I’m teaching a summer #Animation Camp @lipscombuniversity for HS students. Today was the Flour sack animation assignment. This one was mine I did in class. The challenge is to create some personality and weight to your inanimate object. I used #TVPaint software- animated in an hour. #floursack #disney (at Lipscomb University Department of Visual Art)

Made with Instagram

Alright, for this assignment we were given a layout, the intro + outro and a short run cycle of a cyclops.

From there we had to animate a flour sack entering the picture, coming up with the idea of jumping the the other side and then doing it.

This was superfun. We had 4½ days to do the animation, but unfortunately I got sick that monday and missed the entire first day and half of tuesday, so I started out with being behind.

I don’t remember how, but I caught up somehow and looking back at it, I still really like the result.

Good times.


Flour Sack- Jump

Hey this sack does parkour! 

cornpuppeh  asked:

I don't know if you'll have time answer this but i really love your 2D animations. How are you able to keep your characters recognizable through such a range of facial expression? I cant seem to squash and stretch the face without losing the character.

Hey there! Thanks for the kind words..

Thats a tough question to answer, because I sometimes have problems with keeping my characters recognizable in pushed expressions. The best answer is to keep drawing your character until you are comfortable with him/it/her. Explore different shape languages to see what works best for the character.

I think the things to keep in mind when trying to keep the character consistent is understanding the overall structure of the character, and keeping it as graphic as possible yet still remaining solid.

Understand the face’s form. Always understand the character’s most basic construction, therefore you can really play with those squash and stretches… Think of things like the floursack for the cheeks, and lower part of the head (since it is the one that moves the most) while the cranium the one that deforms the least. Keep that one the most solid (this helps maintain the form of the character’s face) but don’t be afraid to distort it.

(what you are about to see are halfassed drawings to help get my point across… sorry! :( )

I am going to use an example character.

Think about appeal. Appeal and giving your drawings assymmetry can really give you room to explore hundreds of different ranges, each being unique. Think of shapes that are easy to read. Expressions like these can give you different ways to squash and stretch your character’s faces.

Really understand your characters face. Some designs are not meant to show every expression in the most logical manner, since some designs rely on graphical elements to showcase some emotions. Keep in mind that sometimes, breaking the character into this graphic expression still makes the character more true than sticking to logical and technical form. It really depends what style you’re going for too!


While transferring old files to harddrives or over to my new computer, I found some REALLY old animation tests n’ things I did back from 2011, a whopping 5 YEARS AGO!

#1) I animated and designed some things for a client for a pitch he was developing involving aliens. In this case, I animated how a flying grub would move around. The project never ended up going anywhere. 

#2) While briefly working at Titmouse on MotorCity, I tried doing an animation test for SuperJail!. They gave two parts to the test: one was a general acting/dialogue scene between the Warden and Jared, and one where you had to have Jailbot kill Jackknife in 3 seconds or less. I didn’t clean up the shots, and I don’t actually remember if I submitted them, but either way I didn’t jump ship.

#3) A Christmas eCard involving Rudolph that I never finished because I was too wrapped up in actual paid work to finish before the holiday.

#4) A test of a cartoony rubber-hosed gorilla to prepare myself for animating something involving Donkey Kong, which I never finished (there seems to be a trend here)

#5) A test I did of Henrieke’s lemur Kiki I did for fun. Moves more like Marsupilami than a lemur, but it was fun to do nonetheless.

#6) A little test of my dodo character Randy opening a basket and taking at what’s inside. I draw him way too much it seems, but from an animation standpoint he’s a really fun character to move around. He’s chubby, has a standard pear-shaped floursack body, simple features and is a glorified squash and stretch demonstration. Kinda like a tubby Mickey Mouse. 

and #7) A pose test of Randy (again) tripping a guy over with a mop. Occasionally, I would do my keys, breakdowns and inbetweens in different colors for clarification. 

we were given a very vague assignment to keyframe a floursack with at least 3 reactions and some squash and stretch and I…. had no ideas…. I dont know whats going on in this….. the floursack has a too spoopy soul


Floursack Being Chased

Watch on valerieschwarz.tumblr.com

Another little animation test! I combined 2 assignments for this one– animating a cape and animating a flour sack jumping with anticipation. There are still a lot of flaws in my animation, but I’m having a lot of fun figuring it all out. So much to learn still!


Here’s a little flour sack animation! Hope you enjoy!


and here’s a sketch breakdown on goatmom! i try to use lots of ovals as a sorta balance between stocky-roundness and elegance

and shes just fluffy enough that you dont expect her to be nearly as strong as she is until she firepunches u into next tuesday

(if you wanna suggest a character for me to break down like this pls do so on the original post!)