverted lazy or

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focused a standard human body is capable

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of telling the story with pose alone

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when you design a character don't just

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use the normal proportions

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textbook Anatomy for everybody oh yeah

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animating comics do that all the time

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this design approach doesn't use the

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full range of possibilities that the

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medium of animation allows there are so

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many different body types in the world

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[Music]

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take a look at this weightlifter versus

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this basketball player humans have the

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same core structure but vary wildly from

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individual to individual

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what kind of utility does their body

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have a body is a reflection of the mind

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within so observe reflect exaggerate

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that utility using shapes and pose let's

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exaggerate this submitted design by Joel

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we like this drawing because there's

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clearly a goofy interaction here we just

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think the actual designs are a bit

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generic and we want to keep the same

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poses in same art style but exaggerate

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the body types to amplify the story more

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first of all Joel watch out for these

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tangents here they flatten the drawing a

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lot it's hard to tell that the demon is

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behind him now we're gonna push the

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contrast more between these two

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characters we're gonna make this guy's

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super thin poised and intelligent and

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this guy's super big intimidating and

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stupid the contrast is going to aid the

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joke in the interaction

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[Music]

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nice characters bodies are generally

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made of three major shapes and the scale

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difference between those shapes is what

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makes the character design appealing or

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not appealing notice the more dynamic

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spacing is more appealing if your

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character design is starting to feel

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bland draw these lines on your character

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group them in a more dynamic way and

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redraw it these are like appeal rulers

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that you can always use to double-check

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your design let's take a look at some of

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these designs submitted by a gay from

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Turkey we really like a lot of what's

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going on here the designs are simple and

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the artist actually designed on a lineup

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drawing on separate documents over a

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white void can lead to a lot of

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proportion issues when the characters

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are finally lined up together when you

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design on the same document within a

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lineup it allows you to compare their

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proportions and be more precise a great

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exercise when designing in a lineup is

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to create character trios using all the

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lessons we've learned so far we can

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create a trio of characters that are

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drastically different from one another

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in silhouette palette shape motif body

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variety and pose so the challenge is

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even with all these differences can they

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exist in the same universe

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lineups with good variety will feel like

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a rollercoaster bad lineups will be a

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boring train track

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[Music]

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[Music]

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[Music]

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so what's the best way to exaggerate

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your characters more effectively gather

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reference and that doesn't mean just

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browsing through Pinterest it means all

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of this clarity of exaggeration comes

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from your understanding of story

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having good reference is going to help

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you explore every possible idea to find

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the best possible way to aid the story

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so it's always worth your time the best

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storytellers are the ones who actually

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have a story to tell what really makes a

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good character design I've been working

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for years in the animation industry and

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my honest answer is I have no idea what

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I can gather is that designs with clear

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silhouettes and recognizable palettes

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and some kind of exaggeration tend to

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last for a long time in our human

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zeitgeist and the final ingredient to

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every design is story what you're really

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doing is creating an actor

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professionally speaking spending time

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trying to find your own unique drawing

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style isn't as good a goal as spending

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time learning to draw in different

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styles professional character designers

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change their art style constantly to

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best emphasize the meaning behind every

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project that they're working on shows

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like South Park would be bad if you

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delivered the same jokes in the same

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story in an overly rendered style the

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show's writing is crude and silly and it

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doesn't take itself too seriously and

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the style reflects that perfectly you

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might not like that style but it's an

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example

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extremely successful design and vice

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versa a story like grave of the

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fireflies could not be told in a style

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like South Park's personally I think the

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best design is like a Beatle song it's a

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very simple melody but the unique

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execution is what it makes it shine the

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song Blackbird is an exact amount of

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melody harmony and guitar and the moment

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you add anything else the song is ruined

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the real trick to character design is to

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go with a simple idea executed well

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simple designs encourage the animators

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to have fun you don't want to bog them

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down with a bunch of patterns and

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pockets now before you go check out our

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friends YouTube channel Joop is a

play17:47

freelance illustrator with a fantastic

play17:49

video that explores the fundamentals of

play17:51

character design in great depth there's

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another example of this I don't know

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maybe you've heard of it it's called

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that who's that Pokemon

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every Pokemon has unique silhouette and

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you can pretty much tell who the Pokemon

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is just by its silhouette with the

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exception of like to an animation is the

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best animation history channel on

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YouTube such quality writing and

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production value action in western

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animation of the 1990s and 2000's was

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dominated by a realistic style fluid

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motions that fed toward a character's

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final stance posing was considered of

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course but the action was very slow

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almost brutish with Ganley spacing of

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the motion is far more concise the

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posing is highlighted with keyframes and

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then in between this sped up so our eyes

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register a longer held pose and his

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Irish accent is like listening to to

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butter and thanks for watching now

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technically this is the end of the

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original 12 videos that we plan to do on

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this channel so this is the end of BAM

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just kidding we love doing this so we'll

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be back soon with more videos season two

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back friends BAM forever 100 years a

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hundred years of BAM yes I will live to

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a hundred and thirty years old and then

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we'll

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100 years of BAM I'm going to clone my

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own body and raise the clone in my image

play19:19

training him day after day to edit

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videos draw you know redraw that's what

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the whole channel is about redrawing

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people's art I'll mold him in my image

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and when I die he'll hate me he'll

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resent me but he will be motivated by

play19:36

guilt to continue the channel therefore

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for your viewing pleasure aren't all

play19:39

channels motivated by guilt oh yeah yeah

play19:42

especially this one yeah yeah I'm going

play19:44

to train an AI BOTS by making it read a

play19:46

thousand hours of BAM scripts that's

play19:49

smart

play19:49

yeah yeah yeah so it'll say like hey

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welcome to BAM it's the show where you

play19:56

BAM da redraw my this is my Wacom pen a

play19:59

gmail dot mail yes yes love it cool are

play20:06

we going to brand more videos they're

play20:09

coming okay

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