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Animation Thread

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Thread replies: 360
Thread images: 96

Previous Thread: >>2579011

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
https://mega.co.nz/#F!3p8CwQZD!DR2mC-kw0TyQQ8Uw3T6JYg
https://mega.co.nz/#!TdclgBqS!QWLS9f3ogerhJDfxCYPv_yFKRR11tP_IC0eaA4sEwug

>Reference stuff you can find with a simple google search
http://www.referencereference.com/
https://vimeo.com/groups/aniref
https://www.youtube.com/channel/UCRvspTjApofA2Yg3i10gTdQ
http://www.rhinohouse.com/

https://virgam.files.wordpress.com/2010/12/anim-draw-48-ssa-ideas-anim-shorts.pdf

Japanese style animation tutorial: http://listeningside.net/a_side00.html
Stoyboard & composition: http://www.floobynooby.com/comp1.html

>Play YT videos frame-by-frame
http://rowvid.com/

Lastly, if you've got some good animation resources, contribute!
>>
Why does bartkira even exist. Its not even a clever concept. Why even spend so much time recreating Akira in Simpsons style what is even the point?
>>
>>2608477
what's the point of anything?
>>
https://en.wikipedia.org/wiki/Absurdism
>>
Are there similar channels to Mark Hendry?

https://www.youtube.com/watch?v=zUt423CFVgw
>>
>>2608477
isnt OP a homage to jin roh though?
>>
>>2608480
I just don't know anymore
>>
>>2608648
No that's the beginning of Akira where the guy escorting the kid gets btfo'd.
>>
>>2607983
I'm in Australia.
Am I fucked?
>>
>>2608748
I'm from Mexico and even we have a better record of animated shit. So yeah.
>>
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>>
Are there any youtube animators that do stuff other than comedy and parody works?
>>
>>2609384
very few I think. I'm also interested in this. I think there are a few people who do parodies/comedy and then occasionally pump out a more serious video. One example would be Jake Lava (he's not that good but he has a decent following) who did this https://www.youtube.com/watch?v=KqXbz4kIWGE that I dug. I think the pegbarians occasionally do more serious type videos too. Other than that tho, I find that it's best to search for student films or graduation thesis films because those people tend to do whatever they want without needing to find an audience.
>>
>>2609384
https://www.youtube.com/watch?v=2MEkTmFc7Ik
https://www.youtube.com/watch?v=kV4gmiUgW6w
Also, for some reason, newgrounds seems to be the best contender for animated shorts
newgrounds.com/fpa/movies
>>
>>2608748
There is almost literally nothing here. At an animation day they had at GOMA in here in Brisbane a bunch of ex industry dudes more or less said if you want work you HAVE to go overseas.
>>
>>2608748
>>2608752

Fellow Australian, It's all been downhill since pixel Pinkie.
>>
>>2609384
you'll find some good stuff on vimeo. A lot of student final projects get uploaded there.
>>
>>2609981
Fellow brisbanite, we're pretty fucked
>>
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Animated this two years ago. Have not animated since.
>>
>>2609384
comedy-ish I suppose but animation is the here is the focus https://www.youtube.com/watch?v=ZBvbNs7WSII
>>
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Did more work on my storyboard. Almost finished.
>>
>>2610977
this is great, but its not a storyboard anymore...
>>
>>2609384
It's near impossible to get popular doing original shorts off the bat. Far easier to start out doing parodies of popular topics/memes and then do your OC stuff alongside it.
>>
>>2610977
>>2611000
yeah, it's more of an animatic, or even rough animation
>>
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Haven't even really got drawing fully down yet but tried animating.
Aside from it only being 4 stills, what needs work?
>>
>>2611104
hard to tell right now with only 4 frames,
but when in betweening remember to think about the arcs, follow through (for the antennas) and slowing out when it lands.
>>
Trying to get started into animation, so I took the time to look for tutorials to get me started: https://www.youtube.com/watch?v=hLbqmyE8OvE
This is what I came up with in like 30 mins in Flash.

Fuck Flash for cleanliness. I used this program for games/sprite animation for years, but for hand drawn animation it feels like pure cancer.

Thinking of doing clean up in SAI after I get back from work.
>>
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>>2611421
Forgot the animation.
>>
>>2610977
so she throws rocks at him then climbs the tree but is back on the floor picking up rocks to throw at him?
>>
>>2611536
nevermind she and that stick are just so small in the next frame that I got confused and didn't even think that was her but some other animal
>>
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Something I finished earlier this month. I got to premier it at a local comedy club.
https://www.youtube.com/watch?v=aYA8lHzXdh0
>>
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>>2607983
I've been studying Macross, and some Aerial footage from WW2, in order to animate this. Am I on the right track?
>>
Don't give up.

https://vimeo.com/175638717

We're all gonna make it.
>>
>>2611635
The ending goes a bit too fast
>>
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think i got the ball bounce down what should i animate next?
>>
>>2611000
>>2611046
Huh. You got a point....
>>
>>2611887
No you didn't, try again.
>>
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What happened to that guy doing an animation for newgrounds, about the robot and the girl in the restaurant? Did he make it?
>>
>>2612222
bump
>>
>>2612222
>What happened to that guy doing an animation for newgrounds

He became famous anon. Thats why he doesnt post here anymore. He graduated from /ic/
>>
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just something quick before i go to sleep
>>
>>2612363
B-but that was only a few weeks ago
>>
>>2612222
RIP
>>
>>2612222
Got told to do something that wasn't scribbles and smears and since he was unable to do so, he fucked off
>>
>>2611887
timings a bit too even and kinda slow
>>
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>>2608748
>>2608752
>>2609981
>>2610134

well there's Greg Sharp - great animator
oh and then there is ADAM PHILLIPS - a great fucking animator.

we're all connected through the internet nowadays, so don't let that stop you.

I am from Austria and it's even more desolate than in Australia, when it comes to animation. but I am working on it.
>>
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Something new
>>
Does anyone else find puppet animation with tweens "odd" looking but when the same puppets are on twos it looks "right"? Like it somehow gets rid of the flash effect when it's on twos, possibly due to hand movement of frames instead of tweens artificially too perfect distances?
>>
I went to CalArts character animation program for 1 year a few years ago. I only even applied because my friend was going and I thought it sounded like it would pay decently. I got a $10k scholarship because I can draw figures well. Strangely enough, I did not enjoy it or apply myself, skipped classes, hung out with non-animation majors, played a lot of guitar, did drugs/drank, and decided to leave because I was wasting money.

Came back home and did Animation Mentor's 3d animation school, but it was a similar story; I barely applied myself and had little passion for it. My parents combined make ~$200k a year and financed these endeavors. I feel bad for wasting their money and squandering opportunities others would have cherished.
>>
>>2613955
continued:

But I did graduate with a geology degree and am currently employed in an office I want to get back into creative stuff. Having money is nice (although I don't make much), but I now see how important it is to spend your days doing things you enjoy. However, animation was not my passion like it was for many of my classmates.

Strangely enough, I have bumped into at least 4 random people in my daily life who said their dream was to get to Calarts Character Animation. A couple of them had applied several years in a row and not gotten in. I am proud to say I gave them advice and critique on their figure drawing, and they both got in.

I have seen lots of former classmates working in leading roles in TV and film, and popping up all over the digital world. The world is small. I kind of wish I had stuck with art or music from day 1 and gotten a degree in them, then taught, rather than ever thinking of money. Time > money. But teaching is not my dream job either...
>>
>>2613958
So what do you do now? Geology related job?
>>
>>2613979
Barely... underground fuel tank monitoring, in an office for 15 bucks an hour, decent benefits too. The geology job market went from "on fire" in a good way to "on fire" in a bad way. Before graduation I was offered 200 bucks a day for a rig job without having finished my geo degree. I was salivating at having the money to spend on guitar gear and recording time. Now that same job pays less than half that much. What I do now is not bad and I but it's not interesting either. I might go into EPA regulations compliance if I stay with what I'm doing now.
>>
Anyone here using opentoonz?
Everytime I open the program, in flips my computer screen up side down.
>>
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it's too jittery
>>
Does /ic/ want to make its own Fantasia collaboration? What would it be like
>>
>>2614344
you mean animating together over music? i'd be down
>>
>>2614344
Sounds good, if others are willing to commit
>>
>>2614344
>>2614356
>>2614416

Yes idea-guy, I'd love to bust my balls to make a couple minutes of free animation for your youtube channel. I'm glad you asked!
>>
>>2614439
Why would you bust your balls? Im assuming its a fun little project. No need to stress over something thats not super important
>>
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>>2614447
Exactly. Doesn't have to be serious, only 'just for fun'
>>
>>2613412
now try animation
>>
>>2614573
rotoscope requires crazy clean up to get it right. I'd even suggest taking out some of the frames so it doesn't look so awkwardly smooth
>>
>>2612222
>>2612363

Yep

https://twitter.com/tlcarus/status/756212235412709376
>>
>>2615086
Dude Im so envious. It makes me want to BahiJD my animation. lol whats the point of being good when you can just BahiJD everything?!?!

But good on anon for making it!!
>>
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absolutely disgusting animation made for school Mooc

https://www.youtube.com/watch?v=NSxs1rkE5QY
>>
>>2615540
you are such a strange person
>>
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>>2614727
>>2614730
That was just a very short experiment that I did for college. I wasn't fussed about the finished quality.
>>
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made this for a friend. had to get it back from them since i deleted it from my pc :p
>>
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Made this over the weekend.
>>
>>2614727
Oh btw, your critique is incredibly useful
>>
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>>2611104
It's ok, but it looks rather plain at the moment. The first thing I thought when I saw it was pic related. Maybe you could try something like that? Just a suggestion.
>>
>>2615939
You're motivating me man. Great work

How long have you been animating for?
>>
>>2615939
Nice facial expressions, anon.
>>
>>2615939
how do you stretch the face so much and still make him look on model
>>
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A while back someone wanted to see a complete turnaround rig and how you can call angles, finally got around to making a gif of it:
>>
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Dumping some stuff. Critique appreciated.
>>
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>>2616530
>>
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>>2616532
>>
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>>2616530
>>2616532
>>2616535
all of these are exercises from http://www.animatorisland.com/51-great-animation-exercises-to-master/ btw
>>
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topeka
>>
>>2616138
Almost 2 years now.

>>2616185
Thanks

>>2616191
When I squash and stretch the face I only squash the jaw. The skull stays solid.
>>
>>2616591

i like it
>>
>>2616591
memememuch?
>>
>>2615939
Btw it looks like he's wearing a mask because of the way you connected the right side of his face
>>
I wanna go into Animation, somebody can recommend me a Free program to do so?
>>
>>2616850
honestly, I think if you want to learn how you should just download the industry standard programs and learn that way, torrent/whatever.
Flash and Toon boom studios, TVPaint is used more in europe
>>
>>2615815
spades slick?
>>
>>2616591
hnnggg
>>
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>>2607983
Can the top panel in the gif be achieved by gesture drawings?

Ive seen some rough animations, similar to the gif, but with stick figures and simple forms (box, circle, bean, etc).

Are there any books that touch up on this subject?
>>
>>2611887

Squashe and stretch isn't bad, but your timing/spacing is mechanical and the bounce itself is off. Since you start at the top of an arc, the ball should accelerate from stationary, keep its momentum after bouncing, and deccelerate to its next peak. It also shouldn't bounce as high, and shouldn't gain forward momentum after bouncing--if anything it should lose some to friction.
>>
>>2615734

Quick note on pendulums: the time it takes to reach each "peak" remains constant, so those last few swings look unnatural.

Also, your string is bending too much. There's a disconnect on the weight of the ball between how it swings back and forth and the amount of tension on the string.
>>
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>>2611421
>>2611423
>>
How is this type of animation created and what would you call it? I doesn't look quite like frame by frame. It's like some parts of the characters are being tweened. I don't even know where to begin emulating this style, all I know is hand drawn frame by frame animation.
https://www.youtube.com/watch?v=4wekeERpC8w
>>
>>2617790

I don't understand what you mean. It's essentially a series of gesture drawings, so yes, it can be achieved with gesture drawing (?)
>>
>>2618492

Maybe I'm reading too much into it but I feel like this sequence is mocking liberals
>>
>>2618492
it's made in toon boom
http://www.indiewire.com/2013/09/behind-the-scenes-wander-over-yonder-122658/
>>
>>2618492
Damn, that was a great finale.
>>
>>2618492
It's coined "Flash Animation" since it was how it was first started.
>>
>>2615815
SS?
Looks good but the perspective on that hat looks so fucked up with the animation it looks like a flat object sitting on his head rather than him wearing something.
>>
>>2618492
It's just good 2D puppetry. If Wakfu is called Flash animation, so is this.
>>
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Crits super welcome
>>
>>2618953
looks like it broke its wrist twice
>>
>>2618953
The moviement on the props is great but the movement on the figures, especially the one surprised by all the junk falling, is way too slow.

The first one you could pass with if you're going for a creepy vibe but if they're meant to be two normal people, then you wanna speed them up a little cause right now it's uncanny valley how slow they move.
>>
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Added some inbetweeners and fixed some proportion issues.
>>
>>2607983
is that a jin-roh tribute?
>>
>>2619235
akira
>>
>>2607983
Does anyone have the animator's survival kit: animated? The dvd collection? It's like almost $1,000 right now and I can't drop that much on a dvd set. I only see the book pdf which I already have.

I swear it was posted once and i had it on my old computer but not now :(
>>
>>2619225
7 days? really?
>>
>>2617790
Top one is him getting a feel for the animation as a whole, 2nd one is cleaning up the forms, 3rd one is adding the details
>>
>>2619488
I had a busy work schedule, I do little by little as I get the time to. And I was also wondering if something was off with the animation but no one said anything so I'm finishing it up since I'm off now.

But I am surprised it's been a week since I started this, I can't believe time pass so fast.
>>
Do you think it's possible for a single animator to make a full-length anime film? I barely know how to draw but I've been thinking about it for some time.

https://en.wikipedia.org/wiki/Voices_of_a_Distant_Star

This is 25 minutes long and done by one guy in 7 months, from my calculations it'd be possible to do a two hour film in less than 3 years.
>>
>>2619995
>i barely know how to draw
If you want stick figures yeah.

Voices of a Distant Star is such garbage animation in my opinion. It'd be better if they guy could actually draw. A friend forced me to watch it because she loved the story but I think even that is kinda convoluted garbage.

You also think that you, someone who can't draw, can animate something in less than 3 years? Even if that anime is garbage imo that guy still probably has loads more experience than you do and can pump the drawings out at a much faster pace than you'll be able to.

Learning to model is your best bet if you can't draw and don't want to learn (An alarming amount of game art and 3d animators can't actually draw. Oneof my classmates is one of them and he said he "thinks in 3d" to explain it but...Idk..to me it cheapens art a little bit, but it's still a good bet if you want to animate something and he makes pretty good stuff even if i judge him for not drawing.
>>
>>2619995
It's easier to start an animation studio than to make a full length film on your own.
>>
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>>2607983
Hey folks, got the urge to draw a Pokémon animation. I'm animating the grass type Serperior eating the electric gym leader Elesa. How does it look so far? I know some parts are kinda stiff, nothing a few in between frames can't fix.
>>
>>2616591
that's really neat but how do you deal with the sense of gravity?
>>
>>2620118
I think he referenced it from MeMeMe
https://youtu.be/V8rzVDiTt9w
@0:49
>>
>>2620119
Or traced
>>
>>2620089

You're a sick fuck
>>
>>2620131
Cannibals usually are.
>>
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Career goals right here.
>>
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>>2620089
Can't see anything wrong with it. For some reason it feels like the finished animation won't be very smooth.
>>
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Made this to get into an animation program. Sadly it wasn't accepted.
>>
>>2620303
That sucks, that actually looks pretty damn cool.
>>2620089
Nice. The lack of frames concerns me, though. But it's a fairly long anim so I let it slide.
>>
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any advice on how to animate fluttering hair? I find it so difficult to keep it consistent
>>
>>2616493
This is pretty amazing. Looks like I'll be picking up Toon Boom.

When I save your gif, though, XnView can't open it, and neither can Photoshop or anything except my browser, any idea why that would be? Keeping this for future reference would be great.
>>
>>2620303
Don't give up. You got a lot of potential.
>>
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>>2620303
Not bad, but you aren't utilizing the principles of animation enough. For instance when she's falling you didn't use an ease out nor did you use enough squash and stretch (remember the bouncing ball) also I notice that you aren't using your spacing charts properly. In the previous thread I noticed someone made a similar mistake and I told him to use multiple spacing charts.
>>
>>2620664
Whoops I made a spelling error! Now I look unprofessional.
>>
>>2620423
Do a whip

A nice sine wave

Think big and then add smaller strands and stuff
>>
>>2620303
This isn't a real crit I guess but man your timing charts are distracting as fuck. People's eyes are attracted to text and movement so the writing and red dot are pretty attention grabbing.
>>
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meh
>>
>>2620702
heh thats pretty neat. try adding some hands interacting now
>>
>>2620664
Thanks, I'm very new to spacing charts and just trying to impress, but my amateurism shows.


>>2620687
It was part of the assignment so they could analyse it frame by frame.
>>
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>>2620458
No idea about that, i only saved it for browser.

As far as the rig you can see a build of a similar thing from start to end here (my rig uses advanced auto self patching, it's in the rigging tutorial later on).

https://learn.toonboom.com/modules
https://learn.toonboom.com/modules/creating-a-rig-model
https://learn.toonboom.com/modules/head-turn-animation
https://learn.toonboom.com/modules/in-front-and-behind-arm-animation

etc

You definitely do want the version with node view as it makes life a lot easier (and it also helps a ton if you know about nodes or have done 3d related stuff). The nodes here is what drives the puppet rig.
>>
>>2620303
The movement is pretty good but the lack of secondary animation (clothes swaying,hair bouncing, etc) is probably what kept you from being accepted.
>>
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Playing around with the animation capabilities of photoshop.
>>
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Another little test thingy.
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>>2620895
Thanks for actually replying, anon; I've been hungering to actually tackle puppet rigging, but I didn't want to just jump into the dark.
>>
>>2620303
the fall feels really awkward. it either needs to happen faster or be more embellished. the current trap doesn't look like it throws her off balance, which makes the whole motion look really forced.
>>
Which program does this guy use?
Or better yet, how does he do it?
https://twitter.com/cii__/status/746901017363505152
>>
>>2621777
It's cacani animation, it creates inbetweens for complex shapes (but still requires adjustments).
>>
>>2621777
I've seen that first one a long time ago, and thought it looked neat.
Hell, I'd prefer this be the new "Flash Animation" due to it looking more stylized. But like Flash, I'd rather it not be over used like everything pass that 3rd animation, cuz it looks just as bad as Flash with over tweening usage.

I really like that 3rd one, it was cute.
>>
>>2621777
>>2621785
It's actually his own software (predating cacani) called hanepen. I don't use the tweening thing but it does basic animation better than anything else I've used, using the year+ old beta right now but he's got a patreon thing for working on a new version. As hype as I am for that I could probably use this 2mb beta for the rest of my life.
>>
>>2621917
Can you show a gif or webm of it in action? I'm curious how it does the inbetweens of different frames/poses.
>>
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>>2621918
heres a test I did when I got it, very tedious and doesn't appeal to me but I actually can see this being useful for slow motion shots or something
>>
>>2621921
and the working file
>>
>>2621921
Can you define points that it warps around? Like if you want hair tip to preserve hair tip you put on start frame a selection and end frame selection?
>>
>>2621923
you can see and edit the individual points of the shapes so yeah, it also has a "slow draw" function to help reduce the number of points and make it easier to manage
>>
>>2621923
oh and I should mention somehing that I only realised recently which is that when you go back to keys mode since it shows a faded version of the tweened frames so you could go:
1. rough key poses
2. rough tweens for easing and proportion
3. use tween frames as guide for hand drawn frames

editing the easing is very intuitive and just uses two draggable points between each key for ease in/ ease out so it might work well as a timing guide, I might try it out soon actually, seems like the best way to use it.

if you have any more questions feel free to ask.
>>
did anyone see Last Days of Coney Island? is it worth buying?
>>
>>2621917
>>2621921
his website is gone could you share the beta you have or point me to his new site if he has one?
>>
>>2623204
mac only https://mega.nz/#!k1NCmQZB!cIbP3iZF0bH_fJdDc53Pc55qG_0RnujrQx_jNjv1jLQ

you can also use the wayback machine
>>
>>2623381
Thanks anon
>>
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i'm using memes for practice
>>
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>>2620089
>>2620322
>>2620266
You fuckers need Jesus.
>>
>>2623692
hey thats pretty cool, watch those hands tho.
they're a little jerky.

Love the bike/leg animation.
>>
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>>2624008
damn i didn't notice that, his fingers are having a seizure
>>
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Learning shit.
First loop, looks like its sort of bouncing to the right. Fucked that up a bit.
>>
>>2624490
Youve got the basic idea right but at the top of the jump its not smooth enough. Make it ease in and out of the top
>>
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>>2607983

https://www.youtube.com/watch?v=FB_Uhi0YcJk

made this a couple years back to feed my boredom. Its just like surreal sketches morphing into each other. Firsty part is pretty crappy because i was drawing the images with a mouse XD
>>
>tfw no bee-bro

Bee-bro?

Bee-bro!?

BEE-BRO!

https://www.youtube.com/watch?v=znN66HhZCDI
>>
>>2624969
bee bro?
>>
>>2625292
BEE BROOOOO
>>
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Hey guys I need some advice.

So I was asked by a friend of a friend to draw some storyboards for a cartoon show pitch which he's showing to a major network. He said if the show is greenlit, I can come on board as art director and get a percentage.

I'm just wondering how this works legally. I'd love to be arr director for a cartoon shoe and get a percentage if it's greenlit but I still want to be paid for the time I'm putting in drawing this.

What kind of contract should I set up to make sure I get paid but also be granted the right to become art director if this cartoon is picked up?

Should I just send a contract which involves just getting paid for the storyboards now? Can I include a clause that grants me art director right is show is greenlit? Not sure how to legally and literally write this.
>>
>>2625520
In short, I want to be paid for the storyboards whether or not the show is greenlit, but I want to make sure I am made art director and given a percentage IF it does get greenlit. Not sure if this agreement should be made in one contract or two separate ones. And I'm not sure how the contract should be written. Also, can I edit and send a contract through a site like docracy? Would the contract be legitimate?
>>
>>2624490
it looks like it's getting hit by something at the top. spacing as it falls is too even
>>
>>2624118
cute, but it looks more like it's flailing on ground than swimming, if that's your intention... i think having more dip at the bottom especially with the main body will reduce the feeling of impact

>>2623692
cute, but loop feels a bit jerky. also i'd offset the arms from each other a bit in the cycle, itll feel more natural.
>>
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>>2624490
Aside from the spacing error, the rest of the animation looks fine.
>>
What do you guys think of Calart's character animation program?

Will you someday hope to get accepted there?

If not, then why?
>>
>>2626131
only if i get a full ride scholarsheep
>>
>>2626131
Costs too much.
>>
>>2626131
>Im not sure if I would fit in there
http://blog.calarts.edu/2015/12/15/calarts-holds-first-symposium-on-gender-bias-in-animation/
>>
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First character animation I've done in 10 years.
>>
>>2626827
good form wise, but it lacks principles like arcs, so instead of having her forward arm go straight, have it go along an arc to make it less stiff
>>
>>2626846

Yeah, I pretty much abandoned animation after college. Went more into concept-art/illustration for a long time.

But now I'm kind of interested in getting into animation again, and my drawing skills have increased to the point where it seems a lot easier.

Need to build up my storyboard portfolio anyway.
>>
>>2626875
ayy me too bro, storyboard/animation life
>>
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any good lessons/books on character design? especially about interesting proportions.
>>
>>2625521
No answer? Damn
>>
Any good cities to pursue an animation career in?
A pretty well known studio in Toronto just got shut down :(
>>
>>2626999
Toronto is way better than Australia
LA is probably the way to go, especially Burbank for animation/storyboarding
I might have to move there, but so risky
>>
>>2627000
>but so risky
Because of costs? Or something else.
>>
>>2627009
yeah costs, like moving there and not being able to find a job.
>>
>>2625520
>>2625521
>>2626925
Nobody's replied because your question is kind of retarded.
If the pilot is being done and a major studio, you're probably going to get paid, but I doubt you'll get a "percentage"(whatever you mean here, unless you mean a percentage of your friends profit, which sounds terrible) There would be no point in making a contract like this as a storyboard artist.

And don't make a contract to make sure you get the position of art director. That sounds extremely entitled and kind of cunty putting your friend in a position like that. If he said he would put you as an art director if it gets picked up, then like trust him or whatever.
>>
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>>2626906
>>
this is an art board not an animation board

all of you need to fuck off somewhere else.
>>
>>2627465
Get out.
>>
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the amount and tenacity of trolls has increased on this board over the last couple of months. what is going on?
>>
>>2627465
Kill yourself.
>>
>>2627465
Lel, pretentious art fags. I thought you were almost extinct by now.
>>
>>2616591
Don't trace, please.
>>
>>2627465
Here's your (You).
>>
>>2623956
don't kinkshame
>>
>>2627471
>>2627498
>>2627510
>>2627544
ahhh my (you)'s feed me

>>2627495
this retard gets it
>>
>>2626827
Itd be good if it werent furry
>>
>>2627207
Sorry I've just never had a situation like this before. I'm basically being commissioned to storyboard one episode of a script that was written for them to show to a network.

They said they'll pay me for the work I'm doing but they also said that if the network likes it and gives them the funding they would ask me to come on board as an art director.

I wasn't sure what kind of contract to write up and send to be signed to agree to all these terms. Should I just make up an agreement to be paid a flat fee for this now and just take his word for it that he'll ask me to be art director if by chance this show gets greenlit?

I should also mention that there is no art direction or character design so I'm somewhat making up the overall design as well
>>
>>2628229
If it's just a pitch, i don't think it's necessary to write up a contract about it. I say just take his word for it and hope for the best.
>>
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hand drawn animation is something id love to do but my school's way too broad. ive gotta commit to doing dailies and eventually some projects.
>>
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>>2628916
>>
>>2628919
The bowling ball shouldn't roll as fast as it does immediately following impact considering that it fell and bounced in a perfect straight line
>>
Is it worth going to school for animation? Or is it like art where you already have a portfolio so an "official" degree is useless.
>>
>>2610567
holy shit
this is pro af
i am massively impressed
>>
>>2629535
Let us think from the point of view of an employer.

One dude has degree from calarts character animation but no portfolio, for some really obscure reasons and the other dude doesn't have calarts degree, but a good portfolio.

Which of these candidates show that they are able to produce shit that you need?

The one with a single paper or the other with stacks of paper?
>>
>>2610567
daamn
>>
>>2629598
>no portfolio meme
>>
>>2628916
>>2628919
pretty good anon. keep it up.
>>
>>2629598
God cut it out with the Calarts meme.

The thing about the school is that not everyone gets hired just by simpling attending. A lot of them just work their ass off.

If someone doesn't have a portfolio, let alone do their damn homework, everyone kind of expects that they won't go anywhere with their career.

I'm sorry I'm just tired of these retarded myths about the school from people that most likely have no interaction with the school or students.

And the answer would be the person with the portfolio, dammit.
>>
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classic another bouncing ball

is there anything obviously wrong or shit?
>>
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>>2631331

That was a neat twist. Very stylish. I like it.

Here's a very loose rough I just did to figure out the timing on a transformation sequence. Don't know if I'll do a polished version or not.
>>
>>2629598
why would a calarts graduate have no portfolio
>>
>>2631341
the timing feels too even for me, maybe play up on the slow ins and have thee arms throw out faster
>>
>>2631331
When it hits the ground, the squish effect is nice, but you should start the squishing the frame before it actually touches. That way you can get away with a larger gap between the top of the ball in the next frame, letting you have the same nice squish effect, and having all the same energy, but without forcing it to stay there for an unnatural amount of time. It felt like it was there just a little too long, and it started losing the energy.

At the top of the bound, the framing is too even, and you've got a jerk at the top of the motion which takes the viewer out of it. Do the same thing you did at the bottom, let it naturally slow and hang for a couple frames, then your twist will come as even more of a surprise, and the whole thing will have a better feel.

As for the twist itself, maybe extend the the slash outward a bit on either side, so you can spend the frames with longer portions of it, making it seem both more energetic from a visual point with the shape of the slash and the motion of it.

When the ball splits and moves from the slow motion to the whatever the fuck it's called normal motion or whatever, the hemisphere on the left changes its vector and starts falling in a different direction. It's quite off putting, so perhaps a timeline would serve you well there.

I like the down then up motif of the whole thing, it really draws the focus of the viewer in the right way, and the way the two halves interact with the blue bar is really nice.
>>
>>2629598
That's for someone who doesn't work their ass of tho. If you have two people who are equally skilled at animation but one went to cal arts (or another well known college) and the other didn't, odds are that the college student has a higher chance of being employed because of all the contacts he/she should've made in college. The other dude will be a complete new comer to the industry and have a hard time making contacts.
>>
>>2631586
thanks for the constructive critique!
will look into all these areas to see what improvements can come out of them
>>
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Tried out Clip Studio Paint, best software for me at the moment. Also based it off of a youtube vid, you probably know it though.
It also feels rotoscoped, don't know how to fix that honestly
>>
>>2632477
Just noticed both of his pecs lift up when he signals. kek
>>
>>2632477
You did the motion blur quite well but you did it on the parts of the arm that move slowest
>>
>>2632545
Now that you say it it does look like it. Thanks mate
>>
>>2632477
First off never use motion blur/smears. Second, the arm should overshoot then settle in to the final pose. There should also be an overshoot at the beginning after he moves forward. I notice as well that there's no follow thru on his fingers.
>>
>>2632734
>First off never use motion blur/smears.
And this is a rule, where?
Not that anon, but when was this a thing when 99% of animators, Looney Toons era to now, that still uses them to portray fast motion. More frames to make something "smoother" isn't going to make something look faster, it's just going to make the animation completely out of sync and disgusting looking.
>>
>>2632734
>First off never use motion blur/smears.

This sentence makes any other advice you may have suspect. You know I think I'll take Eric Goldberg's advice over yours...
>>
>>2612222
Yeah he was in the SoundJam I participated in, I beat him too
>>
>>2632734
>Never used motion blur/smears
If you're a pretentious faggot, you should follow this rule.

You know the purpose of smears right? On literally anything but 1s (90% of the time on 1s too) smears do what they're supposed to do perfectly.
>>
>>2632734
This guy's right about everything except motion smears, which he's apparently butthurt about.
You should use them sparingly, but saying you shouldn't ever use them is retarded.
>>
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>>2632477
Thanks everyone for the help!
>>2632734
Arm didn't overshoot cause it isn't finished, but yeah i fixed the smears to make it faster.
>>
>>2619995
i want to animate the entirety of jeff wayne's musical version of the war of the worlds, if i manage to even get one of the songs done in a year i'll be happy.
>>
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WIP
>>
>>2616591
The scarf looks like it's made out of cardboard and her bangs are stationary.
If you must trace at least study the original work during the process, I see no effort to learn here. Stop drawing for attention.
>>
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>>
GAAAAAAAAAAH how do i get good at this shit
>>
>>2633833
Fail more.
>>
>>2632885
In 1930's/40's Golden era animation. In the case of Looney Tunes smears were popularized by Chuck Jones and the reception was overwhelmingly negative at the time because they were seen as limited animation. Chuck actually got fired because of this.

>>2632988
You should

>>2633023
Of course I know what smears are for and I'm telling you that you don't need them.

>>2633075
So far you have the most intelligent and respectable response. Yes I'm butthurt but smears really are useless, but if you guys really think otherwise at least listen to this man.

>>2633096
And for gods sake I can't help myself but that piece of animation really should not have smears.
>>
>>2633096
>>2633842
>And for gods sake I can't help myself but that piece of animation really should not have smears.
I agree with this at least, the smears don't look good the way they're being used. You should be smearing the finger, not the elbow. And those spike smears don't look good in most situations, try a smoother effect.
>>
>>2633855
I personally prefer chunk smears, I think they're very difficult to perform correctly but they look pretty great in a stylized or low frame product.
>>
>>2633842

I should take your advice over one of the most respected and influential traditional animators of the last 40 years?

No I don't think so.
>>
>>2633912
I think you should read what you wrote and then his response again.
>>
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trying some camera movement stuff
>>
>>2633912
I never said you should take my advice. I did in fact say that you should take Eric's advice over mine.
>>
>>2633010
congrats, I got contacted for some work after robot day so I've only really had enough free time to do random gifs for twitter, good luck on the final rounds but honestly if yr any good it's not really worth it, and if you were one of the better ones you could probably get some well paying anim jobs.
>>
>>2633842
>>2634003
>>2633943

Oh, ok. Gotcha.

Yeah I'm going to keep doing that then.
>>
>>2634014
No problem. Now I'm gonna be an asshole and ask, when did Eric talk about smears. I presume he has at some point otherwise you wouldn't have mentioned him.
>>
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>>2611887
>think i got the ball bounce down
You did not get it right. The timing is too evenly spaced and there's no sense of weight.
>>
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>>2616493
Tia pls
>>
>>2634021

https://www.amazon.com/Character-Animation-Crash-Course-Goldberg/dp/1879505975

Good book. The old edition came with a CD of Flash files showing his animations from the book in motion.
>>
Can you guys recommand self-produced animation channels on Youtube? Like series or shorts done with 1 or not much more persons.

Also, biggets question, but is 2D animation dead outside of Japan?
If you only make 2D, can you still find work?
>>
>>2634375
2D isn't dead outside japan but from my experience there's barely any hand drawn/frame by frame 2D jobs, all of them are the tweened/flash/puppet style animation where you move around rigged characters. I hate this type of animation but I'm learning it just so I can get work, shit sucks.
>>
>>2634386
Flash puppet animation could be pretty fucking intense at times, Anon.
https://www.youtube.com/watch?v=TBWcC7immQw
https://www.youtube.com/watch?v=AizepmgmkOY
Flash is powerful if the ones using it can utilize the most out of it. Symbols are a helluva thing when you use them for storage, rather than objects.
>>
>>2634425
They dont puppet the body, thats all FBF. Only the head was puppeted.
>>
>>2634425
That looks cool but it's barely puppet animation. It looks like only the head is puppet and the body is all frame by frame, and I think it'd look better if the head was fbf too.
>>
>>2634386
Thanks.
Any examples of that? I'm mainly watching japanese animation so I'm not sure exactly how it looks.
Also what program should you learn for this type of animation? Flash? Alternatives?
>>
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>>2634433
Toonboom harmony. My rig for ex.
>>
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>>2634375
>is 2D animation dead outside of Japan?
0If you only make 2D, can you still find work?

Does this mean everyone here that is interested in animation are actually only intetested in japanese animation?

Shit.
>>
>>2634433
Industry standards for puppet stuff are Toonboom and Flash I think. For 2D games it's a program called Spine.
>>
>>2634375
Gaming's pretty big on both 2D and 3D animation depending on the genre. Though for 2D you'd have to learn either Pixel Art, HD Spriting, or 2D puppetry.
>>
>>2634444
>Does this mean everyone here that is interested in animation are actually only intetested in japanese animation?
No, not for me. But it just seems to me like Japan is way more attached to 2D, where other countries are getting more and more into 3D.
>>
>>2634444
>>2634476
2d animations in Japan are also paid slave wages and make less than MCD employees, they only do it out of love.
>>
>>2634484
>they only do it out of love.
They only do it because of muh Tezuka. But as you can see not all of them likes this shit
>>
I don't think I can ever get behind animation thats not frame by frame traditional. The magic to it was that every line was deliberate and it sucked me in.
>>
richard williams is good
https://www.youtube.com/watch?v=1ct4Fg8R_VU&list=PL3F7A7F51F9896196&index=2
>>2634375
frederator is probably the biggest channel around currently.

there's still 2d work in the west, but it's largely for low-budget tween animation like bob's burgers (who is hiring right now btw) & rick and morty

if you're interested in getting into the industry, maybe shoot sir an email and get some advice
http://sirartwork.tumblr.com/

gumball usually hires some people every season if you're a britbong
https://gumballjobs.wordpress.com/

>>2634520
iktf.
>>
>>2634543
frederator doesnt do cartoons anymore, all they do is top 107 lists and they let a ton of people go not too long ago. also everyone is angry at them over bee/bravest warriors because they arent showing the new season that has been delayed for years on youtube and instead on a pay sub service beause of how shit youtube is for animation revenue now.
>>
>>2634543
>richard williams is good

I watched Prologue at a festival and was blown away. A true artist who has the decency to share his journey with us; I hope he is remembered fondly
>>
>>2634375
In feature film, 2D lives in Japan and Europe (and, perhaps in China) but is basically dead in America, but in television, 2D still dominates the market.

Unfortunately most of the production work has gone to Korea and Canada, but there's still lots of storyboarding, preproduction work in the US.

Laika keeps Stop Motion alive in the US.
>>
>>2634592
He's not dead.
>>
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I applied at an animation studio and they said they're considering of hiring me as a character designer. but they first want me to pass an art test.
what can I expect?
>>
>>2634828
to fail
>>
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>>2634830
fuck you too
>>
>>2634484
Well it is still not dead in the west
>>
>>2634828
Youre gud.

What's the studio
>>
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>>
>>2635032
the shirt color should be darker or a separate color, wings meld into it.
>>
>>2635032
Try making the blinking and wingflapping quicker and start the two movements after she's done talking.

Hardmode: Tilt her head just before she talks or move her arm in a way that announces a question.

Cute setting btw.
>>
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I get told a lot that my animations are REALLY "stiff" and unnatural. People keep telling me just practice but I am not sure where I am making the mistakes. How do I improve/ what do I need to improve on?
Here is a compilation I made: https://www.youtube.com/watch?v=5e5MxmwjcMg
>>
>>2635032
mouth movement too slow and over exaggerated. If you look at a lip sync chart, it overlaps a lot of mouth movements because you don't see Ever Single Consonant And Letter In The Word. talking doesn't work like that. don't look at the way the mouth moves for each sound, look at how it looks when you're actually saying the word, because some my point of view, the way her mouth is movie right now is not natural and annoying as fuck.
>>
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>>2635110
Someone else in this thread also made this mistake. I underlined the things you should work on.
>>
>>2635110
And don't be lazy. Stop making only making certain parts move and having the rest frozen, this is the reason why your animation looks stiff.
>>
>>2635171
Fuck typo...
>>
>>2635032
I said this to the other guy as well. Don't be so lazy. Don't just redraw the mouth. Look at yourself in the mirror when you talk you will notice a lot of shape change namely from the jaw which opens and closes. The cheek muscles will stretch and relax. She also shouldn't be sitting so still, make her head bob, give her personality, make her feel real and alive, she's not just some robot behind a counter. After all animation is about bringing things to life not just motion. for instance a robot can move and smile but it's not alive now is it? They move because that's what they were programmed for. When we do something we do it in our own unique and charming way. Well mini rant over, I hope to see more from you in the future.
>>
>>2635032
yow eelleeyowp?
>>
>>2634828

I don't know, but studios have gone insane with the tests. I've known people who have taken 20 or more tests before getting into a studio. Who has time for all that?
>>
should i learn to draw first or go straight into animation?
>>
>>2635328
Learn to draw first, you can't go straight into animation without knowing how the body works.

You can but it'll just be a mess, so don't do it.
>>
>>2633833

1. Learn to draw.
2. Learn timing. (Watch a bunch of other animations frame by frame, and observe from live-action as well.)
3. Learn motion. Read whatever you can from other animators.
4. Draw until your arm falls off.
>>
>>2635328
>>2635331

Yeah this was my biggest mistake. I started studying animation while my drawing skills were still shaky. Now I'm a much better artist, so going back into animation is much less difficult this time around.

As for 3D animation... I have no idea. I understand some of them can't even really draw, which is just insane to me.
>>
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Anyone got a torrent for this please?
An amazing 2D animation software in case some anons are not familiar with it.
Best auto-inbetween I have ever seen.
No, really.
>>
>>2635448
Don't pirate small projects and companies you scumbag.
>>
>>2635461
Hey, Mr. Moral Compass of the Millennials, let me just blow your mind for a second:
Small companies invest their all in ambitious projects (which is not much) and either double/triple/whatever that money, or they lose it all.
Large companies invest their all in ambitious projects (which is a shit-ton) and either double/triple/whatever that money or they lose it all.
So either you don't pirate shit and look down on people that do, or you shut the fuck up.
Go watch some BuzzFeed, o profound one.
>>
>>2635328
Draw draw draw

Learn to animate as you learn to draw

Learning how to draw circles? Make a ball bounce
Learning how to draw eyes? Make it blink
Learning values? Animate a light change
>>
>>2635352
3D animation doesn't require you to draw as much, especially when you have other people to do it for you. A good way to get into the animation industry is being a storyboard/concept artist, so if you want to get bigger explore those fields.
>>
>>2635498
>There is no difference between financially supporting a local mom and pop pizza shop and supporting dominos

literally retarded
>>
>>2635506
>There is no difference between 2 jobs lost and 2000 jobs lost.
>Ok Robin Hood.
>Pot calling the kettle black.

literally retarded
>>
>>2635505

Oh I know, Almost everyone I know in the industry is a storyboard artist, and I need to develop a storyboard portfolio, but I keep picking up concept art and design work so I never have time to work on my animation related stuff.

It's all right, though. I like doing a variety of stuff, but lately the animation bug has been biting me pretty hard.

I never could get interested in 3D. It seems over-specialized. The idea of being a texture artist/rigger/lighting artist and nothing else my whole career makes my stomach turn.
>>
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Progress, FWIW.
>>
>>2635498
>there's no difference between stealing from a poor person and stealing from a millionaire
>>
>>2635568
>I keep picking up concept art and design work
What's your job anon? Sounds like a good time.

As for never having enough time, you just have to plug in the hours when you can. The hardest part about developing a storyboard portfolio is probably the tools and the time. If you're good at quick, detailed gestures, then you can probably get a good storyboard portfolio up in a few months.
>>
>>2635658
>storyboard portfolio
Any examples hosted online
>>
>>2635570
It's a little fast, are you animating at 24 fps on 1's? Extend it to 2's and hold the turn for a little longer.

>>2635663
https://jaybakerart.com/
http://karenjlloyd.com/blog/2008/02/20/building-a-storyboard-portfolio/
>>
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>>
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How do i exaggerate my movement?
>>
>>2635736
Make his arms pull back, then use a smear and make them slam together as his back and head arch forward.
>>
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>>2635570
I want you to download this gif so that you can open it in whatever animation software your using and play it back frame by frame. I noticed that your original timing was a little off so I gave you some charts to work with. Luckily you didn't get that much wrong so good job man. The first sequence is on two's and the tentacle part doesn't need a chart because you should animate that straight ahead on ones.
>>
>>2635762
Either your timing is off or the severe lack of secondary action is making it look too quick and choppy. Good try though.
>>
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I did this a little while ago and I'm thinking about taking it further. Anything I should change before I clean it up?
>>
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>>2635743
Thanks, does it look good enough?
>>
>>2635788
i think there should be some more follow through
>>
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>>2635170
Thank you, I tried what you said but I think I might have made it worse..also how to make arcs that seem natural?
>>
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>>2635171
I assume you mean stuff like this when you say "having the rest frozen". I admit I couldn't bother to move anything else besides her hair and dress ;( but I've been told my animations are too choppy, the ones where I draw every single frame (girl running, high heels walking, ball bouncing..etc).
>>
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>>2635658

>What's your job anon? Sounds like a good time

Freelance artist, I just pick up whatever odd jobs come my way, from app design to concept art for a TV pilot. Right now I'm doing props for a web-based puppet show.

Trained myself on Storyboard Pro, but the subscription is outrageous, so I'm thinking I'm going to do a portfolio in photoshop and rendering the animatics in After Effects. That way if someone asks whether I know Storyboard Pro, I can honestly say yes.

>>2635570

This is me, BTW. Trying to get a feel for animation again. It's actually a mix of 2s and 1s but I think If I tinker with the timing a bit more I can make it
>>
>>2635762

I'll take a look at that soon. Thanks!
>>
>>2614131
This is really cool. What software you use?
>>
>>2635859
This is rather peculiar usually this works fine, I guess I fucked up. Sorry man.
>>
>>2635782
What are you talking about. Of course it's gonna look fast and choppy, because it's not inbetweened yet and it's still on ones instead of two's
>>
>>2635811
Maybe a little too much of a pullback, remove the frame right before he starts to slam his fists together. You want to exaggerate the movement, but not so much that his head and shoulders disappear. Add a frame between the fists being pulled back and the smear where his fists are facing forward.

>>2635886
Cool dude, that sounds pretty slick. How do you do Animatics in AE? I just recently got it and I'm not super sure where to start.

>Trained myself on Storyboard Pro, but the subscription is outrageous
Agreed, sadly there isn't a program similar to it for cheaper/free. Have you had any experience with ToonBoom Harmony?

Keep tinkering with your timing, if you extend some of those 2's to 3's and the 1's to 2's it might seem a little smoother.
>>
>>2635886
Is there a place you go to find these odd jobs or do they come to you? Im trying to be a freelance artist but cant find anything
>>
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>>2635859
Ok I think I got it now. I noticed that this is on two's. try putting it on ones. Also your spacing still needs some work.
>>
>>2635110
where did you get your reference for some of them?
>>
>>2635863
Choppy animation is a result of poor timing/spacing if I could get an example of how you time your character animation maybe I can help you with that.
>>
>>2635623
>all of the 2000 or whatnot people working for big studios are millionaires.
>pirating big studio projects only affects The Man.
>>
>>2636039

Craigslist in major cities. Los Angeles. San Francisco. New York. But honestly I've gotten very little work from that.

If you want freelance to come in, what you really gotta do, in my experience, is get in good with other professional artists and people working in the creative fields. Get a good reputation with them, and they'll start tossing work in your direction.

Now of course I'm living kinda hand-to-mouth right now, so don't treat my advice like holy writ, but that's how it's worked for me. I'd much rather build up a good reputation and have the jobs come to me, then be constantly having to trawl the job boards looking for work.

>>2636023

Well with AE you can import series of images, like PNG series, Stretch out the timing, move things around with keyframing, add effects, camera moves, shudder effects, things like that. I wouldn't use it to edit, though. That's better done in premiere.

Haven't tried Harmony yet. I'm just going to stick with tools I know for the time being.
>>
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how do i go from this to yoshinari?
>>
>>2636431
by werk
>>
>>2636367
Where do you currently live? I'm in NY and thinking of moving to LA because there are more animation jobs there.

>Well with AE you can import series of images, like PNG series, Stretch out the timing, move things around with keyframing, add effects, camera moves, shudder effects, things like that. I wouldn't use it to edit, though. That's better done in premiere.
Gotcha, thanks dude.
>>
>>2636626

Los Angeles. I kinda hate it. I came from Florida so the lack of rain for most of the year is pretty oppressive, and L.A. is a bit of a mess of a city. No central planning at all.

Not to mention I had to flee with all my computer equipment because my house was in the path of a massive wildfire. (Nothing like looking up into the mountains and seeing flames 25 feet high belching smoke into the sky) Fortunately I did not end up homeless.

But, as far as Animation in the United States goes, this is the place to be. If you do come here, try to find a place in Burbank. It's near most of the major Studios, and it's the most normal town in Los Angeles. I'm going to try and move back to Burbank if I can.
>>
>>2636695
Fuck man, hope everything's going okay for you over there. Wildfire sounds like more than just a pain in the ass, and earlier you said you were basically living money-to-mouth. Here's hoping you can find some more solid work.
>>
>>2636738

Eh, it's fine. Earlier in the year I moved here my house in Florida flooded. Seems like natural disasters follow me.

Room-mates are pretty patient with the rent too, as long as I get it to them some-time.

I think things are getting better. I've been picking up more freelance, but I do want to get back into a studio. You can't beat steady income.
>>
>>2636775
Good to hear things are on the up, then. How's rent in LA? You can only gain so much from google results, and it's really nice talking to someone actually living in the area.
>>
>>2636830

>Rent

Bad, but not San Francisco bad. We pay 2500 or so for 3 bedroom/2.5 bath/2 car garage, but we live pretty far north.
>>
>>2636913
That's pretty good compared to how NY is now, moving might actually be a good financial decision, especially with roommates. Thanks man, keep on posting.
>>
>>2636047
The girl in cap running, I referenced from this:
https://www.youtube.com/watch?v=idghbMgE_OE

The girl running (back view) I ref'd from this stock footage:
https://www.youtube.com/watch?v=JCOIzCtvFDw

I looked at some other stock video for the guy running at the start of the video, and also for the girl with scarf turning
>>
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>>2636040
Thanks, I'll try it again and get back to you.

>>2636048
Ahh right, I use Photoshop and set the time delay for the frames, this one is 8 frames and 0.1 sec each
clean frames: http://imgur.com/a/wgBfV
>>
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>>2637230
.1 sec per frame is a really weird timing. Your frames should either be held for 1/24 of a sec or 1/12 of a sec, depending on how intense the action is.

As for the bouncing ball I actually went back and looked at some of my practice animations from last year and I found that the advice that I gave you was complete bullshit. Your were doing it correctly from the start. I'm very sorry for misleading you.

As for the walk. You need to make the character bob up and down as they move. See the image for more info.

Once again I'm really sorry about the fuck up on my end.
>>
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>>2637253
Np man I didn't think I'd receive any feedback at all but you've been great. Thanks for the walking tut.

The close up walking one I tried to do 24 FPS (0.04 for each frame?). There are 34 layers(frames). Photoshop animation is kind of complex I am still learning just the basics.

Of course for this I draw every frame but still I have been told that it's stiff and I need more in between frames? Someone told me to aim for 50 fps....

btw what do you do? You sound pretty experienced in this
>>
>>2637357
not him, but again you've found yourself losing quality to even frames.
Also the paths traced by the feet wouldn't look out of place in the trippy part of 2001 a space oddessy.
>>
>>2637373

>filename
What should I do then?? Any exercise you recommend? I really want to get better but half the time I can't tell how to improve :(
>>
>>2637375
Go back to basics, work on the bouncing ball.

At first you may encounter the same problems, so if that happens try working with fewer frames, or if you're really having difficulty, just do keyframes at the peak and valley of each bounce, then sketch in the inbetweens.

I myself use photoshop for animation as well, and there's a much easier way to do it if you've got cs3 or greater.
http://i.imgur.com/lDlyWvM.png
You can make video layers, which store information as any normal layer would individually on every frame with a timeline similar to how most are familiar with animation
http://i.imgur.com/fAqvrLJ.png
to access the timeline, click this small button in the bottom right hand of the frames window.
http://i.imgur.com/8CzPVgc.png
the timeline has severely hindered rendering capabilities, but the freedom you have with animation is unmatched by pretty much every other program on the market if you're more comfortable working in photoshop painting styles, rather than vectors.
If you want to render something from a timeline animation in photoshop into a gif or an image sequence (which are your only two options for transparent backgrounds if you also want to work seperately with the frames in video editors), it requires some tedious labor in one of two ways. For gifs, you have to convert the frames into layers after hiding any background and trimming the video layer's end to the desired point, then convert the timeline back to a frame model, then manually assign each layer to its own frame, then you can render it as a gif. To export a transparency image sequence, you don't have to go through all that trouble before, but you do have to manually save each frame on the timeline as its own transparency compatible image, and you have to name them all yourself.
Pain in the ass, cause photoshop can't auto export image sequences with transparency, at least not in CS5 or earlier.
>>
>>2637357
Well first off 50 fps is a fucking death sentence. I recommend for an absolute beginner to learn how to animate a pendulum (that's how I started) then a ball and then a head turn and then a walk cycle. At this point (assuming you've mastered them all) you should be able to tackle any type of character animation. One last thing: when your timing something just use your common sense. how long does the motion take? should it ease out? should it ease in? can I compare it to a pendulum or a bouncing ball? what can I exaggerate? How would I complete this action in real life? How would my character do this (depending on their age, gender, intelligence, personality, etc.) Remember as well that animation isn't about smoothness it's about the quality of the poses. I have also found (Disney knows this too) a phenomenon known as image retention (that's what I call it at least, feel free to correct me) where your brain will automatically fill the gap between two frames. So what this means is that less is more when it comes to animation. Like I said in my prior response you should stick to 12fps or 24 fps (24 fps should be reserved for extreme actions like runs, fights, etc.)
>>
>>2637357
>Someone told me to aim for 50 fps....
Punch them in the adam's apple
>>
>>2637401
This is my pipeline when it comes to animating a scene:

Thumbnails. Plan the entire scene out with quick rough drawings to get the basic idea of how the scene would unfold. This scene involves the most trial and error because your trying to find the most interesting way to act the scene out.

Next the key drawings. Now I know how the scene should look now i can begin animating the scene. The key poses are the poses that tell the story they are the most important poses as a result.

Next breakdowns. Breakdowns fill the gaps between the key poses and flesh out the rest of the scene.

Timing. After all the important drawings are done I begin to time my scene. I generally think in terms of seconds, 1/2 seconds, 2/3 seconds, etc. Like I said in the other post, try the action yourself and see how long it takes you to do it. So for instance if I was working on 12 fps and my action takes half a second to complete then I should use 6 or seven drawings.

Timing part 2. Next I create my spacing/timing charts. When I do this I usually break the action up in to smaller chunks so that i don't end up with large confusing charts. Think about ease ins and ease outs when making your charts.

*Note on timing. You don't need a timeline to time your animation. The guys back in the 40's didn't have timelines and they made the best animation of all time. I myself don't use flash's timeline at all. In fact if I had the space and cash for it I would stick to purely using pencil and paper.

Then once everything's been timed and I run some tests. And I'm happy with what I see. I in between. At this point I just put on some music or anything to keep me from going insane from all the silence. And I draw all the in between drawings.

*Note on cleanup and breakdowns. Turn your light box (union skin) off. The union skin gets really confusing sometimes and thus it's easier (for me at least) to flip back and forth between the frames in fact this technique is called flipping.
>>
>>2637446
You're talking like you just read that out of a textbook a few hours ago, yet your animation looks like you just started animation a few hours ago.
>>
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>>2637449
Shut up son.
>>
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>>2637452
>>
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>>2637453
>>
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>>2637446
Man this is a fucking beefer!

*Note on cleanup/breakdowns continued... Here's an example of flipping/rolling from the legendary Don Fucking Bluth. https://www.youtube.com/watch?v=ilFaePXngac

And also to the little cunt who called me out just now. There's a fucking reason why it sounds like I'm quoting a textbook. It's because I animate correctly.

Now on the topic of textbooks.Get yourself a copy of the animators survival kit to get started. And learn the 12 principles of animation.

Well I think this is pretty much it. Here's some thumbnails with notes.
>>
>>2637463
do you animate on 14/s or what
>>
>>2637476
12 fps. I just like to vary the amount of frames from time to time so that it doesn't look formulated.
>>
>>2637452
>>2637453
>>2637454
the way you chicken scratch your lines makes me think you're not confident in your line control or skill. do you draw with solely your wrist?
>>
>>2637487
I don't care how neat my lines look. I'm always thinking more about the motion as a whole rather than the individual drawings. However this is an interesting question. I move my entire forearm when I draw.(Mind you I'm not an educated artist)
>>
>>2637495
That's understandable, but you should try to get a handle on your lines. Unless you're intentionally aiming for a scratchy, rough style, then you shouldn't be keeping everything sketchy as shit outside of tests and animatics. But your stuff is pretty fucking solid dude, I like it a lot. Only thing I can say is maybe work on your anatomy a little bit, the neck in >>2637452 is really wonky.
>>
>>2637589
Thanks man.
>>
>>2637596
No prob, I like what you're doing a lot. Are you animating in PS or Flash/Animate?
>>
>>2637610
flash cs6
>>
>>2637388
>>2637401
>>2637446
>>2637463

Wow, thank you very much anon. I will do my best everyday and keep posting
>>
>>2614573
what program m8?
>>
>>2638684
I did that in Flash. By importing the frames from a video to stage.
>>
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>>
>>2638767
it's a little off but has more character than literally everything else posted here
>>
>>2638772
Thanks a lot. Could you maybe point out what felt off to you?
>>
Can anyone recommend lyp synching guides and/or books?
>>
>>2639257
If you animate the word "Mouthfuls", it'll give you a rough template word for every single mouth needed for fluent lip syncing. Just master each with an appealing design and you'll be good.
Just don't be the fuck who uses L for S. That shit looks fucking studio
>>
parallax scrolling
>>
>>2607983
By the way, you can go through youtube videos frame by frame with the "," "." keys. Don't need some external website for it.
>>
>>2639490
>can do that on youtube
>cant fbf in mpc, only one frame forward

bleh.
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