How To Draw Someone Throwing Something
In this tutorial I volition be showing you how to animate a character throwing a brawl! This is a fun thing to animate because it really gets the graphic symbol moving. Equally you lot learn and grow as an animator, it's fun to animate a grapheme interacting with a prop (such as a brawl in this case).
Everyone's animation might be slightly different. Is your character a lefty or a righty? It's your special animation, so get in yours! Let's get!
1. Thumbnail Out the Action
Step one
When animative an action, I like to sketch my poses downwards to get information technology right. Sometimes I'll actually act out the action and sketch it down as I proceed. Exist careful throwing a ball in the house! You tin pantomime the ball-throwing activeness if necessary without having to break any vases in the process.
Step 2
I similar to take my thumbnails and line them up and meet how my actual thumbnail sketches breathing. Looks good, but volition definitely need some sweetening. Let'southward move on to animating our main poses.
ii. Let's Breathing!
What I dear about thumbnails is that they are fabricated to be inverse. If you practice a set of thumbnails and the animation more than or less works, that's great, and you can alter details and tweak here and there.
In this case, I started off with what appeared to be a baseball, but I determine to brand the ball bigger. All the blitheness books have characters throwing baseballs, so let's recollect outside the (batter's) box and take a big rubber ball. I'thousand envisioning a large, fun rubber ball such equally one you'd see in a school 1000.
Step 1
Allow's add a floor line and then we tin can keep track of where the feet are then that the grapheme looks grounded.
I'm animative straight alee for this ane instead of doing four or five poses and in-betweening them as I do in a lot of my tutorials. I am working from my thumbnails, using them every bit reference but improving as I continue. Allow's do drawing 1. We have our character belongings the brawl. This is our get-go pose.
Step 3
Now for drawing 2. Become alee and act out the motion of throwing a ball. What do you detect? Information technology's barely noticeable, but you'll encounter in just about every example you lean forwards slightly before bringing your arm dorsum to throw the ball. In animation, this is known as an anticipation pose.
Here's drawing 2 superimposed on drawing 1 so you can see how the character's torso shifted forward.
Footstep 4
For drawing 3, the arm starts to come back. The character is planning on actually lobbing that ball! As the arm goes back, the correct human foot (the foot closest to the left of the screen) leaves the ground.
Pace five
Allow's kickoff on drawing 4. That arm is going mode back—see how the human foot goes to a higher place, left arm coming forward for balance as his right arm brings the ball back.
Step half dozen
For drawing 5, I deviated from my thumbnails a little and added a drawing where the arm goes further back. Let's bring that arm mode back! Aim for the fences! That leg is way upward now!
Run across drawing 5 in comparison to drawing 4. Look at how far back the grapheme's arm is!
Step 7
For drawing six, let'southward offset to bring that arm and body forward. The head swivels on the neck a little as the body comes forward, and the grapheme's head drags a trivial. This helps to give the character some flexibility and life. The right leg is coming down at present.
Step 8
Allow'southward do drawing 7. Here is where the grapheme should let the ball wing. Both anxiety are planted as the trunk comes forward.
Footstep 9
For drawing 8, as the ball flies off the screen, the character's trunk is carried forwards from the momentum of the force of throwing the ball. Now the character's left leg leaves the ground.
See how far forward the character's trunk bends from the momentum.
Step 10
Momentum continues to carry the character's body forward in drawing nine. The character swivels on the leg that is planted on the basis, and the dorsum leg continues to come upward.
Step eleven
And now, for drawing ten, let'due south take the grapheme starting time to straighten upward. The character's left leg goes lower to return to the basis as the trunk straightens up.
Step 12
For drawing 11, the character should about be back to a normal standing pose. The character'south left foot is almost dorsum on the ground but not planted yet.
Step 13
And now nosotros have the final pose, in which the character is dorsum to a normal continuing pose. This is our end pose. Good job! Let's see how it looks!
That looks great! That ball is really existence lobbed! Skillful job!
3. Add Some Color
Stride 1
I had so much fun animating this, and so I thought the ball deserved to be a big cherry-red rubber ball. Let's add some colour accents and color the ball!
Remember, it's your special animation, and you can make the ball any color you want! For this starting time drawing I colored the ball bright red and gave it a highlight, and I gave the character lite grey shadow accents.
Stride 2
Let's colour cartoon ii.
Stride 3
Go on going! Drawing 3 is looking bang-up! That's a squeamish bright brawl!
Pace four
Keep going! Color the residual of the drawings!
Congrats! That Looks Slap-up!
Blitheness is fun and even interactive if you roll up your sleeves and human action information technology out and sketch it out! It helps you to figure out how an action volition work, plus it'southward fun!
Whether you lot're animating a character throwing a ball, jumping over a stream or swinging a bat, the sky'south the limit to what you can animate! Keep animating!
Source: https://design.tutsplus.com/tutorials/how-to-animate-a-character-throwing-a-ball--cms-26207
Posted by: fostersagoonger.blogspot.com
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