Right now I'm not working much because it's getting close to Christmas and Hanukkah and I'm decorating and watching sleighloads of holiday specials. I've done a bit of work on
McDarnold's, but overall I'm just enjoying my winter break after spending so many days doing practically nothing but animate the opening.
Speaking of
the opening and all the time I spent animating it, it ended up being rather more disorienting than I'd intended and a lot of the animation probably doesn't stand out as well as it looked like it would while I was animating the individual elements. So here are some GIFs and relevant notes.

The monsters seen here resemble those from the first two graphic novels I wrote in sixth grade. The first one dealt with
Audrey II-ersatzes and the second one dealt with Blood-Sucking Dinosaur Bowling Pins from the Alley of Doom. This shot was supposed to be much more elaborate, with Udesky and Charles also running across the screen, then a swarm of giant locusts (from the third graphic novel) picking up Udesky and flying away with him. I realized after I animated Nicholas' run that that was far too much to pay attention to in such a short time frame so I decided to go with doing less work.
In
The Animator's Survival Kit, Richard Williams says runs have to be done on ones because they're too fast to do on twos. I knew there had to be a way to not have to put twice as much work as usual into the run, so I searched my memories for an animated work I had that was cheap enough that the runs were probably done on twos but not so cheap that the animators couldn't do a good job with the runs. I settled on
Pokémon Heroes, remembering its lengthy sequence of Ash running around the city to music that reminds me of "Old Fat Spider" from
The Hobbit. I watched some of Ash's runs frame-by-frame and gave Nicholas a slightly altered version of this one:

I think it worked just fine on twos except for the strobe when the camera quickly panned right. I can't really tell why Williams thinks runs can't be done on twos.
Moving on, the pile of rubble that the plant bursts from under was really intimidating to approach. For reference I used
this shot from the first episode of Mahoromatic (animated by Yoh Yoshinari, of course). Before I tried animating the pile myself, it seemed almost unimaginable to me that anyone would be able to animate something like that. Then when I actually completed the shot I realized it's barely even noticeable because the eye focuses on the run.

This was the first shot I animated. I based Piggly Oink's animation on
a short demonstration Hideaki Anno made in what's commonly called the "Anno Talks to Kids" video followed by a
Sonic the Hedgehog spin. I think the multicolored balls forming the gun was inspired by a couple of different drill-forming scenes from the
Gurren Lagann movies. I wanted the gun to have a
FLCL-ish feeling, but didn't use anything in particular for reference. The energy blast is based on the one the positron cannon fires at the climax of
Evangelion 1.11. Rather narrow reference pool for this one, eh?

This was the most difficult and time-consuming shot. It was so difficult and time-consuming that I almost gave up after roughing in the characters, deciding to go instead with a horizontal shot of the Hovermeister outflying an explosion, but I really wanted to explore some moments of fun and beauty instead of constant fighting and fleeing.
I rendered the Hovermeister in Lightwave 3D with three dummy characters inside:

I traced the Hovermeister in Flash nearly exactly as it was rendered, but for the characters I had to be more creative, which meant inevitable errors in their rotation. Fortunately, I think the camera movement made them completely unnoticaeble, which is more than I can say for every other hand-drawn-character-in-3D-world rotation I can remember ever seeing.
I drew the dolphin by hand, using a dolphin somersault from the opening of the
The Hitchhiker's Guide to the Galaxy movie for reference. No, I didn't rotoscope the dolphin. Nor did I save the GIF, so you'll have to find it yourself. After I drew it I felt the dolphin looked too plain, so I squashed it to 50% its original height, rotated it 45°, converted the outlines to fills, rotated it -45°, and increased it to its original height. This made the outlines less boring without me having to do much work.
I had a really hard time finding a reference for a water trail left by something flying quickly and a bit above the water without actually touching it. Eventually I remembered that
Pokémon: The First Movie has a Dragonite flying above a sea at a similar altitude.

I have no idea if Dragonite's water trail is anywhere near verisimilar, but it's all I could think of.

The skeleton is the only 3D CGI seen in the final video as rendered, and the only 3D CGI element besides the Hovermeister. I started out by trying to draw the skeleton by hand but quickly realized skeletons were way too complex without going the Ub Iwerks route. I wanted the skeleton to be somewhat realistic, and I decided that a CGI look was OK because the only skeletons Hazard actually fights in the show (at least, as far as I've planned) are virtual ones. So the skeleton is a stock 3D model that came with Poser that I exported, rigged, animated and rendered in Swift 3D.
This was my first attempt at animating Hazard, or, really, anyone with her number of body segments, so I ended up starting over several times. The aspect I had the most difficulty with was giving the sword a feeling of weight, which it doesn't really look like I did in the GIF. I think it works a bit better in the actual video. One element that turned out way easier than I expected was the overlapping action of Hazard's skirt. I remember watching
Sleeping Beauty earlier in the year and thinking how impressive the animation of Aurora's dress was, that there's no way I could do something like that, then I got Hazard's skirt right (enough) on the first try without any reference.
I initially wanted Hazard to fight multiple skeletons on a spiral staircase after doing a wall jump (which I decided because the wall jump in the opening to
Video Warrior Laserion looked so, for lack of a better word, cool). I made the 3D model for the staircase before realizing the shot didn't last nearly long enough to depict such a thing.

Having a character turn and face the camera is such a ridiculously overused cliche in anime OPs that it was the first thing I resolved not to include in mine, so I'm not sure how this snuck in. But I was too pleased with the way her hair movement turned out to discard it.

Nothing much to say here other than that I used this shot to experiment with my own (as far as I know) experimental in-Flash bloom effect, which you can sort of see on his shirt. It takes more time to implement than it'll probably usually be worth using. I feel now like the shot's too similar to the one that inspired it. In the
Kono Mini OP, there's a cut in which a girl with a worried expression runs toward the camera and reaches for it just as it flies out of reach. At the time, I considered mine different enough because the camera is mostly static, the expression is neutral until the last couple of frames, and you can't really tell whether he's reaching for the camera or trying to block it. And because I really liked that shot and wanted to copy it.

Oh, right. The rocking chair's 3D too. I forgot about that. I modeled and rendered it in Swift 3D. I drew Udesky's gramgraw in two extreme positions then auto-tweened between the two of them to make sure the hand-drawn animation didn't stick out over the CGI.
The only other influences I can think of are in regards to the editing method. Near the end of the video, a bunch of animated shots are rapidly intercut with logos and text, similar to the openings of
UFO and
Neon Genesis Evangelion. Mine's more similar to
Evangelion because in
UFO you can actually tell what you're looking at.
I had trouble deciding what to put during the last few cuts that go by way too fast to really tell what's happening but that I still wanted to contain animation, so I watched a bunch of anime openings until I found something I could copy. Eventually I came to
one of the OPs for the recent Astro Boy series, which had a similarly (but not quite as) rapid sequence of Atom fighting a bunch of enemies in succession.
One of the enemies was a robot that ended up looking much too nice to only be seen for 5/24 of a second. So here's the robot.

No, of
course the first episode of
Enthalpy won't be out by the end of the year. The animation I finished on Tuesday was supposed to be finished back in early October. But the show itself generally won't be as lavishly animated as its opening. In fact, not counting lip flap, I wouldn't be surprised if the opening contains slightly more "cels" than I've drawn for the entire rest of the pilot so far, if you count each layer as a separate cel.