Animation Log 4
... but of course you don't want to hear a jumble of excuses. I would guess that if you are reading this, you probably want to know about how the animation is coming along.
At this point, I am considering revisions to the script. I want to ensure that the plot can continue to be balanced and reminiscent of Templar's animations. I already know that I can imitate their animation style well enough, but the story is another, far more delicate, matter. I don't want to rush, as it could mean creating a less than ideal story.
When considering how Templar created the plot for MNOG and the subsequent news animations, one must consider not only the style and voice of the authors, but the limitations they worked under as well. Templar worked with LEGO during the heat of the violence debate, and as a result were severely limited as far as combat. Not to say that this is a bad thing (rather, it can even be said to add a unique element to the animations) but it does require creative thinking when you are animating something for a heavily conflict-based toyline. An interesting example is that you never actually see the Boxor vehicles in action; they are either disabled by the enemy or the animation cuts off before the conflict begins. The punching action of the Boxor was apparently too violent to depict. Since the plot of the Bohrok news updates featured the Boxor vehicles heavily, Templar had to invent maneuvers to avoid the issue.
Now I have to do the same (with the Boxor vehicles and other conflict-related elements), and I have begun to realize how tricky it is. Creating interesting new scenarios while avoiding direct combat is an interesting challenge, and I hope that I am able to overcome it successfully. As such, I shall continue to work, and probably post another update this upcoming weekend detailing my progress.