PROCESS
With my new PSD files of each image - separated into it's main layers of depth - I head over to After Effects and create a new composition for the animating process. Since two of the images are landscape orientation and the other two portrait, I figure I should have plenty of scope for a decent variety of early experimentation.
Once inside AE I create a new composition of 1920 x 1080, into which I imported the PSD files. Working on one image at a time, I converted each of the layers to 3D and added a camera, before adding an additional viewport to the screen layout. This allowed me to see how each of the layers fit within 3D space as well as giving me the camera viewpoint.
I though of all the different ways in which I could incorporate zooms and pans into each scene - by thinking back to movies/animations I had seen in the past, i was able to reverse-engineer the motion and figure out how to go about it. I wasn't watching any tutorials or clips at this point, rather I relied on exercising my visual memory a little.
I'd always wanted to produce an animation that incorporated a dolly zoom effect - where the camera zooms in on the character (or other point of focus) while the background decreases in size - so this seemed like a pretty good opportunity to give it a shot. I applied this effect to Sylvanas, Bloodrayne and Link, resulting in varying degrees of success.
The 2.5D process seemed pretty straightforward, so it didn't take long to get four animations completed. As long as I gave each motion a bit of thought and planning beforehand, the technique was fairly intuitive.
My skills with AE are intermediate, so I didn't find too many difficulties in using this software to get the desired effect. As well as using simple keyframe animations to make layers scale, move, rotate and fade, I was even able to add a few extra touches that would hopefully bring an extra layer of immersion to the viewer's experience; having layers of dust particles that passed by the camera, in an attempt to create the illusion of the viewer being within the picture; and using light flares and pulses to add a bit more variety to the otherwise static images.
PUPPET WARP
I remembered from the Creators Project video that the artist had used a Puppet Warp function to bring some extra motion to his image. I wanted to at least try this effect, so after quickly referring to a tutorial on it I tried to apply something similar to Sylvanas.
The experiment was mostly unsuccessful, but I kept it in the final animation regardless, in case of future reference (the effect was used on her left leg and part of her hair near her breast). The Puppet Warp tool seems to be limited by the illustration it's used on; the most effective way for it to work is if limbs that require animating don't overlap other body parts. Therefore for this to be used successfully, some pre-illustration planning will need to take this into account.
FINAL THOUGHTS
To summarise this post, I'm aware that this style of animation is very primitive in it's end result, however it can add drama to a still image by appearing to be a super-slow-mo action shot.
It can also be great effective to immerse the viewer within a still image; by using FG elements - such as dust particles - to float towards the viewer and past the camera, it can present the illusion of actually being within the picture, adding layers of depth to a captured moment in time.
This style of animation allows for many artefacts to be animated; light pulses; particles shifting and moving; zooms; pans; rotations etc.
The dolly zoom technique can be used to great effect in this style.
Since it is a single still image that is being animated in this way, it frees up time to really put a lot of effort into the initial illustration - rather than having to worry about drawing out hundreds of frames of animation. With sufficient planning, a well-executed illustration could result in a complex final 2.5D animation.
My next step will be to gather more references of similar animations to study from and see how my first attempts compare. Following on from this I'll be thinking of ways in which I might be able to bring something new to the table, producing some planning sketches to give some insight into what I'm aiming for.




