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/ic/ - Artwork/Critique


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File: 48 KB, 294x400, runcropped.gif [View same] [iqdb] [saucenao] [google]
1950356 No.1950356 [Reply] [Original]

Previous thread died, so I'm starting a new one.
Post what you're working on and crits, etc. I'll start.

>> No.1950361

Arms and legs are good, but the torso isn't moving at all so it's quite stiff. Also she should be leaning forward a bit.

>> No.1950363
File: 142 KB, 550x400, jump.gif [View same] [iqdb] [saucenao] [google]
1950363

>> No.1950369
File: 104 KB, 559x441, running-form.png [View same] [iqdb] [saucenao] [google]
1950369

>>1950361
I see your point. It kind of looks like she's running downhill and trying to slow down or something. The necessary torso movement should be torsion only though, right?

>> No.1950382
File: 61 KB, 293x400, runfix.gif [View same] [iqdb] [saucenao] [google]
1950382

>> No.1950395

>>1950382
Looks a lot better

>> No.1950397
File: 129 KB, 500x354, random angry.webm [View same] [iqdb] [saucenao] [google]
1950397

hope to clean this up and add some in betweens some day

>> No.1950400

>>1950395
thanks

>> No.1950405

>>1950356
http://tjl1297.deviantart.com/art/My-first-walk-cycle-304166507?q=gallery%3ATjl1297%2F30621179&qo=5

http://tjl1297.deviantart.com/art/i-have-the-POWER-271094246

This is some stuff that i did awhile ago as a kid. Thought i might as well post em.
They're swfs so i couldn't upload them

>> No.1950409
File: 88 KB, 400x218, 06_key_anim_s[1].gif [View same] [iqdb] [saucenao] [google]
1950409

Might be a good example.

>> No.1950411

>>1950405
Neat. You've clearly improved a lot.

as for >>1950382
it's looking good, but also kind of anime-ish. Specifically, the arms have kind of a weird weight to them. They snap from being in front of her torso to being fully extended behind her back really quickly and it looks kind of silly. Your arms are pretty much always bent while running.

also, uhm.. sorry for snooping but you're subscribed to me on youtube

>> No.1950448
File: 58 KB, 311x400, run-arms.gif [View same] [iqdb] [saucenao] [google]
1950448

>>1950411
Something like this maybe? Animeish shouldn't be an excuse for weird motion. Also, you seem to have me confused with >>1950405 or is it me (OP) who is following you on youtube? I'm not sure how you found out in that case.
>>1950409
superb reference. fukken saved

>> No.1950503
File: 53 KB, 1513x779, RUNNIN.png [View same] [iqdb] [saucenao] [google]
1950503

>>1950448
still no hip sway/torquing, an it makes the legs look super jank

0x is stick figure of the shoulders an hips facin forward an perfectly parallel

in 1a an 2a you can see how the shoulders an hips twist in relationship to each other as they would be found on the 3d form as is displayed in 1b an 2b (apologies for the ruffness an exageration, i don't have my tablet at the moment, gotta make due with mspaint mouse drawins)

here's a dA that allegedly belongs to yoh yoshinari that you'd probs find superuseful http://neighborstudios.deviantart.com/art/01-468907451

>> No.1950506

>>1950503
OHOH, before i forget, also this http://vimeo.com/52069544

>> No.1950522

>>1950363
haha. this has a great sense of weight

>> No.1950543
File: 61 KB, 248x400, run-hips.gif [View same] [iqdb] [saucenao] [google]
1950543

>>1950503
>dat swanky tit bounce
Thanks for the ref. I hope this is an improvement.

animation is too fun.

>> No.1950546

>>1950543
Getting close. The head tilts down a bit as the body is going up, and up as it's going down.

>> No.1950662

>>1950448
oh, you're right. why the hell did I think that was your post?
anyway, already looks a lot better than before. I guess another nitpick would be that I don't think you'd be able to see the bottom of the feet from that angle, if those are the bottom of the feet and not just ovals to help you draw the shape of the feet.

>> No.1950876
File: 141 KB, 600x420, runWIP.gif [View same] [iqdb] [saucenao] [google]
1950876

basic run, definitely not finished

>> No.1950879
File: 464 KB, 600x420, runWIP.gif [View same] [iqdb] [saucenao] [google]
1950879

>>1950876
wrong framerate

>> No.1950898
File: 139 KB, 600x420, Untitled.gif [View same] [iqdb] [saucenao] [google]
1950898

>>1950879
>>1950876

Fucking TVpaint

>> No.1950932

>>1950898
Looks rotoscoped. Is it?

>> No.1951002

>>1950932
Yeah it is, trying to get a feel for natural movements by rotorscoping then trying without a source

>> No.1951009 [DELETED] 

>>1950356
It's a good start, but it's too stiff, the torso does not move. I know it's intimidating, but you can't rely on tweens for things like this, or else it won't end up right. Running is something that involves the whole body in motion.

Though I feel like this is a wasted effort as some anon will probably come back with an emotional response telling me "I can animate how I want". Man I miss old /ic/

>> No.1951011
File: 54 KB, 900x900, sadrun2.gif [View same] [iqdb] [saucenao] [google]
1951011

not too much of a study than experimenting

i usually get bored after a few frames which is bad because i thought i wanted to be an animator

>> No.1951015

Tried to get into an animation class, had no success. Would like to get into animation, but don't know the best starting point.

Could anyone guide me to step 1 and where to go from there?

>> No.1951025

>>1951009
>Though I feel like this is a wasted effort as some anon will probably come back with an emotional response telling me "I can animate how I want". Man I miss old /ic/
y did this get deleted
i support this critique

>> No.1951150

>>1951015
First off, you're gonna want to have some handle on drawing. You could 3D animation, but if you can't make your own models, you're really limiting yourself.

Assuming you can at least sort of draw, check out https://www.youtube.com/watch?v=QHtoFwHh38Q
I think there's 12 episodes, and they do a good job providing start up information.

>>1951025
What was the post about?

>> No.1951153

>>1951150
its in the green text, it quoted >>1950543

>> No.1952004
File: 706 KB, 303x270, slap.gif [View same] [iqdb] [saucenao] [google]
1952004

dreamworks animation just laid off 500 people. they're planning to oversource a ton of their future movies. master animators are dying of old age one by one. nobody is hiring anymore. traditional animation is dead. people treat the entire medium of animation as mere kids stuff.

how do you remind yourself that making animated movies and stories is worth while and worth pursuing? what have i not considered? please fellow animators, help me be optimistic again.

>> No.1952007

>>1952004
shit, sorry, didn't notice >>1943812

>> No.1952009

>>1952004
Move to France and work in one of their animation sweatshops

>> No.1952013
File: 542 KB, 2832x1848, IMG_0800.jpg [View same] [iqdb] [saucenao] [google]
1952013

Quick question. Can hand grippers hurt my drawing hand or contribute in developing carpal tunnel?

>> No.1952021

>>1952004
kickstarter an other crowd sourcin may be the last bastion

there'll always be some demand for high quality "traditional" hand drawn work, or at least stuff that looks like it (3d developments such as that shit they did for paperman are makin some noise) so it's gonna be around forever, or at least until you die

dreamworks layin off a lot of people may lead to a lot of independent studios an new fresh work in different styles an presentations, experimentation, you kno, that whole close one door, another opens

bad things will happen, it's all about twistin your thoughts so that you can see how it can go right. not to blind yourself as if to think it can only go right, but to kno that it will, an always will be a possible option :3

>> No.1952117
File: 1.45 MB, 747x382, Sequence 01.gif [View same] [iqdb] [saucenao] [google]
1952117

New to animating, just doing it for fun at the moment.

Do I show any potential?

>> No.1952190
File: 9 KB, 256x192, pajaro-vuela-12,5.gif [View same] [iqdb] [saucenao] [google]
1952190

loops

>> No.1952192
File: 12 KB, 256x192, corren-pies-12,5.gif [View same] [iqdb] [saucenao] [google]
1952192

>> No.1952194
File: 17 KB, 256x192, corren pies.gif [View same] [iqdb] [saucenao] [google]
1952194

>>1952192
that one is fugged sorry

>> No.1952357

>>1952117
Well there's not much to critique yet. Go look up the principles of animation.

>> No.1952367

>>1952013

no it would help prevent RSI I would think

I know for sure those gyro ball thingies help

>> No.1952650

>>1952009
This has kind of been of interest to me lately.
Going to France (or England) to work in animation. It's a pretty good alternative for Japan, since I expect the pay is higher, does anyone know an animator's salary in France?
I'm not too knowledgable about the studios down there, except for maybe Ankama and Yapiko, but are they willing to accept foreigners?

>> No.1952729

>>1952650
what's of interest in england?

>> No.1952749

>>1952729
There are some animation studios there as well, it sounds like in "The Pegbar And Grill". I still think I'd rather go to to France if possible, I think.

>> No.1953742
File: 147 KB, 640x769, walkgif.gif [View same] [iqdb] [saucenao] [google]
1953742

straight ahead

>> No.1953760

since TPB is down, where can I torrent the animators survival kit?

>> No.1953845

>>1952194
It flows pretty nicely. Maybe give give the legs/feet more of a squash when they hit the ground, it a little floaty and could show more weight.

>> No.1954325

>>1953845
nice observeation. I will add the squash in the final pass as you suggsted thank you

>> No.1955204

What software is everyone using? I'm trying TVpaint, but it's interface is weird as shit, and I can't get very good lines from it.

>> No.1955270

>>1950356
is it me or no one mentions http://sakuga.yshi.org/post

the thing it's filled with webms credited to their respective animator.

>> No.1955294

>>1955204
Flash CS4. I tried TVPaint, and while I didn't try for very long, the interface was weird as shit. Terrible hotkeys too, though apparently you can change them.

>>1955270
dis cool thanks

>> No.1957960
File: 34 KB, 256x192, frena.gif [View same] [iqdb] [saucenao] [google]
1957960

another one

>> No.1957973
File: 61 KB, 600x436, WALKING-V2-4--.gif [View same] [iqdb] [saucenao] [google]
1957973

first time walk bleh

>> No.1958090

>>1957973
Not bad. Don't avoid hands.

>> No.1958103
File: 2.08 MB, 1280x720, walk.gif [View same] [iqdb] [saucenao] [google]
1958103

dumping some of my line-tests and others

>> No.1958107
File: 2.59 MB, 470x264, pommac.gif [View same] [iqdb] [saucenao] [google]
1958107

>>1958103

>> No.1958112
File: 320 KB, 900x752, !.gif [View same] [iqdb] [saucenao] [google]
1958112

>>1958107

should have cropped that one, oh well

>> No.1958114
File: 594 KB, 520x293, musikvideo25__fearofpaper-d81trsv.gif [View same] [iqdb] [saucenao] [google]
1958114

>>1958112

and a rotoscope. Whats the size limit btw?

>> No.1958116
File: 181 KB, 400x225, demon laugh.gif [View same] [iqdb] [saucenao] [google]
1958116

>>1958114

>> No.1958120
File: 2.36 MB, 800x689, david-extrafilm.gif [View same] [iqdb] [saucenao] [google]
1958120

>>1958116

last one

>> No.1958165

>>1958090
ty I was too concentrated on legs I will watch the hands more next time.

>> No.1958196

>>1957973
Leg keyframes look awesome. Hands though, They're the eyebrows of the body.

>> No.1958552

>>1957973
I see that you traced the legs and alternated the tracing between keyframes. You don't really use the hip for animating so it jumping up and down like that doesn't help, especially since the head isn't bobbing up and down anywhere near as much. Also one arm is swaying more than the other keeping it uneven. Lots of copying.

But for your first time it's pretty good. Another mention for the legs is that they sort of snap into place. The chest also protrudes weirdly.

Those are all the areas to consider. Everything else is clean up, you're on your way anon.

>> No.1958555

>>1958116
It looks like hes saying something rather than laughing. look up a video of someone laughing on youtube.

>> No.1958577
File: 184 KB, 470x361, aCrow.gif [View same] [iqdb] [saucenao] [google]
1958577

here's a little doohickey I made for fun

>> No.1958623

>>1958555
Yeah i can defenitively see that, and the head movement feels strange to me as well.
I might fix it someday!

>>1958112
This one fucked up the frames in the gif process, but it Will havet to do

>> No.1959337

>>1958552
Thanks for the crit! I will try to keep all of this in mind for the next one.

>> No.1959574

>>1952004
Animation landscape has certainly changed and become dominated by CGI, but the world is a big place. Web-based publishing is where we have to go, and where people already are. Funding has always been a challenge so it's not like that has changed for worse.

>> No.1959920
File: 272 KB, 700x394, random53.gif [View same] [iqdb] [saucenao] [google]
1959920

Finished a big assignment in concept art. It's good to just sit down and have some fun with animation.

>> No.1959921

>>1959920
That's fucking sick, could be a few more frames in the lizard things body, but there's still a lot of life in it

>> No.1960105 [DELETED] 
File: 38 KB, 648x814, storybored.png [View same] [iqdb] [saucenao] [google]
1960105

>>1959920
for more comedic effect, you want to build up the attack, make it look like some cool shit's about to happen an then blamo, he's donzo

i'd also say, the run feels a bit one speedy, have more ease in to the knight reachin mAXIMUM SPEED

here's a lil quick storyboard of how i'd have done this shot, not sayin that's what you should do, jus a lil exampy xamp of how to build up the tension in the scene before havin it comedically cut to the knight gettin slamma jamma'd

>> No.1960106 [DELETED] 

>>1960105
actually, sorry, i should change that, in the frame where the knight lowers the weapon an readies shield, have them start movin out of frame to the left, then cut to the feet already in motion, but then have them speed up to maXIMUM

>> No.1960109
File: 38 KB, 648x814, storybored.png [View same] [iqdb] [saucenao] [google]
1960109

>>1959920
for more comedic effect, you want to build up the attack, make it look like some cool shit's about to happen an then blamo, he's donzo

i'd also say, the run feels a bit one speedy, have more ease in to the knight reachin mAXIMUM SPEED

here's a lil quick storyboard of how i'd have done this shot, not sayin that's what you should do, jus a lil exampy xamp of how to build up the tension in the scene before havin it comedically cut to the knight gettin slamma jamma'd

(sorry if you saw original, had to fix lil thing)

>> No.1960110

I was thinking of starting to get into animation what would be a good program/tutorial for a decent artist but someone who knows little or have the skills on animation.

>> No.1960119

>>1960109
yeah maybe, but i think he wanted to animate the whole figure.

>> No.1960122

>>1960110
the animator's survival kit by richard williams is p decent, both the book an the dvd sets (book's relatively cheap, the dvd's are pricey, maybe get them... elsewhere) the book is a really great introduction into the fundemental concepts of animation. study animated works you really like, an most importantly, study from life (you know how you'd study live models in their poses an see how all the body worked with your own eyes, do that with motion)

other fun super tip, almost all super pro animators would "act out" their scene on camera, an then use that as a timin/pose reference an all that fun shit, so do that for whenever you've got a lot of shit goin on (subtle hand an head gestures, facial expersions, shit like that). to put it simply, you're not jus an animator, you're an actor, kid, study that shit

>> No.1960126

>>1960119
ah, that's all fine an good

jus know that in visual language, if you keep a character in a far shot the whole time, then they're givin relatively little importance, so if that's what you're goin for, good. but if you want maxiMUM hehEHEHs from a funny thing happenin, given them a couple close up shots to establish them as somethin of IMPORTANCE will only increase the unexpectedness of them jus gettin plastered off into the distance

>> No.1960147

>>1960126
Yeah, I get what you mean, thanks for your feedback!
I didn't really think of what I was making when I started, as I said in the post, I just went ahead and relaxed and had fun. I think for added comody effect, I could've added that "Knight's Eyes -> Lizard-thing Eye's -> Knight's Eyes" and then ka-blam!

I think I should start planning out my animation like that, more. But part of the fun (like with this one) is to just turn have fun with the animation itself

>> No.1960495
File: 32 KB, 364x364, 789798.gif [View same] [iqdb] [saucenao] [google]
1960495

>>1959920
wow i like it

>> No.1960966

>>1959337

Don't worry about it. Actually your thing is not that far off from how I started animating. What I would suggest is setting both feet at two different ground planes to emphasize depth.

As in since the left leg is behind, put the plane where it walks on a bit above the right leg.

After you do the walk try out a run, after that try out exaggerating the walk and run with characters of different shapes and quirks, use effects like squash/stretch/multiple limbs at certain frames.

Afterwards do a character turn around. make lots of characters in different poses and turn them around. Experiment with jumping and weight, doesn't need to be anything advanced, work with a ball or something. Afterwards try out perspective and how things grow and shrink in distance and how foreshortening works.

I would say those are the ABSOLUTE basics in animation, everything else is either observation or experimentation.

Keep making stuff and keep posting stuff, I encourage everyone here to do the same, it helps if you update your skillset amongst other aspiring artists. I wanna see the animation scene here on /ic/ develop cause these threads are actually really cool.

>> No.1961011

>>1952650
It's roughly $44000 a year which is almost twice as much as Japan, and the average rent cost is pretty similar between Tokyo and Paris.
Animators get pretty shit treatment in JP although this allows them to do cool and unusual films because they're cheap. In France they get tax incentives etc. which allows them to do cool and unusual films without starving their animators. and in the UK and USA they don't get to do cool and unusual films because they cost a lot and need to make a lot of money.
England has fuck all. As far as hand-drawn animation goes there are a few experienced guys in London who get all the work, when there is any.
Otherwise there's Aardman, and some VFX places. Although there is a lot of shitty Preschool work if you can stomach it.
There was actually kind of a cool period in Scotland about 6 years ago when Chomet's Illusionist and parts of Titeuf were being animated here, but that's gone too now.
So France looks like animator heaven but you have to be REALLY good

>> No.1961163
File: 286 KB, 360x270, KBzWZ3.gif [View same] [iqdb] [saucenao] [google]
1961163

This is my first shot at trying animation, it's still unfinished and needs a lot of work but so far I'm having a lot of fun with it! I'm kind of scared to try something more elaborate such as a walking cycle and I guess I should probably start with the basics first instead. How did you guys start out? Are there any bad habits that should be avoided? What's your process when starting/planning out an animation? I'm sorry if I'm asking too many questions, I really look forward to seeing everyones work and was just curious

>> No.1961179

>>1961163
I just animated. At the time I used pivot, and I remember watching PivotmasterDX, and I think I learned timing/spacing from him.
When planning out your animation, you must think about how long the action will take, how you would time it. I generally imagine the how I want the finished product to look like (kind of like when you're painting and drawing, you have a vision). And I generally make my animations based on that. I've noticed that I take stuff subconciously from stuff I've seen.

Take >>1959920 for example, I had both
http://sakuga.yshi.org/post/show/4795/ (the second part, where the larva-thing unfolds)
and
http://sakuga.yshi.org/post/show/4798/ in my mind when I did it, even though I didn't really think about it.

>> No.1961186

>>1961179
Thanks for the response, really appreciate it! I'll keep in mind what you said for next time! If you don't mind me asking, how long did it take you to make >>1959920?

>> No.1961214

>>1961186
I think I spent about 2-3 hours on doing the animation itself, and around 2 hours on colouring it. I didn't do any proper planning (stopwatch, storyboard or x-sheet), I just sat down and started animating.

Colouring takes a lot less time if you have clean linework, but doing that takes a lot of time as well.

>> No.1963878 [DELETED] 
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1963878

>> No.1963880
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1963880

>> No.1963887

>>1963880
Who are you and where I can browse more of your animations/art? That loook baller.

>> No.1963910

>>1963887
I dont have a site but I'll make one when get I alot better

>> No.1964013

>>1963910
Different guy but same request, also do you have a job in the industry or do you just meditate in the mountains somewhere descending unto us mortals every now and then?

>> No.1964027 [DELETED] 

>>1964013
I don't want to rip on him, or sound jealous. I think he's doing a decent job, but other than being very technical and analytic about movement, it's not any "crazy" animation. I would like to see him do a fast-paced fight scene.

>> No.1964136 [DELETED] 

>>1964013
no I dont have a job in the industry. I try to post often here in the animation thread but I get too anxious at times

>> No.1964531

>>1964013
not to shit on their work, but they're not doin the impossible, you can achieve that too if you jus apply yourself an study hard, eat your wheaties, get 7 hours of sleep a night

>> No.1964597
File: 299 KB, 448x256, 494.gif [View same] [iqdb] [saucenao] [google]
1964597

>>1964531
>tfw I hate Wheaties

I'm never gonna git gud..

>> No.1964599
File: 39 KB, 240x180, eyes.gif [View same] [iqdb] [saucenao] [google]
1964599

ehehe

>> No.1965738
File: 21 KB, 550x400, Untitled-1.gif [View same] [iqdb] [saucenao] [google]
1965738

First animation thingy i did, could i get some advice?

>> No.1965747

>>1952013
They help prevent wrist problems and will give you nice fore-arm gains.

>> No.1965753

>>1965738
Give it some squash on the returning bounce too. Other than that pretty gud. Now try something more complicated.

>> No.1966076 [DELETED] 
File: 40 KB, 640x366, Toshiyuki Inoue D2.jpg [View same] [iqdb] [saucenao] [google]
1966076

This might be useful to you faggots.
https://mega.co.nz/#!U09RzZRY!B3m2DCpcnZ6XarZOFljHOvXe_5anuT4HMnT8XdWnC6c
https://mega.co.nz/#!dhd2DRYT!AaPlYV3vDDF2mf7qPsZs6uZ4lW4cwZoLUhwxETMlxe4

>> No.1966104
File: 40 KB, 640x366, Toshiyuki Inoue D2.jpg [View same] [iqdb] [saucenao] [google]
1966104

http://a.pomf.se/jhryxh.mp4

>> No.1966107

>>1966076
Any subs for this? please let there be subs.

>> No.1966108

>>1966107
>>1966104
oops

>> No.1966130

>>1966104
Full-length videos are here
http://www.tudou.com/programs/view/JeEm_kP4W_w/
http://www.tudou.com/programs/view/mUXohUfBo2Y/

>> No.1966571

Hey guys. I'm thinking of animating juggling. It's kinda hard to find references other than youtube juggling tutorials and stick figure simulations. Do you guys know where I can find anything better to study with, or is this all I can work with?

I've already learned how to juggle, and it didn't help.

>> No.1966586

>>1966571
>I've already learned how to juggle, and it didn't help.

lol

And video tutorials are the best resource. Save the video, go frame-by-frame, and find the key poses.

>> No.1966594

>>1966586

Haha. That is what I've been doing.

It's supposed to be a long process, I guess, but I find that the way I'm learning this is kind of clumsier than usual.

Maybe it's because I'm paying attention to 4-5 different moving bodies at once.

Thanks for the advice

>> No.1966618
File: 560 KB, 250x182, Ollie Johnston Pinocchio.gif [View same] [iqdb] [saucenao] [google]
1966618

>>1966594
Try animating just the juggler, and put the balls or whatever on new layers.

>> No.1966670

>>1966618

Ah I see

>> No.1966712
File: 588 KB, 1920x1080, Turd.gif [View same] [iqdb] [saucenao] [google]
1966712

Need to fix keys and add in-betweens but here's something I did a while ago. Learning how to do.

>> No.1967264

>>1966104
>>1966130
These are really cool, thanks for sharing.

>> No.1970669

Bump

>> No.1970891
File: 77 KB, 768x1024, IMG_20150206_191928.jpg [View same] [iqdb] [saucenao] [google]
1970891

Who do guys follow? I'm looking for blogs and twitters of animators. People who dump a lot of their trash sketches is what I really want.

>> No.1970902

>>1970891
http://unkoer.tumblr.com/
is good

>> No.1971375

>>1970891
not a fan of Bahi but I follow him on twitter because he's a nice translator between me and the Japanese industry. Also bunch of random Japanese animators who mostly tweet about food.

>> No.1973116
File: 50 KB, 600x436, birdu.gif [View same] [iqdb] [saucenao] [google]
1973116

doing a flight cycle, can I get a crit? (still need to fix the face+tail)

>> No.1973223
File: 99 KB, 916x634, 1422872223110.gif [View same] [iqdb] [saucenao] [google]
1973223

>>1973116
frame rates are too slow, add some hovering after the flapping would look better I think.

>> No.1973250

>>1973116
Is it supposed to be looking to the right? Make it face in the direction it's flying.

>> No.1973267

http://vimeo.com/113345259

>> No.1973317

>>1973250
>>1973223
thanks, I will fix it!

>> No.1975906

Create a market , then fill it. Good art that connects will always be in demand. If you want to punch a time clock and not get creative you are not doing this for the right reasons >>1952004

>> No.1975938

>>1950363
Winnie the Pooh

>> No.1975951
File: 2.02 MB, 1080x1218, 09-29-14[1].gif [View same] [iqdb] [saucenao] [google]
1975951

>>1973116

>> No.1976056

>>1970902
>http://unkoer.tumblr.com/
no it's not, there's no animation

>> No.1976074

>>1950932

why is rotoscoped animation so easy to spot? What about it gives it away?

>> No.1976212

>>1976074
no exaggeration anywhere? it looks too natural i guess.

>> No.1976217

>>1976074
way too fluid and you cant change the physics unless you do some heavy editing for the most part

>> No.1976223

>>1976074
It's a copy, it's too rigid, not 'alive'.

>> No.1976878
File: 1.01 MB, 640x400, toss.gif [View same] [iqdb] [saucenao] [google]
1976878

I hate working digitally and traditionally is such a pain to fix mistakes.

>> No.1976913

>>1976878
well you're not doing anything right anyways

>> No.1976925

>>1976913
>>>/lgbt/

>> No.1976953

>>1976074
a couple of things-
-the uninformed traced lines are not the same ones that a draughtsman would choose. They indicate outline rather than form. The same goes for traced still drawings.
-real movement doesn't suit flat cel colour. You lose a lot of visual information about the movement when you get rid of the details. Exaggerated movement makes up for this in regular cartoons.
-Camera lens perspective is a little bit different to drawn linear perspective. They got away with combining drawings and live action in Roger Rabbit by having stylised characters and movement.

I don't really understand why Bakshi rotoscoped American Pop. It would have been a cool live action movie, but I don't understand what he thought the rotoscope added to it

>> No.1976977

What are some workflows in making animations in sync to a soundtrack/music? What about the software used?

>> No.1977025

>>1976977
if I'm animating on paper, I'll make the dope sheet by importing the sound to a program called monkeyjam, then I screenshot the program and that gives me strips where I can see the audio wave with frame numbers along it, then I paste that onto a dope sheet template in PS. You can scrub through the sound in MJ so I do that and make notes about what's happening when.
Most animation software will have a function to scrub through as you draw so if you're animating digitally you don't need to do that.

if I'm animating to just dialogue I'll draw keys for the most interesting bits first then just fill in the drawings between them.

Animating to music is pretty cool- basically you mark the beats on the dopesheet and usually your key poses will be on the strong beats, breakdowns will be on the others, and then you'd inbetween that.
Although one problem is that the beats will not always be the same number of frames apart, and if the beat is kind of between frames, then you should default to the earlier one

>> No.1977063

>>1977025
Thank you!

>> No.1977286
File: 1.11 MB, 640x400, mouse2.gif [View same] [iqdb] [saucenao] [google]
1977286

Because every animator has done a cartoon mouse.

>> No.1977533

>>1977286
Are you in SVA, is Marty your teacher?

>> No.1977954

>>1977533
Uh.. No? Whats SVA?

>> No.1977959
File: 378 KB, 434x616, wipreal.png [View same] [iqdb] [saucenao] [google]
1977959

Working on this

>> No.1977967

>>1977959
>not gif
>animu
Are you sure, that you're in proper thread?

>> No.1978201
File: 68 KB, 550x400, PSYKWwE.gif [View same] [iqdb] [saucenao] [google]
1978201

First time trying animation, thought it was really fun, could i get some critique? I know the explosion needs ALOT more frames to even look remotely decent.

>> No.1978241

I need a good animation program. So far I've just been using a gif maker and piecing pics together.

>> No.1978266

>>1978241
Pencil2D is pretty good, a bit barebonesy but it works. Its like TVPaint but less convaluted.

>> No.1978275

>>1978266
Any good torrent sites that have it? I hear PB is being watched by the feds now.

>> No.1978276

>>1978275
Its free >_>
google is ur friend.

>> No.1978279

>>1978276
have a blessed day

>> No.1978769
File: 2.23 MB, 640x600, Bouncydude.gif [View same] [iqdb] [saucenao] [google]
1978769

Bumping I guess? This little guy is what I use for exercises, easy to draw and lets you focus on the important stuff, I should have eased out of the bounce isntead of into it.

>> No.1978817
File: 1.13 MB, 377x356, walkdude2(fix2).gif [View same] [iqdb] [saucenao] [google]
1978817

>>1978769

>> No.1979012

>>1973116
Your spacing is bad, wings go down faster than they go, so space accordingly.

>> No.1979801
File: 65 KB, 700x394, random56.gif [View same] [iqdb] [saucenao] [google]
1979801

>>1978201
the ball is bouncing all over the place, changing direction like what the fuck is going on, I have no clue.

>>1978769
The timing on that is really off. He spends the shortest time on the top, where the energy would have to be resisted, and then turned around. It should spend about the same time on stopping on top of each of his jiggles or whatever, as he does going from one side to the other.

>>1978817
Don't use smears like that.

>> No.1979862

>>1959920
what software did you use to make this? tvpaint?

>> No.1979867

>>1979801
is that box being thrown or is it a ninja?

>> No.1979904

>>1979862
Yeah, I used the "fill stroke tool" for all the colour.

>>1979867
It's being thrown. I added character to it though, in the way it bounces, and turns.

>> No.1979907

>>1979904
fuck i really want tv paint but i don't want to pay so much for it.
there are no cracked mac versions anywhere on the web and I don't want to bootcamp it

>> No.1979917
File: 42 KB, 428x472, 1421723207872.jpg [View same] [iqdb] [saucenao] [google]
1979917

>>1979907
Thats what you get for being an apple fag.

>> No.1979920

>>1979907
Well, I use flash as well. I like that just as much as TVP. The biggest difference is the vector vs bitmap, and the fact that Flash's brush is a little ... "Flash"y (though it's easily made much better, there's a lot of animators using it for TV-animations, and it looks just as fine as animation drawn on paper, look at Ping Pong, or Bahi (inb4 "Fucking bahi"))

>> No.1980540

>>1979801
How do you decide how many frames to keep the same picture for?

>> No.1980558

>>1980540
Short response: I do the animation with some sort of "I want it to move like this" in my mind. Other than that, I just go down to the timeline, extending some frames, previewing, then adjusting.

Long response: That's where the concept of timing and spacing comes in (other principles of animation that is also important is exaggeration and appeal). What kind of movement do you want? What kind of character do you want your element to have? In my case, I wanted a box that goes from pose to pose quickly.

I don't remember who said it (think it was Chuck Jones, or Erik Goldberg), who said that good timing is holding things back as long as possible, for the best effect. Take this as you like, but I think that you can see how I pushed the way the cube stops in the air pretty clearly.

>> No.1980861
File: 205 KB, 1920x1080, 111111112.gif [View same] [iqdb] [saucenao] [google]
1980861

beginner here

>> No.1980898

i have 450 USD.
i need a tablet that is good for line drawings and animation. what should i get? ATM looking at this
>http://www.amazon.com/Monoprice-19-Inch-Interactive-Display-110707/dp/B00IACES94/ref=sr_1_5?ie=UTF8&qid=1423841772&sr=8-5&keywords=cintiq
also, i cant get the yiynova. they don't ship to here
>INB4 why you ask here
question thread is kill and i dont want to open a thread just for myself

>> No.1980958

>>1980861
What is he supposed to be doing?

>> No.1980960

>>1980958
i think he's undressing.

>> No.1980963

>>1980898
just get a wacom

>> No.1980994

>>1980963
which one, the intous? because the 13 hd cost way too much and the others don't have a screen, while on the other hand what i posted is larger and has a screen.

>> No.1981039

>>1980994
You don't really need a screen, your brain will get used to it and your hands won't be in the way, you won't be scratching your screen.

>> No.1981066

>>1981039
yeah i know, i got an intous manga (it fucking sucks).
it is still larger and cheaper. does the big intous got some pro i am missing?

>> No.1981197
File: 106 KB, 940x529, Bunny Jump.gif [View same] [iqdb] [saucenao] [google]
1981197

So this is my very first flash thing and I was just learning how to use the tool and experimenting with weight, but I want to know if this is even close to alright.

>> No.1981427

>>1981197
spacing is way off, think about ease in and ease out.

>> No.1981438

>>1950356
https://www.youtube.com/watch?v=V1ngAJjhic0

Not finished yet - hardly started really.

>> No.1982021
File: 18 KB, 54x56, scoutbot_walking_animation_by_sniffle27-d8f0fll.gif [View same] [iqdb] [saucenao] [google]
1982021

>>1978769
>>1978817
Huh, reminds me of a robot I made a couple weeks ago.

>> No.1982022
File: 46 KB, 54x56, scoutbot_idle_animation_by_sniffle27-d8ewgpm.gif [View same] [iqdb] [saucenao] [google]
1982022

>>1982021

>> No.1982063

https://www.youtube.com/watch?v=P40CC9T91Bc

>> No.1982230

>>1982021
>>1982022
Are these game sprites?

>> No.1982333

>>1982230
No, just something I made in my spare time.

>> No.1982341

Guys, can someone please tell me how the fuck to make a keyframe appear over a certain amount of time in Flash. I'm trying to have my arcs appear underneath all my working frames. Google is useless.

>> No.1982368

>>1982341
Use the extend keyframe key... F5...

>> No.1982400

>>1982368

I don't appreciate your condescending ellipses, but you answered my question, so thank you.

>> No.1983391

>>1950356
The torso twists with each step. The shoulders twist opposite to the pelvis. Don't just think about front-back, left-right. Consider twisting and torquing.

>> No.1983397
File: 284 KB, 547x308, j9j9j9.gif [View same] [iqdb] [saucenao] [google]
1983397

>> No.1983399

>>1981039
I can say this is pretty true, i actually started with screen tablets but i quickly got used to the non-screen tablets.

>> No.1983520

Hi guys,
I'm designing a character for a short cartoon but I'm having problems stylizing my character. My proportions are always awkward (large head, long arms, torso too short). Can I get some tips on stylizing human proportions into simple forms enough for animating?

Also what's the best animating software to use? Flash feels unnatural and clunky.

>> No.1983541

>>1983399
Not my experience (and plenty other people). It used to be pretty common for people to scan paper drawings and use regular tablets only for painting stuff, before Cintiqs became huge and a slight bit more affordable.

>> No.1983708
File: 446 KB, 1280x956, Pegbar.jpg [View same] [iqdb] [saucenao] [google]
1983708

Made this from an old binder for traditional animation. The poor man's pegbar.

>> No.1983759

>>1983708
I've been thinking of doing the exact same thing.

>> No.1983776

>>1983759
It's been working very well so far.

>> No.1983779

>>1983708
you should trim it a bit so you can remove/add paper quicker

>> No.1984539
File: 160 KB, 550x400, walk_cycle_arms2.gif [View same] [iqdb] [saucenao] [google]
1984539

My first experiment with Flash. Never drawn arms on a walk cycle before. Hooray for learning.

>> No.1984558

>>1983708
I have a similiar setup, I use a binder with only to "pegs" though. it's really nice

>> No.1984561

>>1950356
haven't sat down and done some real animating in a while. Here's something I made a while back.
thoughts? pls be gentle ;_;

https://www.youtube.com/watch?v=0TRphpTd-gs

>> No.1984585

>>1984561
>farting sounds

Well, for being such a long "one-man" project it had decent animation. I'm not a fan of that cartoony youtube style myself, but I can see 13 yo's finding it appealing. You should also get more sound effects. It was really boring to watch all these scenes where you expected sound effects, but weren't rewarded. And for god's sake, stop with the "xD xD FAARTXDXDXD" sounds.

>> No.1984609

>>1984561

I really didn't want to admit it, but that was actually pretty funny.

>> No.1984617

>>1984609
>>1984585
Thanks guys, I really appreciate it.

>> No.1986669
File: 415 KB, 640x400, hair.gif [View same] [iqdb] [saucenao] [google]
1986669

wavy hair study I did with the aid of 3d modelling and tracing.

I should have added more hair. I'll do that next time.

>> No.1986700

>>1986669
what did you use 3d modelling for?
Also, she has a giant bald patch above her left ear.

>> No.1986719
File: 374 KB, 1280x720, rain greg (1).gif [View same] [iqdb] [saucenao] [google]
1986719

>> No.1986767

>>1986700
I used the 3d modelling for tracing. I know she has that bald patch, which is why I should have added more hair.

>> No.1986797

>>1984561
it was good but it makes me sad that every youtube animator panders to video games to get those pageviews

>> No.1988309
File: 2.42 MB, 1080x1080, dededefeet.gif [View same] [iqdb] [saucenao] [google]
1988309

Second ever attempt at animating. Went with animating Dedede for the sake of practicing a walk cycle and stretch&squash at the same time. Been using photoshop's video layers to animate because it feels natural, and because I can't figure out TVPaint for the life of me.

>> No.1988320

>>1986719
>GALO SENGEN

>> No.1988326
File: 341 KB, 469x320, punch.gif [View same] [iqdb] [saucenao] [google]
1988326

This is a bit old by now, it's a super short thing I made in TVpaint as a test. I haven't done anything in a while because I felt I had too many shortcomings in just pure drawing ability to get into something so complicated and time consuming as animation.

>> No.1988338

>>1988309
Looks really jumpy, try to keep your frames closer. Also when walking the opposite arms and legs will be at the front/back, for example you have the left arm moving with the left foot, when it should be paired with the right foot. It looks more like he's shuffling his weight forward than actually walking because of that, like how you'd move if you couldn't move your legs. Also there are tutorials out there for TVP.

>>1988326
Don't cut away to a different angle after the buildup, the effect is lost. His fist is already in the other guy's face after the cut and (in my opinion) you can't feel the impact as much as if you changed the angle before the hit. I think a dynamic camera that moves instead of clearly cutting would've been a great addition to this scene.

>> No.1988349

>>1988326
It doesn't feel like slow motion, it just feels like he's moving slow, if that makes any sense.

>> No.1988350

>>1988338
Yeah, making it was how I learned why people plan scenes before animating them. The cut was really just me being lazy and not knowing how to proceed. If I hadn't been just playing around with a new program it might've ended looking better, maybe not. I can't even make a decent ball test let alone a walk cycle.

>> No.1988392

>>1988326
>>1988338
Tony from every frame a painting talked about this in his jackie chan video. https://www.youtube.com/watch?v=Z1PCtIaM_GQ#t=302

>> No.1989397
File: 640 KB, 800x800, pspt test.gif [View same] [iqdb] [saucenao] [google]
1989397

I've always been fascinated by animation but I'm not very good at drawing so I just do little experiments every now and then.

I made this recently, a little perspective experiment, turned out all right though it took me quite a while to figure out how to do it and how everything should behave in such a short loop, animating perspective is quite difficult but it's fun.
I'm happy with this little test but I want to go further.

>> No.1989574
File: 550 KB, 575x1500, z3.jpg [View same] [iqdb] [saucenao] [google]
1989574

I always wanted to do animation, but I tend to rush things and expect results very quickly - having no patience is a very bad habit. how to overcome?

>> No.1989576
File: 469 KB, 950x633, z.jpg [View same] [iqdb] [saucenao] [google]
1989576

>>1989574

>> No.1989595

>>1989574
That attitude is perfect for animation so long as you know the fundamentals. it's also the type of thing I'd recommend taking a class for because the self taught animators around here are doing everything wrong and I can't even stand to look at their work.

>> No.1990140

>>1989595
Not the guy you're talking to but the animator's survival kit is pretty much recommended around here, is that not the same as taking classes? or are you saying it don't cover the fundementals well enough?

>the self taught animators around here are doing everything wrong

They don't know the fundementals? or what exactly?

>> No.1990178

>>1989595
what about Bahji O JD? he's selftaught and he works in the animation business in Japan. oddly enough, he also lives in the same city as I do.

>> No.1990183

>>1989595
>That attitude is perfect

it is? I thought patience was one of the greatest virtues animator could have.

>> No.1990231

>>1990183
Impatience can be good i think because it makes you look for shortcuts. Helps you find the most efficient and economical ways to draw, while a patient idiot would be slaving over pointless details. You need to be efficient as possible with animation. Look at the pro's drawings, not one line is wasted.

>> No.1990397
File: 35 KB, 750x1000, image.jpg [View same] [iqdb] [saucenao] [google]
1990397

Some walk cycles I did last semester

>> No.1990401

>>1990397
Shit..
Rough http://i.imgur.com/0sFJlcA.gif
Clean http://i.imgur.com/tanoYCj.gif

>> No.1990439

>>1990401
>>1990397
Looks good but I'm no expert when it comes to anatomy.
Also looks like he freezes in a frame, which kinda breaks up the loop.

>> No.1990446

>>1990439
This. Refrain from having the same frame at the start and the end.

>> No.1990447

>>1990397
It's quite good. You probably know this, but it's generally good form to fix any hiccups. There are two that I can find: on, I think the first frame of the animation, the hair line and the rhythm of the face is define whereas on all the other frames it is not. Second, the right hand does not draw back to the full length as does the left. The left hand stops short at roughly the center of the body. Very good though.

>> No.1990448

>>1990447
>right hand stops short at roughly...
fix'd. sorr,y a'm drank

>> No.1990493
File: 103 KB, 550x400, dollylift.gif [View same] [iqdb] [saucenao] [google]
1990493

Oh lorde
E for effort

>> No.1990503

>>1952004
cartoons?
storyboarders are still needed for movies/shows/anything
rough animations are needed for CGI

>> No.1990505

>>1990493
again, it's good, but the little thing she has in her hand is self-motivating.

maybe it's supposed to be doing that, but in that case mention that shit in your post: "BTW, SHE HAS TELEKINESIS"

>> No.1990514

>>1990493
Maybe it will look more natural if every part of the body doesn't move at the same pace.

>> No.1991410

>>1983708
post some of your animations anon
plz

>> No.1991514

What are some of the reasoning about not using a light table in digital/traditional? How is it beneficial or is it?

>> No.1991571

>>1990231

I think that the middleground is pretty okay, focusing on details can lengthen the time it takes to finish your animation, but the extreme of hastily doing it wouldn't make your animation look too good.

>> No.1992008

>>1952004
See
>>1975906

I see possibilities everywhere. If you can draw and animate, you are a God in my eyes.

>> No.1992685
File: 525 KB, 1280x720, w.gif [View same] [iqdb] [saucenao] [google]
1992685

>> No.1992924

>>1953742
mobulll

>> No.1992927

>>1953760
kickass, malaysiabay, any other torrent site has the same stuff tpb does

>> No.1992928

>>1961163
looks like sickanimation nice

>> No.1992992

I'm about to get cracking soon on some animation. I guess too boom is the way to go?

Does anyone know flash? I remember using it in 2004 but even then I never figured it out. Just seems so complicated. The timeline and shit.

>> No.1993146
File: 88 KB, 300x288, swing.gif [View same] [iqdb] [saucenao] [google]
1993146

Sure is hard when you're still shit at figure drawing. any critiques.

>> No.1993217

>>1993146
Mid section is too fast, feels like it has no weight to it

>> No.1993222

>>1993146
why is he raising his leg to bat? That's more of a pitching thing.

it's cool animation though.

>> No.1993269

>>1992992
Flash is one of the easiest animation software if you're not touching ActionScript.

>> No.1993280

>>1993222
referenced this https://www.youtube.com/watch?v=DzJms7RW02A and it kinda makes sense to do so doesn't it, more weight behind the swing and such

>> No.1993282

>>1993217
now that I haven't looked at it in an hour or two I agree, gonna fix it later.

>> No.1993632

>>1993269
thanks buddy, im gonna find some good tutorials on youtube

i saw some guys process of animating in flash and i was blown away. Seemed like he could make anything with simple shapes. He had good drawing skill too.

>> No.1994181
File: 72 KB, 550x400, first animation.gif [View same] [iqdb] [saucenao] [google]
1994181

>>1993269
>>1993632
alright my first animation ever! used a guide for the timeline. amazingly quite easy to understand.

some problems i had was keeping it consistent, i think the onion skinning helped. also didn't like the brush too much. I got lost a few times, but this is really fun, thank you anons! I think I'm gonna make another now.

>> No.1994187

Call me stupid but is Adobe Flash Raster-based or Vector-based?

I'm not very fond of the vector-based look, and there's barely any raster-based animation programs aside from TVPaint (which can honestly be a better program, but isn't)

>> No.1994193

>>1994187
vector. tvpaint just requires configuring.

>> No.1994194

>>1994187
yeah flash is vector, it's great for scaling infinitely, it's all algorithms and stuff. but it looks awful unless you design around it.

And as for raster I believe photoshop can be used for animation.

>> No.1994256

>>1994194

>Photoshop for animation

photoshop's animation UI is a giant clusterfuck

>> No.1994316

>>1957960
i like this
>rule34when?

>> No.1994347
File: 349 KB, 600x1250, draft2.jpg [View same] [iqdb] [saucenao] [google]
1994347

Howdy folks, I haven't had much time to work on the animation software list, but I've updated it a bit from last time. Not by much unfortunately. If you guys have any suggestions, criticism, etc on how to make it better I'd love to hear it.

These are collected from previous animation threads made here on the board with some additional info. What kind of information do you want to know upfront about animation software?

I figure things like price are easily searchable, so I'd rather it be mainly information about the programs themselves, but not so much as to list everything about said program. At that point you might as well look into the software on your own to make sure it's what you want.

Also, it'd be great if we collaborated in the new sticky thread >>1988372 to make an animation resource page. It could be in here or there, but I think it'd be a good idea to compile information before heading over.


>>1994181
I'm glad you figured it out! If you haven't seen Happy Harry's tutorials on animation, you should check it out. He uses flash, but the tips he gives can also be used with other software and animation in general.

https://www.youtube.com/playlist?list=PLjX9SJKrPnPROi_Bc3LOBWaXi0uz61Bom

>> No.1994354

>>1994347

Just going to drop some more info. Pencil has mac support with a .gif exporter, Retas is an animation program, Aesprite is a pixel based animation program.

>> No.1994361

>>1994354
Great! I'll make sure to be adding these and updating the info I've got on there. Thanks for catching my mistake too. I'll wait a bit before posting the updated version

>> No.1994376
File: 9 KB, 198x200, 4502448+_50ab0dd66ade34a4b5f6dc5134ecd2f7.jpg [View same] [iqdb] [saucenao] [google]
1994376

>>1994347
>by french

>> No.1994476

>>1994347
this is amazing thank you, im also enjoying your recommended software list here.

>> No.1994480

>>1994347
I'm a pencil and paper user so I'm completely ignorant of animation, but I wanted to ask you guys a question.
What software is used to make top animations movie/cartoons like the Simpsons or things like that?

>> No.1994494

>>1994480
Probably very complex animation software that's useless to someone that's ignorant of animation.
I think you can better just pick one that you think might fit you, if you want to start learning.

>> No.1994505

>>1994480
Toon boom is the american industry standard as far as I know.
Princess and the frog, and Winnie the pooh (2011 film) were done with toonboom harmony (or pen&paper, scanned to toonboom, depending on the animator).
The Simpsons, Futurama, Family Guy etc are all done with toon boom as well.

I think the industry standard in Japan is Retas, though Flash is popular among young animators.

tvpaint is still not exactly a standard anywhere as far as I know but it's popular in Europe and taught in many of the animation schools I've looked into.

>> No.1994520

>>1994494
>>1994505
thank you both.
no, I have no intention to start animating (I wouldn't be able anyway), just curious

>> No.1994584
File: 70 KB, 376x160, 3rd animation.gif [View same] [iqdb] [saucenao] [google]
1994584

>>1994347
thanks for easytoon im actually enjoying the simplicity of this one

>> No.1994756

>>1984561
i fucking loved it holy fuck, anon that was great! maybe because i havent been playing too many videogames. People seem to be overexposed to them. Just my guess. I'll keep an eye out on you young man !

>> No.1994808
File: 498 KB, 768x432, saerts.gif [View same] [iqdb] [saucenao] [google]
1994808

hows this looking so far?

>> No.1995085

>>1994808
needs more weight when landing.

>> No.1995091

>>1994808
How much time did you spend on this?

>> No.1995101
File: 2.36 MB, 854x480, c3c13ff0b7399849414146fa8e796770[1].webm [View same] [iqdb] [saucenao] [google]
1995101

>>1994808
- smears should be corresponded to the direction and the speed of the action
- For a beginner, don't do smearing like Bahi. Draw the form normally, then add smears on top of it.
- hold the pose on midair longer
- either add more frame to ease out the landing or do overshooting/bounce instead. it will be lass realistic but will read better this way
- hold the pose a bit longer before turning at the end

>> No.1995102

>>1995101
webm: look at how the smears were done

>> No.1995105

>>1995101
do you know who is the animator behind dennou coil?

>> No.1995107

>>1995091
bout 40 minutes
>>1995101
Thanks i can see the timing is off now. I only put the smear in on roughs to help me see where things are moving, i would probably get rid of them in the clean up.

>> No.1995108

>>1995105
Mitsuo Iso

>> No.1995114

What software do you guys use to animate?

>> No.1995170

>>1995108
also is dennou coil entirely 2d? as drawn freehanded?

>> No.1995173

>>1995170
Sacchi, the big round floating robots, were 3D. The rest is pretty much traditionally animated https://www.youtube.com/watch?v=bb8xxc9kzZs

>> No.1996628
File: 110 KB, 700x394, random58.gif [View same] [iqdb] [saucenao] [google]
1996628

Short thing I did today.
Tried to focus on the follow through.

>> No.1996774

>>1996628
Pretty cool.

>> No.1996808

>>1995101
this is beyond fucked up, black belt judo master man in prime strength vs white belt noob 9 year old not even pubic hair yet

>> No.1996814
File: 24 KB, 260x338, 51QxS2+gYdL._SX258_BO1,204,203,200_.jpg [View same] [iqdb] [saucenao] [google]
1996814

I'm starting out on ToonBoom and holy shit this book is great help. You guys probably already know about it but if anyone wants to start on ToonBoom you should look into this.

>> No.1996815

>>1996628
nice stuff, good action reaction
watch out for that color change in his shirt though

>> No.1996836

how do I start animating?

>> No.1996911

>>1996836
by drawing.

>> No.1996970

>>1996836
Read this http://www.amazon.com/The-Animators-Survival-Richard-Williams/dp/0571202284
Download this http://www.flat2d.com/easytoon/Downloading.aspx
Worship these http://en.wikipedia.org/wiki/12_basic_principles_of_animation
Do these http://www.animatorisland.com/51-great-animation-exercises-to-master/

>> No.1997016

>>1996970
Oh sweet let me make one for drawing.

Read this. http://www.amazon.com/Understanding-Comics-The-Invisible-Art/dp/006097625X
Download this. http://www.adobe.com/products/photoshop.html
Worship these. http://www.projectarticulate.org/principles.php
Do these. http://www.carolmarine.com/

>> No.1997035

>>1996815

Yeah, flash gif compression is so bad. I changed it just a little bit, it was nearly not noticable in flash, but the gif compression made it a lot more noticable

>> No.1997074

>>1996808
Nah, that little punk ass nigga needed to be put in his place.

>> No.1998077

>>1997016
>projectarticulate.org/principles
ded link

>> No.1998122

>>1998077
Why don't you draw for a bit?

>> No.1998131
File: 54 KB, 600x338, Untitled.gif [View same] [iqdb] [saucenao] [google]
1998131

>>1998122
h-how rude, i'm trying my best

>> No.1998145
File: 35 KB, 500x400, output_OfNCTf.gif [View same] [iqdb] [saucenao] [google]
1998145

trying to animate hair being hit by a really hard wind

>> No.1998176

>>1994347
>Forgetting ms-paint and movie maker combo

>> No.1998780
File: 1019 KB, 950x534, aex.gif [View same] [iqdb] [saucenao] [google]
1998780

>>1994347
>French
I am glad we see eye to eye, I love this software but the thing I say the most to people is that its UI is very french.

>> No.1998866

>>1998145
It looks like a fish trying to eat that guy's head.

>> No.1999093

>>1994808
Use cleaner/more confident lines.

>> No.1999124

Is animating like drawing? Like even if you suck at first, the more you do it the better you become?

>> No.1999125

>>1999124
everything works like that

>> No.1999126

>>1999124
no, you will die knowing you suck at animation.

>> No.1999173
File: 268 KB, 1187x1023, ss+(2015-02-28+at+11.45.01).jpg [View same] [iqdb] [saucenao] [google]
1999173

>>1998077
>http://www.projectarticulate.org/principles.php
works for me

just type in elements of art and yes go draw

>> No.1999180

>>1999173
by the way when i say read loomis, i mean look for these. But since this is the internet, you can get this info anywhere now.

>>1999124
animating has it's own rules. Drawing is just critical because animation is a visual medium, you need to draw to animate more effectively

Animation is it's own discipline, you need to follow it's 12 principles.

>> No.1999268
File: 421 KB, 460x830, first animation.webm [View same] [iqdb] [saucenao] [google]
1999268

This was my first animation so I wanted it to look spiffy. I didn't succeed.

>>1994256
You weren't kidding. This took forever because the interface in Photoshop is kinda shit. It's what I got though.

>> No.1999296

Do you actually have to sacrifice anatomy to make an animation faster/more fluid ?

It feels like you have to take a lot of shortcuts if you want a decent length of animation but sometimes people take so many the end result looks sketchy as fuck.

>> No.1999332

>>1999296
That's why you stylize it so that the shortcuts work well with your characters. Here's one of the first examples of what's called "limited animation". It's a great example for this. https://www.youtube.com/watch?v=jR0eBWDVAtw

>> No.1999379
File: 271 KB, 443x630, Jesica_Run_01.gif [View same] [iqdb] [saucenao] [google]
1999379

Working with rigged characters in After Effects.

going to do some jumps and stuff as the next test.

>>1999268
AnimDessin 2 helps a bit with the UI of Photoshop.
http://pspanels.com/animdessin2/

>> No.1999383

>>1999379
Don't forget up and down movement

>> No.1999385

>>1983391
twisting while bobbing left and right slightly as you balance the center of gravity over the pelvis

>> No.1999395

>>1995101
>those hollywood cuts
>artist requires them to convey impact

Animation exists to escape the limitations of film, please don't try to emulate film director crutches like this aspiring animators.

>> No.1999400

>>1999395
what is it about the cuts that make them hollywood-ly

>> No.1999412

>>1999400
not that anon, but watch this (start watching at the 2nd minute):
https://www.youtube.com/watch?v=Z1PCtIaM_GQ

>> No.1999438

>>1999268
theres supposed to be some kind of free plugin floating around but you have to use adobe exchange manager and login...

AnimDessin was the name for CS6 and AnimDessin 2 for CC. It's designed to make the animation features much easier to use in photoshop.

We gotta figure out how to crack it or get it cracked.

https://vimeo.com/96689934

>> No.1999440

>>1999400
those are also editing decisions as far as i know too. Animation does alleviate the need to change the camera positions. Idunno i don't know much yet.

>> No.1999446

>>1998780
holy shit the camera is so lifelike

>> No.1999456
File: 273 KB, 442x630, Jesica_Run_02.gif [View same] [iqdb] [saucenao] [google]
1999456

Added more up and down, looks better.

might need to tweak the head I bit more though.

>> No.1999481

>>1999456
knees are popping.

This is the kinda shit I would expect in a 3d model, not 2d.

>> No.1999483

>>1999456
thats not how people run

>> No.1999486

>>1999456
Can you please use a fucking reference before you attempt something as simple as a run cycle?

her arms should be going the opposite direction of her legs. For example, left arm and right leg will go forward, right arm and left leg back.

>> No.1999504
File: 678 KB, 245x188, Muybridge_horse_pacing_animated.gif [View same] [iqdb] [saucenao] [google]
1999504

>>1999486
Looking at the legs I doubt that thing is a human. Probably a giraffe. They have a pacing gait consistent with the animation shown.

>> No.1999510

>>1984561
Hahaha great stuff

>> No.1999547

>>1999395
>>1999412
>I watched Tony Zhou's videos and I'm now an expert on editing and directing!!!!!1
Please end your life.

>> No.1999555

>>1999547
how does one get good at directing? do you know of any resources?

>> No.1999559

>>1999555
If you have to ask for resources on an image board, you will probably never be good at it.

>> No.1999565

>>1999547
>he's mad people found out about tony zhou
>muh trade secrets

>> No.1999580

>>1999565
>trade secrets
Not really. His videos are great as a introduction to the topic, but far from being useful to any film maker.

>> No.1999587
File: 1 KB, 24x24, 24run.gif [View same] [iqdb] [saucenao] [google]
1999587

This is an animation I did for a game I was making a while ago.

I started out without knowing the first thing about animation, so I think I did okay.

>> No.1999611

>>1999580
I think you're upset that people are discovering Tony Zhou. You probably thought you were the only one in on it.

And everything about Tony Zhou is wonderful topic about storytelling and composition. He's an editor so the director wants to make shit artsy and shoot 6 hour experimental shit and have crazy dialog. Editors keep it real.

>> No.1999665
File: 268 KB, 442x630, Jesica_Run_03.gif [View same] [iqdb] [saucenao] [google]
1999665

Hopefully less shit this time.

>> No.1999724
File: 172 KB, 842x542, arm.png [View same] [iqdb] [saucenao] [google]
1999724

>>1999665
Why are the arms so stiff? Is it because the limitation of your rig?