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>> No.6198988 [View]
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6198988

>>6198738
spoonfeeding babies because the new generation seems to have more grit than my own:

>24 fps = 1 second
>60 seconds = 1,440 frames
>5 minutes = 7200 frames
>animating on 2's = 3600 frames
>animating on 3's (yuck) = 2400 frames

things you can do alone (easy):
>Idea™
>Script
>Editing (kojima)

things you can do alone (tough):
>pre-viz (including concept art)
>reference materials (including storyboard)

things you probably shouldn't do on your own:
>background art
>keyframes

things you absolutely shouldn't do on your own:
>2400-7200 frames of animation by yourself
>inbetweening, ever
>coloring, ever

why is that? because you're not *actually* doing 2400 - 7200 frames of animation.
You're doing actually *way* more than that at any given point in time.
>constantly fixing lines
>constantly checking to see if things are flowing properly
>passes for cell shading outlines (digital)
>passes for masking (digital)
>passes for coloring frames
>constantly redoing and redrawing things that do not work all the time
>constantly ensuring every relevant frame is on-model perspective, construction, proportion, etc.

if you're an amateur get used to doing maybe 2 frames a day.
You *will* end up redrawing things constantly. Every frame is a literal painting.
Grab a screenshot of your favorite anime and do a study of it.
How long did it take? What processes did you use?

Now think about standardizing those processes across hundreds (ignore thousands) of frames.
Each of those frames require passes, and many of those passes require passes of iteration.

Once you can grasp the workload/pipeline, all the animation itself actually does is tell you the exact composition of a given subject at any given time. Last thing you want is to have good frames, but shit animation.

>Animation != Producing frames of animation != Pre-production != Idea™
Learn to see these disciplines as separate matters.

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