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 Working on a project but feeling stuck? Let's help support each other! I'd love to review your work and offer constructive feedback to help keep you moving forward.


$10 Feedback Session - Receive one 15 minutes recorded review of your work that offers constructive feedback to help you continue improving on your work. After purchase, upload your work to SyncSketch and send me a link to it through my contact page. Use "Feedback Session" after your name in the name field, then in the message section let me know if there's anything specific you are trying to improve on or that I should know about your project so I can be sure to address that in my review.



Also, feel free to email before purchasing if you have any questions. Thank you so much!


Popular posts from this blog

Timing and Spacing Part 1: The Basics

For my posts discussing the 12 Principles of Animation, I want to begin with Timing and Spacing because I feel that this principle is a major building block of the art form. This principle has a lot of power in establishing the style of a shot as well as what will be exaggerated and highlighted. It is also a principle that can be a bit confusing at times. For example, I'm calling the principle "timing AND spacing" while it has also been called simply "timing", and I sometimes hear students talking about the "timing feeling off" when it seems like they are trying to call out the spacing. All this to say I feel there's a lot to unpack so I decided to devote two posts to this principle. In this post, I'll define the principle as I think about it and share some basic examples so that in the following post we can dive in a bit deeper but all be on the same page. So, let's define this principle. The first thing to note is that while it is conside

Timing and Spacing Part 2: Application

 Alright, I'm really excited to get into this second part of Timing and Spacing. Hopefully, I will be able to apply the principles we defined in Part 1 in such a way that helps make these concepts start to click for you. After reading this post I encourage you to keep studying this principle and read what others have to say about it because once you start to grasp it your animations move to another level. ***EXPLANATORY CAMMA*** One last note before starting, since I'm going to try and move into application vs. definition I'll define these terms as I mean them here so that I don't have to pause to define them later. Key Drawing or Key = A drawing(2D) or frame (3D) that establishes when something will happen as well as extreme poses that help communicate the story. Breakdown(BD) = A drawing or frame that establishes how something transitions from one key to the next Inbetweens = The drawings or frames that guide the viewers' eye to and from Keys and BD's. Tim

The Other Animation Principles Of Motion: Newton's Laws of Motion

After discussing timing and spacing, I think it's a little easier to see how all of these animation principles really feed off of each other and overlap in many ways. So instead of focusing on them as separate principles, I decided to discuss the remaining motion  principles as a group. They really are artistic definitions of scientific principles, a way for us to discuss and push reality while still basing our animation on realistic physics to ground our work and make it more believable. Starting with reality, we can look at science, then we will define and apply the animation principles. Obviously, I'm not a scientist so I will not try to get too technical, but I think it's helpful to look at the reality of motion. Specifically Newton's 3 Laws of Motion: (1) Every object in a state of uniform motion will remain in that state of motion unless an external force acts on it (objects at rest will stay at rest until another force acts upon it, objects in motion will stay in