Animation Workshop - Throw Experimentation

Since visual reference was off limits for this workshop, I had to research and plan my animations before sitting down to animate. I faced this by asking my peers to act-out the motion of throwing an object in stop-motion. I would then record their poses as stick drawings, and calculate the frames that would link each key pose together. After I had documented the essentials, I timed the motion of throwing an object. A light throw took 3 seconds, and a hard throw took 4. With this information, I knew how long my animations would have to last in order to reflect a realistic representation. I decided to half the amount of frames I would require, as the initial numbers seemed very ambitious and tedious.

Light Throw

A light throw involves limited body movement and exertion. I tried to communicate this by keeping my character in the same position, focusing on arm movement. I also ensured that the ball doesn't travel too far, which also suggests the character hasn't used much power to throw it. I tried to create 'anticipation' by giving more time to the backwards step, the momentum before the ball is thrown.

Hard Throw

I wanted this action to have a longer duration overall, as the power and momentum that is needed to throw the ball takes longer to gain. The character is more dramatic with his backward lunge, their arms are also more exaggerated. I used footwork more in this animation, to show that more effort is being used to carry out the movement. The ball is thrown at such a velocity that it leaves the frame quickly. 

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