Bring us your roughs, your storyboards, your pencil tests etc. Talk about industry, schools, the hopelessness of it all, how we all gonna make it etc.
If you're gonna post animation that isn't yours give source or state that it isn't yours.
Keep shitposting to a minimum. Don't feed the trolls.
>Stuff you may find useful, books basic program tutorials etc
>Reference stuff you can find with a simple google search
Japanese style animation tutorial: http://listeningside.net/a_side00.html
Stoyboard & composition: http://www.floobynooby.com/comp1.html
>Play YT videos frame-by-frame
Lastly, if you've got some good animation resources, contribute!
pd: copied from the last OP; i'm not the OP from thread #13.
MEH. Working out some roughs in Storyboard Pro. Wish this program wasn't so dang expensive. Just trying to get a feel for the software right now.
workin' on some game anims
getting the idle right has been super tough; i've tried a buncha diff poses but they're really hard to get done right so i tried to go for a simple bounce i guess. just a rough thing.
i know about the flickering heads during the run, im gonna redraw that whole part.
crit? 24 fps in flash
I like it, though with the head I think the side to side shaking is a bit intense. It makes her look very frantic (you might want that though) If you don't I'd suggest keeping it more still or cheating it a bit so instead of turning away from us her face is always showing but her head still moves with the run. Always being able to see the character's expression is more appealing for games I think.
This is a rocket with a little astronaut boppin along. I've done shit all effects animation before so I'm gonna go hunt for anime scenes to rip off.
moved some shit around the end to make it seem a touch more natural, next one will be keyframed.
Game work. Didn't get to do many frame but frame bits, but I managed to sneak this in.
Here's me trying out Krita's animation beta. So far I like it, though there are a few glaring issues: No obvious button to play your animation as a loop, and copy-pasting frames was not possible and resulted in me having to re-draw a few frames. But hey, beta is beta.
As for the animation itself, I'm just getting started, so please tear me a knew asshole if you decide to critique it. I tried a simple walk cycle to get the ball rolling.
Super neat. i like how clean it looks.
It seems to be final, but i'll still give some crit.
It's kind of weird how he slides into the final position at the end, he shrinks a bit, too, and maybe the movement to strip off his clothes could have been a lot more forceful. but other than that its pretty clean. Reminds me of Skullgirls, for some reason. What program did you use?
How long did this take you?
Unless the actual character is made out of dirty circles; i don't think that rough is going to work.
Some of the positions are a bit unclear; but it looks pretty sweet.
>How long did this take you?
Eh, a few hours. Did it yesterday evening.
he just needs to remove a few frames from different points after the arcs.
after it comes down or shoots up, remove a few frames when its about 1/2 of the way to the ground/max point in arc
this way you achieve shorter timing of its fall at certain point, acceleration.
In the spirit of game art, here's the running animation for the main character of the game I'm making.
Bottom is the shitty first attempt, top is after a redesign. I realized I needed her to be a bit smaller, so I chose to age her down rather than simplify the sprite detail.
Left is 12 FPS, right is 24 FPS. I'm not sure which one looks better.
You made a very obvious beginner mistake; I'm going to let you figure out what that is because I don't think you're a retard-just surmise you need to be told after-the-fact that there is indeed something truly disastrously wrong with that animation, fambalaya.
Just for the bottom one? Yeah, I was thinking about redoing the run even before I decided to redesign her. Her top half is facing slightly toward the camera, and the bottom is just facing right. I tried to avoid that in the second attempt, so the whole thing would face slightly forward.
really diggin it. I'd say that you should pick which ever frame rate suits the game. The 24fps one looks really good but it might not fit if the game is one of those slow grinds. But if you want nice energetic movement to come from your character then the 24fps would be the way to go.
I must really suck phrasing things. The top ones are the newer animations, I'm using those. She was aged down, not up.
Also, thanks for the positive comments, but I just don't think the bottom animation should be meeting anyone's standards.
Thanks. It's a pretty fast paced platformer, and I am leaning to the 24FPS.
Do you guys use any video editing program to splice your animations? If so, what is it?
Toonboom rigging is kinda a mind fuck but it's neat that i'll be able to animate a single cut out right without any seams and have front/side/3/4/back views in one setup. Pic related of it wip.
12 fps is better for platformers, the less frames the more animations your can have
the bottom looks like she's just floating her hips aren't moving up and down, just twisting too much
the top two don't have to be age her down to simplfy but because you did you didn't twist the hips in a weird way and other things that made the animation better
24fps for quick motion would be fast to the point you don't even realize it sometimes, but if you slow it down it'll look like its over animated
>12 fps is better for platformers
You're right. Every other animation is 12fps, I was only considering using the full 24 frames for the run animation, mostly since I drew them already and they took 6 extra hours. But the 12fps run has its own appeal, it's less smooth but it has more weight to it.
How do you change the size of the camera in toonboom? Kind of annoying that I end up with all these animations with a bunch of empty space on either side.
Hey man, thanks for the words.
Ah it's a bit of an odd movement I know, the character transforms into the starting postion of another animation so I had to fudge it a little at the end.
Yeah I know the exageration could be a little more pronounced, but hindsight will do that! Ah it was mocked up in Tvpaint then the lines were redrawn and colored in Photochop.
also the fact that it reminds you of skull girls is a huge deal.
More than equipment you need a skill called drawing. Just draw first, do animation when you can draw or you're just gonna feel like you're wasting your time cause you're not good enough. hand animation is the hardest craft to learn properly, you need to learn how to draw first.
I took an animation class in high school, what seemed essential to me was a light table, definitely need yourself a good light table that is at an angle thats comfortable to draw for long periods of time because you're going to be sitting in front of it for hours. Another helpful thing was the ones we used in class were similar to pic related, not exactly that one but its the closest i can find. It rotated and the little pegs held the paper in place, the fact that it rotated helped A LOT so if you can try to get one that rotates.
I'm not sure if this is the method used in studios but in class we had a little things called a LunchBox (google lunchbox animation) that was hooked up to a camera with a light source. We would lay down a frame, hit the button to capture or take a picture, lay the other frame on top of that until we were done with our scene, shit was tedious. If I remember correctly the lunch box was connected to a computer or something, im not sure the teacher handled that part, so you'll have to do research on that on your own. I'm sure there are other methods to get your animation on to the computer and shit.
As for coloring, I don't have a clue, I remember our final project had to do with coloring, we made a background using watercolors and on top of that we drew a character on a cell and used oils to paint that, so you'll have to figure that out on your own, you could always look up how anime studios do it, they still do hand drawn animation
other than that just your essential drawing shit senpai, pencils, erasers, shit ton of paper, the kind with the specific hole punches, or you can buy the hole punch and do it yourself, colored pencils for rough sketching, a kneaded eraser is nice too
sorry for the run on sentences, i haven't slept and stopped giving a shit about grammar, anyway if you think digital animation is tedious, enjoy the world of hand drawn animation, and have fun!
yeah, not too far into it though
we made a few prototypes to test the animations in respect to the player controls and the maps, mostly, along with like, testing parallaxing sprites and shit.
Years ago I would have told you to get one of these, but they seem to be dead, and the website of the manufacturer hasn't been updated in ages.
Too bad, they were a good way to test your timing in paper animation. Guess paper-based animation is a dying art. Even 2D is 95% digital.
Nowadays I'd tell you to get a batch scanner that can scan dozens of sheets at once, and some basic animation software.
'nother little test.
you had one job
it looks terrible anon. make it slow in and slow out at the edge of the swing. Also when it swings to the right it snaps, you obviously need another frame in there. probably better to just scrap it and start again. give it more of a wave-like motion.
It's moving the wrong way. Tails, clothes and hair, the movement usually(!) comes from the base of the element its connected too. There's a lot of examples where people "move invisible balls" along the tail/cloth/hair to make it seem wavy. Either way, just reverse (or redo) the entire thing, since it's literally the complete opposite of what you're doing.
gonna space things out and add timing ofc but
how do you colour frames in Toon Boom?
I tried watching a few tutorials and so far nothing's really sticking.
wip(?) I only just hit play and realised I should've planned the easing in advance
Does animation like this have a name?
I get that its a lot of tweening for inbetweens but it looks really nice
It's wonderful, and if you used flash before it you'll start to realize how much time you wasted doing shit when tb could do it in a seconds.
A deformer that works on vectors? Sure.
Cutter/masks that are tied to objects and cut without having to redraw/move a seperate mask? Sure.
Easy painting/repaining with a single click? Absolutely.
Do cutout animation? You can have an entire rig set up with every turn in one hierarchy without having to use symbols/movie clips so every part of the object is on the main timeline and you can move freely.
A smooth brush tool/pen tool and cutter for easy line clean up. Etc
It goes on and on
Overhyped how? It works and it works damn well. The other alternative is flash which is shit, tvpaint which is FBF only, and mangastudio which is like a 3d puppet rig thingy primarily.
You can do FBF in toonboom with raster brushes, but that's only if you have TB 12. Not sure if theres any other real alternative to TVpaint for fbf, i'm all ears if you can think of anything. I mean I guess you can do it in photoshop, but that is missing so many simple tools for animating making any fine adjustments is a pain in the ass.
Krita 3.1 soon
Please inform me as to what is wrong with flash and Photoshop for fbf? They both seem to have superior uis, better hotkeys, and better timelines than everything else. And as for ps, better painting tools.
you can have an arm that is steady as the gods but the line work will still be a mess of random shapes/width because the vector engine all flash is based on is stuck in 1995 and they have yet to rewrite it.
This image is exactly what I need. Thank you.
Speaking of waves, I watched a bunch of footage of mice while working on this and I only just realised how perfect the curve of their movement is while they climb and run around and shit.
Mice are cute as hell.
I still need to work on the consistency of the shapes in my animations. The shuffle of the bush in the center is all kinds of fucked up.
camera is supposed to move when he suddenly changes directions but Im too tired to figure out how to draw that, just drew as I went
incase ur somehow wondering what the hell that is
He worked on Space Dandy.
You got it famborghini; in the Animator's Survival Kit, Williams uses an example with a nail bending before being struck with a hammer or a raindrop splashing before it makes contact with a surface. Definitely have to consider the context in mind. With that said, anon could have been attempting a "smear" effect, but he would have to add more frames and mess with his spacing a lot for that to be effective.
I need help
I kinda give up at the last 5 frames
Really noob into this, could aprecciate some help
I can't seem to get my walk loop to repeat smoothly. Maybe I just need to redraw the head.
I colored my shitty animation
Thanks for the insight on Toon Boom.
I've really want to give it a shot and I've heard how "easy" it makes animation but I've heard negatives about the UI. It might be artists just more comfortable with one program or unable to adapt to it quickly but I want to give it a shot.
I might give TVPaint a chance too.
it's a lot to take in at first and the tools aren't clear if you didn't animate before, but once you realize what they do it's really great. Here's a rig i'm making to do a rick/morty animation.
Making it myself, but since the show is done in toonboom they pretty much build it the same way, a bunch of deformers/cutters/color overides. Hands are shitty but i just roughed them real quick for dimensions, i'll redraw them later.
This is what autopatching does in toonboom: allows you to have multiple layers that mask the lines of intersection to give seamless connections:
Oops, just noticed i forgot to put the half circle of the forearm on the overlay layer, it needs to be under it for hand rotation to not be invisible. Fixed it here:
It's the result of just searching around youtube and watching vids/figuring stuff out, the offical toonboom tutorials are kind really shit and don't explain anything more then the pure pure basics (and now how to link them/make them work).
https://www.youtube.com/user/ckami/videos are good videos to grasp.
fixed it up after that cool anon whipped out the wave pic
I would say the easing is the wrong way round, right now you have it slow in the middle and fast on the ends, I think it should be slow at the ends fast through the middle, it's worth trying anyway since it's just a line you have to redraw
Your character reminds me of the character designs in Kaiba.
Are you influenced by that anime or is it a coincidence?
Is there an anime like Shirobako, without the melodrama
Once i do a rig i can animate whatever in bigger quantaties than animating something from scratch completely frame by frame. It's just impossible to get anything done in any reasonable time if you did FBF (and 3d puppeting is pretty much like 2d symbol animating, but i just prefer the 2d medium). Also i can quickly draw new characters/backgrounds and effects while animating with a set "rig". If i had an infinite budget then i'd love to be able to have a team and do animation the quality of the old 19xx cartoons, but that's just not gonna happen.
As someone who really picked up symbol animation recently after only doing it in passing a year or so ago, it's just so satisfying. You can do things SO quickly in comparison to traditionally animating.
Yeah exactly. There's nothing particularly wrong with animating with symbols, it's just the problem is a lot of these symbol animations are done in studious overseas who dont' care about animation basics/motion/weight/etc, and just outbid each other for lowest dollar and then tween the shit out of everything without a care.
If you have an animation where the character has a lot of talking (like rick and morty) then is there really a point in drawing every conversation FBF like disney? For the humor/time spent it would be a very poor investment.
I enjoy making parodies that make people laugh, and working on creating my own IP and doing whatever. I'm not the best animator (or hell even descent animator by industry standards) but i don't expect someone else to animate the stupid ideas i come up with, so I do it myself in a form that i know how to (and i just like cartoony 2d format).
i mean i guess thats fair. what i really like about animation is the artistry and craftsmanship you can achieve with it. i want to tell compelling, moving stories that are cinematic and resonate with audiences. but idk that doesn't make anyone else's goals any less valid best of luck
It's going well so far, at 94 million views and will hit 100 in a month or two. If anything i'm inspired by Justin Royland/Alex Hirsch who did their own silly animated parodies and eventually went on to create their own huge shows.
that's incredible. do you make a lot of money from the views? not sure how youtube payment works would love some insight.
and roiland is honestly a special case. he created rick and morty as a pilot through channel 101 which is owned/operated by dan harmon who is very well connected in the industry it's not like he just made a show by himself overnight with no contacts.
Honestly i used to but not anymore because youtube changed the CPM model to be by watch time instead of views (and it's why there has been such a huge decline of animators on youtube, or hell anyone who take time to make stuff). Youtube wants 10 minute long+ videos uploaded every other day or more, which is impossible even with symbol animation.
So even if you make a minute long beautiful animation that gets 10 millions views it will still earn a tiny amount. I used to make 5-7k a month for 4-5 million views, and now that figure due to watch time CPM had been reduced to $800-1.2k
It's why oney/egoraptor/ricepirate/ross/gonzo/etc stopped doing animation completely or do it once in a blue moon, and same reason why frederator and mondo media spam those countless click bait top 10 or 100 facts videos instead of putting out animation, because they simply don't pay anymore if you're not a single person working on it.
Youtube is still a great way to get noticed (like david orielly) and get a "real job" in animation, but as for making it a career on youtube only it's gonna be super tough unless you can get some kind of branding/merchandise stuff going at the same time.
wow 5-7k a month is incredible. it really disheartens me that every time a viable source of income is found artists eventually get screwed over. i just hope patreon and the like don't turn sour as well.
It will be nice if patreon lasts but honestly i wouldn't count on it. I hope i'm wrong of course. That being said youtube SFW animators with patreons don't get much anyway, no one wants to donate to people making funny cartoons, if you do animation and want money do porn or porn games.
after schools over i dont know if i'll pursue being an animator/independent animator to be honest. ideally i'll go into story and do illustration/comics on the side. patreon seems to be good for illustrators
Just found this, the last 2d animation from Disney studios from a deleted scene of Wreck-It Ralph.
A little bit over acted on the "I know" line in particular but I think but it's solid overall, as to be expected from a Disney animator.
>the last 2d animation from Disney studios
pretty sure disney does animation tests for all their latest films. calling it the last seems ignorant.
lets see your animation if you know what youre talking about
I actually had a few animations I'd made in 2012 or so (the last time I'd animated anything since beginning my formal drawing endeavor) that I was going to show, but I can't find them and I can't remember my password to the mega account I think I have them backed up at.
With that said I think you're right, I shouldn't have taken a description of a youtube video as gospel.
You got it
I'm really shocked from "Kaiba"
anime can be this unique
I hope this doesn't count as plagiarize
The framing of the animations was poor, not the phrasing in the description. If the final version was the largest and on the bottom I think the idea would be clearly communicated. As an animator you should know where your audience is looking ;)
You're right, that one's double the framerate of the other two. I'm thinking about using this as an experiment now, to test how important fluidity is vs weight in animation. In my opinion the top right looks a bit more floaty than top left, which is why I'm split between the two.
I forgot to say before, thanks for the compliment,
Maybe try some different timings instead of different framerates and see how that feels.
The spacing is pretty even right now but it might feel good if it eases down and then snaps back up. Try some things and see what works.
A stiffer knife arm isn't a bad idea, sounds good. I wanna ride my programming mojo right now, so I'll play with it a bit more when I get back to working on animations. I'll probably show it off again somewhere in the next thread. Thanks again, anon.
You need to have the sense that the force of the tail is coming from the base and the rest of the tail is following it, if you look at the wave diagram you'll see that beginning on the second frame the tail begins to pull to the other side creating the s shape because the rest of the tail is still moving the other way.
Do you listen to anything while you work? I personally like to listen to 98-2007 Opie and Anthony recordings, but I got the Animator's Survival Kit, and it descretions against listening to music/etc while animating
It probably depends on the person. Adam Phillips (bitey.com), who is a very solid animator in his own right, says that he listens to music all the time and that it's bullshit; but then again if he's always listened to music who knows how is work may be different if he didn't. Certainly not him, lol. I'm a person that can't multi-task worth a damn so music is out.
Simple instrumental/ambient stuff is fine. Anything that could fuck you up while animating generally has lyrics and such that distract you.
Generally, shit like instrumental hip hop or vaporwave or that kind of thing aren't going to fuck you up much.
I recently decided to start learning how to animate but I recently got a new computer and I'm having a bit of a problem because I'm not computer savvy. The fan is very loud and just constantly runs 24/7. It doesn't even turn off when I'm idle on the screensaver. Is this normal for newer 'more powerful' computers? If so, how do you stand to work on an animation for hours with the insanely annoying buzzing sound? If not, can someone recommend something in the $700-$1100 range?
Everybody's got opinions on this kind of stuff. Just because an "expert", even a high level expert, says something, doesn't make it so.
Recently I had a guy who is much, MUCH higher up in the animation world than I am tell me "Don't draw sci-fi or horror. There's no market for it in animation."
Am I going to listen to him? Of course not, he's full of crap. You gotta make these decisions on your own.
Experts are notorious for being unable to differentiate between their opinions and facts.
Studied this guys animation: twitter.com/kupipopipo/status/690176682179723265
Current state of my thumbnail rough cut.
Well here's the thing about "There's no market for __________"
I remember 6 or 7 years ago, when a lot of artists and creators wouldn't touch furry stuff with a ten foot pole, for fear of being associated with the fandom. People were literally afraid to do anything with talking animals.
Now Disney is practically pandering to the fandom with their newest tent-pole film.
The market always changes. You can't abandon doing what you like because of "the market".
And you shouldn't abandon the working methods that work for you because some "expert" says "That's not the way it's done!"
Screw the experts. If they new what they were doing, there would be a lot more decent animated movies out there.
2D films will have to become lean and efficient to survive. It's already happening outside the US.
Heck, it's not 2D, but Anomalisa was made for less than half a million dollars. 2D can do the same.
Thank you very much. If you can read those scribbles than I must be doing something right.
I hope to have the final thumbnail cut done tomorrow or Saturday. Then I'll start the final animatic.
I've got a question: just how much time does it take you to get a keyframe done?
If you're working alone, imagine that you had a buddy to take care of the clean up, his/her skill less than yours, and you want to be sure nothing can go wrong so you take your lines to that point.
How much time would've passed?
I wanna find out how slow I am in comparison.
This is some feedback I got recently from a tutor where he's breaking it down to my stupid ass how to actually get work done. This a professional experienced 2D animator.
Yes, that's roughly how I try to work and almost exact educated guess about my own pace!
I make keyframes in ~30 minutes and inbetweens in 10 to 15 minutes, the final result shows it's not a clean up but it's ready to become one.
Is that the same for you?
I suppose I'm misunderstanding how "lean" you mean.
Some homework for my flash class of a wave hitting a boat. I've hit all the marks I needed to since it was a technical exercise. I'ld just like a few pointers as to what I can improve on going forward, I'm quite new at animation.
help anon, is the movement in this really weird or is just me?
Final Thumbnail Rough Cut for the animatic I'm trying to make.
It's very rough around the edges, and some of the drawings are borderline scribbles, but... it gives me a decent starting point for the final version. Now to nail down the character designs and start work on the final version.
Because FBF animation is impossible to do for any reasonable price.
It's why japans animators despite having frame by frame, animate on 3's 4's and all of them make a living wage worse than mcdonalds employes, with all of them near starvation and doing it because they love it.
You came out pretty strong let me guess you're one of those 2D rig animators?
I love how whenever someone wants to defend their style of animation and shit on frame by frame they instantaneously pull the Japan and anime out of their asses.
Like, find another argument.
Anyway, you didn't answer my question why can't anyone make a 2D animation rig that doesn't look like herky jerky shit?
I'm not saying 2d rigs are good, i'm saying FBF animation is too expensive to do normally so we're stuck with the much cheaper solution. I'd love to see 1950s era all fbf animation.
As for 2d rigs, wakfu, mickey mouse, and anything done by titmouse (like motorcity) are good rigs.
Yeah, and it takes them how many years to get a single season out (not to mention the small count of episodes)?
If anything thats exactly what im talking about.
>Venture Brothers is over a decade old
At any rate, I don't think they began working on these seasons one after the other, ever. I feel like it took them a long time to even get Cartoon Network to consider a second season for example and that the seasons to follow were repeatedly delayed because Cartoon Network had to debate endlessly if they wanted to continue with the show considering how its high production values likely made it cost ineffective versus its contemporaries like Aqua Teen Hunger Force (which released about 1 season a year). Case in point Metalocalypse, which uses a similar cut out animation style to Aqua Team Hunger Force (albeit with much more detailed artwork) : https://en.wikipedia.org/wiki/Metalocalypse#Episodes
Also didn't see consecutive seasons released year after year.
The reason I'm pretty sure of this? Embarrassing as it is I remember contributing a handful of posts to the Venture Brothers forum on adultswim.com some time after the first season about this very subject after hearing about it, whining about how Aqua Teen wasn't facing the same problem getting green lit VB was.
>inb4 someone comes in to defend their favorite cartoon show
It never fails whenever someone tries to point out the design flaws or similarities in Cartoon Network shows people get instantly butthurt and pull the "Well cartoons from 19XX and 200X weren't so great." Don't pull old shit into the argument defend your obsession with it's own material not something from 20+ years ago.
some shitty attempt
will try add more frame then clean up later
Made this on the 3DS, and I really, really want to start on my computer. The problem is, I don't have a means to pay for a monthly subscription. Can someone please help and post a cracked version of something? Anything? I'll honestly take any animation software, I just want to animate on here so badly...
this is my first attempt at animating. I have no idea what I'm doing. He is supposed to be going into his shell. It looks pretty awkward to me. Any advice?
I have one of these light pads for animation. I find my eyes hurt every hour when animating, should I get one of the animation disk things instead?
I'm looking for good animation tutorials. Single images, video series, references... whatever you got. I've got to git gud fast! Before you tell me, I've already checked out all the stuff in the OP's post.
update. Its supposed to be based on my pet red eared slider, forgot to mention that before.
i did this in 10 min
I just wanted to know how the pose-to pose worked.
Additional passes wouldn't have been necessary in the context of this study.
I'm planning on making a game, but muh programmin' leaves a lot to be desired.
Fuck, there was this thread a little while ago, that had The Song of the Sea in the op and was about god tier animated movies.
Anybody remember what it was? Got archive link? I ment to check out the suggestions but I didnt save it. fuck.
Never posted here before but from what i have read you guys are brutal.
In college doing cs so this is just for fun but sometimes i make animations in the middle of the night
What do you guys think? I use a mouse cause no tablet
Lots of Blur's and tweens, since you don't have a tablet, your time will be used better if you practice special effects than actually attempting to animate with a mouse.
Either do traditional animation for the time being until you get a tablet, or improve on special effects.
I will definitely admit to abusing the filters and tweens.
By traditional animation do you just mean frame by frame? Or real drawing on paper and painstakingly scanning every drawing in and tracing it?.
I'll play with special effects and come and post again in a few weeks.
Good luck with whatever you are working on
You probably don't need to trace frames individually, you can process traditional linework with relative ease. Most tedious part would be scanning. Try it, man, play with a pad of sticky notes at least.
I'm not animating this, sorry anon. But I am working on other projects with actual animations I'll be posting soon. I'm fairly new to animation, but I'm actually rather decent at it.
Who aspiring action animator here?
The fact I need to understand realistic, idealized anatomy to a high level to just to get started seems brutal. I've been drawing for a while and I still haven't even begun practicing animation yet because I'm just not there yet ma famille.
Perhaps I should try and consolidate the two somehow? Practicing animation and anatomy at the same time?
...I feel like I just answered my own question, but if any of you have any suggestions or things you've done that worked for you I'm open to hearing about it.
you didn't do it properly. it's not sexy. doing it in 10 minutes is not an excuse. don't post something shitty and then use lack of time invested as an excuse. at least put some effort into it. i don't see how you could learn anything from that since it's so difficult to even tell what's going on, let alone the quality of the drawing or the timing.
your attitude leaves a lot to be desired
hey, anon. im kind of in a creative block here, so any ideas related to where i should go with this would be appreciated
Here's my Anon pro tip for you:
Learn proper anatomy while animating Tube-humans (consisting of cylinders for the limbs and spheres for the joints)
This will greatly improve your sense of three dimensional space and you can practice all the principles of animation without having any knowledge of anatomy
I didn't realize a simple animation was so hard. I respect animation more now.
Practicing. I think i messed up the start, he should be leaning more into the swing. oh well i'll do better next time.
how do I go about animating a dog's pant?
I feel like it the dog's head should rise up every time it pants, and I want the pant to be fast, but I don't want it to just be a quick jiggle right.
Is it just a basic squash and stretch motion? I'll try some thing, but I just dunno where to start with this