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Animation Thread

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Thread replies: 308
Thread images: 72

Old Thread: >>2977936

>2D Animation on Youtube

AMB Animation Academy
https://www.youtube.com/playlist?list=PLYOBCjdAoAjbKsk4NG7h_WJ9CX7F5zfUe
SBW Workshop
https://www.youtube.com/playlist?list=PL1G92gHt-pRPwIwtANHmDvX_jV0Q8u1J5
Aaron Blaise
https://www.youtube.com/playlist?list=PLnwHSDbcd45J_4lXT0GgPHbm4mlXEtAJX
DokiDoki Drawing
https://www.youtube.com/playlist?list=PL8-UylhAxkcdluQ75pvGkZYbqThFOA7hL

>Books, Basic Program Tutorials etc.

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

>Reference Material

http://www.referencereference.com/
https://vimeo.com/groups/aniref
https://www.youtube.com/channel/UCRvspTjApofA2Yg3i10gTdQ
http://www.rhinohouse.com/

Anime .gif/.webm repository
https://sakugabooru.com/post

http://www.animatorisland.com/51-great-animation-exercises-to-master/

Stoyboard & composition: http://www.floobynooby.com/comp1.html

Play Youtube videos frame-by-frame

http://rowvid.com/
or just pause the video and use the , and . keys (This doesn't always work but worth a try)

Kinovea video file frame-by-frame analysis
https://www.kinovea.org/
>>
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posted in last thread, but then it died
>>
>>3023045
You need to do croquis daily if you aren`t already. The pose is stiff, and you`re not drawing 3 dimensionally. Her center of gravity is way off for more than half of the animation.
>>
Whats the best animation school and how can i get in there?
>>
>>3023454

Gobelins.

Live in France and already know how to draw. OH, and be under 25.
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Meh, this is more difficult than I expected.
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>>3022995
>that rivals of aether into

The music+animation was top notch
>>
Just finished this

https://www.youtube.com/watch?v=DJ8ZhI_kB0o
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>>3024225
It was funny but the actual animation quality has a lot of room for improvement. I mean you're probably good enough for youtube gag animations, I realize the focus for them is not on super high quality animation but the writing & humor. I feel like I'm on the other side of the coin, I am terrible at coming up with plots and focus only on making cool visuals.
>>
>>3024305
Yeah, I know where you're coming from. I swear, every time I start a new animation I tell myself it's going to be style over substance, but I never seem to actually animate the action scenes I want them to be. Hopefully next time around it's different. Thanks for the input.
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Has anyone used Spine for game animation? I've had some practice rigging characters for flash and was wondering if the skills were transferable.
>>
>>3024589
It should be, the program is very simple to use. I had to use it once for a job application
>>
>>3022995

https://youtu.be/gPFIFA9Pahc

This was my first fully made animation i made in flash little under a year ago. I made a lotta mistakes im improving on but ide like to hear some input?
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I swear I used to be better at this.
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I keep re-watching this shit — and i don't know why.
https://www.youtube.com/watch?v=85V7aqcwJ3Y
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>>3026097
poor guy
he just wants to share his vision :[
>>
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YOH
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>>3027203
my nigga
https://www.youtube.com/watch?v=Ga8APtGhFys
>>
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Didn't make it through the portfolio section of Animation Workshops admission procedure but I got a generic feedback letter today which I thought was interesting and might interest some other people as well.
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>>3028825
I though anim workshop stuff was all focused on 3d. Its interesting to see them talking about drawing principles and tvpaint. What did you have to submit for your application?
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>>3029327
>I though anim workshop stuff was all focused on 3d.
Nope
They have a character animation program with emphasis on both traditional (pen&paper and tvpaint) and 3D animation. Student preference in terms of graduation films seems to be ~50/50

Here's the portfolio requirements http://www.animwork.dk/en/portfolio_requirements_ca.asp

also if you download the yearly evaluations from here you'll see what kind of courses they have during first and second year http://www.animwork.dk/en/character_animation.asp
>>
>>3025944
Your biggest problem is timing. All of these frames look like they're the same speed, so there's no impact.

When someone hits someone, adjusting the speed of those specific frames can make two figures just fucking around actually look like they're in a fight.
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my first animation
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>>3029859
Wow, i was so expecting this to be a horrible surrpise, but it was actually a real animation. XD haha Nice job!
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>>3029877
lol! XD
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Normally I dislike the worship of old school Disney, but I bought this book, and it has a lot of drawings and animation sequences that are good reference for animators.
>>
>>3029419
Yeah I know, but I hate the line of motion so much I can't be bothered to fix the timing. I just started a new animation to see if I can get my groove back.
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>>3030055
That works too, friend.
>>
>>3030029
To be fair, their work was brilliant. Still is. But as with most things, tastes change with the times. Can still learn from and appreciate the old gods though.
>>
>>3030119

I acknowledge their skills and talents, but I just don't care for how they've been elevated to sainthood. I don't need to read pages of text telling me how great they were. Fortunately this book focuses a lot on actual sequences that they drew, so it's much more useful to me.
>>
>>3030029
how does it compare to "The Illusion of Life"?
>>
>>3030149

You won't throw your back out carrying it around for one.

Honestly though, Illusion of life is supposed to be the story of the Walt Disney studio, from what I can see. Art mixed in with history and stories.

This book seems much more focused on the work and the problem-solving methods of the animators.

Not a whole lot of concept art, and nothing at all about background or environment design, or storyboarding. This book is specifically about *animation.*

Very few photos, mostly just at the start of the chapters. Rest of it is drawings.

I haven't read all the text yet, but it just seems to have a lot less "fluff" than Illusion of life.

And it's a heck of a lot more portable, too.
>>
I have a question for animators.

Obviously if you're in the workplace you're going to go with the job that makes you money. But what would be your ideal project? Where would you like to work, and in what genre? Disney/children's films, action, drama, comedy... Curious about not necessarily what your favorite kinds of animation are, but what you would want to work on in a perfect world that offered you all opportunities and paid you the same (so that just your preference matters).
>>
>>3030785
Ideally I'd work on my own material, which thus far are all more or less related to life decision and such. All story ideas I get eventually get tangled with my thoughts on the world and on my own life. So I suppose in that regard the projects would be considered teen or young adult drama/comedy, but I like to hope that my writing and storylines wont end up as shitty as a lot of the stuff aimed for those demographics are.

All I know is that if I ever get to realize the projects they wont sell for shit because slice of life is the least marketable genre in the west.
>>
>>3030029
>Normally I dislike the worship of old school Disney

what the fuck is wrong with you
>>
>>3030935
He's right, old school Disney artists did make beautiful work but the movies are pretty bland. Disney worship goes beyond talking about the amazing artistry behind Disney and tells you that the bland characters of Disney have the most emotional depth of all the animated characters ever made (which they don't as Warner Brothers already did that much better than them with simple comical characters). It's a very discouraging outlook on the possibilities of animation.
>>
>>3030785

I want to make artsy fartsy stuff, deep down. Things like some of the European Studios make. Very painterly, textured, etc. Probably kind of depressing. Maybe a touch of cosmic horror.

>>3030935

I'm tired of everyone looking backward, acting like the past was some golden age where Gods wrought gold from graphite with their magic pencils.

That doesn't lend itself to creative thinking. I don't want to pretend it's 1940. I want to make new stuff.

I blame Richard Williams for this.
>>
>>3025944
too many in betweens from start to hit, leave the 3rd frame out it's draggin everything else down
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I've been so unmotivated to do animation lately. It's actually depressing......
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Hi /ic/

I already asked /mu/ but I thought I might as well ask here as well

Ok, I'm making an old-timey styled cartoon for shits and giggles - but you need background music for it, right? And it needs to be entirely instrumental of course, and often not that intense either, since the dialogue usually takes center stage. Where in the world do you guys go to get background music meant for animating? Preferably something that's in the public domain

It would also be kind of nice to have a source of music that I can use for general projects that isn't sourced to any one era of music

>>3030980
>I'm tired of everyone looking backward
that's a cancerous mindset. the past influences everything about our modern style, so rejecting it and trying to get away from it is absolutely futile
>>
>>3031230
***and especially since the dialogue usually takes center stage in modern cartoons

had to fix that since old cartoons absolutely loved their musical numbers
>>
fucking nostalgiafags I swear
>>
>>3031235
i'm going to assume you're referring to the post I made

you cant have nostalgia for 1930s styled cartoons when they were made 70 years before you were even born goddang
>>
>>3031230
Search for royalty free music
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>>3031230
You need music that has a BPM that is friendly to your frame rate. 120 BPM is a popular one for the standard 24 FPS animation for example, that means that every 12 frames a beat occurs, so you can easily sync animation to a BPM like that.

So as you can see you need perfect timing for animation music, it's easy with electronic music but tricky with live bands since their beats are not as perfectly timed (old timey animation music bands worked closely with metronomes to get the timing right).

True old timey animation had the animators and composers working from the same timing sheets though but I suppose animating to music is the next best thing.

Also dialogue is minimal and usually on musical beats for those old cartoons too.
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>>3026097
honest look at how shit we are as animators

https://www.youtube.com/watch?v=U5557I4WFW8&t=0s
>>
>>3031238
You absolutely can
le "born in the wrong generation" maymay
>>
>>3031271
wew, after hours of searching i gotta say, royalty-free production music is an oxymoron. https://incompetech.com is the only website I've found that actually has a decent stock of royalty free music

>>3031272
hey, thanks for the good advice. i'll definitely need to keep that in mind

>>3031404
this is such a retarded post
>appreciating & respecting the past makes you the equivalent of an edgy teen listening to beetles music wishing they were in the 60's

You're off your rocker and also a huge fag
>>
>>3030785
I know I'll get a metric shit ton of hate for this, but I want to make suspense, and surrealism. I also want to make extremely high quality work, but I can barely draw as is. I currently have 2 jobs trying my damnedest to get money so I could maybe get into SCAD, and spending any free time trying to practice. Unfortunately, I'm pretty talentless, and don't even feel like I deserve to: 1, post on /ic/ 2, consider myself "worthy" of being an artist.
I started drawing again about a year ago, and yes, I do see improvement, but I can't help but feel like shit. Just gonna keep trying I guess, until I become such a mockery that everyone finally gets me to neck myself.
>>
>>3031420
>royalty-free production music is an oxymoron
lol disregard this, I just found out royalty free means something very different than "costs no money"
>>
>>3031429
dude pushing your self is great and all but somedays you gotto make stupid shit that gets you hard. like don't always feel like you're hopeless try to draw or whatever something you're genuinely happy with. otherwise you'll loose touch with whom you are
>>
>>3030785
loli gang rape with the style of late 1800 painters, but with the animation quality of GiTS 1995.

Also a pic I got from facebook, literally every time I try to start an animation project
>>
>>3031230
>I'm tired of everyone looking backward
>that's a cancerous mindset. the past influences everything about our modern style, so rejecting it and trying to get away from it is absolutely futile

Who said anything about rejecting it? I'm just tired of people who trying to go back in time to 1940. I have no interest in emulating Disney either in style or thematically, but I do want to learn from their techniques, because *technique* can be applied to any form of the medium.
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>>3031463
bro fuck em, they is mad autism. you're looking forward anf have something you're working on all they do is watch old films on a 16mm and drink wine talking mad out they ass

you dope, ight? you thinkin you makin they is gonna stey where they at forEVa
>>
>>3031470
you ok man
>>
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I know it isn't the best, but it's the first thing I've ever completed.

Probably shouldn't have done something that includes a focus on a hand
>>
>>3031445
Thanks man, and I do try to make passion pieces, but I don't really have a "style" if that makes sense? I really like minus8's work (fucking hate trying to deal with his shit, even as a follower,) but have no idea how to start with either toon boom, or flash. Don't know if my fundamentals are sound enough to try and start animating. Could I post some gesture drawings? I want to improve, but I'm just not very confident in my work to the point it makes it difficult to ask for help.
Also, I know I need to start using my tablet more.
>>
Why do you all suck so bad
>>
>>3031971
Because animation is fucking hard but also appealing so unqualified people like to give it a shot and fail at it.
>>
>>3030980
>I'm tired of everyone looking backward

because there is nothing to look forward
>>
Okay so go fucking practice until you're good and then come back for critique, why the hell would you bother wasting your time posting these 5 second long pieces of trash for advice when you're better off animating over and over again until you learn through trial and error.
>>
>>3031971
Post you're work.
>>
>>3030029
How does it compare to pic related?
>>
>>3032002
You know, anon, not everyone can call someone over and say, "hey does this look right?"... We're not all in art school, we either have friends that don't understand animation or the normies that just suck our dicks over anything that's not a stick figure (or friends to begin with)... That's why we're here. Do you seriously think anyone would be here if better/quicker advice over little hangups can be answered anywhere near us? It sucks here.

>>3023045
Has balance/core issues.

>>3024016
Is stiff and the impact of the foot coming down is wonky.

>>3025944
Just has no impact at all.

>>3029859
Is actually pretty good as far as fluid movement goes, form is messy but that wasn't the point of the study.

>>3031208
Has some framerate issues and doesn't show proper reaction of objects coming into contact with each other.

>>3031797
In addition to overall anatomy problems has a misunderstanding of timing and impact.

I don't know if you've ever animated before. Probably not. But after looking at the same image for an hour, two hours, three hours... You just get used to the way things look. You need other people to tell you what is wrong/right objectively.

Better they learn with their 5 seconds long pieces of trash than making the same mistakes over and over and not being able to see them until it's too late.

Because then you end up with this:>>3026097

If you're looking for professional quality movies, we don't have them here. We animate, we post work, we get told what the biggest problems are, we fix the issues best we can, and then we animate some more. Some of us get better, some of us don't.
>>
>>3032027
Don't know. I haven't looked at that book since the early 2000s.
>>
>>3032043
Thank you for the observation.
>>
I'm looking into getting into animation as a hobby, just something to pass the time and maybe make some stuff to entertain myself.

How should I get started?
In the past I've done a version of the classic bouncing ball flip book,
so should I just grab some paper?

I have a drawing tablet that I'm still learning to use, so I could go the digital route too.

What do you fine folks recommend for an utter beginner?
>>
>>3032193
When starting off, animating traditionally is a pain if you don't have the right equipment.

I would recommend starting digitally.

Utter beginner in terms of drawing? or utter beginner in terms of animating?

If the latter, then just try to have fun with moving things around. Trying to improve at animation without being good at drawing is pointless.

If you want to improve, start with animators survival kit by Richard Williams. Approach it with the understanding that Richard Williams is teaching how to animate like he does. It's his masterclass. He goes through all the fundamentals, but alongside that he is very adamant about some rules and methods that are not necessarily fundamental. The video lecture series is very good way of starting off as it is less intimidating than the book version. You can have it play on the background while you're doodling simple animations. But at some point do go through the whole book as well.

Also just like with any skill, copy and study other animators.
>>
>>3032232
I'm not an utter beginner at drawing, but I'm not that great at it either. When it comes to anatomy and perspective, I definitely need work. I usually draw cartoonish stuff or alien looking stuff, because who's to say what a cartoon character or alien is supposed to look like?

I'm at a level though, where I would be very happy to see the stuff I am capable of drawing in motion.

Thanks for the book / video recommendation, I'll look into getting them.
>>
https://www.youtube.com/watch?v=0lEw-0KWTLA
>>
How many times have you guys re-watched double king.

https://www.youtube.com/watch?v=w_MSFkZHNi4&t=47s
>>
>>3025536

? No inputs?
>>
>>3025536
>>3032803
story made me smile, thats about it
>>
>>3032783
0
>>
I don't know what to animate, any ideas?

I think we should have a thread theme/challenge, it's always interesting to see different people's takes on the same idea and it might stimulate more animating
>>
>>3023462
Gobelins don't like old people I see. Fuck em.
>>
>>3033654
>>3023462
I just read the application pdf for their English character animation course and it says "no age limit" so oldies can apply
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Is Opentoonz good?
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>>3033679
NO!!!!!!!
>>
>>3033682
why?
>>
what software do you bros use to animate?
>>
>>3033847

Flash, unfortunately. But I have used photoshop's timeline to animate as well. It works surprisingly well, and you have all of Photoshop's tools, but it's very clunky and doesn't scrub audio.

Nevertheless, I have seen some amazing work done in it.
>>
I wanna get started on an animated series... and I wanna be able to pay voice actors, but I don't have any money. Are Patreon/Kickstarter reliable at all? Or should I just get job, save cash, pay people after have cash? Curious what's the most effective.
>>
>>3034183
The only way people will give you money on kickstater is if you're already known or have an amazing trailer.

Get a job and save up enough to pay animators to animate what you want, then do a kickstarter with it.
>>
>>3026097

jesus fucking christ
>>
>>3032783
i have never watched this doubleking.
>>
>>3034183
>series
You're talking about a full scale production, lad. Even if it's dumb five minute youtube cartoons you need to be able to convince people that you understand the whole production process and aren't completely dependent on crowdsourcing.
>>
Are there any good methods to streamline gesture and construction when animating? I figure I might saceifice the flow of the figures a bit but I'm trying to figure out ways to lighten the workload. At the moment I've simplified the body to a square, and the arms and legs to their most basic shapes, place them in perspective, then add some bull and form to them once placed, but I still don't feel like I have much control over this method and it doesn't lead to quite the results I want in terms of quality.

I was checking around in the videos but didn't see much on my question.
>>
>>3032783
like 6 at least
>>
>>3034502
What youre doing is basically right but dont be too analytical with it or youll be stiff. I think of the rough animation part like animating an armature, imagine if your character was a stop motion puppet what king of base wire armature would be underneath? animate that simple structure first then you can flesh it out
>>
>>3033578
Brushing teeth
>>
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>>3034509
Gotcha, taking of the training wheels and not being analytical about it is a big hang up of mine, but the way you put it seems pretty doable and good.

Here's basically what it looks like now, though this was done pretty quick just to test it so there isn't much in terms of quality and animation.
>>
>>3034515
that's like 3 frames of animation, there nothing to crit, i mean come on
>>
>>3034547
I know, that was just the only moving thing I had on hand that showed the characters in space and how they looked with my new method of drawing them. My other animations are all in Webm/mp4 forms and I can't post them due to a false permaban I can't get past forcing me to use my phone to post, so I don't do it often.
(In the mean time though, I found a new method of animating in blender that mixes traditional and 3D animation, so I may be abandoning this method all together)
>>
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i haven't made my way back into animation since high school tried to do a little something
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>>3034742
whoops
>>
>2 days left for CSP sale
Y'all niggas should buy that shit. Good for drawing animation.

Just remember complement it with a video composition software. But for the drawing part? It's the king.
>>
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Its a thing
>>
>>3035058
it's a little boring. try giving him a little sway to his walk, man. the way the head just goes up and down in a perfectly straight line makes the whole movement just look boring and uninteresting.
>>
>>3032027

Ok, I looked at a copy of the Canemaker book at the bookstore. Too many words, too many photos. It's more of a history book. The Andreas Deja book is much more useful.
>>
>>3026097
I could only watch this in two-second bursts.
>>
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>>3035058
imo walk cycles look better if you make the top and bottom of his body's vertical movement last an extra frame. His whole torso is changing direction so it needs more time, it looks jerky otherwise
>>
Is blender good for 2d
>>
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For any of you who animate a character, your own or someone elses, do you make character reference sheets beforehand?
>>
>>3026097
It's so sincere I find actual value there.
>>
>>3038068
If it's just me? Nope. I know what my characters look like. If there's a group of people working on it, then I would. Can't read minds, after all.
>>
>>3038068
this is just a collage
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>>3022995
i made this
>>
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>>3038142
and this too i guess
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>>3030785
making the storyboard and some animation for my own series

maybe in my next life..
>>
>>3038142
>>3038144
The drawings are nice and solid + I like the feel of your weighty movements. Decent amount of follow through as well. The timing is just really off though, if you fixed that they'd look a lot better. Aside from that good job!
>>
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>>3038154
>what genre
anime that'd be.
>>
it's an animatic so i dont know if thats the same but i could def use some critique on this:
https://www.youtube.com/watch?v=p82PlWSFGhs
>>
>>3038161
thx
>>
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>>3038163
>>
>>3025536
the story was funny! what i did notice about ur animation though was that the body didn't move with the rest of the body. When an arm moved, or legs, the top of the body moved forwards and went up and down but it didn't move WITH the action. There were no jiggles or reactions throughout the bodies. I also think that the color choices for the backgrounds could have contrasted more with the characters, and the characters themselves less saturated to make the characters pop out more. If you used mood lighting in order to help you tell your story, then they would only be that much stronger.
>>
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>>3038167
same guy from before.

it would also be gr8 is someone could critique this. its the last animation i did and ive been wanting to do more but not quite sure what went wrong with this last one.
>>
>>3030785
I want to kick-start the Western anime industry
Not really anime, but an industry where American series are made that aren't all comedy or kids shows, based on a formula like what happened on the east. I don't when know if it would work but who knows
>>
>>3038167
The drawings are solid, but this isn't an animatic, it's just limited animation at best. If you're going to be doing videos that are 7 mins long rps I'd leave it like that to get episodes out faster. You'd spend months animating something at that level of quality for one episode
>>
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>>3038361
thanks for the advice, i was thinking the same thing man. even just that took so many months but i also didnt know what i was doing
>>
>>3038376
You did very well the parts I did see
Remember to shill that shit every where indiscriminantly, Reddit, newgrounds, Twitter, Tumblr, here (/co/ is very good for this) get active in some of those places to gain followers. Upload and post often too that's the number one thing.
>>
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>>3038383
aw shit, you just called out my number 1 and two weaknesses lmfao. im so shy of shilling and i dabble so much that im not used to posting on the same platform and i think ur right on me needing to improve that. Really solid criticism. I'll take it to heart and do my best to be more daring.Thank you.
>>
>>3038410
I'm really shy too Anon, but you have to create a sort of online persona and push past it. People won't be annoyed unless you're spamming or something. Reddit also forces you not to shill and they have animation critique places too so theres a good starting place
>>
>>3038423
i really had no idea about that. I've stayed away from reddit like the plague for no reason in particular so I think I'll have to check it out now.
>>
>>3038445
It's pretty shit, but it's like an alternate universe version of 4chan, so a different flavor of shit
>>
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>>3038068
I wish I did, I'm pretty sure something's fucky with my WIP.

Also, if ANYONE knows a great refrence for dances I'd love to know it. I don't watch k-pop but I'm sure there is great stuff there.
>>
>>3032783
It reminds me of the Thief and the Cobbler. I like it.
>>
>>3038638
Honestly your best references for dancing would be instructional dance videos. They explain each process and do so over and over again, slowly, to teach dancers so it's excellent for you to learn the motions.

Something's going on in the second part of that. The first part I don't mind but the second part looks juvenile and flat. It doesn't look like natural movement. Especially the head.
>>
Where do you guys post your work? YouTube, Vimeo...?
>>
>>3038068
Of course. If you are going to do over a hundred frames of animation for your character. It'd be stupid to not come up with dozens of poses to test out that design.
>>
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4 on the 51 exercises
>>
>>3037500
Depends, this is the video that got me (>>3034515) to switch: https://m.youtube.com/watch?v=eAT4AMkJNls

As you can see it emulates the 2d line art pretty well while allowing you to focus solely on the motion without having to think of much else, then hand drawing the minor details. The process reminds me a lot of the workflow one would use in Toon Boom but with none of the restrictions. As for straight traditional, I think it has some okay tools for that but if you are using them you'll want to learn some form of 3D sculpting and the software so you aren't wasting it's capabilities.
>>
>>3040021
https://m.youtube.com/watch?v=SqyThycbqYg

And here's the more traditional approach.
>>
>>3040021
I dont understand the point of this it has no advantage over drawing in 2d space and looks like it overcomplicates things
>>
>>3041639
let's say you are doing 24 frames of animation on 2's evenly spaced. That's 12 drawings. Now let's say you are doing a pretty complex action scene with a camera spin that also requires some of the scenery to be animated as well as the character or characters. You're going to need to do 3 or 4 keys, multiple breakdowns, then the inbetweens... now those all need to be drawn roughly first and while you are drawing each of these things you are needing to keep in mind the illusion of perspective, form, anatomy, lighting, motion, proportion, and the various principals of animation. You're going to need to do several straight ahead drawings for various body parts and minor details, all the while you are having to keep traditional values in mind if you want to deliver any quality. After doing these 12 drawings you now have to clean them up and ink them, also check for mistakes and mirror checking the more important drawings to see the issues with your anatomy and perspective. You may have to even throw some out. Now you're in the coloring stage. Each of these 12 frames needs to have decent coloring. Not amazing, but decent, and you need to color some of the objects as well. Finally you add shading if you're feeling really ambitious and the minor details. All that for 1 second of animation... or at least decent animation. That is quite a bit of work on a lone animator.

A way around this is animating with rigged or puppet animation with programs like Toon Boom or Flash. With this method you are creating 2d models, rigging each body part for posing, drawing multiple poses for those parts, then using the animation principals but trading spontinuity, perspective, and the "changing" aspect of animation to lighten the workload, often times resulting in something that looks like Gumball at best, Johnny Test at worst... well, unless you're one of those French wizards who work on Wakfu but I'd wager they are putting in as much work as full traditional animation.

Cont
>>
what you guys think i make cartoons
https://www.youtube.com/watch?v=NqchqID_iok
>>
>>3042217
So now you have this blender method. You start by making a simple 3D model, being careful with anatomy and proportions, after you rig it similar to the way you would with a Toon Boom model, and finally you move it into your scene. Like with Toon Boom or Flash you are just posing the model now, but unlike those programs you aren't bound to a static perspective or flat stylized character. Once you've got the motion down you generate the line work, clean it up just a bit, then do a few details traditionally and you're done. So now we highlight all the things you as a lone animator didn't have to do. Where as before you were having to carefully draw, ink, and color 12 separate drawings, now you are just posing a model, generating line work, and drawing in the minor details. You don't have to keep perspective in mind, nor form, nor consistency. You can focus directly on the acting, posing, and actions. I'd say you are cutting out more than 60% of the traditional animators work and getting some pretty similar results.

Still, I imagine there are some downsides to this method, but I haven't used it enough to find them yet.
>>
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working on a thing.
i'm not sure if this transition here carries through the way i want- been looking at it for too long to tell.
what do you think?
>>
these threads have dropped even more in quality, what happened to the like 2 or 3 actually good motherfuckers that used to post here?
>>
>>3042702
There will be no "good motherfuckers" if you post this. Most likely they just left for other websites, I've even heard the good guys say not to go to /ic/ whatsoever.
>>3042276
The car kind of pops back into frame rather than returning
>>
what useful exercises did you guys have the most fun doing? I personally like trying to make a character change expressions
>>
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I really want to learn animation! But I have no fucking clue how to use TVpaint!

Also drawing on a small tablet is the worst, then combine the reduced drawing area from the fucking UI on TVP. Literally drawing on a 2x2 inch square
>>
>>3043304
if you press 0 it hides the panels and you can draw fullscreen
>>
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>>3043255

I've been making it a point to do 50 frames a day as an exercise (along with other detailed things). Trying new angles and perspectives, frame tricks, things like that. I do frame-by-frame, no software tricks or editing past timing the slides. All of them are just wire frame and I can knock out 50 in about an hour, and even though it's not refined it's helping me get faster at creating movement.

This one only had 48 or so because some frames weren't necessary.
>>
>>3043341
Do you ever feel like you should know some of those tricks? Just to be more experienced? Or is it just a hobby?

I really want to help in studios and I'm not sure if I should embrace everything animation/techniques have to offer, even if theyre cheap or boring
>>
>>3043421
I think there's benefit to at least having some knowledge of both, especially with the way animation is going today. There's no harm in expanding knowledge.

With that said, I don't have any of the software that you can do "tricks" on. Saving up for it. Animation probably isn't going to be a career path for me, it's just a skill that I'd like to acquire and hone, so I might not be the best person to give an opinion on that.
>>
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>>3043449
Has a nice feel of impact. The screen shake is well done too.
>>
>>3042702
realized most of the posting is software discussion and discussion of 3rd parties` work ad nauseam.
>>3043341
Thanks for drawing. Your forms look much better than your earlier post. Keep up croquis if not already. Try to make your situations easier to understand in the future though. Working from one sentence descriptions of the action can help.
>>
>>3043449
Small thing, but add a moving hold to the end (or even just increase the exposure time of the last drawing) so there's more time for us to take in what happened before the clip replays.

Makes the viewing experience much better.

Also, my gut is saying that the guy bracing for the hit shouldn't probably be bending both the spine and the knees because that way all of his movement in the clip is downwards (except for the recoil bounce up ofc). He is already going down before the punch connects, so the contact isn't as satisfactory as it could be.
>>
>>3043341
Wouldn't it be more productive to do ~10 frames (or however many you need for the action) and get the poses and the timings on those really right?

Of course, different goals and such, 50 frames means that you're just drawing a whole bunch which builds stamina, but I'd say that doing less frames with greater effort would build your animator skills more.
>>
I am not a good artist like most of you guys, but here's a thing I made

https://youtu.be/WiDqWXnZmmI
>>
>>3043820
50 frames a day isn't the only animating I do, it's just an exercise I use to try new techniques and get faster at producing slides. Also, 50 frames isn't a whole lot. The earlier one I did >>3023045
was... 42? Something like that. That one's about a month old, though.

Might as well come clean, though, I'm working on an action-drama thingy so sometimes making a "mock" animation of movements helps me see what works and what doesn't work on longer movement.

It's a process I'm comfortable with right now, but it'll probably change a million times.

>>3043712
Thanks very much, I'll try to clarify what I'm going for from now on.
>>
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What is the recommended frame rate if you want to make something quite long and don't care about it janky. I'm feeling like I should just draw it on a non-animation program and edit it so it moves because it's 5min+

this is a sketchy test for framerate, i think it would be simpler to just edit it?
>>
>>3043827
Pretty cool, but do you not know how to export animations in flash?
>>
>>3043900
I think maybe you should start with something simpler as this makes no sense at all
>>
Here's some stupid shit i did when i first started animating.

https://www.youtube.com/watch?v=2EYgOk0dXEk
>>
why is opentoonz bad
>>
>>3044070
Shills on newgrounds and retarded layout
>>
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I am a total beginner, never animated before. Can anyone give me a quick rundown of common animation software packages and where I can find tutorials? The sticky doesn't really seem to cover specific programs. Or does it even matter?
>>
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>>3044330
:V
>>
>>3044345

Flash is pretty simple to pick up?
>>
>>3031797
Head shouldn't be completely still when other parts of body are moving. Motions are too static and don't emulate the way bodies actually move. Stop thinking about what's being drawn (though you really need fundamentals work) and start thinking about what's *moving*.
>>
>>3044345
>browses /b/
>>
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Has Cacani been cracked and uploaded anywhere yet?
>>
>>3044348
just download the trial, and replace the amtlib.dll file in the program folder.
>>3044442
only on those boring days
>>
Here's Clip Studio for anyone interesting. I recommend >>3044330 try it out as it has a pretty good animation feature.

CSP 1.6.2 setup:
http://www.clipstudio.net/en/dl
CSP 1.6.2 crack:
https://mega.nz/#F!DIMXESRY
Decryption Key:
!LDTyBZQ5L6nUtDvzFQBglg
>>
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My first walk cycle I've ever uploaded to the internet. I'm not any good yet, but I'm working on it.
>>
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>>3045075
This is really cool.

Are you the hanepen guy? i recognize your style. Its good to see you posting again
>>
>>3043900
Perspective seems off. It looks like the guy is becoming smaller over time.
>>
>>3038142
I'm still trying to get down timing,and I was wondering, how many frames is this?
>>
Went through the Animators survival kit video version again this week and it's so good.
>>
newgrounds thought my new thing was pretty neat. r/animation seems to be one kid who hates it. whats anons opinion? am i getting better?

https://youtu.be/kArUZJZtAxc
>>
>>3024016
ppl step with their heels, not their toes

except when you're walking down stairs
>>
>>3045745
I like your voice.
There's really not much animation there desu ne
>>
>>3022995
Who did this? The lion is hooot
>>
>>3045839
Max Collins. He draws some damn fine lions
>>
>>3045817
Thanks I really enjoy doing the voices. I As long as it's watchible I'm happy.
>>
>>3045295
nah p sure I've seen this gif on twitter before, it's by some chink.
>>
Hey, guys. What are your thoughts on VivziePop?
>>
what kind of materials will I need to get started with traditional animation?
>>
>>3046758
A lightbox is useful, along with a pegbar. Both of which are easy to build yourself for less than $5. I found it helped me a lot to use a stop motion app on my phone to make quick previews without having to scan everything.

I built a lightbox with two glass panels from some cheap picture frames, an old desktop lamp and a cardboard box. Pegbar is just two bits of eraser shaped into pegs, glued to a ruler. There are lots of guides on the internet for how to build a lightbox for cheap
>>
>>3046758
A lightbox and paper. Animation paper is easier to work with and people tell me that a light box is optional, but I don't see how.
>>
>>3046769
Pretty much anything that puts out light is good. You can even jerryrig something with a lamp if you wanna.

When I was a kid I used to tape up paper against the glass of big windows in my house and do it that way. You just need a bright place to create translucency.
>>
>>3046768
>>3046769
>>3046772
thanks for the replies. I was thinking that a lightbox was gonna be necessary and worried about the price, but it's alot more relieving to hear that you made one for about $5, so I might just do the same.
>>
>>3033682
What's wrong with opentoonz?
>>
>>3032783
The fact it took 2 years to make really shows both in quality and how things just change with their look and models over time as well as the overall style morphing as the time goes on.
>>
>>3038142
>8
Only thing I can say is that the punch itself doesn't have enough impact. It has impact but I'm GUESSING the reason it feels like he's punching something kinda light weight is the fact that it goes by so fast and the person being punched's body doesn't destort quite enough, which makes his whole body feel like it's carrying the force instead of specifically the point being hit. But wht do I know I've never animated a thing in my life.
>>
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uhhh
>>
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first animation I've ever done, i made it paintool sai. i know the ears are fucked up but i just kinda gave up on that part.
>>
>>3046636
She's smart because she combined a popular song and simple animation to net her a ton of followers and has uploaded frequently enough since then to remain relevant. I think her animation is very special, but her character design and story telling keeps her from being "Disney good". She's only 23, but keeps herself in a hugbox and hasn't made a HUGE jump in five years. Ultimately, she produces cute little animations, but she doesn't seem to have the willingness to improve for her bigger projects. I guess we'll see after her Hazbin Pilot.
>>
>>3046636
I don't think she's talentless, I think she's got a hell of a lot of potention, but she seems over-ambitious. Like, to the point where she's set up to fail. I watched her update video, and it was scattered. It wasn't an organized piece of material. Yet she says she has a full-length animated series in the works with a whole cast and a "big-budget" production/movie, as well? AND she's moving, AND she says she wants to have a social life... That kind of thing just doesn't happen when one person is taking on a majority of the responsibilities.

Unless she plans to properly divide up directing/writing/animating with several people on each project, she will not succeed. I'm rooting for her because it would help the online animation community a LOT if shit got done and it was good... But my hopes aren't high. I hope she shows me up, I really do.
>>
>>3047073
The body moves a lot more. It's best not to just look at the individual bodyparts on how they move, but how the body as a whole changes during the walk. Look at animations of bags of flours, the whole bag is supposed to stretch and compress and move with the action. Dogs are more complex, because of the dangly parts (ears, tail), but they are also supposed to follow the movement of the body and not do their own thing.
>>
>>3022995
>>https://mega.co.nz/#!TdclgBqS!QWLS9f3ogerhJDfxCYPv_yFKRR11tP_IC0eaA4sEwug
link is dead
>>
>>3047073
The head should bob as the dog walks
>>
>>3047073
Aside from what other anons pointed out, you get a much less rigid result if you draw every frame instead of reusing elements like this, especially in something as dynamic as a walk cycle
>>
>>3047031
epic
>>
>>3042276
I've seen you on /co/ and here. Your thick outline + high contrast + minimal shading makes me nostalgic for Warioware games.
>>
any good animation guides on liquids with varying consistencies/viscosities?
>>
>>3038254
two cycle loop with head bobbing left to right

also the shoulder movement follows through after the head/neck movement.

>>3038638
watch kpop dance or dance studio choreography idk there youtube man.
eg. https://www.youtube.com/watch?v=9uypQGzzhns

But for practice, draw more realistic human poses in correct perspective.
>>
Fuck
I'm trying to animate a door opening from a first person perspective view and I'm finding it incredibly difficult

Is there any sort of guide on it?
I'm trying to do it frame by frame since stretching it and changing it in pivot is weird
>>
>>3051007
First, draw a closed door.
Second, draw an open door.
Finally draw the rest of the animation.
>>
>>3051007
Learn how to draw a box
>>
>>3044899
do you need an addon like animdessin for photoshop to properly animate?
>>
>>3026097
if this guy was born in russia during the soviet era he would have made it in the animation industry
>>
>>3042276
I'm assuming you're referring to the transition where the car moves to the right of the screen and then we get a zoomed out view of it?

To make the transition a little more obvious, it might do to make some other points of reference for stuff around her and the car. This could be things like other cars, some rocks on the side of the road, or maybe even just some dust/tiresmoke/some way to convey movement.

But I don't animate, i just draw
>>
>>3051122
just use tvpaint or flash.
>>
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>>3051007
>>
Not to be That Guy, but does anybody have a working crack of TVPaint?
>>
>>3051354
check the goddamn link
>>
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man, trying to make something looks heavy is hard as fuck.
>>
>>3052144
Spend more time on your drawings.
>>
>>3052144
Wow, i was so expecting this to be a horrible surrpise, but it was actually a real animation. lol XD haha, Nice job!
>>
>>3052144
probably one of the worst attempt ive seen and that's saying something
>>
>>3052144
Draw the shape properly. Without that it won't really work, iron or not.
>>
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>>3052163
>>3052181
>>3052196
>>3052215
I tried again in 3D.
less shit I guess.
>>
>>3052217
>Literally 0 to one hundred
Do the 51 exercises
>>
>>3052217
Perspective is off.
>>
>>3052217
What on earth is going on with the red one. why does it stop and then gain momentum again mid air?
>>
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>>3052217
Here's something else in 3D.
>>
>>3052217
Check the arcs and spacing/easing.
All of them are floating up and down, and move diagonally.
Also timing is off, like if it was shot on the Moon (mightbe because of .gif though.
>>
>>3052144
Is my phone fucking with me or does it just kind of stop at its peak and teleport to freefall.
>>
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How do I get that "Pop" that the modern cartoons have?
>>
>>3052936
Study those animators you like, see how they draw things reacting, and i might be wrong but it looked like you used a bit tweening. That wont give you any kind of lively "pop"
>>
>>3052945
I did use tween!
Thanks for the feed back, I'll keep on studying.
>>
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New to animating, using adobe animate cc, How can I have a consistent thickness like in cartoons for their lines?
>>
>>3052936
>Furries
>>
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WIP for a demo reel. Gotta inbetween the first two shots later.
>>
>>3052936
Could you post an example of what you mean by pop
>>
>>3052936
Okay they do this thing where they swoop the face down a bit and bring it up and make the animation snap a bit but smooth the end, you Just have a head moving, but the entire body should move.
>>
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WIP, I reckon I shouldn't keep the left fist so tight against the chest, but let is bounce away from it a little instead. The left arm is also a bit long I suppose. those are the problems I can see myself. at least
>>
>>3053665
looks like his right hand is merging into his left

otherwise pretty cool
>>
>>3053670
Ah.
Shouldn't be a difficult fix so that's good
>>
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>>3052144
>>3052217
The common misconception about heavy/light objects, is the thought that the heavier something is, the faster it falls. This isn't true in any sense. A bowling ball will fall to the ground at the exact same speed as a ping pong ball. It's just things like air resistance and wind affect how we interpret it. Next time nobody's at home, drop a heavy ball and a lighter ball at the same time. They should hit the ground at the same time. The only thing that differs between bouncing objects is the materials the object is made of.
Like I've said in the thread before, a ping pong ball filled with air is going to bounce very differently than a bowling ball. This is because of the object's density and what it is made of. Once you understand what objects are made of, you can gauge how it's bounce will look like, and how it will affect other objects.
You should really look up some basic physics and motion vectors. They can help a lot with understanding the way gravity affects things.
>>
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>>3052936
The "pop" of modern animations, huh.
I refer to the pop of a character's motion as a bounce. To achieve a pop-ish sort of movement in a character's motion, you have to forget everything you know about tweening, easing, and standard inbetween stuff. To pop a character's motion, you cannot just ease into it. You have to overshoot the character's movement rather than slow it to a stop. Try and have the character pop for a single frame, and then settle back to the other extreme of the motion.. The image explains it visually with a simple character bounce, and shows how this works with lip syncing.

Study animators like Egoraptor, psychicpebbles, OneyNG, SpeedoSausage, and Spazkidin3D. They all have similar ways of bouncing character motion in a way that looks interesting. Their way of lipsyncing also is very effectively simple.
I know their reputation isn't exactly the best, but they're great at making animations look interesting.
>>
Is it considered selling your soul or childish/cancerous to animate gameplay/ a YouTube video?
>>
>>3053862
I don't think so. It's probably the most viable way to build a following as well and if you're not kindergartener tier then you'll probably be better than 99% of people who make those. Most of the people who animate little bits from other videos don't really know how to draw or animate at all. I view it just like drawing fan art desu. Most people aren't really into it but they do it to get a bigger audience.
>>
>>3031459
This picture makes no sense, whoever came up with that dumbass concept is an idiot. Age regressive, immature & subordinated personalities like this person shouldn't be acting like they know how to be creative.
>>
>>3053813
Saving this!
Thank you for the awesome feed back
>>
File: 1495844292038.jpg (133KB, 510x443px) Image search: [Google]
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HOW THE FUCK DO I GET ONION SKIN TO WORK IN KRITA
>>
File: Pubganimate.gif (230KB, 560x454px) Image search: [Google]
Pubganimate.gif
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just got back into animating since like 2011
made this
>>
File: Screenshot (212).png (38KB, 673x822px) Image search: [Google]
Screenshot (212).png
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>>3054241
bruh?
>>
>>3054242
It's not bad. But PUBG is. Good God I can't believe that shitty, asinine meme-game got popular.
>>
>>3054291
thanks
I used to play H1Z1
and when i heard a similar game was out i gave it shot but i kinda like it better
>>
>>3054289
I know that, what I didn't know was that I had to enable it for the layer.
>>
>>3053665

Hey that's actually not too bad!
>>
Is onion skinning a meme? Someone once told me it's better to flick and onion skin makes you dumb and lazy
>>
>>3053926
what
>>
>>3054759
flicking is better but onion skinning is no diffrent then in traditional animating using light boxes
>>
>>3054759
Onion skin? No. Light table, maybe.

Whoever parroted that to you probably took it from traditional animators who animate without a light table, but even without a light table you can see through the paper a little.

Just keep the onion skin very light.
>>
File: boxer.gif (273KB, 540x673px) Image search: [Google]
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back at it again
>>
>>3038638
just watch an episode of Music bank or something. They show a bunch of dances and songs that are being promoted currently maybe you can find something.
>>
>>3054960
That first punch looks like it's easing into the hit. Meaning it'd be very soft rather than hurt. I recommend you to anticipate the hit a lot more. Try regularly easing into the movement initially and then once the hit comes, snap the arm straight and stretch it just subtly for a single frame. Settle it back for a frame or two and transition it into the other punch.
To explain it visually, take a look at the movement for the body in this animation from earlier in the thread. >>3053813 over shoot for a single frame and settle back. This can be applied to a whole body, a lipsync, or just an arm's arc depending on how you want to use it.
>>
File: Boxer2.gif (305KB, 540x673px) Image search: [Google]
Boxer2.gif
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>>3055028
Did this and cut out the motion blur frame between the guard and jab. It's got a bit more kick to it so thanks.

The gifs photoshop exports are always slower than they look in console which is a pain in the ass. I need to get my hands on and learn how to use a better program at some point but im lazy :V
>>
As someone that's trying to get back into animation, is there any preferences for software that can handle thin line weight for your "cels/frames"? Like you see in practically every anime, what is the best program to get thin, clean lineart to make clean drawings and filling in colors and whatnot easier?
>>
>>3052144
its impossible to determine the weight of an object without some sort of context. It has no effect on the speed that an object falls, and there's no reason for a heavy object to not be bouncy. weight is conveyed through the objects interacting with them, not the heavy objects themselves.

https://youtu.be/09NR9sVwOkU?t=36
>>
>>3055063
The anticipation pose doesn't register very well and fails to serve it's purpose. Try holding it for a little longer (Eric Larson said that 8 frames is the minimum amount you must hold a pose for it to read, otherwise it gets lost in the action) or redesigning the pose completely.
>>
File: prod.gif (128KB, 560x420px) Image search: [Google]
prod.gif
128KB, 560x420px
I've never really animated anything serious. I tried doing this today and my lines are awfully inconsistent and jittery. Wondering if there something I can do to improve this? Also is it good practice to re draw every frame, even if they are the same thing?
>>
>>3055595
Spam Ctrl+z until drawing consistently similar strokes becomes less laboured.
I hope that helps?
>>
>>3054759
What the fuck?
>>3054901
Who the fuck doesn't use a light table?
Am I fucking retarded or something?
>>
>>3055599
I have read/heard from many animators who don't use a light table for the actual animating portion of the workflow. Most notable one being Glen Keane. They might turn it on for the cleanup, but will leave it off for when they're actually doing the motion.

The light from the light table can be so strong that the animator may get "lost" in all the drawings that show through, which in turn may make him animate lines instead of forms, if that makes sense to you.
>>
>>3030972
You don't know what your talking about
>>
>>3055595
>Also is it good practice to re draw every frame, even if they are the same thing?
For authenticity, yes. It helps makes the image look genuine and not soulless and digital. take advantage of things that may not really move much with properly paced subtle shifting of the body parts.

And why are you censoring your shit with that big ass circle for one?
>>
>>3055595
I completely disagree with >>3055677 it's very important to copy paste part that arent moving and doesnt make it look soulless if you do it skillfully. I mean dont just cut paste a whole body when it should be moving a little i just hate the boiling wobble that happens when someone redraws the same thing over and over when it's not moving. It's so uneconomical and stupid
>>
>>3055595
>Wondering if there something I can do to improve this?
Literally all you can do is be more careful. Discipline. It's the "hard work" part of animating.

>Also is it good practice to re draw every frame, even if they are the same thing?
Well it's definitely not gonna make you worse. Something you'll see animators do with pencil tests is that they don't draw the parts of the drawing that have no change during the movement. Of course this doesn't make for a presentable product, but when still in the WIP stage of the animation, it's a good way of lessening your workload and focusing on what's important.
>>
>>3038144

saved
>>
>>3055595
>>3056023
Basically this https://vine.co/v/ODdB1rE9m7O,
>>
>>3055599
flipping is something plenty of people do. I've had teachers that did demos for us in class without a light table and just did it right on the spot,and as >>3055600 said, it helps you concentrate on forms rather than lines.
>>
Anything?
>>3055515
>>
>>3056547
Clip Studio Ex not pro
>>
>>3043304
>>3043314

also you can zoom in and out for different strokes.
>>
>>3056553
k, thanks. I'll see what it looks like.
Is there any other programs that could do the same thing? Thin line wight for animation? I know of Flash but idk if it works as good as I want it to be.
>>
>>3056590
see >>3044899
If you want the CSP download link. It's the latest version and has the animation software installed.
>>
>>3056590
TVPaint can do it
>>
>>3055063
Either there's too much anticipation for the uppercut or the animation needs to be sped up a bit, but as a former kickboxer, it gives a lot of time for the opponent to react, imo...
>>
>>3053665
hi Masi :^)
>>
File: 1381250373278.jpg (152KB, 415x683px) Image search: [Google]
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>>3056834
>>
File: block.gif (33KB, 640x360px) Image search: [Google]
block.gif
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hows this?
>>
>>3057108
Also a question
How do I get rid of the little squares? I'm using Flash CS3
>>
File: pLCCt07.png (37KB, 529x736px) Image search: [Google]
pLCCt07.png
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>>3057125
>File
>Publish Settings
>Check the "GIF image" option
>Output File saved somewhere on your drive with appropriate filename
>Playback:Animated
>Publish Button on bottom of the window
At least that's what it's like for CS6. Never used CS3 before
>>
File: block.gif (30KB, 640x360px) Image search: [Google]
block.gif
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>>3057341
That fixed it, thanks
>>
>>3057477
clean up your lines
>>
File: box.gif (40KB, 293x293px) Image search: [Google]
box.gif
40KB, 293x293px
fucked up and made it a rectangular box.

It doesn't have a feel of 3D movement, and I just can't see why.
>>
>>3057736
Because you need to foreshorten the vertical lines.
>>
>>3057736
it should be wider when at 45 degrees than it is from the front or side. find a cube and see how wide it looks from the corner vs. how wide it looks straight on. In other words, the vert lines on the sides should be moving
>>
>>3057341
oy what. I never knew this fix. thanko
>>
>>3057736
One obvious flaw is the two lines on the left and right side never seem to change size or position.
Which is really weird because your animation is implying that the box is the same width no matter it's position, much like a cylinder.
But that isn't how it works, a cube or box changes width depending on how it's positioned in front of the viewer.
>>
Thoughts on Cacani? (aside from the fact that the name sounds ridiculous in french)
>>
>>3026097
Well, at least he tried.
>>
>>3057715
Okay but is the perspective correct?
It seems I have the same issue as this guy >>3057736, or is it fine since you didn't say anything else?

Also how do I get pressure sensitivity back in cs3? I'm using an Intuos Draw
>>
>>3052996
A tad clunky but it looks like you know what youre doing.
Nice.
>>
so i'm planning an animated series using 1-2 minute videos with little ending animatics
do you think animating on 2s would be acceptable as a time-saving measure? & maybe swapping to 1s for special episodes?
>>
>>3058251
This question reeks of beginner. I see so many start these enormous overly ambitious projects and then get overwhelmed and fail. Not saying this is you but I see it so often.

1-2 minutes it a big undertaking with animation. Have you done any projects before? I suggest starting with something shorter. Maybe 20 seconds.

Literally nobody animates everything on 1s anymore, you can if you want but it's a stupid amount of extra work for little pay off. You should animate with adaptive framerate ie.
>Something moving very very fast = 1s
>Normal speed = 2s
>Slow = 3s or 4s
and remember you can hold frames for a long time without it looking bad.
>>
>>3058251
Yeah to be honest I gotta agree with the other anon

The fact that you're even asking this question tells me that you are NOT ready to take on this kind of project without it failing completely.

You'd know the answer to this question yourself if you had any animation experience, even with just some rough two second clips or simple loops.
>>
>>3058263
I am kinda a beginner, mang, & thanks for the criticism
I'll probably start with little 20-30 second ones until i get a good flow going. i mostly want to do this to get better at drawing & animating

figured this belonged here rather than a beginner thread, but would probably fit better in a beginner animation thread

>>3058276
i have some animation experience, albeit not much
I mostly animated some poorly made gif loops on other chans, but that was years ago. I remember it only took me a few hours to make something that small, but I know that there would still be roughly 1440 frames if i only did a 2 minute animation on 2s, which if done on a monthly basis, would lead up to 48 frames/day
>>
I want to animate 2d characters in Cinema4D.
Any resources?
>>
>>3038144
fucking kek
>>
File: WIP.gif (1MB, 704x480px) Image search: [Google]
WIP.gif
1MB, 704x480px
A scene I'm cleaning up right now
>>
File: tanky.gif (8KB, 550x400px) Image search: [Google]
tanky.gif
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>>3058443
Also, I did this, no character animation just backgrounds and effects. There are 4 animated backgrounds in total

https://www.youtube.com/watch?v=W4FnHviqTTA
>>
>>3058443
nice anywhere i can follow your work?
>>
well i have this shit
>>
>>3058484
lol
>>
>>3058484
why did his/her eye disappear?
>>
>>3058474
Yeah just look up extellus on youtube or on facebook

yt is just animations and everything else ends up on my fb page
>>
File: 1486259287087.jpg (4MB, 3000x1695px) Image search: [Google]
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>>3058484
The form of the head turning in so flat. All of the parts of the head that should follow along the spherical shape of the skull just stay in place, so it looks as if the head gets longer from the turn.
The way the ear and hair tuft both stay static but turn with the angle of the head. Look at what a head looks like from different angles, and sketch out a bunch of them in space. The potential for something nice is there, but christ your sense of drawing is just so amateurish and flat.
Start using form.
>>
Link to a Cacani crack? Asking for a friend.
>>
Any tips on how to do impact frames?
Thread posts: 308
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