| Randolph | 02-15-2006 01:52 AM |
My original post did not quite achieve the effect I desired, so I shall try again.
Clearly, I didn't provide the proper information. Here's what I meant:
I am working on an animated mini-series of six episodes.
Currently, I'm at the phase of writing scripts and mecha notes,
brainstorming character designs and personalities,
and planning out my methods for creating the cel animation itself.
The problems I've run into are these:
* A number of cliches have appeared in my scripts, and I cannot for
the life of me find better replacements.
I have a main character with spiky blue hair, an alien invasion,
and a villain who has long purple hair, elegant gloves and a brain-control
chip embedded in his spine. Not to mention the female lead
looks too much like Excel Excel. Only slightly healthier. And calmer.
* I am having a very rough time trying to design mecha. The whole useless
decorative doodad thing is lost on me. The best thing I have is a monotone
Megazord. Which, with all due respect, is not very appealing.
Also, I seem to have subconsciously ripped-off most of the gimmicks
from Big O. Our main machine has rotating machine-gun lasers inside
the arms, the second machine is red and can fly, and the third machine
has a tall head and guns that come out of the chest. Although, it is
black and gold, not white.
* I have already conquered sound effects and music, having made
more or less everything I could ever need from scratch in advance.
However, the art process itself is getting rather intimidating.
Scribbling a thousand 80x60-pixel cells with my mouse and calling it
animation feels rather presumptuous.
Also, I have depressingly little practice in this field, having never animated anything over than six frames at a size of 24x32.
This forum no doubt is home to many a savant in animation, it's history
and mechanics. If anyone here has any insight on how to ease this
process to yield the finest possible result, I would be very thankful.
Thank you for you time.
Clearly, I didn't provide the proper information. Here's what I meant:
I am working on an animated mini-series of six episodes.
Currently, I'm at the phase of writing scripts and mecha notes,
brainstorming character designs and personalities,
and planning out my methods for creating the cel animation itself.
The problems I've run into are these:
* A number of cliches have appeared in my scripts, and I cannot for
the life of me find better replacements.
I have a main character with spiky blue hair, an alien invasion,
and a villain who has long purple hair, elegant gloves and a brain-control
chip embedded in his spine. Not to mention the female lead
looks too much like Excel Excel. Only slightly healthier. And calmer.
* I am having a very rough time trying to design mecha. The whole useless
decorative doodad thing is lost on me. The best thing I have is a monotone
Megazord. Which, with all due respect, is not very appealing.
Also, I seem to have subconsciously ripped-off most of the gimmicks
from Big O. Our main machine has rotating machine-gun lasers inside
the arms, the second machine is red and can fly, and the third machine
has a tall head and guns that come out of the chest. Although, it is
black and gold, not white.
* I have already conquered sound effects and music, having made
more or less everything I could ever need from scratch in advance.
However, the art process itself is getting rather intimidating.
Scribbling a thousand 80x60-pixel cells with my mouse and calling it
animation feels rather presumptuous.
Also, I have depressingly little practice in this field, having never animated anything over than six frames at a size of 24x32.
This forum no doubt is home to many a savant in animation, it's history
and mechanics. If anyone here has any insight on how to ease this
process to yield the finest possible result, I would be very thankful.
Thank you for you time.