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Building an Animation-Ready Character from the Ground Up

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Let’s get to the actual detail work. Start drawing on top of your sketched forms – you can’t see my block forms underneath because I retraced on a separate sheet, layering using a light table. Try to see how much you can add proper shape and form without deviating too far from your base shapes. Add in a few more details – individual fingers and more individual sections on the hair, but not too many, as hair is a pain to animate and the more complicated that you make it, the more you’ll be kicking yourself later.

This is a good time to correct any issues with proportions and positions, as once you start drawing the actual defined shapes of the body you’ll notice where things don’t work. You can see that I had to correct the right leg, because I placed the knee lower than that of the leg on the left, when it should have been higher due to the angle of her hips.

The important thing to remember as you’re working on this is that you aren’t illustrating, and everything that you’re sketching now, you’ll be sketching hundreds of times over in the future. If you find yourself spending too much time focusing on any one area, then you’re putting too much detail into it. Try to think of what’s effective to capture the body flow – challenge yourself to convey the most with the fewest lines.

Animation generally stays within enclosed shapes for each color, so that the cel painters (or digital colorists) have guidelines for where solid fills go and don’t have to estimate.

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