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/ic/ - Artwork/Critique


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>> No.3200056
File: 392 KB, 1024x784, MV5BM2UzODkzOTYtNDI5Yi00NTM2LWE5OTYtZDc3NTAzNTUwYjgxXkEyXkFqcGdeQXVyMjUyNDk2ODc@._V1_.jpg [View same] [iqdb] [saucenao] [google]
3200056

>>3199802
First for rotoscoping is cool and is just as valid as any other form of animation

>> No.3200059

>>3200056
Congratulations. You've ruined the thread without even trying.

>> No.3200060

>>3200056
I used to trash it before I tried it on my own. Sure it removes some problems and in general it's easier but you need to know what the fuck you're doing to get a convincing result. It's not as easy as some would expect.

>> No.3200062

How long should my first attempt at an animatic be?

>> No.3200067

>>3200054
It was animationfags who created that misconception anyways leading to everyone else believing the same thing.

>> No.3200071

>>3200067
Rotoscoping is shit

>> No.3200247
File: 264 KB, 148x111, 1413230567969.gif [View same] [iqdb] [saucenao] [google]
3200247

Is there an option in OpenToonz that's like Photoshop where you can adjust the image like "Overlay, Light Burn, etc" all those type of settings to change the picture?

>> No.3200323

If there's one thing I've learned from this thread is that it's probably the biggest pool of the blind leading the blind. People rarely give helpful advice, and I don't mean critiques apart from 'ur art a shit'... Anons will tell you what's wrong and how to fix it, and they're wrong. It will end up looking worse than what you started with. It's so abundant here that I have to wonder if it's just a congregation of fucking morons or people purposely misleading others.

The posters here have even told people with real talent to fuck off out of this dump because success comes here to die. I don't understand it.

>> No.3200326

>>3200062
As long as your audio.

>> No.3200371

>>3200071
disney used rotoscoping

>> No.3200379

>>3200371
ur mom rotoscoped muh dick, nigga

>> No.3200405

Any tutorials on how to use OpenToonz?
Trying to figure out basic things like how to pan an image, adjust the size, making it more transparent, etc.

>> No.3200860
File: 61 KB, 1008x781, Capture.png [View same] [iqdb] [saucenao] [google]
3200860

>>3200405
For panning:
Select the tool highlighted on the left.
1. Changes the layer to what you wish edit.
2. Is a drop down menu for chosing what way you want to manipulate the layer. (Position, scale, etc.)
3. These are the numbers of how far/ much it will change the layer. For example on position E/W is how far it moves left/right, N/S is how far it moves up/down.
To animate this:
4. Select the first frame where you want it to begin moving. Move and scale the frame or camera to where you want to start. If you want it starting where it already is, just right-click on the frame and click "Set Key (Z)".
5. Then just go to the frame where you wish it to end and shift the frame/camera around. This should automatically place a new key frame for those new coordinates.
OpenToonz will then automatically inbetween those two keyframes.

Adjusting the size can be done using the same tool as used to pan.

Transparancy is done on the "Drawing" tab. Just make use of the colour pallette with different variations of the colour you use. Just keep changing the middle adjustment "M" in the style editor for each one and select a different colour variant for each frame.

>> No.3200898

Beginner question, how do you put key animation and lay out together, esp when doing it on paper.

Something like this. I get the impression the artist draw theay out and the key animation separately and then somehow combine them.

https://twitter.com/Shiika_Sadamasa/status/928663395452182528

>> No.3200914

>>3200898
Depends on the animation. Your example was drawn seperately then combined.

>> No.3201265
File: 443 KB, 600x425, blowjob.gif [View same] [iqdb] [saucenao] [google]
3201265

i tried

>> No.3201382

Has anyone used CSP animation? How does it stack to other programs? Are there any good tutorials?

>> No.3201480
File: 90 KB, 373x664, floweyGlitch_WIP.gif [View same] [iqdb] [saucenao] [google]
3201480

Work in progress. Second animation of my whole life.

>> No.3201505

>>3200898
I could probably give a tiny class right here to explain.

Step by step:
1. Make a storyboard. Draw key moments of the story like you'd draw a comic book page. They must be really important, major keystones the animation couldn't work without. If motion will happen during the major keystones, draw arrows to point the motion. The first frame of the example you gave is a keystone, and the last frame too.
2. Start doing half sections. minor keystones continues the storytelling between frames, but still are very important. the last two still images just before the last frame (when you see the alley from the girl's back, then her reaction face) are minor keystones as they convey something important, but not quite major storytelling (but quite close).
3. start filling out with progression keys. The part in your example where she dodges something during running is a progression key between the major keystones and minor keystones.
4. Complete the animation by doing the details.

Usually, animators use tracing tables/tablets to shine a bright light through the paper, allowing to trace over with the next paper, and by the same move modify elements of the drawing to make the next frame's movement. Movement between frames should be subtle if a slow movement, or a bit more ample if fast. It all depends on your framerate. My animations are usually at 10-30 FPS depending on the effect I aim for. I usually find anything under 15 fps to feel choppy but that's up to taste.

Personally I use aseprite to do animation because I mostly do pixel arts but the beauty of the tool is that it works on very large scale pictures too, has integrated onion skins (shadow of the previous keyframe(s) and even the following one when filling in), layer feature, premade oldschool palettes and basically anything you might need for a proper animation. Perhaps the only lacking tool in it is antialiasing.

>> No.3201534
File: 184 KB, 373x571, floweyGlitch.gif [View same] [iqdb] [saucenao] [google]
3201534

>>3201480
Done.

>> No.3201949
File: 637 KB, 871x490, SCENE1 WIP.gif [View same] [iqdb] [saucenao] [google]
3201949

working on a sleepycast short,
how does this look?

>> No.3201995
File: 16 KB, 550x400, Untitled-1.gif [View same] [iqdb] [saucenao] [google]
3201995

I made these two animations recently, please tell me how it looks to you guys

https://www.youtube.com/watch?v=2haoL9QCRTI

https://www.youtube.com/watch?v=kpaYis_Zv3M

>pic unrelated

>> No.3202023

>>3201949
Movement is kinda smooth but your volumes and lines appear to be shifting too much. Also are sleepycast animated videos still a thing? I haven't listened since season 1 but I thought they ended it. Is their still an audience for 'em? I remember even the shittiest ones getting 10-20k views easy.

>> No.3202044

>>3202023
people moved on to oney plays shit, but i still love this skit and noone decent animated it, also might aswell fill up my portfolio
https://www.youtube.com/watch?v=9dbxPBj4Jp4

>> No.3202051

>>3201534
looks bad my man

>>3201949
looks good
what is sleepycast and why are you animating for it

>> No.3202058

>>3202051
It's a podcast made up of a bunch of different internet animators. He's probably animating for it cause he's a fan + there's an established fanbase for easy views and exposure.

>> No.3202771
File: 1.92 MB, 1280x720, heu (1).gif [View same] [iqdb] [saucenao] [google]
3202771

>> No.3202881
File: 1.09 MB, 640x360, output_4wMMOK.gif [View same] [iqdb] [saucenao] [google]
3202881

>> No.3203101

>>3202881
Simply amazing.

>> No.3203121

>>3201949
A lot better than most other sleepycast animations

>> No.3203709
File: 1.41 MB, 482x321, chamaeleon007.gif [View same] [iqdb] [saucenao] [google]
3203709

>> No.3203724

>>3199802
Is it possible to tell the difference between 2's and 3's?

>> No.3203766
File: 41 KB, 600x600, le hospital monkey face.jpg [View same] [iqdb] [saucenao] [google]
3203766

>>3203724
Uh...yeah?

>> No.3204660
File: 162 KB, 667x500, first animation.gif [View same] [iqdb] [saucenao] [google]
3204660

>>3199802
First time I have ever tried animating in any way shape or form.
It's about what could be expected

>> No.3204823

>>3204660
Why are her tits bouncing for no reason? If you want to have jiggling boob animation you need her to move her torso, you need her body to move period. Action and reaction, m8.

>> No.3205082
File: 2.22 MB, 1943x1323, E7A924CE-8A67-49C6-8562-3DCA24020974.jpg [View same] [iqdb] [saucenao] [google]
3205082

Dumb question but I don’t know what to google to find an answer, what are these used for, in the upper right corner?

>> No.3205109

>>3205082
I think they are for numbering what scene/cut it is

>> No.3205205

>>3205109
Scene/Cell

>> No.3205255

>>3204823
I was actually trying to make it look like breathing but yeah it kind of just look like her tits are trying to escape or something.

>> No.3205258

>>3202771
This reminds me of either an old seaseme street short or a music video from the late 70's

>> No.3205410 [DELETED] 
File: 1.29 MB, 376x651, walkw.gif [View same] [iqdb] [saucenao] [google]
3205410

just trying to animate a character after doing some balls and stuff.

>> No.3205415
File: 1.29 MB, 376x651, walkw.gif [View same] [iqdb] [saucenao] [google]
3205415

This is my first character animation after doing some balls and stuff. Sorry the shape continuity around the eye and ear is bad.

>> No.3205423
File: 228 KB, 1200x900, DGpXTDUV0AoJShq.jpg [View same] [iqdb] [saucenao] [google]
3205423

>>3205082
Scene
Cut
Time in (seconds+frames)

>> No.3205552
File: 48 KB, 450x450, tumblr_mzh94zlGCd1s5k1uro4.gif [View same] [iqdb] [saucenao] [google]
3205552

>>3200056
fpwp

>> No.3205588

Hey I hope you guys don't mine if I post some old stuff

https://www.youtube.com/watch?v=VvLjCQ1yNzg

>> No.3205594

>>3205415
It's really good! Don't worry too much about keeping the small details consistent yet, you should focus a lot on the dynamics of movement and junk like that-- which is going well if this animation is any indication! A lot of people read about the walk cycle in Williams' book but don't actually try to emulate it which results in a lot of wonky stuff, it's good that you're following his example.

>> No.3205598

>>3202881
Did you recolor the picture on every frame to achieve that moving color look?

>> No.3205912
File: 613 KB, 1135x802, 4EDAC151-8708-4B90-BF33-5B64816A9DBC.jpg [View same] [iqdb] [saucenao] [google]
3205912

>>3205598
Yes I did. I was mostly practicing how to draw hair blowing in the wind, I think it’s called reverse curve.

>> No.3206007

>>3205912
Wait you did that on paper? I could have sworn it was digital.

>> No.3206244

Is it possible to make 2d animation in Blender? How do?

>> No.3206272

>>3206244
It is from what I understand you can assign rigs to objects made from two dimensional planes and then make animations that way, look it up on youtube.

>> No.3206705
File: 84 KB, 1024x768, 1489032270470.jpg [View same] [iqdb] [saucenao] [google]
3206705

Supposing I want to become a director (Executive Idea Guy, that's my dreamjob), should I learn how to use standardized storyboards, stopwatches, appropriate camera lingo, properly formated word documents and all that jazz, or would simply having a good portfolio of previous works under my belt be enough?

I've never worked on anything bigger than a team of 4~5, so it's always a very straight-forward job with writing, storyboarding and making an animatic. How do I get that "professional in this field" edge, and is it necessary?

>> No.3207060

>>3206705
These aren't facts I'm saying, but the best way for you to become a director is to become either an animator or a story artist, and then excel enough with your ideas that some producer picks you up for their next project. Basically climb the ladder like everyone else does.

Highly doubt anyone's going to pick you up as a director without prior experience.

>> No.3207186
File: 320 KB, 1000x563, ehhhhh.jpg [View same] [iqdb] [saucenao] [google]
3207186

Made this recently as experimentation, I don't think the outcome was the best, but it was more just seeing how I might combine mediums. (2D, Digital 3D, Real built set)

https://www.youtube.com/watch?v=VlJ4fOnZViw

>> No.3207191

>>3207186
the guy doesnt feel like it belongs there for some reason, dont think it's the 2d of it because the hand felt fine

>> No.3207202

>>3207186
2 much special effect not enough animation.

>> No.3207233
File: 1.19 MB, 2550x3509, sheet Tagger.jpg [View same] [iqdb] [saucenao] [google]
3207233

>> No.3207432

>>3207060
I see. I'm working on that, of course, I have already led a few projects I'm proud of.

I'm just afraid of someone getting interested in my "talent" in the future and then finding out I don't know how to write some industry-standard technical script or some shit like that. I don't even know if there is a standard between different companies, imagine between different countries/languages (I doubt it very much I'd land a big gig where I live).

>> No.3207609

animate cc is same as flash right ? is it easy to use ?

>> No.3207625

>>3207609
Yes. Should be pretty easy.

>> No.3207782

>>3207432
You seem too focused on the details my dude, if you’ve led a few projects already that weighs heavier than knowing about ”standardized storyboards” whatever the fuck that means, just fake it till you make it, like everyone else does

>> No.3207991
File: 1.02 MB, 1920x1090, InThePit.png [View same] [iqdb] [saucenao] [google]
3207991

https://www.youtube.com/watch?v=PQ4bX9Svelg

Wanted to experiment with animation+databending. What do you guys think? Any input on the animation?

>> No.3208038

>>3207991
also was wondering, do you think there's any particular path one should go through to learn animation or it's pretty much a matter of effort and personal preference? I started a course in october and apparently we will only be working on paper this year. Do you think starting with traditional animation is better, even if I'm willing to work digitally?

>> No.3208206

>>3207991
absolute garbage now fuck off

>> No.3208211
File: 1.75 MB, 450x364, ballfight.gif [View same] [iqdb] [saucenao] [google]
3208211

>>3205594
Thanks I did read the survival guide but Id like to make it smoother, but i might just start something else.

>> No.3208213

>>3208206
:/

>> No.3208225

>>3208038
Paper will help you with the discipline.

>>3207991
ehh... there's just like a 24 frame long animation that feels really unpurposefull... don't really feel I can say much, just like you can't really critique a doodle that much...

>> No.3208238

>>3208225
It's more like 120 frames :^) most things I've seen posted have less

But desu though you're right, I'll post again if I produce something more consistent.

>Paper will help you with the disciprine.
I probably need it then, thanks

>> No.3208265

>>3204823
Breathing is your lungs expanding and contracting, there would be no up and down motion and if it was large inhales and exhales, the face and torso would move as well.

>> No.3208435
File: 1.12 MB, 1190x1153, fasdfdfadsdfdafsdf.gif [View same] [iqdb] [saucenao] [google]
3208435

Thinking about limited animation and two different approaches to selecting your poses. The "mechanical two's" is there just for reference

>> No.3208439
File: 3.92 MB, 593x512, 198756ed11c882ef424555418a59cad71.gif [View same] [iqdb] [saucenao] [google]
3208439

>>3208435
cont.
"Key poses" would be the traditional way of posing. I picked only the extremes and as few easing in/out frames as I could get away with, and removed the rest.

"Averaging" is looking at the movement of the body and its parts, and dividing them in sections on the timeline. Essentially, at any given frame you can assign "velocity" (or acceleration) to a body part by looking at how long of a distance it travels between that frame and the next one. If there are multiple drawings in succession with similar velocity (or acceleration) then I would group those drawings together and select only the drawing(s) within the group that is (are) the most characteristic of the movement and delete the rest (and of course increasing the exposure time of the remaining drawings to match the timing of the original). In this regard I might often disregard the traditional "strong extremes" (like foot just contacting ground without weight, or foot contacting ground with maximum weight). It's more similar to Mitsuo Iso's "Full limited" approach.

Of course this experiment is faulty since the drawings themselves would be drawn differently to compensate for limited animation, but it was fun and I think I learned something

>> No.3208575

>>3207625
any good tips on using it? I am completely new to animation

>> No.3208648

>>3208575
I mean, all you need to know in terms of using the software is how to duplicate an extend a frame (two different things technically) and how to add a new blank frame. When I used Flash a long long time ago the keybinds for those commands were something like F5, F6 and F7. Also onion skin/light table -mode. Google that. That's all you really need to know. The brush engine is (or was) infamously shit in Flash so maybe look up how to optimize that for drawing as well`.

>> No.3209721
File: 150 KB, 848x750, viewtiful.gif [View same] [iqdb] [saucenao] [google]
3209721

Short practice. It's kind of all over the place but I'm feeling too lazy to work more on it

>> No.3210034

>>3204660
give up

>> No.3210075

>>3209721
lol...

>> No.3210077

>>3208439
>>3208435
how about you stop spewing nonsense and go animate fuck boy

>> No.3210078

>>3209721
What was your intent? Did she fall on purpose then strike a pose?

>> No.3210157

>>3205415
You started too complex

Trying to manage as many details as you are this early on will distract you from the big picture and seriously slow your progress

>> No.3210280
File: 2.10 MB, 888x666, Metal.gif [View same] [iqdb] [saucenao] [google]
3210280

>>3210157

>> No.3210286

Any hobbyist animator forum or group I should be aware of?

>> No.3210364

>>3210286
This one. Anywhere else there are just script writing fags spamming forums asking for people to animate their anime ideas.

>> No.3210365
File: 431 KB, 854x854, wind_cloth.gif [View same] [iqdb] [saucenao] [google]
3210365

would love a crit pls ty :))

>> No.3210641

>>3210078
Yeah sort of acting like a damsel in distress

>> No.3210678

>>3208648
Okay thank you so much.

>> No.3210680

https://wonderunit.com/storyboarder/

not animation software but I think this is interesting to test out. anyone has tried it ?

>> No.3210703

>>3210034
why?

>> No.3210812

>>3210077
u 2 bby

>> No.3210822

>>3210365
the first little flap is weird, I think you pushed the turning of the form too much, maybe it would be better you didn't show the bottom plane as much, or at all. but the large movement is nice and the aesthetic is pretty good as well.

>> No.3211710
File: 2.07 MB, 1280x1059, 554e0ef5-80ae-46e5-9f06-8453ba93014c.gif [View same] [iqdb] [saucenao] [google]
3211710

http://redmatsumoto.tumblr.com/post/167727944561/yaaaaaaaaaaaaaaaaaaaaaa

>> No.3211711
File: 2.45 MB, 1280x1059, 6455dc93-17b7-41d1-83dd-b4b0af8bf0b6.gif [View same] [iqdb] [saucenao] [google]
3211711

>>3211710

>> No.3211820
File: 1.43 MB, 640x360, violet.gif [View same] [iqdb] [saucenao] [google]
3211820

hi guys can someone tell me how they did for the water effect in this gif please

>> No.3211913

>>3211710
/beg/

>> No.3212024

>>3211820
Not much to go on. A name, time stamp, and cut that isn't so terribly compressed/ short would help a lot.

So best guess: 3D ground with hand-painted textures, 3D fluid simulator (Bifrost or similar),3D mannequin to serve as collider and obviously the actual character model. Finally finished with hand drawn elements over top.

But again, just a guess.

>> No.3212060

>>3212024
https://www.youtube.com/watch?v=yuQA5_O0RxE here 6sec
it for my sister who want to do that
it there are a lot of 3d ( i would guess since it kyoto animation) that would be kinda complicated

>> No.3212069

>>3212060
Funny enough, the inclusion of so much 3D is to help make the process easier. I encourage all would-be 2D animators to at least get some basic 3D skills (blender, pirate maya, whatever).

You don't need to make crazy ornate work, just be able to draw up a rough 3d dimensional idea. Being able to drop a camera into a rudimentary set to help plan your shots is a massive time saver.

>> No.3212347

>>3212060
the stone in particular looks like a texture composited onto a 3d surface.
for the water, you could probably achieve a similar effect traditionally by simply animating the speculars & shadows over a background layer with the underwater surface painted on it.
cg would be way more work than necessary for a shot of that length & simplicity imo.

>> No.3213370
File: 75 KB, 1280x640, Tentacle_Sidefuck_Anim1_EXP3_alt.gif [View same] [iqdb] [saucenao] [google]
3213370

Posted on porn thread for anatomy, might as well post it here for animation-related opinions.

>> No.3213376

>>3206705
My best advice is that you not only need to be able to create great stories, but you also need to have strongest work ethic out of everyone. When everyone else is out of juice and ideas, you have to be the one guy who isn't. Technical knowledge of the medium is a given, if you don't have that then what are you even doing in animation?

>> No.3213391

Can anyone recommend some good animation blogs to follow?

>> No.3213496

>>3213391

http://flashfx.blogspot.com/
More or less just posts demo reels these days but still some great material there.
https://blog.sakugabooru.com/
Obviously the blog portion of SB. More geared towards animators than just weebs. Of course the booru itself has all sorts of pencil tests and roughs. Just search "genga".

http://www.cartoonbrew.com/
Not a blog but still has some cool articles from time to time. Just have a hazmat suit close at hand, because they do get a bit political around Oscar time. Otherwise they do a good job of not preaching to the choir too often.

That's all I can think of for now that fall into the blog category.

Bonus:#Animonthly
A hashtag run by Ross O'donovan on twitter. Once a month, everyone posts their animations using the hashtag, and he'll reblog the best ones. There's even a few small communities of animators that will invite you should you get the bump. Great exposure, or just good viewing for any animator.

>> No.3213502

>>3213370
could you not

>> No.3213891
File: 433 KB, 3850x2160, Screenshot problems.png [View same] [iqdb] [saucenao] [google]
3213891

Can somebody help a newb out? I think I effed up my OpenToonz. (Well the "Basics" part, anyway).
I wasnt aware one could drag and drop the different tools and stuff around the screen, and I accidentally deleted the "frames" counter.
Does somebody know how I can get it back?

>> No.3214403
File: 3.41 MB, 774x716, r34-секретные-разделы-LoL-porn-League-of-Legends-1778730.gif [View same] [iqdb] [saucenao] [google]
3214403

Any ideas how this animation was made?

Is there some kind of software to tweak illustrations like that? It seems much easier and faster than drawing each frame by hand.

>> No.3214438

>>3214403
The "easy"(waste-of-time hard) way: Take a 2D drawing, cut it up in pieces, make 3D planes in a 3D modeling & animation suite (blender if you're poor/against pirating, 3DS Max or Maya if you don't care), then learn the basics of animation, z-order, camera placement, proper lighting, texture deformation, proper rendering, etc.

Also desu the art is shitty, even if the animation is kinda okay, but it looks bland. Making the effort is usually worth it.

You can also just not be an idiot, learn the proper way and make your 2D animation split into various layers like anyone with a tiny ounce of logic would do (split bg, main, fg, etc), then just copy-paste the keys and shift them around a bit, giving the illusion of movement, until you get the result in pic related.

>> No.3214461

>>3211711
underrated

>> No.3214521

>>3214438
This. Also dat terrifying face...yeesh.

>> No.3214578

>>3213891
usually softwares have layout templates. try going to "view" or "windows" and seeing what options there are

>> No.3214582

>>3214403
I'm not gonna tell you how it was made cause this animation is tastless garbage and I don't wanna help creating more of it

>> No.3214594

>>3214403
He should've but the pussy flaps in separate layers to really sell the action.

>> No.3214794

>>3214582
Are we talking the about the results being garbage? Or that it's pornography? I'll agree that it looks fucking hideous, but I hope that no one here has any delusions that this board is somehow above smut.

We're here to help one another and talk shit about bad artists, not turn our noses up at subject matter (though futa does cause me internal bleeding).

>> No.3215469
File: 20 KB, 351x351, 1511131006753.jpg [View same] [iqdb] [saucenao] [google]
3215469

>>3213502
Im on a nsfw board and complain about porn wahhh

>> No.3215549

>>3211711
Wtf lol

>> No.3215563

>>3213370
Please send me the finished result.

It's for research.

>> No.3215576
File: 305 KB, 1000x1545, 12314.gif [View same] [iqdb] [saucenao] [google]
3215576

>>3211711
kek! amazing

>> No.3215862
File: 11 KB, 500x500, Animation.gif [View same] [iqdb] [saucenao] [google]
3215862

First time

>> No.3215868

>>3201265
That looks extremely stiff and mechanical. You didn't apply any of the common principles in animation, namely the "preparation" into motion, the bounce effect of stopped motion, and timing your keyframes

No comment on the art as it's incomplete.

>> No.3215876

>>3206705
I'm no director but I saw project leads in many types of things. You need to be the one who drives things forward. It's what a director does, he directs people.

Of course you need the technical know how but it doesn't need to be super deep, you don't have to be the best scenario writer or animator to be a director, you need to just be adequately familiar with the production pipeline, and you will probably need the drive to engage people in your ideas.

It's a matter of character. Everyone has ideas, but you need to be the one to convince others that your idea is the one they shouold go with.

If you're not a driven person and you can't pull the reins to make a focused product then doing the monkey man's job is a preferable choice to stick to. This is true for most industries. If you DO have that drive and you are out there to make a dream a reality, all you really need is connections. And for that you need to put yourself out there and jump towards any luxurious project you seek out.

>> No.3215967

>>3215862
WIGGLE WIGGLE

>> No.3216028

>>3215862
Make it Gondola dancing

>> No.3216799
File: 79 KB, 1282x716, Captureperspective.jpg [View same] [iqdb] [saucenao] [google]
3216799

Are the guns in this image 3D assets? I wanna say yes but they could just be 2D images with some great rendering on them

>> No.3216843

>>3216799
I'm assuming they used 3D for model accuracy but then traced the images so it won't look out of place. Kidd's guns in the show are always fairly detailed.

>> No.3216955

>>3206705
A movie director visualizes other peoples ideas and scripts and has script writers and a director of photography that handles the cinematography. An art director maintains the flow of artwork and a cohesive art style in the project, A lot of time is spent Organizing and creating stuff like style guides. Making sure the artiata speak to the director and the director speaks to management. A creative art director handles big ticket marketing decisions with regards to the companies future. Speaking artist and suite at the same time so the ceo and cto don’t need to.

If you want to be an idea person be the guy that finds funding for projects. It’s the one guy everyone needs but nobody wants to do the job off. Everyone has good ideas. Pay your dues and you might get a shot when you are 40ish.

>> No.3217129
File: 169 KB, 1920x1080, flyingbirdv4.gif [View same] [iqdb] [saucenao] [google]
3217129

i made this in like an hour, anything i can improve on?

>> No.3217663

>>3217129
You seem to have most of the movement correct for the kind of bird design you have going on. Maybe the head is a little jumpy? but it isn't too noticable. What you could do, is start cleaning up those shapes and possibly adding some more details such as feet and eyes, etc. Just so it is a little more interesting.

Good work though!

>> No.3217812
File: 3.22 MB, 888x666, Skull.gif [View same] [iqdb] [saucenao] [google]
3217812

>> No.3218047

>>3215563
I worked on it further, go see in the porn thread for it. Knock yourself out.

>> No.3218092
File: 173 KB, 585x497, warmup.gif [View same] [iqdb] [saucenao] [google]
3218092

always fun to practice the basics

>> No.3218095

>>3217812
>>3218092
These are neat, good job anons

>> No.3218587
File: 47 KB, 560x355, 14:10:17 ball animation.gif [View same] [iqdb] [saucenao] [google]
3218587

basic studies i did a bit ago

>> No.3218589
File: 72 KB, 560x231, 14:10:17 arm animation.gif [View same] [iqdb] [saucenao] [google]
3218589

>>3218587

>> No.3218590
File: 120 KB, 560x493, 14:10:17 Arm 2.gif [View same] [iqdb] [saucenao] [google]
3218590

>>3218589

>> No.3219074

>>3218587
>>3218589
>>3218590
Really nice expressive stuff anon. Good job.

>> No.3219076
File: 264 KB, 610x610, test.gif [View same] [iqdb] [saucenao] [google]
3219076

Tried rotating an arm to help with anatomy.

>> No.3219113

>>3218589
>>3218590
Nice.
Do you animate pose to pose or straight ahead?

>> No.3219214

>>3219076
needs more in-between frames
also less chicken scratch
will make it read better as an arm as well as a more smooth rotation

>> No.3219220

>>3219076

Try starting with a really simple layout, even just a single vertical line you can use to keep the arm in the same place.
Then draw four views of the arm, each after a 90 degree turn (front, side, back, other side).
Then draw four views in between those first four positions, keeping the arm on the line and paying attention to what features need to go where.
Then draw eight more views between all those other ones. These should be the easiest to figure out as the arm is only moving 1/8th of a rotation each time.
You'll end up with a 16 frame animation of a centered arm rotating in space. You should probably try doing the above with simplified anatomy first, then go back afterwards and refine the shapes.

>> No.3219224

>>3202881

could use some more complex movements but really nice

>> No.3219229

>>3219214
>>3219220
Will do. Thanks for the advice.

>> No.3219681

>>3216799
2d with brushwork on the cels.
>>3216843
dudeno.

>> No.3219696

>>3219214
>needs more in-between frames
stop this meme

>> No.3220446
File: 74 KB, 344x176, 6e87cd94cc21fd16af9a71ef0cb42d13.gif [View same] [iqdb] [saucenao] [google]
3220446

>WOW stick figures

>> No.3220714

Is it still possible to get into the animation industry without a university degree?

>> No.3220779

>>3220714
Yea, i've never taken an art class and have had various animation job offers at studios.

All that matters is if you have a good portfolio and/or put yourself out there (youtube sucks for adrev but great to get views/get noticed/make connections with animators in the industry).

>> No.3220781

>>3220779
I recently dropped out of uni and still need to learn most of the essentials still, so I only wanted to know if I could recover from that.
Could you post some work of yours, please?

>> No.3220782

>>3220781
https://www.youtube.com/tiarawhy

>> No.3220784

>>3220782
Can you prove it? Post proofs in your twitter

>> No.3220785

>>3220784
https://twitter.com/tiarawhyy/status/936230741289197568

>> No.3220789
File: 2.06 MB, 245x345, 1509564035173.gif [View same] [iqdb] [saucenao] [google]
3220789

>>3220785

>> No.3220792

>>3220789
If you want to work in a studio you gotta be okay with rig based animation though, as most of the animation done these days is that (with some FBF to lesser extent for timing/posing).

However everyone is switching over to harmony, so learn harmony premium for sure.

>> No.3220822

>>3220792
What's the rig tool you personally prefer?

>> No.3220863

>>3220822
Toonboom harmony. Albeit after effects aint bad too (has plugins called joystics), but I prefer harmony since you can draw/composite inside of it all without needing another program.

>> No.3220864

>>3218092

I might be wrong but it looks like the right leg and the right arm go backwards/forwards at the same time which isnt how humans run.

>> No.3220866

>>3220782
Nothing against you but I am sad it appears you can only get noticed on Youtube by doing fan animations.

>> No.3220867

>>3220866
The problem is youtubes algorithm just don't promote you at all anymore unless you can put out animations of your original thing on a daily basis. Individual high qualtiy animations that have no relation to one another, unless you get traction by getting the video posted to front page of leddit it just won't gain traction.

Hoever you can do this: do parodies till you have 500k subs or more, then do original animations where the base subs will get enough views to let it trend + repeat animations.

>> No.3220967

>>3220863
Sweet! I'm too used to stuff like aseprite and frame-by-frame, I should probably get going unto actual animation software.

>> No.3221701
File: 879 KB, 792x1280, Untitled.gif [View same] [iqdb] [saucenao] [google]
3221701

Animate hair and clothes is really hard.

>> No.3221724
File: 200 KB, 1024x768, 1511628798923.gif [View same] [iqdb] [saucenao] [google]
3221724

Since porn is allowed, I am looking for help on this GIF in progress. For some reasin, it doesn't feel quite right. A lack of "oomph" in the thrustinf combined with something else I canot put mt finger on. What do your eyes catch?

>> No.3221759
File: 198 KB, 1920x1080, bouncyball3.gif [View same] [iqdb] [saucenao] [google]
3221759

>> No.3221770

>>3221724
fuck off

>> No.3221783

>>3221724
The thrust should ripple through the fat on her ass and thighs methinks. Nice inking anyways.

>> No.3221820

>>3221724
Hot, vagina is too static, remember human tissue stretches and contracts, especially the anus and surrounding body parts if a giant dick is poking around. You don't have to make it fly around but watch some porn and notice the movements around the butthole when it gets destroyed.

>> No.3221850

>>3221724
Remember to add spacing in your animation to give it extra "oof." Even though this part of the video is about punching, it should have the same affect:
https://youtu.be/wdPbiy-8BRo?t=9m48s

>> No.3221887

>>3221724
Just woke up, bear with me. The two major flaws I can see is the lack of movement and the lack of body reaction.

1. At the intensity of those thrusts, you'd expect her to move "up" and basically bouncing a little, it would span over 2 frames the first being her going at max planned height to give the effect of speed, then the second frame the in between her "normal" position and her "up" position. For each action there is an equal and opposite reaction, basic law of physics.

Considering he's hold her back, his arms could stop her from going too far and put her back into place. Her hip area could also fold if she can't move up, making her hips point outwards towards the ceiling for a short frame or two. Maybe three if you want it less intense.


2. As someone before me mentioned, the vaginal tissues are closely linked to the anus. Also your vulva in general is too far from the anus, there's barely a finger or two's space between the bottom of the inner lips and the anus. Her add cheeks should also react to each thrust as well as her breasts. The piece of cloth on her head could also react for added realism.

This is why I never ink until my animation is completed haha.

>> No.3221889

>>3221887
Nvm about the lips being too far, my eyes are half closed and I'm on a phone. Everything else stands.

>> No.3222157

>>3220714
Yes many animators never graduated from a top school, and the ones that did didn’t graduate from a fancy place like CalArts

>> No.3222216
File: 2.68 MB, 720x540, hipster.gif [View same] [iqdb] [saucenao] [google]
3222216

little walk cycle i did to also try out waving and soft parts. Critiques?

>> No.3222743

>>3211711
Masterpiece

>> No.3222749

>>3222216
Pretty good.
Only thing I would criticize really is the scarf.

Is it that windy or made of such a light material to float like that, and the pattern at the back thought it could use a little more side to side movement.

Just subjective thoughts.

>> No.3222863

>>3220785
How are you getting studio job offers when you do porn? I thought studios avoid that.

>> No.3222866

>>3222863
Unless you for some reason bring it up or have it on your portfolio then it doesn't matter.

>> No.3223038
File: 24 KB, 498x280, IMG_0737.jpg [View same] [iqdb] [saucenao] [google]
3223038

>tfw the SBW Workshop guy posts not one but two run cycles on twitter that have absolutely no down weight to them

Dude should be blacklisted from these threads if he thinks this shit's remotely acceptable for teaching people with. He hides shit animation behind his cute dog character

>> No.3223039
File: 62 KB, 500x373, IMG_0714.jpg [View same] [iqdb] [saucenao] [google]
3223039

>>3223038
>Not sure how to save .gifs off twitter on my phone, you'd think it'd just save the image in its native format, but no

>> No.3223072
File: 2.04 MB, 500x280, 64b71fc499.gif [View same] [iqdb] [saucenao] [google]
3223072

>>3223038
>>3223039
I got u man

Yeah they do look pretty bad, no down part, very floaty. I think the girl at the back looks the worst.

>> No.3223119

>>3223072
Holy fuck that's terrible, the girl in the back arm poses are also so fucked up that it looks like her left/right arm just merge and you don't see any movement.

>> No.3223412
File: 55 KB, 900x810, 1N64YhX.jpg [View same] [iqdb] [saucenao] [google]
3223412

>>3223119
id like to see you post something anon

>> No.3223437

>>3223072
girl in the back isnt tilted forward enough, very stiff

>> No.3223496
File: 55 KB, 720x720, 4b3.jpg [View same] [iqdb] [saucenao] [google]
3223496

What happened to Toon Boom Animate?
I don't see it anywhere on their site.

>> No.3224255

Is Anime Studio any good for a beginner?

>> No.3224263

>>3223496
they combined all the toon booms into Toon Boom Harmony

>> No.3224951

I said in another thread that any aspiring 2d animator should watch this vid, so here it is :
https://www.youtube.com/watch?v=Uxt0TygJdwI

Just look at the details,the flow,etc....Everything in this vid was drawn! (and I don't think they used rotoscoping or 3d CG. PURE SKILL)

>> No.3225237
File: 31 KB, 699x129, Untitled-1.png [View same] [iqdb] [saucenao] [google]
3225237

So this fuck is being jewish and isn't updating the free version, which is basically identical to the "pro" version. Is there a way to make older plugins compatible in newer photoshop?

>> No.3225442
File: 1.93 MB, 854x480, 1506723306982.webm [View same] [iqdb] [saucenao] [google]
3225442

Anybody know what this is from?

>> No.3225445

>>3225442
https://www.youtube.com/watch?v=fJry5ReXZVM

>> No.3225447

This person claims all these animations are original; and he says he doesn't use storyboards or animatics. I and many others are convinced this is mostly, if not all, rotoscoped(traced animation) from existing works. Which scene(s) do you recognize the most?

https://www.youtube.com/watch?v=t4cou3jaIpQ

>> No.3225471

>>3225447
I just watched 30 seconds of it and could recognize Fairy Tail, Naruto, Full Metal Alchemist, I think I saw some One Piece in there and there are some more I remember seeing before but can't really pinpoint the name of the original show.

>> No.3225526

>>3225471
It's like he uses just enough frames to recognize the sequence then quickly switches to something else before you catch on. He swears up and down it's all original. He posted this as his process. https://www.youtube.com/watch?v=smvELz_n3yw&t=1110s

And I'm no expert but even this seems odd to me.

>> No.3225551

Hey guys, wannabe comic artist here. I want to make an animated web comic. Like Dave Rapoza's Starveil: https://rapozacomics.carbonmade.com/projects/5313647

What program should I use? Thanks in advance!

>> No.3225651

>>3225442
RIP to that poor bastard that had to animate those cards.

>> No.3225668

>>3225551
draw it first in parts (people, backgrounds word bubbles) and move them in photoshop or any video editor. (Id use final cut pro X just cause thats the one I know how to use...)

>> No.3225744

>>3225651
Are you sure that they are hand-drawn?

>> No.3225900

>>3225744
Yep

>> No.3226326
File: 1.42 MB, 412x500, Ventuswill3.gif [View same] [iqdb] [saucenao] [google]
3226326

>> No.3226736

>>3225744
How is it even possible to post in /anim/ without knowing Richard Williams and The Thief and The Cobbler? What reality did I end up in?

>> No.3226834
File: 33 KB, 214x330, JPEG_20171202_093548.jpg [View same] [iqdb] [saucenao] [google]
3226834

I assemble an animation with sound, it's all recorded already. The frames are hand drawn.
Easiest program to do it in? Basically I'm finishing the drawings and have until new years eve to hand it in.

>> No.3226835

>>3226834
I want to assemble* sorry

>> No.3226928
File: 446 KB, 550x400, 123.gif [View same] [iqdb] [saucenao] [google]
3226928

Haven't animated for 2 years now. Depressing how much time it all takes

>> No.3227137

>>3226834
Tvpaint

>> No.3227448

>>3209721
>Silvia
More

>> No.3227457

>>3214794
Not him but I think most people here are above smut but it's not against the rules so there's nothing anyone can do about it. He probably thinks learning to draw and animate to make porn is a waste of time and skill so it makes sense for him to not want to help someone make something he considers a waste.

>> No.3227638
File: 262 KB, 585x457, Horse.gif [View same] [iqdb] [saucenao] [google]
3227638

shit.

>> No.3228147

>>3227638
I think that walk cycle could work pretty well for a big cat.

>> No.3228189

Favored software for a beginner?

>> No.3228695

I'm probably gonna get my ass blasted here but I made a SleepyCast Animated on a 3DS, and I'd like some critique on it other than sound quality/pixelated lines.
https://youtu.be/pdq7Zq2HtQw

>> No.3229069
File: 108 KB, 500x281, tumblr_no1k0n87aH1rl3tlpo7_500.gif [View same] [iqdb] [saucenao] [google]
3229069

>>3223072
the body also swings side to side when running, we are not seeing the angles in between and so it just looks like the arms are merged.
Take it from yoshinari, even is it is a bit exaggerated

>> No.3229093
File: 945 KB, 1095x1500, Screenshot from 2017-12-08 10-13-13.png [View same] [iqdb] [saucenao] [google]
3229093

>>3227638
bro, you completely fucked up the joints.

Also, horses make high arcs as they walk.

>> No.3229097
File: 467 KB, 1103x739, Screenshot from 2017-12-08 10-17-46.png [View same] [iqdb] [saucenao] [google]
3229097

>>3229093
here's a trot

>> No.3229733

>>3229093
>>3229097
thanks anon. What book is this from?

>> No.3229747
File: 776 KB, 1800x2397, 91Bc3mDgcyL.jpg [View same] [iqdb] [saucenao] [google]
3229747

>>3229733
GOAT for animal drawing

>> No.3231613

Does anyone know where I can find Don Grahams "The Art of Animation".
Not to be confused with "The Art of Animation" by Bob Thomas.

It might not exist in a published form but I see it referenced in Walt Stanchfield's "Drawn to Life Vol 1".

>> No.3231617

>>3231613

Specifically in chapter 31 The Value of an Action / Gesture Analysis Study:
"So in addition to the gesture sketching, lectures, films, and discussions with knowledgeable coworkers, I recommend that you study the Art of Animation by Don Graham"

>> No.3232290
File: 1.57 MB, 1440x1080, skelboiwalks.gif [View same] [iqdb] [saucenao] [google]
3232290

little animation i did in painttool sai, how'd i do?

>> No.3232379

>>3232290
is it just me or is his speed a bit inconsistent? looks like he speeds up randomly but the legs don't reflect that.

>> No.3232756

>>3225526
It looks like it is at first, but at second glance it's an amv, and I've watched a lot that do the same thing, with scenes ranging from short and sweet to long ass shit, lol. The rest of the dude's other stuff looks original to me, I've talked with a bunch of people who've watched his shit and they all agree it's original. I've also noticed all the dude's haters don't post proof and when they do it's pretty stupid stuff that don't amount to proof. One dude been acting like you need a process video for every animation, like, shit, why don't you ask all the animators animatin' official anime for process videos on everything? Like, shit. And I've heard of many people who animate without storyboards and such, lol, so that's an odd point to use.

>> No.3232799

>>3210280
>Ball falls
>Up to Down
>Ball rolls to the right??

>> No.3232802
File: 580 KB, 720x720, Giphy-2.gif [View same] [iqdb] [saucenao] [google]
3232802

>>3211711
KEK

>> No.3232834

>>3232799
maybe the ball was spinning on the way down

>> No.3232835

>>3232379
yeah i noticed that too, i dont know if thats a drawing mistake or i edited it wrong

>> No.3232912 [DELETED] 
File: 1.10 MB, 301x508, tumblr_oxja2lCzON1ulv5sco1_400.gif [View same] [iqdb] [saucenao] [google]
3232912

>>3229069

sweet anon. Cute, expressive, and great weight. The tip about moving side to side is helpful as well.

>> No.3232918
File: 1.10 MB, 301x508, tumblr_oxja2lCzON1ulv5sco1_400.gif [View same] [iqdb] [saucenao] [google]
3232918

>>3229069

That your work anon?

>> No.3232927

>>3232290

Pretty good anon, I think the speed is a bit inconsistent and the feet slide around a bit instead of staying grounded, but overall its cool. Do you mostly draw animals?

>> No.3232948

>>3232918
It's Yoh Yoshinari's, that anon was just using it to prove his example.

>> No.3233015

>>3232927
thanks, and yeah i see where the
feet kinda glich but didn't notice until i was done. and yeah i draw other stuff too but animals are my favorite.

>> No.3233324

>>3214403
looks like live2d or maybe Spine

>> No.3234834
File: 931 KB, 500x291, hey you.gif [View same] [iqdb] [saucenao] [google]
3234834

Is it worth "copying/studying" existing animations for a complete beginner? To get a feel for how stuff moves, and so on. (I think this is called rotoscoping, right?)
Or is it better to just stick to simpler stuff for the beginning?

>> No.3234897

>>3234834
You don't have to trace/rotoscope in order to study animation, but either way it's definitely helpful. Just do anything, no reason to limit your approaches to learning.

>> No.3235081
File: 327 KB, 1614x681, Walt-Stanchfield-On-Tracing.png [View same] [iqdb] [saucenao] [google]
3235081

>>3234834

Studying animations and drawings is great but never trace anything for study. You completely bypass the part of your brain that analyses shapes and translates what you see onto the paper.

The quotes in the image and below are about tracing photographs but still apply somewhat to tracing other peoples animations. You aren't learning skills you will need to be an animator if you aren't thinking and feeling out the gesture/pose/action.

"In the case of using live action as a basis for animation, the animator soon learns
that tracings of photostats will not suffice. Here is where his ability to understand and
draw gestures really hits pay dirt. I have seen scenes where photostats had been
practically traced, and the scene was lifeless. One of the reasons for this is that live
action actors do not move from extreme to extreme as animated characters do.
Studying live action clips will reveal that many actors mince through their parts like a
cloud changing shapes in a breezy sky." Walt Stanchfield, Drawn to Life.

>> No.3235194

>>3225744
Yes, and they Dick didn't like the color so he order them to repaint the whole shot.

>> No.3235209

>>3234834
If you think about forms, and underling gesture it can be useful. If you study it just as contour lines, you'll learn nothing.

>> No.3235235
File: 186 KB, 600x430, Ed's Crazy.gif [View same] [iqdb] [saucenao] [google]
3235235

>>3235209
>>3235081
>If you think about forms, and underling gesture it can be useful. If you study it just as contour lines, you'll learn nothing.
That was what I was thinking.
So, I tried myself at "copying" (no tracing) this, just tried to get the body movement right.

I left out the hair and extremeties for later so I can try practicing the way they "follow-up" (is that the way its called?) after the body moves.

>> No.3236387
File: 346 KB, 380x395, oldshit.gif [View same] [iqdb] [saucenao] [google]
3236387

>>3232948
Oh ya, I've seen a bit of little witch academia and still didnt notice. Thanks. The tip about moving side to side is helpful regardless.

>> No.3236392
File: 1.93 MB, 500x389, mickey's rival 36.gif [View same] [iqdb] [saucenao] [google]
3236392

hullo, just dropping in

what's a good storyboard method? i tried to use that free Storyboarder program and it made me wish for death.

>> No.3236563
File: 168 KB, 270x184, Ed's crazy hair.gif [View same] [iqdb] [saucenao] [google]
3236563

>>3235235
Now with hair.

>> No.3237160

>>3236392
Just use whatever program you usually use to draw/animate, or pen and paper.

Break down the scene you want to depict (down to bullet points for example) and sketch out the shots that you have strong vision for. Use these two things as the backbone of your storyboard (but do abandon your initial sketches if they don't work later down the line), and start building from there.

>> No.3238555

>>3236563
hey that's pretty nice

>> No.3238558
File: 2.98 MB, 540x306, punch.gif [View same] [iqdb] [saucenao] [google]
3238558

i love that trigger kind of animation, i heard the term sakuga beeing thrown around but that seems to be kinda broad. do you guys know of any ways to study their work next to just watching the anime a frame at a time?

>> No.3238580
File: 1.53 MB, 838x471, 17651a59-a9ab-4ed5-bae0-9eb67d7e68d4.gif [View same] [iqdb] [saucenao] [google]
3238580

Experiment. Don't look at the water, don't know why I bothered detailing the hand

>>3226928
Really intense, in a good way. Are you animating on 1s?

>> No.3239555

>>3238558
Trigger, especially Imaishi, follows the Kanada school of animation.

>> No.3240812
File: 203 KB, 585x457, Horse2.gif [View same] [iqdb] [saucenao] [google]
3240812

tried again.

>> No.3240814

>>3238580
DUDE

>> No.3241661

After studying animation for less than a year, this is my demo reel. All feedback is appreciated :)
https://vimeo.com/247271623

>> No.3241770

>>3241661
I didn't like that part at 6 seconds in please revise it
I didn't like how her body was shaped, nor did I like how long it took for her to look around and just walk off like a retard.

>> No.3241776
File: 4 KB, 160x120, flameloop.gif [View same] [iqdb] [saucenao] [google]
3241776

>> No.3241912

>>3222216
You may want to ease in and out for the arms, looks a bit mechanical.

|| | | | ||

>> No.3241921

>>3208211
traditional is better, good job

>> No.3242025

>>3199802

Is there an option in OpenToonz that makes your images more "transparent". Scanning and uploading my animations, trying to apply a background but keep the drawings of course.

Wondering if there's some sort of "Overlay" option like in Photoshop.

>> No.3242096

>>3201995
first one is trash, second is actually pretty cool

>> No.3242270
File: 2.07 MB, 960x540, walk cycle.gif [View same] [iqdb] [saucenao] [google]
3242270

it has a shit ton of errors but I like that it has personality

>> No.3242327

>>3234834
Basically, a good way to test yourself if you're learning is to simply get a scene/character you "copied" then try drawing that character doing the same exact exaction but with the camera at a different angle. Be creative with the angle, don't just flip it.

>> No.3242418

>>3241776
hell yeah an easytoon user

I think the pillar of fire needs to twist and bend more. It doesn't feel a lot like fire right now, its just random squiggles with no flow.

>> No.3242723

>>3242418
yeah you're right eh, I probably should have put in a few more frame to make it loop a bit nicer and make more sense too.

also easytoon is great

>> No.3242740

>>3227638
google Anderson Pereira Abreu horse
first results
was gonna post a link to the video but spam
its a video showing how the skeleton of the horse moves as it walks.

>> No.3243190

>>3238558
I'm kind of wondering this myself.
How does one go about practicing this form of "sakuga"?

>> No.3243207

>>3242270
lol, guys expanding and contracting as he takes his steps
Overall thou I like it

>> No.3243314
File: 102 KB, 202x316, IceCreamBoi.gif [View same] [iqdb] [saucenao] [google]
3243314

>>3236563
I made another thing.
How do you guys make more complex movements? I mean, like planning how many frames something takes? Is there some unspoken rule, or do you just try have to try different stuff out and play around with how many frames you give each image?

>>3242327
Thats a really good idea, I'll try that.

>> No.3244103

Here's an animated short I made. It's only my second one, so keep in mind I was pretty much learning the tools as I went along.

https://youtu.be/a-i40d_IYQQ

>> No.3244330

>>3244103
I like how ambitious it is but the animation is really not synamic at all, and the camera angles are monotone
overall it's nice for a second short

>> No.3244405

>>3200860

Thanks for the info, but for some reason when I adjust the color, nothing seems to change even when I apply the changes and my frames are clearly selected.

Just trying to obtain that Transparency look so my background can appear in the animation, but can't seem to get that working. I can do this via photoshop, but like hell am making adjustments to every single frame for this one thing.

>> No.3244612

>>3244330

Thanks for the feedback! I assume you mean dynamic, could you clarify what you mean by that? I realize the animation, especially towards the beginning is a bit stiff, do you have any tips on how to make it I guess more dynamic?

As for the camera angles, I wanted it to look flat like a child's drawing, but I can see how that might not work cinematiclly. I'll try to focus on that in the next thing I do.

>> No.3244663

>>3244612
>do you have any tips on how to make it I guess more dynamic?
I think it feels stiff because there's not much stretch and squash and almost no anticipation.
Also the climax (the moon thingy falling) is a bit clumsy. You could've shown the cord slowly deteriorating to build up tension and make the event more eventful
>I wanted it to look flat like a child's drawing
you achieved your goal. I personally don't like your goals but that's irrelevant

please keep in mind that I'm talking out of my ass, I'm not better than you and probably not more experienced than you( I'm >>3242270 )

>> No.3244709

>>3244663

I totally get what you're saying about the moon falling thing, but I kind of hamstrung myself early on since the other point of this was to animate to a pre-existing song, so I ended up running out of time. It made for a good template to plan the narrative to, but it ended up being far too restrictive in terms of timing and pacing.

I don't mind criticism. In fact I'd be more worried if everyone said it looked good. Since I animated it chronologically, would you at least it gets better animation wise as it goes along? At this stage that's what's most important to me.

>> No.3244730

>>3244663
>>3244709

Oh, and as for your animation, I dig it, but I think the bounce of the mustache looks a bit off, like I think it's a bit to uniform in how all the mustache bounces up at the same time. It's tough for me to articulate, but I think since in terms of action it's the dude's head that's pulling the stache up and down the inner part should be moving just a little bit before the outer part, sort of like how a flapping motion usually starts at the shoulders.

Also, the size of the feet, especially the right foot, changes a little too noticeably where it becomes a little unclear whether he's moving laterally across the frame or at an angle, especially with the strictly lateral parallax you've got going.

>> No.3244749

>>3244709
>would you at least it gets better animation wise as it goes along? At this stage that's what's most important to me.
yeah the end is mostly better than the begginning, apart from the apple bite part
>>3244730
I noticed the feet size changes but I was too lazy to change them lmao
I didn't notice what you said about the moustache tho, thanks for the crit

>> No.3244838

How the fuck do you portray a sniffing animation in humans?

>> No.3244870

>>3244709
You should check out Directing the Story: Professional Storytelling and Storyboarding Techniques for Live Action and Animation, as well as Framed Ink and Scott McCloud's Making Comics. Those helped me a lot with storytelling through pictures (Im an illustrator/storyboard artist, not an animator but I do make the panels used in anamatics which is like the skeleton of your animation.) I know those books aren't all directly related to animation but I think they'd solve your problem. I believe all of them can be downloaded from the art book thread.

>> No.3244916

>>3244838
nostril flare, ya dingus

>> No.3244926

>>3244870

Thanks, I'll definitely check those out.

I feel like my big issue, having come from writing and directing live action stuff, is no longer being able to use the inherent spontaneity of that medium as a crutch when putting it all together. I could always cover up problems with the pacing through camerawork, performance, and editing. I love the idea of the control animation gives a filmmaker, but I feel like I'm defaulting to over-calculated timing and flat compositions because of my limited drawing experience. I'm craving a level of rapid improvement that's tough to maintain, and because of that I'm constantly torn between my urge to create something I can actually show people and drilling fundamentals.

>> No.3244982

>>3244838
add a sound effect

>> No.3245057
File: 163 KB, 431x431, 1408464543776.jpg [View same] [iqdb] [saucenao] [google]
3245057

>>3242025
Anyone?
Is there no way for OpenToonz to extract just the line art of a white sheet or perhaps settings to make it transparent, allowing the background to render?

I know there's a "transparent" option that'll make the column fade, but when rendering it's still 100%.

>> No.3245240

>>3241661
the piece with the robot and the lightbulb had good timing
what's the name of the song?

>> No.3245407

So at what point can I jump into learning animation from basic studies?

>> No.3245447

>>3245407
when you want to
animation and illustration are not as similar as people think, you don't have to be good at one to start the other

>> No.3245451

>>3245447
Then i'll be starting the basics later today. Thanks anon

>> No.3245499

>>3245447
Taking some animation classes, I can definitely say the gap between animation and illustration is quite large. Several illustrators with amazing craftsmanship can't animate for shit, while those who draw "alright" can animate very, very well and still looks pleasing.

>> No.3245563

>>3245407
When you can draw shapes consistently, but if you want to be any good, you should still keep learning how to draw, or else you might fall for the tumblr/calarts/bauhaus meme

>> No.3245605

>>3245057
Dude, Cleanup tab at the top. Work your way through the dialog window (making sure you've got your drawing selected) hit cleanup. This will cause the black(or colour, depending on the settings you chose) lines to remain with the white back ground to be transparent.

Also, depending on how you render. transparency can remain or can not. Rendering as a series of png or tif stills is one way of keeping the alpha (transparency) channel.

Even with your second post, I'm still not exactly sure what you mean, but what I've told you here should guide you in the right direction.

>> No.3245802

>>3199802
When should I do the inbetweens? during the mannequin phase or once I line everything?

>> No.3245823

>>3245802
What ever is better for you honestly, but in my opinion you should finish both your keyframes and inbetweens before you start on the linework.

>> No.3246887
File: 23 KB, 324x246, 7307.jpg [View same] [iqdb] [saucenao] [google]
3246887

https://www.youtube.com/watch?v=3MvgBmj8qWs
How did this shit win in Zagreb, Annecy and was nominated for Oscar? The plot is generic and has the depth of a puddle, there are no dialogues, visuals are god awful, the shit doesn't even has soundtrack! 390 000$ by the end of 2013 were spent on 15 minutes of shitty hand drawn animation. The funniest thing is that the state covered 40% of the budget so it turns out that Russian taxpayers paid for this too.
Here https://vimeo.com/190513423 Russian enthusiasts made much better 3d animation and I'm pretty fucking sure they didn't had 390 000$.

>> No.3246914

>>3200056
fpbp

>> No.3248736

Bump

>> No.3249403

>>3200323
I've given up on this board. I just draw for fun, experiment and draw things I see in real life and go from there. Sure, I'm still shit, but I'm having fun drawing

>> No.3249442

>>3245802
Animate everything as basic forms (keys, inbetweens, everything), then detail it when you like the motion of it, finally clean it up. It saves more time than it takes.
If you just inbetween cleaned up drawings, you'll get meltiness that can't keep it's form between the keys because you are just thinking in lines instead of form, don't fall into that trap.

>> No.3249483
File: 1018 KB, 1920x1480, 1505530351850.jpg [View same] [iqdb] [saucenao] [google]
3249483

hey guys, I'm not an animator but I want to try my hand on animatics/story boarding.

is there any good source to learn it? (other than http://www.floobynooby.com/comp1.html))

greatly appreciated thanks here's a fox

>> No.3249568

>>3244103
this is pretty great dude keep it up. fwiw camera angles can't be 'monotone' and animation doesn't need to be dynamic. are the production values low? sure, but it's still a great short. be particular about the advice you receive on this anonymous image board, a lot of people are full of shit

>> No.3249679

>>3246887
I much prefer the aesthetic of the first one. I think you're confusef because you have bad taste

>> No.3249694

>>3249679
And I think you have 89iq.

>> No.3250148

>>3205423
Sauce?

>> No.3250415
File: 43 KB, 500x707, tcRnWB1.jpg [View same] [iqdb] [saucenao] [google]
3250415

>>3249483
Thanks for the fox.

What you have there is probably one of the best free resources available to you. Although, i can ensure you there are many more out there, even if they don't specifically talk about storyboarding.

All the advice I can give you is really just make sure you research and understand the uses and effects of camera angles and movements. For storyboarding you need to have great imagination, and being able to visualise your ideas in a way which others are able to easily understand them is a very important aspect of it. Not just understand, but be entertained by it; which camera angles and composition lead onto.
Once you've got your head around this, you should be in the right direction.

I don't have a fox to return, so here's a dog.

>> No.3251636
File: 95 KB, 1920x1080, dashv2.gif [View same] [iqdb] [saucenao] [google]
3251636

i tried messing around with impact frames, how did i do?

>> No.3251655
File: 103 KB, 963x645, looping gifs.png [View same] [iqdb] [saucenao] [google]
3251655

>>3251636
hey

>> No.3251672 [DELETED] 
File: 95 KB, 1920x1080, fixd.gif [View same] [iqdb] [saucenao] [google]
3251672

>>3251655
does it loop now

>> No.3251682
File: 118 KB, 1333x750, fixd.gif [View same] [iqdb] [saucenao] [google]
3251682

>>3251655
ok i think i fixed it now

>> No.3253251

>>3245240
Skymall by VULFPECK

>> No.3253254

For anyone who uses Toon Boom Harmony, I'm having problems with the color picker. It does update in real time and everything but it picks random colors. Does anyone know how to get around this?

>> No.3253284

>>3209721
>animation
>lazy
Pick one

>> No.3253478

I assume most people here are using the pirated tvpaint in the OP

Is it half broken? I can't find a way to save my brush settings consistantly or copy and paste stuff like images from the internet onto it

>> No.3254314

>>3253478
all tvpaint cracks are broken to some degree
learn to live with it or pay up I guess

>> No.3255523

>>3217129
i would smooth out and slow the head movement

>> No.3256897 [DELETED] 
File: 74 KB, 836x759, figure_plane_2.gif [View same] [iqdb] [saucenao] [google]
3256897

Here is my first animation, i made it in flash.
Critique?

>> No.3256900 [DELETED] 

>>3256897
Forgot to mention that these are the keyposes, and that before animating this i had a little bit of experience with the bouncing ball. By first animation i meant to say it was my first one with a human figure

>> No.3256909
File: 74 KB, 836x759, figure_plane_2.gif [View same] [iqdb] [saucenao] [google]
3256909

First time animating the human figure, i tried to do my best with timing but it feels too stiff. Any advice, i want to create as much fluidity with the least keys possible.

>> No.3257011

>>3256909
You'll definitely need more frames than that. If you want the least amount of frames, then at least ad some blur or smears. Get some inbetweens in as you have almost none atm. As a bare minimum, have it on 4s (3s would be better balance of frames<fluidity).

As far as timing goes, It's good that you are holding some poses. Just get some inbetweens in, making sure they work with your current timing(or adjust to suit).

>> No.3257218

>>3256909
Animate a simple gesture before you get to that box stuff because now you spent all that time drawing those boxes and the motion doesn't even look right. If you start with gestures, you can more easily throw away bad drawings without wasting as much time.

>> No.3257502

>>3199802
https://youtu.be/HEoUhlesN9E
https://youtu.be/GFdWIm4ygpM
Putting this here as ref

>> No.3257547

>>3257218

>>3257011
thanks, ill keep this info in mind, especially having a gesture beforehand

>> No.3257607
File: 90 KB, 640x360, happneyr.webm [View same] [iqdb] [saucenao] [google]
3257607

happy

>> No.3257717

>>3199802
Has anyone tried getting an animation job through indeed? Im thinking about trying it out, but I dont have a portfolio ready, rip.

>> No.3258031

>>3257717
I've tried through indeed but wasn't successful. Another place you can find jobs is on twitter, follow every studio you know and sometimes they post jobs also follow @animationjobs

>but i dont have a portfolio ready
You won't get anywhere without one. Try tailoring it to a specific job when you start building it

>> No.3258189
File: 119 KB, 640x360, run1.webm [View same] [iqdb] [saucenao] [google]
3258189

>>3257607
improvment

>> No.3259654

Does anybody use pencil2d?