Initial shot keyframes
(Notice that the timing is not correct)
(Now the timing is correct. In this point it was decided that the hairs will be placed later.)
Before start tracing the keyframes, a study of the shapes is needed.
Result without hairs
This is the intermediate result without hairs
Hairs motion draft
First we made a hairs animatic without concerning dynamic/frictions:
On top of that we made dynamic hairs draft. The time shift option is very useful for such tasks - we placed a copy of hairs draft above the non-dynamic draft and delayed non-dynamic draft 5 frames back. So we could see clearly how much hair lock should lag behind. After that we made motion a bit more expressive to achieve proper effect.
On top of the motion draft we produced a hair keyframes:
Hairs shape study
To properly composite and animate the hairs it is needed some study of the shapes of the hairs to understand how would they be morphed along the head turn.
Bottom and close hairs results
In this case there is not color or shade. It would be added later, after front hair were finished.
The most complex part of front hairs is the transition of lock #1 between 4th and 5th keyframes. Look by yourself. How the hell can I morph this shape
OK, no panic. First, I've made some animated guidelines:
Then I put a lot of locks on top of lock #1. The requirements for locks were: a) they should follow the "hair flow"; b) their animation should be based on the guidelines.
And when that was done I got the full idea about the motion of lock #1. Right in the middle of time interval between of 4th and 5th keyframes (21f) I've constructed a single shape
...and morphed it back in time to 4th keyframe and forward to 5th one.
After that - some tuning to add missing lines and hide unneeded ones.
This is the final resulting animation. It is pending the shade of the keyframes and its tracing to the animation.
I'm not so happy with the neck animation. genete 23:01, 26 March 2009 (UTC)