Monday, June 30, 2014

Message from Vacation.

Hello Fam and welcome to another edition of HypefroActive. It's been a while and everything's looking quite strange right now on the blog. Yeah, the last time i posted on here i did say i wont be animating anything for some time. At least for the remaining part of this month as i'll be on vacation. I've come a long way animating and learning from scratch and in all those times i stayed dedicated to the bussiness of learning the animation program and animating well. Though not exactly where i want to be quite yet, but i'm very close. where do i want to be? I want to be better than everybody. Lol. Ok, please excuse my joke but i actually have that as a dream. I am having a nice time relaxing, away from animation at the moment, though not completely free but at least, i'm not making any of those weird faces or movements and for once in about thirty months, heck it does feel really good.

As you know, i uploaded My last Animated short, "The Super Eagles Infinite Skills" animation and thank you very much, it has been going quite well. Plus ones, likes and commendations from everywhere and have been said. And i owe to all you great fans out there, even if you just check on my blog, read up stuffs and leave without commenting. I still hold you in high esteem though it would be nice if you dropped one or two comments before leaving.

Suddenly, i've kind of run out of ideas like "so what next"? I guess that's why i need a vacation after all. Hopefully when I'm back on my desk animating, there would be something worth showing enough to quell and forgive my animation absence and lack of show that's been lingering for some time now. Plus i do realize, i still haven't posted the finished anime on "The Bandit". Bad me.
What simply happened is that, i lost data, the animation data itself. But i do have a test render i think and i've been trying to recover this data but to no avail. So i might just go with what i have just for sake of show.

So thanks and i hope you continue giving your support as usual.

Wednesday, June 25, 2014

My latest Animation "Super Eagles of Nigeria" infinite skills for #Brazil2014 World cup Animation.

Hello Guys and welcome to HypefroActive, The Blog that talks about Animations. Finally, I get to upload The Super Eagles Animation which I've been working on. And hurriedly I'm posting it here so that you can see it first before everyother person. So, here's the link http://youtu.be/UXLDaENZRU0. Like I said, it's a simple animation with the minimum amount of polygons to just deform as much as possibly required to. I'll be updating this post hopefully in a bit, so please as always stay with me during this break. And yeah, this is a mobile version.

Ok, welcome back to this session of HypefroActive. Well this is the latest animation I have been working on since the past two weeks. It was fun Animating and was done in 3dsmax 2013, using the CAT rig and about a minute long. Challenges were, knowing how to play soccer, time to animate, been creative and imaginative while keeping it as realistic as possible. Then the system I used gave me a hell of a time which was really discouraging but for me, it was all about ego, so I had to find a way to pull it off. Plus of course my fans and my country.

It has two versions, a mobile which is about 4mb in size before uploading to youtube and a PC version of about 30mb in size before uploading to youtube. This was done so that anyone that wanted to watch could have access to the video in whatever resolution or quality they wanted. both of them rendered to full HD, but i tried tweaking some settings including turning off final gather completely so as to get it out on time. But in All the biggest challenge would be Animating with The CAT rig. This is to say though not customized and a lot of people would probably shy away from using it, while some would even turn it down, as seen here it is possible to achieve this type and better animations using The 3Dsmax CAT rig. So in the end, it's not entirely the rig, it's all about the Animator. Once again thank you for your patience and like i said, i wont be doing any animations this month and i still have one more which i call "The Bandit" that's yet to be uploaded. Hopefully, i'll do that within the month. As usual can be reached on here or by sending an email to chimatic@gmail.com


 

Tuesday, June 24, 2014

How to Bring Animated Cartoon Characters to life. You need help with your animations?

Hello People and welcome to another edition of HypefroActive. today, i'm going to be talking about animations and how it works. I guess a huge chunk of you First timers know about the principles. And also know that applying them correctly has some how become a pain in the ass. Well, you are not alone in this journey and definitely not the first to experience this pain or disappointment or both. The truth is Animations can be very difficult learning and applying correctly because what we as Animators hope to achieve is already registered in the minds of people, us inclusive. And so when we animate these things especially when they are not well animated, it sends a signal to the audience that "NO, There's something wrong. Though it might be your very first time animating and you are all excited breaking this new ground but the fact remains that, it is not top notch. So how can you get to Top Notch? Well, i'll tell you, but it's not going to be easy, so brace yourselves.

 First off, lets start with the principles in general. If you are a first timer and are reading this then i'll advice you to get on your computer, open google and search for "The Principles of Animation" by Frank Thomas and Ollie Johnston or The illusion of life by Richard Williams. If You are opportuned to lay your hands on Richard's Dvds, That would make all the difference, and ultimately your journey into animation easier. This does not mean that once you've finished reading these books or watching the videos, that everything will be automatic and in two days you are on the same level with the worlds best animators. No, it's just a starting point and could again turn out to be very disappointing and frustrating if you dont handle this matter very well. Because this right here is the key. Starting and Enduring with a lot of focus and determination is actually where it all begins. Now if you've kind of progressed a bit into animation and you know this priciples, then this is for you. First timers can also stick with this for knowing sake so that you can always refer back to this advice when you've progressed and maybe need it.

I learnt a great deal from Richard Williams and one of the first and major things that i always start of with is "Timing and spacing", inbetween and extreme poses, anticipations and exagerations. I do not always apply the rest like exagerations sometimes but getting to apply the first four or five alone can really get you up to speed with animating well. things like exagerations, the hold and moving hold and succesive breaking of joints are just icing on the cake. And yes, animations look better on curved paths and that's not because it's animations but because it is how it works in real life. Take your whole arm for example and lets try applying The Principle "breaking the joints" here. This was gotten from Richard Williams and He illustrated that, when we consider a hand that's at rest  trying to swing up, it comes in an arc which is true and you could try it out, by first putting your hand down and trying to reposition it in the air with your hand now hanging over your head. Wether you do this with your arms stretched out or not i found out that the order of movement is the same. This is the order. Now it will seem that the shoulders are not moving at the inception but are actually they are and in very little arcs and when the elbows goes past the shoulder level you see a convincing shoulder movement or lift supporting the whole arm and futher stretching to full length. But that is not the magic. the real Magic and what breaking of the joints preach is that "not everything happens at once" thus this movement will start with the shoulder down to the upper then lower arm and finally the wrist and fingers. It's a bit difficult to understand what i'm talking about right now, but if you'll experiment it on your own, you'll get it right.

Why am i saying all these? asides learning the principles so that you animate well, You'll stand out truly from the crowd if you know a lot other unique things and can apply them in your animations. especially when you are good at it. Take Jeff Lew and his Killer Bean movie for instance. It would be very difficult to create such Hyper realistic animations if he wasn't into martial arts or doesn't understand it. Why, you'd ask? Because you don't know what you don't know. The same way in which you could tell if a walk pattern is not realistic or somebody trying to lift something heavy is not realistic in animations is the same way the audience are able to tell if an animated fight scene doesn't look real. Because they've seen or practiced it at one time or the other and they know how it actually looks like or feel like. Hence the need for an animator to evolve and emerge as an actor. Taking note of Body movements and soft flickers can greatly enhance your animation  prowess. And that's why you see animators do weird faces or gestures while animating a character. That is how Characters come to Life. By been an Animator and an Actor.

Monday, June 23, 2014

Find out What I'll be doing in the remaining part of the month of June.

Hello Guys and welcome to HypefroActive, the blog that talks and gossips animation. Yeah, i trust you all have been having fun especially with the trendy #Brazil2014WorldCup happening at the moment. Big teams falling to small teams, plenty of goals and lots of unpredictable occurrences.

Ok, this last weeks in the month of June, i'll not be doing any #NewAnimations, maybe recycle this last soccer animation and probably add or manipulate the motions to give something different but i wont be doing anything serious or creating anything from scratch. Rendering on the #SuperEagles infinite skill i posted last week is going on at the moment and as soon as its done, most definitely less than three days to come, i'll be posting the link to the uploaded video here as usual.

Well, while i wont be animating per se, i would be doing a lot of blogging, So my concentration would be here throughout that period of time. Who knows, maybe we could get to learn something new from each other. Some discussions and maybe new skills, hopefully. I really am excited because writing is one of my many passions and i hope to explore as much as possible it's full potential especially the one deposited in me.

So sit down and relax, while i cook up something new and interesting for you to read. It's going to be fun and awesome. I can tell.

Saturday, June 21, 2014

The 3dsmax Cat rig and What type of #rig is best suited for Animations. Rigging an essential part of animations.

Hello HypefroActive fans and welcome to another edition of Hyperactive anime blogging. In this post i'll be talking about rigging. So what is Rigging? Rigging in Animation is the systematic setup or creation of objects that could come in the form of helpers, bones, shapes or almost about anything that would help drive or aid the movement of a geometrical mesh built , modelled or sculpted to perform certain functions. The model is that which we build such as your dog, a human, a car or trees etc. The rig is what alot of people in animation refer to as bones. At least that's what it's called in 3dsmax. In my earlier times, i once learnt how to use the #biped. Which i found to be amusing at the time because of  its many layers and functions. You could swap between poses and load poses however you want, whenever you want. But the biped has something i hate alot, which is it's own studio. If you are using the biped, you have to stay in the character studio and that means you key everything inside the character studio. I particularly hate keying the foot separately with a special kind of key designed for the foot, and if you dont understand this then you'll have the legs sinking into the ground almost all the time especially when you want them planted on the ground.

I delved into custom bones next and as a matter of fact the difference was clear at first use. The custom bones gave my ever relenting spirits the hope that i needed. The assurance that i could actually pull this off. Though my animations at the time where still very much rigid, but compared to the biped, the biped was like looking at me sternly and i could feel it was trying to say something like "what? you want a piece of me?". Creepy right? Yeah it was that bad, i almost gave up hope learning animations with the biped.


About a year later after i've learnt a bit about rigging with custom bones and have been animating petty stuffs, i began exploring CAT rig and its character studio. The CAT is just what i needed to assure myself that i could animate. It was just in between the custom bones and the biped and yielded results fast. I didn't have to worry about any planting of any foot and could change from inverse kinematics to forward kinamatics in no time or any time i deemed feat. Though it didn't come that fast learning it but if i had given the same time i gave to the biped to the CAT, i'ld probably have gone far with CAT. Everything about the CAT is customizable and like the biped or custom bones, you could load animations from mocap into it but i really have not tried anything mocap before. And i don't advice people using mocap when they are still young learning animations because it would make you lazy. You become a better animator figuring out how things work, what works and what doesn't and how to go about it all.

The CAT can easily be set setup and skinned to drive a mesh. There are also a lot of character motion presets that are available to you and can do a lot more than you think it ordinarily can. It's usage to me is almost limitless and will depend on how much you are good with it. So, if You want to begin chacter animation and are handicapped as in setting up a reel, you could go ahead with the CAT. The real power after it's set up again like the biped's character studio is its own studio where you have the layers and other stuffs. Understand the layer panel and you'll be able to use the CAT rig and make it work for you.

In conclusion, I've heard people beg some other people for rigs and all with the believe that this rig is special and no other rig can achieve what this rig can. This assumption is wrong and derailing. A basic rig can come close to achieving what a special rig can. The difference in most cases is the animator and maybe time and scope of the project. In the current Animation i'm doing, The CAT plays a prominent role in that it's my rig of choice for this anime and it's what is driving this Character mesh as seen in the pictures above. Simple rig with a little over simple animation and that's the world cup anime for you. So if you are yet to explore the 3dsmax CAT, now is the time. Especially for those of us with large scenes where you have to deal with crowd plus there there are alot of very helpful online tutotials and videos on it. Very very accurate ones too.

Thursday, June 19, 2014

Making of #Brazil2014 Super Eagles of Nigeria infinite skills Animation.

Hello Hypefroactive fans. What's going on? Ok, a lot of you are probably looking forward to seeing my last two animations and the times for release is past and all, like what's taking this guy so long? Yeah, i ask myself that question too, except that, unlike you i know the answer to that question. And once again, i apologize for the delay. Yeah, talking about keeping you abreast of what's new and trending in HypefroActive, last week i talked about system requirements and a bit of what i'm working on.

Well, this week i'll be talking about the making of the #Brazil2014 World cup animation that i posted earlier. featuring the Super Eagles of Nigeria. Like my usual style, it's simple entertaining and for the sake of time and some other things including but not limited to new resolutions, i've restricted it to sixty seconds. Nothing is planned, no not even the modelling. Everything down to the animation is unplanned or straight ahead as it's refered to in the world of animation. So at this point i'm trying to tidy up, and tie up loose ends. Again, i probably would have finished before now but i'm studying other things as well. like working on different systems to see which is more effective and why as regards system requirements in an earlier post. And up till now, considering my findings i think the post is ok. So system requirements really does matter alot, if you want the best for your animation jobs.

In animating this current soccer short, the challenges where not really much, because i played soccer alot as a kid and i know the poses, what works and what does'nt. So far it's come out well and i hope you guys let me in on your comments, subscribe and share the link to the as a support to this blog. So, stay sharp because i'll be posting some pictures and updating this same post later in the day.

yeah, eeeerrrr sorry about that guys, later in the day just turned to two days later or something. I really am sorry about that. Had some challenges and other pressing issues to attend to, so please find it in your heart of hearts to forgive me. Yeah so about the updates. I did mention that i'll be limiting this anime to sixty seconds and that goes to others still to come. I'll also be taking a break form animation for about two weeks and probably focus on this blog at least as i embark on a vacation. My body's been crying for it.

So, in this anime short, i find my way back to using 3dsmax CAT custom rigs. I used CAT because of the time frame, it's simplicity of setup and use and maybe re-use. I'll be talking about the CAT rig in another post. Ok, maybe the next post.

So, i'm done animating, just finished setting up lights and about to begin rendering. A lot of Animators wont delve into this because the probably don't understand it as in playing soccer, not necessarily a BIG deal. Because like #RichardWilliams would say, "You dont know what you dont know". So once again thanks for the calm and support, and catch me in the next post where i'll be talking about 3dsmax CAT rig, coming up next.

Thursday, June 12, 2014

System requirements for Autodesk 3dsmax Animation software. The Icore3 vs The AMD dualcore.

Hello guys and welcome to HypefroActive, The blog that talks about animations. Well today i'm going to be talking about something that's been bothering me for some time now, and why is that? because i finally tested the waters on this topic first hand and i now know the truth. More like the truth behind the scenes.

Now i've got a couple of friends, trying to cook up a series, so they model and build the scenes first. I see alot of things in the scene and when i begin a rough estimate, it cant be less than a hundred thousand polygons. You know, having the house and cars in a parking lot or on the street, that kinda thing. Plus we still have lighting to consider as well as animating stuffs. The scene is a modest one when built and i'm sorry i cant post pictures to shed some light on whatever i'm talking about. But the thing is, getting to talk about what it took to get this results, it is revealed that they were working on a 1G powered ram. And i'm like seriously, 1G? What the... I mean i use a much powered system and i still get caught trying to animate a simple low poly character. So it left me curious, how do these guys do it? Well i'll tell you.

These guys dont do anything. They dont just know it, but when it gets to the animation stage, that 1G ram powered system will be over powered. Frustration will set in because everything will drag along, freeze and crash occasionally. unless ofcourse they plan on going really super slow with those mouse clicks. Check this out, Autodesk advices that a system running these applications should at least fulfill these requirements:

  • Intel® Pentium® 4 1.4 GHz or equivalent AMD® processor with SSE2 technology
  • 2 GB RAM (4 GB recommended)
  • 2 GB swap space (4 GB recommended)
  • 3 GB free hard drive space
  • Direct3D® 10 technology, Direct3D 9, or OpenGL-capable graphics card
  • 512 MB or higher video card memory (1 GB or higher recommended)
  • Three-button mouse with mouse driver software
  • DVD-ROM drive
  • Internet connection for web downloads and Autodesk® Subscription-aware access
For 64-Bit Autodesk 3ds Max 2013 or Autodesk 3ds Max Design 2013 for Windows
Operating System: Windows 7 Professional x64 or Windows XP Professional x64 edition (SP3 or higher)
For general animation and rendering (typically fewer than 1,000 objects or 100,000 polygons):
  • Intel® 64 or AMD64 processor with SSE2 technology
  • 4 GB RAM (8 GB recommended)
  • 4 GB swap space (8 GB recommended)
  • 3 GB free hard drive space
  • Direct3D 10 technology, Direct3D 9, or OpenGL-capable graphics card
  • 512 MB or higher video card memory (1 GB or higher recommended)
  • Three-button mouse with mouse driver software
  • DVD-ROM drive
  • Internet connection for web downloads and Autodesk Subscription-aware access
For large scenes and complex data sets (typically more than 1,000 objects or 100,000 polygons):
  • Intel 64 or AMD64 processor with SSE2 technology
  • 8 GB RAM
  • 8 GB swap space
  • 3 GB free hard drive space
  • Direct3D 10, Direct3D 9, or OpenGL-capable graphics card
  • 1 GB or higher video card memory
  • Three-button mouse with mouse driver software
  • DVD-ROM drive
  • Internet connection for web downloads and Autodesk Subscription-aware access
For Autodesk 3ds Max 2013 or Autodesk 3ds Max Design 2013 for Macintosh
Boot Camp You can install Autodesk® 3ds Max® 2013 and Autodesk® 3ds Max® Design 2013 software on a Mac® computer on a Microsoft® Windows® partition. The system must use Boot Camp® application program to help manage a dual OS configuration and meet the minimum system requirements.
  • Intel-based Mac Pro or MacBook® Pro computer
  • Mac® OS® X 10.5.x or higher operating system
  • Boot Camp V 2.0 or higher
  • Minimum 2 GB RAM (4 GB recommended for 32-bit Windows, 8 GB or more for 64-bit Windows)
  • Minimum 20 GB disk space for Apple OS partition, minimum 20 GB for Windows OS partition
Mac Virtualization on Parallels Desktop Autodesk 3ds Max 2013 and 3ds Max Design 2013 can be used on the Mac via Parallels Desktop® for Mac software without having to boot directly into the Windows OS, so it is easy to switch between platforms. The system must meet the following requirements:
  • A Mac computer with an Intel® Core™ 2 Duo, Intel Core i3, Intel Core i5, Intel Core i7, or Intel® Xeon® processor
  • Mac OS X 10.5.x operating system or higher
  • Mac OS X Leopard 10.5.8 or higher Parallels Desktop 7 for Mac
  • 4 GB RAM minimum (6 GB system memory for 32-bit Windows OS, 8 GB or more for 64-bit Windows recommended)
  • Minimum 40 GB available disk space (100 GB recommended)
For more details, read the attached file, 3ds-max-2013-boot-camp-faq.pdf.
Autodesk is not responsible for errors or failures of Autodesk software arising from the installation of updates, extensions or new releases issued by third party hardware or software vendors for the qualified software or hardware identified in this document (or for any other third party software or hardware that you may use in connection with Autodesk products).

  1. The 3ds Max Composite feature requires one of the following 32-bit or 64-bit operating systems:
    • Windows XP Professional operating system (SP3 or higher)
    • Windows XP Professional x64 operating system (SP3 or higher)
    • Windows 7 Professional x64 operating system
  2. Autodesk 3ds Max 2013 and Autodesk 3ds Max Design 2013 English only. Additional language support requires a Windows 7 operating system.
  3. Autodesk 3ds Max 2013 and Autodesk 3ds Max Design 2013 have been optimized to take advantage of the SSE2 extended instruction sets supported on Intel Pentium 4 processor or higher, AMD Athlon 64, AMD Opteron, and AMD Phenom™ processors. 3ds Max 2013 will not operate on computers that do not support SSE2. Several utilities are available on the Internet that report CPUID, including supported instruction sets.
  4. Autodesk recommends settings that allow Microsoft Windows to manage virtual memory, as needed. There should always be at least twice as much free hard disk space as system memory (RAM).
  5. Some features of 3ds Max 2013 and 3ds Max Design 2013 are only enabled when used with graphics hardware that supports Shader Model 3.0 (Pixel Shader and Vertex Shader 3.0). In addition, Quicksilver hardware rendering requires additional GPU resources to work effectively. A minimum of 512 MB of graphics memory should be used. A minimum of 1 GB is recommended for the most complex scenes, shaders, and lighting modes. The integrated NVIDIA® iray® rendering technology operates well solely with CPU processing but processing can be accelerated by NVIDIA GPU CUDA technology.

Yeah, it's that bad. but most of us dont really follow or regard these advices. we just get the software and jump right in animating stuffs. I tested this theory out myself using a 4G powered icore 3 and a 4G powered AMD dual core. And guess what. The dualcore perfomed a whole lot better than the icore 3 and this may be a bit off topic but let's just say this settles the dispute between the icore 3 and the AMD dualcore of same ram size. I once used an icore 5 and it performed just as well as the dualcore, so i guess the icore 5 is a better match and not the 3. At thirteen thousand polygons just skinning and the icore 3 starts to scream for help, whilst the dual core could take up to thirty threes thousand polygons while animating. Note, these observations are based on the fact that they are both powered by a 4G ram.

And please let us know if you feel any diferent.

Tuesday, June 10, 2014

It's The World cup and Check Out "What i'm working on next" for the month of June.

Hello Peeps and welcome to another edition of HypefroActive. In today's edition, i get to talk about what i am working on next. Basically, i post pictures of whatever it is i am working on, share my thoughts and highlight challenges as well as observations on techniques and software. So the last time i wrote on this blog, i did mention that i encountered some problems but wasn't clear weather it was software or hardware issues. well, so far so good with this latest reel, software has been performing incredibly well, but i had issues with my laptop. it's an AMD, wicked with graphics but heats up quite quickly and terribly, you could consider it for a frying competition, yeah it's that bad. Ok, so i had to get it to a doc and wasted some four days or there about because the problem occurred in the weekend.
Doctor diagnosed and the result was that the VGA Card is bad or is going bad. So here is the thing, unless you leave in the south pole say around the Eskimos or in Mother Russia or anywhere very cold that could freeze your bones... Do not use The AMD. It's not for hot regions like west africa. And if you dont know, now you know.



Ok,as you can see, i'm working on an animation centered around soccer, representing a mascot for my country Nigeria, sort of. Yeah, i might add hair as in like, model a hair to it cause my friends complain that it's bald. And again, you'll probably notice that this is the first time i'll be going a bit into detail to texture a model. That's because my focus is on animating stuffs. Yeah i know, when you texture you get the feel, the animation looks cooler and real blabla. The truth is that even in this one, i could have dodged texturing. Just apply materials straight off the box from 3dsmax would do, but because i wanted it to look like the Super Eagles of Nigeria talking about the uniform, i had to texture. Ok, i wont lie, i'm glad i did.


Now this is what i did. I recalled the model for the bandit again Which is the same model that i used in animating "The Prayer" which could be found by clicking this link youtu.be/E3ZZ9eBJpgo   and i worked a little bit on the shape of it's head. i was going to use it's body but was becoming a drag at some point so i had to discard and start afresh with something new, which finally shaped out to what you see right now. So after modelling, I textured it plainly not having it look like anybody, just plain.


 yeah, i also gave the boots a mild texture as well even when i didn't want to. but again there is a part in the story that will require the boot been textured so, there it goes.Go go boot texture. Quite fairly you'ld agree. not my thing but, i try.



 So, after all the modellings and texturings, i baked them all up into the edit poly sub object level which is the base level for modelling in which i operate. Why? Eeeerrrr, no particular important reason, but i'ld say i do not think that i'ld be altering the textures on the model anymore and i'm trying to keep things really simple. i mean as simple as it can be. And that is one of the reasons why i'm rigging this model with a 3dsmax CAT rig. Quite simple rig, easy to set up and fun to use as well. coming with built in poses that can speed up your work flow depending on how good you are with it. And after i post this making readable for you, i'll proceed to skin then begin animating.


Thanks for your time and see you hopefully tomorrow. Yeah, if there's something you'ld like to see it do please put it down as a comment in this post not later that 12th of June 2014 and i'll do my very best to make it happen. Anything here means "anything that has to do with soccer, basically skillz".

And Yeah, unlike my other shorts, i dont intend to make this video more than a minute long, that's assuming it gets to a minute.


Friday, June 6, 2014

What's up with #HypefroActive

Hello HypefroActive fans and welcome to yet another edition of animation on HypefroActive. It's indeed been a while and with no further ado, lets get the show on the road. Ok, today we'll be talking about animation and yeah, i did promise a reel last month that's yet to be presented and i'm sorry about that. There were a lot of tests i had to run in my animation lab talking about softwares ad devices notably your average computer of any kind. So lets go.

The Anime for last month which i name The Bandit has been the most challenging yet most fun to work with. New speeds were reached, new techniques learnt plus a host of other things. However, something strange kept happening. precisely for about three times or there about, i kept on loosing files. And previous ones saved do not open. even from the flash drive. At first it was challenging, like yeah let's do it again then after the first time it became annoying and frustrating. I dont really know what happened or why it did but i pray i never have to go through that kind of experience again. Anyways, i had the system restored back to new and the programmes re-loaded and as usual, i'm working on something new. And for say two days running, there's been no issues. Still trying to figure out what happened back the though.

I did however manage to save something for you my peeps that looks like a test and will hopefully be uploading it in a couple of days. But painfully, it's not the full version of the animated story. It does however show squash and stretch, weight shifts, straight aheads and pose to pose. The other part shows flexibility but will be coming much later in the month as a full version.

So, once again do bear with me. Tell you what, in this month i'll be releasing three animation shorts. One of them been the one i'm currently working on, you are going to like if you are a football fan. So lets keep our fingers crossed.