Would you like to take a look at a quick minute & 20 secs of test animation for the mech project I'm doing and see what you think?
It does look weird, because nobody's mouths are moving. Once the script is recorded I can then animate and lipsynch, but until then it's still mouth city. So just imagine them saying stuff.
Any critique welcome! I've hopefully fixed some of the issues addressed last time:
Also, it's Friday so I'm gonna shade/animate the next scene in a couple of hours and livestream if anyone's interested in hanging out. Though I can wait if most of /m/ is at school or work or hustling the streets for drugs/working as a manwhore or whatever. I don't even know what most of /m/ does...
What do you do?
PS - regarding the Star Wars animation, I can actually hear Zak mastering the music right now, floating into my room from across the hallway.
So the moment that's done I'll stick it up on Youtube. A week or two, max..?
Well, it's sort of practice, but in project form.
Is it the rotoscoped nature that looks weird? How could I make it look less bizarre to you personally?
Not that guy, but because of or despite your rotoscoping, everybody moves like a puppet being slowly manipulated into simple movements. On top of that, they move really slowly, practically in slow-motion. It doesn't look very good
I'd rather have fewer frames with no rotoscoping and natural movement than a million rotoscoped three-tone-shaded ones that have odd and unnatural movement. The pool animation preview from a while back was a good example of that.
The rotoscoped ships look like really bizarre CG too. It's a weird style. Not sure if it's good or bad yet.
You can draw just fine but I think you could really benefit from practicing conventional animation. Because everybody looks still and awkward and unnatural and all of the detail in the world won't stop an uncanny valley effect.
Like when you were doing the Out Quest trailer and you said something about the robotto's movements being awkward because you couldn't get proper rotoscoping material.
>Like when you were doing the Out Quest trailer
Yeah, that's a good example. When the robot starts walking it's just so fucking weird looking. I'm no animator, but it looks like a gorilla trying to walk on two legs. I can't tell you in technical terms, but all of Otaking's animated motion looks really unnatural.
Hmmm, indeed. I guess I really just need to man up and study the basics.
Rotoscoping is a crutch that I use because it's hard to do even a few minutes of animation when it's just me alone doing it. It's kind of like training wheels when learning to ride a bike. I suppose I need to take the wheels off.
I can't actually even animate a simple side-on walk by myself.
You need to stop trying to make these grandiose projects and just focus on shitting out incredibly simple animated line art. You're trying to fly a jet before you can even work the controls.
I think the way the ship is animated is pretty swish and the art is good.
The animation on the characters is kinda inconsistent. One character moves like a real human bean, then another moves like an animatronic character. The very last part where the purple haired girl moves up to the pool table was damn good, though.
>The very last part where the purple haired girl moves up to the pool table was damn good, though.
Haha, that's weird, because to me that bit looks like the jerkiest segment! I figured that would draw the most criticism because it doesn't look very "smooth."
It's 60 frames total, when stuff like the girl drinking the coffee and turning is 80+ frames...
I think what I need is to somehow get to a stage where character movement is as fluid as this:
But I sped it up. I thought I did anyway.
Here's some lineart of the next bit.
OK, that's way too fast...
If you can, get a camera (even a crappy phone camera) and record yourself blinking, normal blinks, double blinks, slow blinks.
You might have a better idea of why it looks weird in your animation. At the moment that's the big thing that stands out as being off.
>body is perfectly animated
>head is just slapped on
looks like this https://www.youtube.com/watch?v=LRN-IrejBTw
If you rotoscop don't make the body movement so smooth, do you use something stupid like Flash shape tweens, for anime?
>Your blinking is still super creepy
Well, I can speed the blinking up pretty easily, so I'll give that another pass for the next thread.
>>body is perfectly animated
>>head is just slapped on
Hmm... yeah, I was having trouble with that.
I'll remove half the head frames (beginning and end are OK, I think) and draw new ones now and post my results to see what you think.
Yeah, love everything but the actual body motion. The detail is super neat and the coffee machine looks fantastic and then you have the super stiff heads not really following everyone else.
I absolutely love the ship design OP - would love to see it in combat.
2 advices from me:
1 - try to build a team to help you work on the project if you don't have one already, for example you can some voice actors asking around the modding community
2 - before animating combat do some research on how naval combat looks nowadays, no need to reinvent a wheel and it will make your work much easier - and I am a /k/ommando so it's kind of a big deal for me :)
keep up the good work
That part where she gets up and chalks her stick looks great like the other guy said. You're rotoscoping over 3d models, correct? Did you animate all those models too? The sequence at the end looks jerky but it's got a lot going on and ends up being the most natural looking. I think that might just be an easy thing to fall victim to in rotoscoping since you're drawing over a model and capturing more subtleties in the motion and so that's where jerkiness can come from, I dunno I'm not an expert. The other bits for the most part are smoother but they're also more robotic, it's honestly making me question whether or not some of these guys are actually androids and I don't feel confident criticizing the unnatural nature of the movement since I know nothing about this project or these characters. Seems like just a simple case of less is more with regards to those frame counts you mentioned. Also I just watched American Pop again yesterday, which is just 100% neat rotoscoping with real-life models and so I might be making unfair comparisons and I also might not know what I'm talking about at all. https://www.youtube.com/watch?v=f-PGUQgfld0
The details and everything look amazing, and do in most of your projects, but I have to agree. The motion has always looked a bit funky. But the stills are just so orgasmic that I love it anyway.
All numbers refer to the time.
The (animated) asteroids are way too loose. They look they're made out of gelatin instead of rock/ice.
From roughly 38 to 46 Ms. Red stands completely still. She doesn't blink, and she doesn't even seem to be breathing. Uncanny.
Mr. Blondes torso is completely still from roughly 49 to 53. It looks like he can talk without exhaling. Uncanny.
At roughly 54 Mr. Blondes pinky finger looks broken.
At roughly 1:13 the couch isn't deforming when Mr. Black leans on it. Uncanny.
Problem throughout. Whenever anyone isn't the center of attention, they stand stone-still. Uncanny.
Other than the above it's great.
10/10. Looks very nice. A little too plasticy, but that's to be expected with digipaint.
The people, the movements just don't look right. the movements do not look fluid or human, rather robotic. They move from position 1 and then 2, and then stop. No one has any momentum. Maybe they need an idle animation? Maybe this 3D rotoscoping thing only really works for vehicles and doesn't translate to people well?
>I don't mind the rotoscoping myself, it's just the goddamned uncanny valley blinking that creeps me out.
I think the rotoscoping works very well for vehicles and non-organic creatures. With living people it's problematic.
I think anime in general uses jerkier movements, and smooth constant motion (like what rotoscoping gives you) can seem jarring. One of the weirdest moments for me was when Purple sort of shifted forward as she put down the cup. Pool was really good, and ship is beautiful. Have you tried rotoscoping over animation, just to get a feel for how it differs from rotoscoped humans (I'm kind of curious about this myself, but it could help with what others have been saying)?
I think the biggest problem with the blinking is that the mouths aren't moving (yet). I'm sure once the mouths start moving, the eyes will fall to the background and be less noticeable.
>did you use real people video as reference for the human animations?
3D models, and then adding faces to them. I think it works if they're just in cockpits since they don't move much, but not so much in the rest.
>Problem throughout. Whenever anyone isn't the center of attention, they stand stone-still. Uncanny.
>From roughly 38 to 46 Ms. Red stands completely still. She doesn't blink, and she doesn't even seem to be breathing. Uncanny.
To be fair, that's just anime. Pic related. Anime is just "character moves from position A to position B" while everyone else stands still.
I think >>12291956 will look more natural when the mouths move.
Hopefully this is an improvement over >>12292569
The head sort of follows the neck placement now, rather than just floating down like it used to.
What do you think?
A problem is rotoscoping picks up a lot of more subtle movements that anime tends to ignore. Anime characters move when they need to move; if they need to walk, they take steps, whereas in real life there's also a fair bit of upper body balancing as well. Anime is very utilitarian in this sense; they don't worry about stuff not directly related to the action they're trying to convey. Meanwhile rotoscoping picks up a lot of extra stuff not necessarily related to the 'platonic ideal' of walking. Which is why I suggested rotoscoping over animation to see which movements anime tends to ignore.
Although I definitely agree that the lack of talking/mouth flaps does make some things that would otherwise be glazed over more visible (like blinking, although it's interesting to note that Cross Ange clip only has 1.5 blinks total, both used to convey emotion. Again, the utilitarianism of anime).
>To be fair, that's just anime.
But it isn't fair, and it isn't "just anime".
By having the animation be so smooth, Otaking sets a VERY high standard for himself. When the viewer see Ms. Red looking out the window animated so well, they expect to see all other mundane actions animated to the same standard. It's uncanny because of the harsh contrast between the 11/10 animation and the par-for-the-course animation.
On the other hand, Cross Ange sets the bar fairly low, so the stillness seems like a part of the artistic medium. Complaining about the stillness in Cross Ange seems like complaining about the lack of color in a black and white movie.
Compare the 3DCG animations in Shrek and The Polar Express. The Polar Express is by far the more realistic of the two, but it looks uncanny as hell and much worse because of it.
On a completely unrelated note; Otaking, have you seen any of the animation from Rondo Duo? It's a hentai VN, but the animation is some sort of crazy 3d/2d/2.5d/CG/hand-drawn hybrid.
>On a completely unrelated note; Otaking, have you seen any of the animation from Rondo Duo? It's a hentai VN, but the animation is some sort of crazy 3d/2d/2.5d/CG/hand-drawn hybrid.
I have. I'm not a fan of the weird-ass character designs (all the girls seem to be balding and have weird pencilled-in eyebrows, though the colouring is great) but the animation is insane. It's "flash" style done right, I think, and really shows how useful that technique could be for any visual novel or talking bits in games, where there are character portraits.
I guess they must be using shitloads of layers of hair, clothing, etc and skeleton rigging it all up meticulously or something. I'd very much like to see a "making of" video or something.
>Rondo Duo? It's a hentai VN, but the animation is some sort of crazy 3d/2d/2.5d/CG/hand-drawn hybrid.
The blinking seems better. The head seems to be disconnected from the body in the middle of the animation. Try to make the transition faster, make the middle part of the head animation faster.
>The head seems to be disconnected from the body in the middle of the animation. Try to make the transition faster, make the middle part of the head animation faster.
So.. just speed the animation up in the middle? Like this?
Yeah, that looks good. I would say try experimenting by speeding up the animation a bit, since it looks a little floaty. I prefer traditional animation because of the distortion effects, but this is good too.
I think what I need to do is more keyframes. That should hopefully fix the "move from point A to point B mechanically" issue I'm having.
I guess I'll get shading this pool shot up now then. I'm just finishing up the background then I'll get on it. I'm pretty much drawing all day so I can livestream if anyone's bored and wants to shoot comments at me in semi realtime.
>The video rip of the whole playthrough is 3.5 hours
I will look into this. For research.
You are doing gods work as always Paul.
Now hurry up and brutally murder them all like you promised /k/
How are you coming along on the mech designs?
Looks cool but:
>too big for bipedal design
>less practical or useful than a tank or heli
>Has to awkwardly turn around to fire behind it (tanks have 360 turrets in comparison)
Also depends how serious not serious the setting is.
actually I've never seen a mech that has a 360 rotational top body that acts like a turret.
Looks pretty good.
But why do you steal the name Otaking?
>But why do you steal the name Otaking?
I lived, breathed and slept anime in the 90s. And nobody had really seen Otaku no Video, so it just sort of stuck...
>Are you look for voice actors?
Haha, way to soon for that, I think, though I do know a bunch of podcast narrators etc who would probably pitch in.
I tell you what you could probably do though that I have no idea about... tell me how to encode!
I'm just outputting the final Star Wars file now, and as an uncompressed 1920x1080 .avi file, it's 7 minutes long and 77Gb.
Rendering it as a mov cuts it down to a more reasonable size, but it's pixel city and the blacks are crushed to oblivion.
Taking that uncompressed 77Gb avi and running it through Handbrake to convert it to a Mp4 gives better results but there are still artifacts on the high detail shots. I really don't know what I'm doing.
>I take it you already know about the penises?
I know all about the penises.
More than I ever wanted to know.
>I tell you what you could probably do though that I have no idea about... tell me how to encode!
ffmpeg will be your best friend. Learn it and love it.
It has generally pretty high quality documentation: https://ffmpeg.org/ffmpeg.html
Indeed, yeah. I just use my own name for "professional" stuff.
It's such a boring and common name though. Nobody searching for "Paul Johnson" would really find me without extensive keywords.
Just finishing it now. The music was completed a few hours ago so we're just matching music/SFX levels now. So I guess it'll be up tomorrow on Youtube unless some horrible synching issue crops up or something.
It's getting late here though so probably tomorrow night, I'd say.
ffmpeg -i "source.avi" -c:v h264 -preset slower -tune animation -crf 18 "output.mp4"
This gets you 90% there. Obviously replace source and output with your respective files.
>ask for advice
>given exact settings
You're the hero /m/ deserved, RX. Thanks very much.
I'll try these tonight then. We are just listening to the sound on repeat and making sure the music doesn't drown out the sounds etc.
You are the only person I would ever Kickstarter but please don't feel pressured to promise too much for extra dosh or start putting out weekly updates even if they aren't real progress.
Well, the thing is I have a really nice animation job which pays well and I have an awesome boss and a really nice team of people I work with (which is way more than most people ever get in the workplace).
To do a Kickstarter for the mech project in good faith, I'd have to quit my job and do this full time, 9 hours a day. Otherwise I'd be ripping people off who threw money at me. But I don't want to screw over the people I'm working for (especially as they basically threw me a lifeline and saved me from having to go work at McDonalds or something. I was seriously out of money when this job came along, and on top of all that they let me work from home when the rest of the team have to go into the office in Australia every day), and as mentioned I'm really happy with the job....
Also, I do work on the mech project for about 4 hours each evening and all day weekends, so I'm making progress as it is without having to scam people's cash.
If my work ever dried up or, for instance, they finish the current TV show we're doing and suddenly don't need me anymore and have to let me go, then I'd probably go kickstarter full time, yeah. I'd also have enough content to show for people to look at the kickstarter and see that it's not just some guy talking out of his ass, but something which is actually happening.
The TV show in question is this, by the way:
I was character designer and ship/environment designer. It's pretty crazy seeing the final character animations in action based on still character sheets I drew. They've really maintained the SHADING levels throughout.
Also, the voice actors. They're really good.
>I know nothing
>I understand nothing
>I remember nothing
MC is Shirou?
>Also, I do work on the mech project for about 4 hours each evening and all day weekends, so I'm making progress as it is without having to scam people's cash.
You should coordinate with others. Make a small amateur studio.
I keep trying to talk him into reading
>Animators Survival Kit
Rotoscoping only goes so far, and he's a good enough artist he could handle true animation if he let himself learn.
One of these days you'll have to take off the training wheels.
It.... it's happening!
Holy shit, RX's magical ffmpeg formula really works! Would you like crediting in the video info as "encoding assistance" or something..?
I'm gonna upload this beast to Youtube now.
...And then watch hardcore Star Wars symphony orchestra purists lose their shit over the guitar solos.
Humble? Eh, maybe, but I have privacy in mind.
Also might I recommend Premiere? Vegas is convoluted in my opinion, but lots of beginning editors flock to it for some reason. That said, whatever works for you.
As a general space-saving recommendation, I highly recommend outputting to a lossless or at least high-bitrate lossy format like DNxHD. You won't be able to do ProRes on a Windows installation (not directly anyway). If you want to keep archival copies at a lesser burden, H.264 lossless (-crf 0) might be a good option. You can speed this up with -preset ultrafast as well (don't do this on regular encoding). I was only recently suggested to look into H.264 lossless, and it might work out for you. If you wish to share with other professional workflows, however, I strongly suggest looking into downloading DNxHD and outputting a .mov directly out of Vegas - which I believe it can do.
Lastly, if you want to output ProRes, ffmpeg *can* do it, but it's slow compared to its DNxHD encoder, which is visually and technically similar. The only benefit is that Mac users (the majority of video professionals, sadly) can easily read ProRes without any additional codec installation.
I'm noting this all down, cheers...
I'm actually using a mac, but it has the apple part removed and is running Windows.
I'll definitely look into and do an encoding test of (-crf 0) for archive version. Because I really don't want a 77Gb file sitting around, even if it does represent 3 years' work!
And now I can get on with my life...
If you want to output ProRes, try this:
ffmpeg -i "input.avi" -c:v prores_ks -profile:v 3 -vendor ap10 -qscale:v 1 -c:a pcm_s16le "output.mov"
"prores_ks" is slower than "prores", but higher quality, as ffmpeg actually has three ProRes encoders to my knowledge. The other settings such as "-qscale" speed up the ks variety a little bit by reducing the decisions it must make when encoding. If you work with other post houses or editors, they'll probably appreciate this format.
OK, it's up, after much tweaking and re-rendering.
Now I will sleep for a million hours.
Looks great dude! So glad its done and that it turned out so well!
You even thanked us.
That was absolutely magnificent, this is the animation style, quality, and direction that the star wars cartoons have desperately needed, not that stupid 3D clone wars bullshit.
I hope you get a nice comfy job at Disney making lots of money if you don't already have a comfy job.
Fuck I love your style, and how it's very reminiscent of late 80's and early 90's anime, but also mixed with newer techniques. Very sleek, and honestly now my favorite type of animation. Keep doing what you're doing!
Well, at least if it becomes viral (like a few years back when some retard leaked the WIP to YouTube), OtaKing may get scouted by an animation studio and bring back the glory of 80's shading, right?
Have you watched Fate/kaleid liner PrismaIllya? It uses tracing over CG and to good effect.
Generally, your main problem are faces, they sometimes go off-model really quickly, even if the scene is focused on them.
I think that you should practice some character animation, without using CG as a base. Also, vivid coloring seems to clash with your SHADING style, but I'm not a big fan of SHADING so it may be just me.
>Dat proper Shading
>Dat Itano Circus
There are a few things I'd like to point out though.
First of all, I Really like how you rendered the ships and all the /m/ stuff, however, your characters lack "life".
To be more specific, the fluid animation are pretty great, but movements are still sterile even in the case of the ships and facial expression need more work, I get the feeling that you wanted to make those people move in a more realistic way and in one way you did it, most of the movements have a great sense of weight to them but in some dramatic moments like the cockpit cut-ins or the part where there are explosions in the rebels' ship people look more like ragdolls than anything, you should not be afraid of making more stylized if not deformed movements, having visual metaphors for those is usually a pretty great way of conveying drama and emotions.
Secondly, you did a great job in showing a lot of the old times classic techniques, the Itano Circus was great and I can't say I didn't enjoy the part where the main ship opens fire, having the Captain scream UTEEEEEI would be great but I feel there is no proper progression in terms of story telling for those.
You see, while the first two minutes were great you seem to get a bit lost when the fight begins, it's great eyecandy but you made the two parts of the conflict kinda evenly matched overall aside from Empire fanservice, now, why would the commander open fire? According to old tropes of the genre he either opens fire to give a final push or as desperate measure, in your case though it's not strong enough, or at least it wasn't for me, he doesn't even look like the usual scumbag villain crushing the good guys like insects.
But hey, it's a pretty amazing job and the people you worked with seem to know their shit pretty well, I'd fund you guys on the double, you all seem to have great potential.
You should have done a Dezaki Postcard ending though
Holy fuck, that was fantastic. And while there are definitely going to be people whoa re going to scoff at that metal soundtrack, it really helped to blend everything together into an brilliant seven minutes of childhood-pleasing and me-right-now delighting wonder.
Now THAT would have been the cherry on the delicious, lasery cake.
But something to think about for NEXT TIME!
I have to say though while I think you'd be better off with a more limited animation for people rather than the rotoscoping shake'orama, with the music playing, you don't notice it nearly as much. Or maybe it was just because I was just enjoying the final product rather than tear it to shreds as you asked as to before.
But hey, this is fucking stunning stuff and with the spaceships and such I have no complaints. And after all, isn't that what it's all about in the end? Spaceships blowing up other spaceships?
>And while there are definitely going to be people whoa re going to scoff at that metal soundtrack
Star Wars has always been associated with orchestral music.
This might go well with it.
What's happening here, is that Interdictor using gravity well projectors to repel missiles? Can they do that, or is this artistic license like the Bomber's Itano Circus?
That was cool of you to thank /m/ at the end Paul.
>my face the entire video
Quick, better download it before the Mouse sues.
>One frigate, two corvettes, and some transports, probably a medical convoy
>Versus two ISDs and an Interdictor
Yeah nah they never stood a chance, not unless they were packing Rogue Squadron for some reason.
So then it just sounds like gay? Okay. But seriously, it's really cheesy and bad. I could almost believe it was an intentional parody of 80s rock 'n roll soundtracks, but I know it's not.
You're super gay. A bad faggot imitation.
I just saw the Tie Fighter video, good job! I loved the Itano Circus.
Otaking, did you ever see the 80s Transformers movie? It was quite nicely-animated and seems like it'd be up your alley.
>TIE fighter start up sequence with engine detail and revving noises.
This is wonderful! The music goes well, although it might be mixed a bit too loud compared to the sound effects. Still, this is something to be proud of. Thank you for sharing the process with us.
> And while there are definitely going to be people whoa re going to scoff at that metal soundtrack
Agreed, I loved it but if he had put star wars music in it; youtube would have muted his video because of their draconian copyright bullshit. A video I uploaded of battlefront 2 got muted for that exact reason just because the music was playing in the background of the mission I was playing.
I'd have liked to see the task force jump back to hyperspace at the end, it would have given it a stronger sense of closure. Jump in, launch fighters, smash rebels, recover fighters, jump out.
That was amazing.
>Most Dangerous TIE Piloting
Do you know how to do smears? They aren't just big sweeps of colors, they can also be one frame where the arm or leg is slightly longer or wider than normal in the middle of an arc.
I was so late re-rendering it and stuff last night that I ended up asleep for most of the day, but almost quarter of a million views is a pretty nice thing to wake up to!
I hope many people around the world have given random bars of chocolate to other people this day.
Looking at it with fresh eyes, some bits I'm pretty happy with and some (mainly the bits that are coming up to 4 years old now) are seriously crappy, animation-wise. And obviously there's no narrative flow since I just slapped cool shots together and didn't storyboard anything. Still I've learned some stuff from it and will implement all that into >>12291956 now that I can finally concentrate on it.
>>inb4 Disney hires Otaking
>Don't forget us bro
Haha, I'm not sure Disney would pay me to work from home sitting in my pants like my current job does!
it really doesn't get any better than this, work-wise.
But yeah, I'm not really bothered about fame and the like (I don't even have monetization turned on on my Youtube channel), so I shan't be leaving /m/ to live in a Hollywood mansion full of cocaine anytime soon.
>moving components in a TIE engine
I fucking love moving turbine/piston stuff, but TIE engines are a work of engineering art on par with the Mona Lisa precisely because they DON'T have any moving parts at all.
>/v/ poster here
YOU WILL FLY THE TIE FIGHTER DESIGNATED ALPHA-1
I can only express my feelings for this in album cover form.
Loved that man, gotta say pretty great from start to finish, and rebels polgot blown out.
Yeah, having a sticky is super fucked. Especially when they've skipped out on lots of threads that actually needed stickies. This isn't even close to being the first major fan project on /m/.
Fucking get it together, mods.
>This isn't even close to being the first major fan project on /m/.
Been here for like 6 years and I can't even begin to think of something as accomplished or interesting as this.
What, fucking ENIS? lol
Avoid those pans of the ship at the beginning unless you're actually going to put in the time to clean it up and smooth it out.
Those shots are either impressive timesinks or avoided entirely by the pros for that reason.
I love me a good pan though. Makes me moist.
Nice to see your Disney resume panned out. Now that it's gone viral I hope you enjoy your chance to do this forever. If not though, I don't blame you for just wanting to keep it as a hobby. I'm just super jealous and wish I could work on something as half as hard as you.
If I have any advice, it's to be more okay with using less frames in your animations. Most of the awkwardness in character movements merely looks like it's because they were badly tweened. So try using fewer, more detailed frames instead of many shaky ones.
Paul is there a way I could get a voice role from you or something like that?
I can record a vocaroo if you need a example of it, I've been meaning to try and do work but never really knew where to look.
Wow congrats Paul! Your video is really spreading like wildfire. Glad to finally see your finished project. It's a long time coming for sure. I still remember those old critique threads and then someone leaked it.
IMO, talk with Alex Iglesias and you'll have mecha that are animation-friendly for rigging.
He does the concept art for MWO (which they then fuck up frequently and often), and you're already sixteen different kinds of better than the Z-grade animation riggers he's doing modeling and isometrics for.
>Thread gets a sticky
Feels good, man.
Liked, subscribed, shared on Facebook, fapped and drank a coke.
That Itano Circus gave me the biggest smile.
I totally forgot to grab someone something to eat. I'm sorry. Maybe tomorrow.
But anyway, congrats on those views, man! You totally deserve them. You owe me some new underwear for that Itano circus, though.
>Another thing made by us /m/en
>800k+ views and going
>Normies still keep out even though /m/ is always mentioned
If anyone doesn't remember we did the Gundam Style Spoof a few years back and that thing literally got millions of views.
Nice work, I liked it.
https://www.youtube.com/watch?v=PN_CP4SuoTU based on this I think you've improved significantly; a lot of the effects animation is legitimately cool and the overall short is well-shot.
https://www.youtube.com/watch?v=PN_CP4SuoTU#t=5m53s but the rotoscoping still looks really awkward and out-of-place. everything is very stylized in both motion and art, but then the rotoscoping comes up and looks super awkward. I'm not even sure what to recommend except maybe thinking of a way to apply some stylization to the motion that's (obviously) not present in the real-world footage you're using; use it as reference but don't outright trace it frame by frame the way you do. when a bit of character animation ISN'T rotoscoped, it looks like you often trouble keeping it from looking choppy and odd.
do you enjoy animating explosions and lasers and stuff more than characters, or are you just afraid of getting serious about character animation because it's something you don't have much experience with? maybe a bit of both? you're clearly impressed and influenced by the overt "LOOK AT THIS BADASS SHIT" aspects of anime, and you've actually built a pretty good understanding of them, but as a result you're missing out on the subtler things that make your favorite 80s movies and OVAs impressive. like, look at this clip http://sakuga.yshi.org/post/show/4701/animated-artist_unknown-effects-smoke-the_wings_of - specifically the character animation 3 seconds in. it's quite limited, not super-fluid, but it looks good. the posing is natural and dynamic and it's timed believably.
Fantastic work, Paul.
All my friends are talking about it.
I have to go in and point out Char, Ramba Ral, Yazan, and the Macross references to some, but I was so proud when one of my friends said, "That TIE launch sequence looks like the one in Macross!"
Just take my wallet.
I don't need it anymore.
>Didn't include the scene of the Interdictor activating its gravity well projector.
Granted I'm going to make the assumption that the Y-wing pilot at 3:35 was talking about how they needed to take down the Interdictor in order to let the Rebel fleet escape.
Either, congrats on finally finishing it, always nice to go 'Is that a homage to (insert series here)? Nice'.
It's been associated with the John William's composition style since he was the original composer for the series. And to be honest, it's best to do your own thing because the guy is extremely protective of his work.
As in he will use his influence to make sure that not only you, but your family will never get a job in the industry again if he finds out you did an unauthorized reproduction or used his work without approval. Yeah, this was a fan work, through and through, but the John Williams is Disney tier in protecting his intellectual property.
Turn on anti-aliasing in whatever you're using.
Also, whatever is up with her face at 01:00.313 looks extremely jarring.
The character animation is somewhat odd. On the one hand they seem fairly static, almost like moving, non-animated cels at times. At other times the way the shading shifts looks like they move more than they should.
Of course asking for proper micro-motions on a hobby-project would be way too much.
The flight through the asteroids looks much better than last time though, it doesn't feel like a caffeine overdose anymore.
>t's been associated with the John William's composition style since he was the original composer for the series. And to be honest, it's best to do your own thing because the guy is extremely protective of his work. As in he will use his influence to make sure that not only you, but your family will never get a job in the industry again if he finds out you did an unauthorized reproduction or used his work without approval. Yeah, this was a fan work, through and through, but the John Williams is Disney tier in protecting his intellectual property.
Also, Williams has been copy-pasting his scores over and over again since Hollywood eats leftovers.
A ton of Hollywood composers do that, though, and classical music is so old no one cares anymore. It's only the ones whom all of the normines venerate for being super epic XD are rage inducing.
I understand that it's perfectly legal and standard practice, it just seems so silly to be able to hold copyright over something that was based on a free domain.
I also don't understand why films don't just use the original classical compositions. Its much cheaper, and IMO, sounds much better.
Yo OtaKing! /co/mrade here, just journeyed to /m/ to tell you that you did amazing work, it's been a long time since I've seen anything Star Wars related that made me this happy.
I know there's been some complaints about the music selection, but I thought you absolutely killed it for the tone you were going for with the video. John Williams music wouldn't have fit at all alongside shots of revving engines and badass fighter pilots.
Anyways, I hope you keep up the great work, and thanks for making such an awesome video!
Why is there a large cannon in front of the bridge, obstructing the view?
Either that bridge needs to be higher, or that cannon smaller or moved.
It simply isn't a practical location, and is pretty stupid looking.
Perspective, I think the cannon is in the foreground and the bridge is in the background.
Besides you need a cannon in close proximity to the bridge when your bridge deflector shields go down and you need to intensify forward firepower.
And subsequently serve as a easy "shoot me for bonus damage" when that cannon is destroyed. Whether it has ammo or energized capacitors, that's easy free damage given its proximity to the bridge.
Then why have large windows in that lower section? Why not just armor up that section and rely on cameras appropriately zoomed to simulate seeing outside?
Modern ships already do to some extent in battle rooms, and if we want a more relevant example, the Minerva in SEED had a screen "window" after lowering the bridge.
Haha, what the hell? A sticky?
I am honoured, /m/ods.
Anyway, sorry for going silent. I'm sort of getting inundated with mails and messages at the minute, though that should die down in a day or two. I'm still reading everything though, especially the critiques.
Now that TIE Fighter's done, I can actually sit down and try improving my animation skills whilst doing the new project.
Anyway, thanks for the kind words, all!
Seems a little stiff in the animation at some points. Not necessarily a bad thing; but it doesn't look fluid enough to match the high quality of the art.
Could use either faster animation or more in-between frames to make it a bit smoother.
Read up on some animation theory, plenty of books. It should help you. You are somewhat limiting yourself with rotoscope. Animation timing can be very expressive. Yours looks janky most of the time. It's fantastic, don't get me wrong but if you combine your reference with animation principles you'd probably have better animation.
Hey you took in count Rebel Fighters innate shield capabilities! I really liked the efect.
So now that this is done, whats up next a Xwing episode? Or a fleet action movie?
I really like this clip, and for the reference I higly recomend the EU novels like the X-wing Series novels for further reference, or the Simulator Game X-wing Alliace which is by far the best SW simulator till today [sorry x-wing and tie fighter fans but is true].
I can understand why someone who's only familiar with the films would think that given that it's a pretty major plot point of the prequels that all troopers are clones.
I haven't watched any of the newer special editions or the blu-ray edition but didn't Lucas also redub the storm-trooper dialog with Jango's voice in those as well?
Only Boba was redubbed, stormtroopers remained the same. Yeah, the movies never directly tell you, but all the current side-materials (as well as Rebels/EpVII) make it clear that most Stormies aren't clones.
I like your art, but the rotoscoped rocks are "boiling", to a high degree, and a lot of the heads on people look like they are bolted on and not actually part of them.
I'm no animator, but I'm gonna suggest more reference, try referencing peoples facial expression especially when they are turning their heads to make them look less like Batou from the dream sequence of Innocence.
>I think what I need to do is more keyframes. That should hopefully fix the "move from point A to point B mechanically" issue I'm having.
It's not the amount of keyframes but how you're using what you have. From what I can see, you need to work on your timing and easing.
Knowing when to let a character simply sit still and then gradually start moving or even just abruptly change from a static pose to action is as much technical skill as intuition. You may want to review Richard William's book on animation, specifically the section on timing and character acting to get a better idea of what I mean.
You really did a good job I'm happy for you that your film's getting all that attention.
As for improving your animation skills, just go back to the basics, animator's survival kit and all that, there's tons of resources online about animation, and tons of books about it which you can buy/pirate. Study the animation in your favorite animus, go frame by frame and all that, look at the timing, the way they stylize motion, the tricks they use to do less work but still get it to look good.
Which program do you use to animate? Photoshop? I personally highly recommend switching to TVpaint, which is good for a more traditional style of animating.
Also, maybe you should try animating on 2s and in some parts even 3s, to really get that anime feel, and also save a lot of time. doing everything on ones is a huge bother and doesn't necessarily make the animation look better, even Disney animation is mostly on 2s.
Anyway, good luck man! I seriously admire your dedication.
Imagine being this jaded. Anime must have interfered with him as a child.
Didn't you know? Anime is made by disgusting chink-eyed rice-munching foreigners. He is a true patriot, who watches only 100% American cartoons just as Jesus said everyone should in the Ten Amendments.
Really cool, duder. I thought the music was a little harsh & jankey but I think the idea of what genre suits the short is in the right place. I've been following your posts on /m/ for a while and It's good to see the progress.
Congrats Otaking! I'll check this out later, but I've been seeing the waves it's been making, and as everyone had predicted, the typical gawker-esque sites are ablaze. Hope it leads to note successes!
In the old EU, the writers extrapolated from the lack of Imperial military personnel in the movies who are not human men and decided that the Empire must be institutionally and culturally sexist and racist.
I'm pretty sure that the Storm Troopers were originally formed from the leftover Clone Troopers, and they were then replaced with human recruits as needed.
Luke wasn't going to be a Stormtrooper, he was gonna be a pilot, most likely for a TIE fighter or some kind of transport.
That's my point, we're on the same page here. Just like how there are female TIE pilots in canon, Stormtroopers aren't clones and therefore a black stormtrooper is totally possible. Though I guess the guy in the trailer is in disguise or whatever, but still.
I think the Interdictor missile jammer was a tad too effective, and showing the fighters surface skimming right after the defeated volley made little sense, because at that point they'd just fire volley two at point blank anyway, because taking out an interdictor is worth the risk of point blank backblast.
>Paul gets a sticky for his own personal work.
>The last sticky I got was shilling for VOTOMS.
Yeah whatever I ain't even mad not like I care I'll still have Gundam AGE and Ingram Pliskin.
The mods move in mysterious ways, son.
Everything here's top notch. Great job, man, you deserve that rest.
The man deserves some recognition for his work, doesn't seem like a one time deal either, from what I've seen here he tries to actively apply the scant 'criticism' here to his work, I mean I don't know why the fuck you would ask people here for anything constructive but shit, if you have the balls to take whatever hits people will throw at you unfiltered for the sake of being faggots then you deserve to get your stuff praised.
One of the best things I liked about this was the way that casualties on both sides were taken and given in a pretty reasonable way. The Rebels despite being heavily outgunned and outnumbered, killed enough Ties to make it feel like a decent running fight and not just a one-side beat down that's so fucking common in anime.
Hey this is anon here
Please like and subscribe to my channel!
So did you use CCA Char, Ramba Ral and Yazan on purpose or did it just slip
I also love how you ripped the fucking mission and sounds straight from TIE Fighter. You know how to fucking pander.
Thanks for your dedication in making something so incredibly cool. The amount of love you put into this animation is inspiring. I will be buying a mecha loving coworker lunch as soon as possible.
I don't see the problem here.
It's just like the ones I remember.
Dude, I've seen Otaking's CGI work. It's a bunch of bare bones cubes that a highschool student with blender could do better. He does just enough to get camera angles and shit, and draws all over it. I think someone is jelly.
It's amazing how many people out there are complaining about Empire fanboyism, about the story not being developed properly, about how one sided it was and missing the fucking point of it being a cool load of space fightan.
>ctrl+f Tyrone Magnus reaction
>that engine starting animation
so fucking beautiful
I legitimately squealed with delight when I saw this part.
the shading makes it perfect
this pretty much sums up all my issues with the short
Watching someone play video games is one thing, but watching someone watch something is a whole new level of completely fucking stupid.
Well, that's the general intent of Otaking's animation style, isn't it? To mimic techniques and visuals from OVAs in the early and mid 80s? It doesn't bother me, that's what people know, it's just the word "japanimation" throws me off. Maybe it's because I didn't grow up in the 80s.
That aside, I felt like the best part of his animation wasn't how dynamic it was or how great the shading was, it was the effects. Trails, Cockpit design and feedback, explosions, that sort of thing. All else, he needs to work on the people himself because they do behave quite unnaturally. He needs to develop a bit of restraint with the dynamicism of animation and focus more on consistency. Some of the line work looks far too rough, like he used the line tool where there should have been distinctive smoothed curves. A little bit of AA would also go a long way. I'm not going to knock how impressive everything looks all put together, I'm a mere layman and he's spent a lot of time and effort on this.
>when VF make his game.
>Old man Sahib
Honestly though, I hope it works out, the crazy geriatric fuck has some good ideas.
Also, an ammo cartridge? Do they have giants doing maintenance?
Those rails are absurdly far apart. Also if you're thinking about anti-infantry and APS, do something about it's exposed rear. There isn't even a fucking camera.
>Otaking and Flyingdebris working together
The sheer thought makes my penis erect.
/a/utist crossboarder here.
Just wanted to say this was golden and awesome.
You can be proud, Otaking. You've really done well on that one. I don't know anything about animation but this really is something, even to my pleb eyes.
Gonna go buy a bar of chocolate, I guess. And also finally watch some old 80s mecha. I really don't watch nearly enough mecha.
All that hard work has finally paid off. Thank you for this.
people like this want to distance themselves as much as possible from 'shameful, abnormal weeaboo faggots' not realizing that being a grown man getting this worked up over cartoons makes you look just as broken as them.
I wouldn't be surprised if this guy had a Something Awful account
>But why do you steal the name Otaking?
Because it's an awesome name
>I'd have to quit my job and do this full time, 9 hours a day.
Guys working on comics do it 20 hours a day at the expense of their personal lives, family and health. Get on their level scrub
>Don't support me on Patreon, because I don't have one! And don't donate to my Kickstarter, because I don't have one of those either. Instead, if you enjoyed this, give someone at your workplace, uni, school or whatever a random bar of chocolate or can or Coke or something. Seriously, it'll probably make their day.
>That would totally make my day.
You're a prince, sir
Also, just to clarify, I'm not mocking people with Kickstarters or Patreons. A lot of people actually use the services as they were meant to be used and we've got some really good stuff as a result. It's just the sort of "pay me just for existing" folks that I was having a bit of a dig at.
It was probably a bit mean in hindsight.
The nepotism beings!
Actually, Ollie mentioned that he knows me in real life, so it's OK. And then he slags off Robotech for being a poor adaptation of superior source material in an article below.
I guess we at Robotechx.com are no longer laughing.
Semi-small youtube channel here. From my experience the views are still going to come in for the first week - though its going to drop significantly unless some more press pushes it.
Usually first 3 days are your big views - then 4th day is about a 25% drop, then it goes down about 10% a day roughly - again unless some press publish it