[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/ic/ - Artwork/Critique


View post   

>> No.3616597

/animation thread/, forget to put it in name field

>> No.3616621

>>3616596
You didn't name the thread, anon.

Also who's the artist? This reminds me of Adventure Time.

>> No.3616627

>>3616621
some anon in the last thread >>3602799
Yeah, sorry. I had to refresh the page since the captcha wasn't working and i forgot to re-add the thread name

>> No.3616861
File: 519 KB, 1267x860, fight_scene_first_attempt_no_bully.gif [View same] [iqdb] [saucenao] [google]
3616861

I know this is bad but I didn't want the thread to die.

>> No.3617106

>>3616596
I've already studied the 12 principles of animation, but I don't know where to go next.

Do I start studying how to do stuff like perspective grids? What should be my next step after the 12?

What I really mean is, how do I get started making those cool-ass sakuga style animations?

>> No.3617372
File: 1.21 MB, 480x270, Comp 1 (no sound).webm [View same] [iqdb] [saucenao] [google]
3617372

are sticks still a thing?

>> No.3617479
File: 146 KB, 1019x404, Coin.webm [View same] [iqdb] [saucenao] [google]
3617479

trying out maya for the first time

>> No.3617617
File: 47 KB, 560x420, first walk.gif [View same] [iqdb] [saucenao] [google]
3617617

First walk cycle. Crits welcome.

>> No.3617618

>>3617617
Seems like whenever I upload its slower than it is in CSP, is that common?

>> No.3617670
File: 335 KB, 960x540, BASEBALL SAKUGA TEST.gif [View same] [iqdb] [saucenao] [google]
3617670

>>3617372
stick figure animations should fucking make a comeback. nostalgia hit me hard desu

my baseball pitch animation. posing is too rubbery to be similar to a real pitch, since the arm doesn't arc too much but im pretty proud of how it came out

>> No.3617690

>>3617670
I'd say with the baseball arm, you should cock the arm further back. And using sakuga, you should push that arm much, much further back.

>> No.3617728

>>3617617
needs more to be judged than 3 frames.

>> No.3617795
File: 89 KB, 560x420, first walk (1).gif [View same] [iqdb] [saucenao] [google]
3617795

>>3617728
>>3617618
>>3617617

FIXED IT YES FINALLY

>> No.3617881

>>3617670
try to use less motion blur, its used a lot in anime but it makes the movement feel unrealistic if over done, if your going to still use it just use a very little and make sure the frame it's used on is maybe on a 1 or timed in a way that it's not very long as it works best in fast movements. good motion blur is were it's not even noticeable in the overall movement so i don't think it's really needed in his hand holding the ball especially when it's timed and spaced in a way that makers it slow and drag behind him.

>> No.3617896
File: 2.44 MB, 660x480, 42131455_2186278181647879_7725485295973433344_n.gif [View same] [iqdb] [saucenao] [google]
3617896

>> No.3617954

>>3617896
yoooo this is good, where did you learn to animate anon?

>> No.3617974
File: 1.82 MB, 450x253, tumblr_o0r1t6VShd1see7ilo2_500.gif [View same] [iqdb] [saucenao] [google]
3617974

are frogs better than nips at their own game?

>> No.3618902
File: 116 KB, 560x420, first walk (2).gif [View same] [iqdb] [saucenao] [google]
3618902

Steps

>> No.3618904
File: 116 KB, 560x420, first walk (3).gif [View same] [iqdb] [saucenao] [google]
3618904

>>3618902
Same with all the frames the same length, am I making the upper body move to much? I feel like I am but I know it also shouldn't be still.

>> No.3618913

>>3618904
she looks like shes flicking her legs forward then placing her tiptoes down rather than just walking

>> No.3618914

>>3618913
Ya I wanted to go for like a graceful stroll but I guess it didn't work out the way I'd imagined

>> No.3619011
File: 2.82 MB, 640x360, 68A0B2D9-748F-42F8-A647-D77A389D75E6.gif [View same] [iqdb] [saucenao] [google]
3619011

Any help ?

>> No.3619017

>>3618914
Well the "gesture" of the walk so to speak doesn't just come from the legs, arms play a role in walking.

>> No.3619062

>>3616861
love that hug honestly

>> No.3619091

>>3619011
Have him hold his hands in place when they're together for just a second and maybe shake with rage. It's too smooth and there's no emotion in it.

>> No.3620005

>>3616596
>>3617372
You guys inspire me.
One day I'll do something as good as this.

>> No.3620018

>>3619011
I feel like those shoulders raised/puffed chest should last a beat or two longer to build anticipation for the release.

Loving the style, though.

>> No.3620067
File: 1.82 MB, 1920x1080, evilvillainwip2.gif [View same] [iqdb] [saucenao] [google]
3620067

Er struggling to break this down a bit

>> No.3620101

>>3617670
looks like youve never seen somone throw a baseball

go watch some pitchers and pay attention to the wrist and hand positions.

>> No.3620516

>>3617881
yea i was pushing extremes and trying out hatching for the first time. i usually just animate squash and stretch but since i was doing some study on how linework looks in different contexts, i thought i'd try it out lmao. ill do better the next time i do this test and post it here when i get the free time to do it.
>>3620101
yea i didn't really look at a reference for it. eventually when i reanimate the baseball pitch, ill have stronger poses and arcs. use proper references and review actual slow motion footage of a baseball pitch to study the extremes and such.

>> No.3620738
File: 222 KB, 540x304, Screenshot (124).png [View same] [iqdb] [saucenao] [google]
3620738

I finished this recently

https://www.youtube.com/watch?v=3-tB3W7lScI

>> No.3620967

>>3620738
This is fucking great!
The backgrounds are kino
But it would greatly benefit from having sounds
Like footsteps, birds singing, groans... all that stuff

>> No.3621031

>>3620738
I absolutely LOVE this. Especially when Shrek throws the pebble at Donkey. You did a great job of conveying emotion and time though having no dialogue. I'm not sure it needs sounds like anon suggested, just because it feels like a montage of time passing. A+

>> No.3621034
File: 10 KB, 300x200, walkerboy.gif [View same] [iqdb] [saucenao] [google]
3621034

This is my first attempt at a cute walk cycle

>> No.3621036

>>3620967
>>3621031
Well about the sounds, it was originally meant to have them but yeah what the other anon said, it was supposed to be a traveling montage just like in the first Shrek movie, without the sounds it fits in the whole remake

>> No.3621080
File: 869 KB, 540x304, Yoo.gif [View same] [iqdb] [saucenao] [google]
3621080

>> No.3621467
File: 92 KB, 800x400, large_Blog-Baseball-Throw.jpg [View same] [iqdb] [saucenao] [google]
3621467

>>3617670
real life is even more exaggerated than what you drew. start using references more. learn how the motion would actually look first, and then once you have that down push it even further

>> No.3621470

>>3620738
you should reanimate the Chris Farley version
https://www.youtube.com/watch?v=9zYT5hQR4Q4

>> No.3621572

>>3621470
Oh man didn't even know about this, now after looking at it it would have been amazing if the original Shrek was 2D all the way throughout, although I like Mike Myers as Shrek better

I unironically think the first Shrek is a really good movie, the animation doesn't do it justice

>> No.3621609
File: 172 KB, 600x600, pegasus.gif [View same] [iqdb] [saucenao] [google]
3621609

thoughts?

>> No.3621612

>>3618904
Make the legs actually lift of the ground

>> No.3621625

>>3620067
blog?

>> No.3621677
File: 21 KB, 736x1261, 39dcc7913da941ee3006c6d8b673e10d.jpg [View same] [iqdb] [saucenao] [google]
3621677

>>3621609
Reminds me of the moomin style >pic related

The tail is bugging out and so are the back legs + the front left leg is spazzing out at the root a little bit, the wing movement could have been spaced out a little bit better, other than that you should work on your cohesion, maybe next time add just two or three extra frames to make it more fluid

The good things about it is that it is not stiff at all which is a problem with a lot of animators including me, the style is simple enough that you don't have to work on it for too long and it's appealing overall

Overall at first glace it looks fine but the more you look at it the more mistakes you begin to see, but it's pretty good regardless,

My tip for you is to work on your polish a bit more before you clean your animations up

>> No.3621679

>>3621034
a little stiff but cute all in all

>> No.3621699

>>3621677
thanks for the advice!

>> No.3622077

>>3620738
Really nice lad

>> No.3622371

>>3620738
I like this a lot

>> No.3622908

>>3621036
the part that really made me think "oh this needs sounds" is when donkey hits the ground offscreen at the end, and there's no real feedback
maybe you coud just put a little camera shake there?

>> No.3622910

>>3621609
I don't get what he's doing and I'm not sure you do either
why do the legs move if he's flying?
also make the body go up when the wings go down, and vice versa
love the design tho, 10/10

>> No.3623136

How would you guys animate cloth, like capes and clothes in the wind? It's still completely foreign to me.

>> No.3623153
File: 144 KB, 600x360, 72080862.gif [View same] [iqdb] [saucenao] [google]
3623153

>>3623136
imagine invisible balls moving over and under it creating waves. pic related. its all about waves

>> No.3623352

>>3622908
Yeah you're right about that, I'm not used to utilizing the camera and that would have done the job perfectly, I'll keep it in mind for future stuff

>> No.3623392

>>3620738
https://youtu.be/53t_GEJliEo

>> No.3623407
File: 2.20 MB, 1920x1080, Windy-walk-final.gif [View same] [iqdb] [saucenao] [google]
3623407

>>3623136

Here's something I did a while back. Not amazing, but I learned a lot. Looping it was a pain in the ass.

>> No.3623482

>>3623407
Everything is great but the hand and it's movement look a little lazy.

>> No.3623483
File: 17 KB, 800x800, ball1.gif [View same] [iqdb] [saucenao] [google]
3623483

>> No.3623517

>>3623482
I agree.

I was just sick of working on it and wanted to focus on the cape.

Maybe next time will be more polished.

>> No.3623547

>>3623407
>>3623407
I was hypnotized by this

>> No.3623587

Hey gents
Please don't destroy me but I'm not sure about the answer so asking for your opinions : what are the most used animation softwares in the industry ight now? (Japan, US or both)
What are the easiest for a beginner? (I assume something with that sort of puppet tool or however it's called, not the traditional 2D ones? How is that style of animation called anyway?)

>> No.3623593

>>3623587
Uh sorry what I said might have been confusing. Was looking for 2D ones. But 3D ones welcomed too actually.

>> No.3623726
File: 1.69 MB, 288x330, 1358124573001.gif [View same] [iqdb] [saucenao] [google]
3623726

yo does anyone have any good toolbar / workspace setups for krita? i know they have this fancy thing where you export your workspace layouts and there's gotta be something for intuitive to work with than the default

>> No.3623733

>>3623593
someone here once said that some of the animators that worked on naruto actually use flash

>> No.3623756

>>3623593
Toon Boom for pupetting
Illustrator, Photoshop, TV Paint, Maya for 3D.

>> No.3623758

>>3623593
Krita is easiest to learn

>>3623483
Fall loop after it hits the wall is to slow

>> No.3624598

>>3623483
last fall is too straight

>> No.3624638

>>3618902
How can you do this and possibly think it looks good?

>> No.3624652

>>3624638
looks alright to me, stop baiting

>> No.3625143

>>3623726
does that guy ever wash his hair?

>> No.3625988

>>3624652
What?

>> No.3626261
File: 43 KB, 500x307, image.jpg [View same] [iqdb] [saucenao] [google]
3626261

Any tips on supplies necessary for animating traditionally?

I have a budget of $50 max, I can definitely afford a lightpad but something like a peg bar and the needed paper are a bit impractical for my budget(100 pages = $10, and I don’t know how much paper I’ll actually need). If paperstack clips will suffice for my purposes that’ll be more than okay.

>> No.3626266

>>3623153
D:

This is amazing. The world just made a bit more sense.

>> No.3626342

>>3626261
normal printing machine is enough

>> No.3626697

>>3621625
Ah I dont have social media atm

>> No.3626770

>>3616596
>>3617896

Never wanted to pick up animation because it seems super tedious, but damn stuff like this looks pretty cool

>> No.3627096
File: 23 KB, 650x300, Ball Excercise.gif [View same] [iqdb] [saucenao] [google]
3627096

Just did some quick weight tests.

>> No.3627142

>>3627096
The smear on the ball that falls with decay starts while the ball is moving too slowly imo but otherwise these look great

>> No.3627210

>>3626261
Get one of those cheap light boxes on amazon for like 18 bucks. And don't use an acme-style peg bar, just use a "round" peg bar. The kind that's compatible with 3-ring binders. That way, you can just use normal cheap printer paper and punch it with a standard binder punch. You can get the peg bar with just a couple bucks online.

>> No.3627404

>>3625143
he doesn't have hair that's just his skin

>> No.3629362

>>3616596
>Still no animation collab edition
Is anyone still interested? Not sure what the original anon was thinking but I had some ideas:

>/beg/ tier everyone draws one frame and the next person has 24 frames to go from the previous frame to their own

>choose a music video/trailer/series OP and everyone animates a shot

>choose a movie genre/era and everyone animates any scene in that category (the most open-ended option)
>or, same idea with a book, preferably one without an adaptation

Any other suggestions? Or would one of these work?

>> No.3629366

>>3629362
>>choose a music video/trailer/series OP and everyone animates a shot
I actually really like that idea

>> No.3629528

>>3629362
the music video idea sounds cool we all just have to agree on a song we all like

>> No.3629537
File: 607 KB, 769x847, jump_kick_ref.gif [View same] [iqdb] [saucenao] [google]
3629537

Does anyone know what is causing these exporting problems? I use a cracked version of tvpaint 10 if that matters.

>> No.3629543

>>3629537
To clarify the background is grey and all the lines were black but when i exported it now everything looks off.

>> No.3629592

>>3629543
When exporting the gif change it from user defined to global quantized or whatever its called. Or try turning up the number of colours option. I sometimes set it like you did because i like how it looks. Nice kick btw

>> No.3629708

>>3629362
music video would be a lotta fun i think

>> No.3630750

>>3629592
Thanks lad!

>> No.3630818
File: 249 KB, 560x420, squirm.gif [View same] [iqdb] [saucenao] [google]
3630818

Squirmy boi

>> No.3630880
File: 456 KB, 480x361, 1515169158851.gif [View same] [iqdb] [saucenao] [google]
3630880

anyone interested in (or know of) an animation discord? who's up for it?

>> No.3630933

>>3630880
I think r/animation has a discord, but i havent been on there for awhile.

>> No.3631498

>>3630880
What would they talk about?

>> No.3631500

>>3630880
If you think people would be up for it then host your own. I'm always looking for new art nerds to chat with.

>> No.3631570
File: 270 KB, 1240x1748, image.jpg [View same] [iqdb] [saucenao] [google]
3631570

How do become one of the best at fight animation? Will I be set if I double down on perspective, anatomy, and gesture?

>> No.3631676

>>3631570
The choreography has to be fluid and creative.
There are some great animators that just throw generic punches but have all sorts of wacky camera angles to make it seem cooler than it really is.

>> No.3631702

>>3631570
Double down on actual animating bro, make fight scenes now even if they are trash

>> No.3631876

Is there a way to hack TvPaint 11 ? This version seems so much better than the previous one, but I feel like it’s impossible to get, at least at the moment

>> No.3631877

>>3631570
You don’t have to be a master, just to be clever. Look for something efficient, not impressive. Remember you’re animating, not only drawing

>> No.3632069
File: 204 KB, 500x375, 1518704265698.gif [View same] [iqdb] [saucenao] [google]
3632069

https://discord.gg/Ju9NuWN

alright, /animation thread/ discord made, sign yourselves up my guys

>> No.3632318

How do I become the best at personality characters, like someone checking their watch?

>> No.3632435

bmp

>> No.3632477

>>3630880
umami's discord kind of
>>3632069
hell yeah

>> No.3632479

>>3632318
draw from real life. start with rotoscoping and then just take notes when you're out and about when you notice some manerisms that you want to capture

>> No.3632778

>>3632318
learn the basics of storytelling through gesture

>> No.3633344

>>3629366
>>3629528
>>3629708
Any /mu/ here have song suggestions?

Doesn't necessarily have to be a good song, just a song that would be good to animate for.

>> No.3633445

>>3632778
How do I do that?

>> No.3633474

>>3624652
You're mentally retarded, stop posting.

>> No.3633487

>>3633445
NTA, but take a theater class. Seriously.

>> No.3633690

>>3633445
take alex woo's gesture drawing class (it's up for free if u know where to look)

>> No.3633825
File: 353 KB, 900x506, d6.webm [View same] [iqdb] [saucenao] [google]
3633825

wip

>> No.3633928

>>3633344
explore bandcamp. lots of DIY musicians or even /mu/sicians would be absolutely stoked to have their music in someone's cartoon. i'm pretty sure they have a random function on their website

>> No.3634022

>>3633825
CALARTS?

>> No.3634031

>>3634022
Nah I just like animating noodle arms every now and then.

>> No.3635586

>>3634031
Cool

>> No.3635607

I made a reel with some of my animation works
https://www.instagram.com/p/Bokd9b2hNzm/

>> No.3635634

This is probably a dumb question but how good of an artist do I need to be to transfer that skill to animation? Or are the two far too different that there is little overlap?

>> No.3635635 [DELETED] 
File: 15 KB, 250x250, THE WALKER!!!.gif [View same] [iqdb] [saucenao] [google]
3635635

>>3621034
it's cute, but i feel like a more leisurely, bouncy walk would be cuter. if you're not doing it already, it can be helpful to break up the animation into seperate parts, for example here I animated the walk first and then the string-ball on his head second.

>> No.3635637
File: 15 KB, 250x250, THE WALKER!!!.gif [View same] [iqdb] [saucenao] [google]
3635637

>>3621034
it's cute, but i feel like a more leisurely, bouncy walk would be cuter. if you're not doing it already, it can be helpful to break up the animation into seperate parts, for example here I animated the walk first and then the string-ball on his head second.

>> No.3635643

>>3635607
You've got a lot of cool stuff, I remember you posting the boomerang scene here. Did you finish the Dota2 short film?

>> No.3635647

>>3635634
I would say there is a lot of overlap, except for movement and timing related skills. I think a lot of animators suffer from not being great artists. However animation does need to have relatively quickly drawn frames so there are some more time intensive drawing practices that can't translate over

>> No.3635655

>>3635643
Thanks
I did, but ended finishing it 1 hour before the deadline and Im not really happy with the sound and the color grading.
But here you go

https://www.youtube.com/watch?v=h05j7noLpa4

>> No.3635656

>>3635637
i love the subtle volume on the mouth
Great job!

>> No.3635664

>>3626261
"Animation" supplies are stupidly overpriced, there's like a real money-related gate keeping thing going on with traditional pen-and-paper stuff. They mask it as being "authentic" and old-fashioned, but in reality they hike the prices up because there's not a lot of demand for the materials. Like you said, 'animation' paper is $10 for a hundred pages, pegs bars are only made to fit those papers, and a peg-hole puncher is upwards of $400. It's a scam, through and through.

>> No.3635680
File: 304 KB, 900x506, d8.webm [View same] [iqdb] [saucenao] [google]
3635680

>> No.3637347

>>3635680

The demons fall is kinda weird. If you're trying to have it show that the thing he is holding is like a rope or the like, he should dangle down and then up for a second before landing and then walking back.
Also when he lands there should be more settle/bounce back, right now it's kinda way too rigid and then he steps into the walk back frame without any momentum of the fall he just carried.

The guy falling doesn't feel like anything. You have a smear going but it's too small and is at the wrong location, it should extend from portal to the ground with the guy bouncing from the impact.

>> No.3638054
File: 79 KB, 902x350, human form tendril lash.gif [View same] [iqdb] [saucenao] [google]
3638054

Is this too hard to read what's going on here? They're supposed to be tentacle arms

>> No.3638129
File: 299 KB, 540x304, Hand.gif [View same] [iqdb] [saucenao] [google]
3638129

Doodling away.

>> No.3638136

>>3638054
the first swipe is really good and the motion is overall very smooth, but i think i get lost when his left arm swipes. i feel like its because the silhouette gets mushy since his left arm and the motion lines cover his body/other arm, if that makes sense.

>> No.3638395

>>3635680
I'd say the demon is good, you can keep him like that

But I have to agree with the other anon regarding the kid's fall, it's a bit off for some reason, and I think it's because of the pose

>> No.3640215

is there any good work being done in opentoonz or moho?
reading the docs, both seem to be mature and feature complete, but all the tutorials and demos i find besides the official stuff seem very rough compared to those for live2D/AE/TB

>> No.3642013

>>3623153
holy shit thank you

>> No.3642080
File: 140 KB, 1024x781, leaving_the_universe_behind_by_stupchek-dcnr51p.png [View same] [iqdb] [saucenao] [google]
3642080

I just finished a short pixel animation of gondola a couple of days ago!This was my first time making something in pixel art style so there are some scenes where pixel resolution is off. What do you guys think?
https://www.youtube.com/watch?v=HP1NAZV20U0

>> No.3642218

>>3642080
i love it

>> No.3642300

>>3642080
Pixel art looks choppy (dare I say, shitty) when just rotated/tweened. For example in your video, the clouds. While the drawings and colors are great all around, the clouds spinning kills it. Doing that in fbf, although time consuming, would make this pure kino

>> No.3642310

>>3642300
youre really nitpicking those clouds don't look shitty, thats exactly how it looked in old pixel art games with no aliasing. i think he got that feeling right

>> No.3642393

>>3642300
You're literally talking out of your own ass... the anon above me gets the point

>> No.3642409

>>3642300
lets see your pixel art animations anon?

>> No.3642411

>>3642080
awesome

>> No.3642468

>>3642218
>>3642411
Thank you uwu

>>3642300
i do get where you are coming from, and i did tried to fixed the tweeining to be less obvious but its like I said it was my first experience with pixel animation, however if i would did this again I would bot do the same mistake again like i did this time, where I would draw the pixel images and then animate them in AE. But i would make vector symbols out of clouds and then animate those symbols and then convert them to pixel images. But your advice to do FBF animation is kinda the same as people who critiq beg posts with "lol just draw more, needs lomis". Well duh it would be better if you invest more time in it, but doesnt tell me what to improve on, or what to keep etc.

>>3642310
Thanks, Im glad I managed to nail the look

>> No.3642668

>>3642468
hey! first of, let me clarify, I didn't say your clouds are shitty, like the above anons imply. I said pixel art in general doesn't do well with tweening, including your clouds - them being the example. Gotta agree with you, though, my advice isn't really advice, it's bullshit. But still, a suggestion. I really like your idea about animating them as symbols, will probably result in an interesting effect.
And, as I said before, drawings and colors are kino

>> No.3643092
File: 706 KB, 960x540, lakitu.gif [View same] [iqdb] [saucenao] [google]
3643092

Here's an animation of Lakitu, I think it could be cute with a few more inbetweens.

>> No.3643987

>>3643092
nice anon this is so good!

>> No.3645545

>>3620067
Looks like he's voiced by Sean Connery.

>> No.3645672
File: 122 KB, 560x305, Slimes.gif [View same] [iqdb] [saucenao] [google]
3645672

>> No.3646236

>>3633928
>>3633344
hmu if you want a piano abstract music (short or long whatever).
the style I do is classical/final fantasyesque harmonies.

>> No.3646636
File: 642 KB, 720x405, lak2.gif [View same] [iqdb] [saucenao] [google]
3646636

>>3643092
>>3643987
Thanks! Added a few more frames to make it a little easier to look at.

>> No.3648408

>>3645672
please reply

>> No.3648628

>>3645672
>>3648408
ok. watch your arcs, the bounce up and down is super linear. the slope between going up and going down is uneven, every action should have the same reaction with ball jumps. the smear also makes it look like the balls are moving on their own accord, like they're forcing themselves up. it feels like this was a mistake in the animation rather than an intentional thing, so make sure your drawings are consistent with how fast the ball should be moving and the spacing between frames are accurate according to the jump. your stretch is super exaggerated yet your squash when the ball lands is nonexistent. we need to see that in order for your stretch to work, otherwise it feels very janky and your physics will be inaccurate. let us actually see the ground that it's landing on, because right now it looks like you cropped the ground out rather than intentionally had it framed outside.

>> No.3648784
File: 414 KB, 2000x3000, 9100.jpg [View same] [iqdb] [saucenao] [google]
3648784

>>3620067
>>3620738
Impressive, very good.

>> No.3648797

>>3648784
I feel like that's a BLACKED porn star

>> No.3648799

>>3648797
it's a cropped screenshot from an anal scene

>> No.3648981

>>3648799
Name

>> No.3648996 [DELETED] 
File: 30 KB, 1000x1000, animation test.gif [View same] [iqdb] [saucenao] [google]
3648996

test

>> No.3649008
File: 96 KB, 1000x1000, animation test.gif [View same] [iqdb] [saucenao] [google]
3649008

test

just want to see if this works

>> No.3649043
File: 461 KB, 800x800, DDO_ID_FOR_UR_FREN_DO_ID_FGFFFFROR_UR_FREN_DO_ID_FFFFITRR_RTYTURRTH.gif [View same] [iqdb] [saucenao] [google]
3649043

>> No.3649214

>>3649043
FINISH IT ALREADYYYYYYYYYYYYYYYYY

>> No.3649293
File: 476 KB, 960x540, DEAD YEET.gif [View same] [iqdb] [saucenao] [google]
3649293

i really need to practice effects animation

>> No.3649331

>>3649214
sorry for the hold up
>>3649293
i really love this. it's really cute and nice

>> No.3649990
File: 180 KB, 500x500, 24fpsnoticedbysenpai.gif [View same] [iqdb] [saucenao] [google]
3649990

>>3649008

thoughts?

>> No.3650467

>>3649990
im not sure what emotion this is

>> No.3650470

>>3649990
there isn't much here to have thoughts on. what are your thoughts on it?

>> No.3650523

So, has anyone played with Flash/animate since the recent update. I've been trying it out, and shockingly its starting to feel like real animation software. You can finally apply effects to layers for one, and the drawing tools have been considerably improved. If they keep this up I might actually use this program...

>> No.3650964
File: 11 KB, 500x500, bounce.gif [View same] [iqdb] [saucenao] [google]
3650964

>>3650467
recognition(?)

>>3650470
not bad since it was for testing out krita

>> No.3651029

>>3650964
recognition isn't really an emotion, it's more of an action or way of showing emotion. like you can recognize things nostalgically, unhappily, excitedly, etc.

>> No.3651111
File: 17 KB, 400x400, walken4.gif [View same] [iqdb] [saucenao] [google]
3651111

Courtesy of MS paint

>> No.3651497
File: 665 KB, 400x400, 9E3125F6-338F-48C5-805E-7FDDFDFFE8B5.gif [View same] [iqdb] [saucenao] [google]
3651497

from the bloodborne general on /vg/

>> No.3651935
File: 2.45 MB, 1920x1080, nuaj.gif [View same] [iqdb] [saucenao] [google]
3651935

just started this today, any thought ?

>> No.3651944

>>3651935
What's going on with the second characters head movement?

>> No.3651952

>>3651944
at first she was supposed to say hello with her head but that sketchiness makes her kinda look like she's spitting on the ground, that might be fun

>> No.3652374

>>3651952
neither really read for me. the sketchiness wasn't the problem, her movement is just all over the place.

>> No.3652393
File: 6 KB, 202x235, 1492907968773.jpg [View same] [iqdb] [saucenao] [google]
3652393

>>3651497
i don't know nothing about animation but i liked

>> No.3652555

>>3652374
what would you advice me, I'm just starting learning haha

>> No.3652741

>>3652555
dont animate first. draw strong poses, put animation between them.

connect strong poses with strong poses and so on. animating straight ahead is difficult with character animation when you're first starting out. i recommend animating only your extremes for now. excellent extremes make an animation great no matter what framerate you're using dude.

>> No.3652991

>>3652555
pretty much everything >>3652741 said, they're right on the money. generally straight-ahead should be used for things that are sporadic and random, like the flowing hair you did, which looks nice; not on movement that is being manipulated by a being per say. also use reference and act it out yourself before animating a scene. it helps both your animation look better and also more genuine since you're in the headspace of that character if you act it out.

>> No.3653217
File: 72 KB, 800x450, efficient_wave.gif [View same] [iqdb] [saucenao] [google]
3653217

Maybe we should do an animation collab. Why not straight ahead animation, keyframes first with ~5 inbetweens, 12 fps?
Lets say for n key-frames we need to have ~3*n inbetweens done before doing the next keyframe, and each contributor should do at least 3-6 inbetween per contributed keyframe. Keyframes don't need to be key poses either. We might be flexible with inbetween numbers to regulate proper timing

>> No.3653325
File: 142 KB, 633x859, ss.png [View same] [iqdb] [saucenao] [google]
3653325

oh shit

>> No.3653329

>>3653325
I don;t know what those scribbles mean but I've been trying opentoonz recently and think it's great. I haven't messed around with transforms yet but I could see it replacing my cracked TVPaint 10.
I feel like krita is almost usable for animation but they don't even have simple motion tweening yet. You can do that manually by dragging each frame but that doesn't seem ideal.

>> No.3653714

>>3653217
You're thinking about this too hard. You just need to set a frame rate, pixel dimensions, and maybe length. Is your post the starting point?

>> No.3655543
File: 1.55 MB, 640x475, 1511532050668.gif [View same] [iqdb] [saucenao] [google]
3655543

>>3653325
>>3653329
mitsuo iso is one of the greats
he says something like
>drew in opentoonz for the first time
>everything is vectors, so maybe it can use automatic inbetweening
>i'd like to fiddle with the line detail a bit, but it's OK
>next i'll try painting it

>> No.3655692
File: 435 KB, 604x721, XsPB4SF.gif [View same] [iqdb] [saucenao] [google]
3655692

Did these two about a year ago. I have older ones somewhere, but no idea where they went.

>> No.3655693
File: 1.30 MB, 1280x720, GUay4LZ.gif [View same] [iqdb] [saucenao] [google]
3655693

>>3655692

>> No.3655705

>>3655692
>>3655693
Well...
the animation is good..
but that woman, uh
yikes

>> No.3655714
File: 851 KB, 1280x720, 2E57FB1C-DED1-4393-BC0F-41B5DD039D6F.gif [View same] [iqdb] [saucenao] [google]
3655714

Trying to get back into animation after a long break

>> No.3655718

>>3655705
Pretty certain I did those mostly the see how animating fat would look.

And while I'm not as crazy about fat and freckles as I once was; a fetish is a fetish. Long hair, pear shape with thicc thighs and freckles still does it for me.

>> No.3655785

>>3655714
it looks so nice god damn
if i ever become a director and make movies like i think i want to, id hire u for keys

>> No.3655861
File: 60 KB, 788x587, leapdog.gif [View same] [iqdb] [saucenao] [google]
3655861

>> No.3655863
File: 138 KB, 681x489, runanim2.gif [View same] [iqdb] [saucenao] [google]
3655863

>>3655861

>> No.3656191
File: 535 KB, 1280x720, hallway_1.webm [View same] [iqdb] [saucenao] [google]
3656191

Testing out some stuff here.

>> No.3656197
File: 136 KB, 1440x1088, 1523041279527.jpg [View same] [iqdb] [saucenao] [google]
3656197

>>3656191
Never animated before: the door breaking weight looks nice but shouldnt she hit the wall harder after she breaks the door? Also a girl that size probably wouldnt start moving again that fast after hitting a wall so maybe add some anticipation (?) frames

>> No.3656199

>>3656191
There could be a lot more weight in this
Like make him/her/it really get squashed against the opposite wall, or make it kinda give up on the door once it's at its max, make the door return back to normal, and then explode the door without warning

>> No.3656205

>>3635680
i think the demon should move back wards after the kid starts to fall to show hes pulling

>> No.3656211

>>3656197
>>3656199

Yeah I think you're both right. I'll add a few more frames of it impacting the wall, maybe squishing against it a bit, before it lunges.

>> No.3656221
File: 182 KB, 960x540, k i c k 1.gif [View same] [iqdb] [saucenao] [google]
3656221

>>3655692
>>3655693
you don't really have much follow-through in your animations. they seem pretty A-to-B interpolated. try space your motions differently and animate on 2s more often. when you animate on 2s, it sometimes helps you illustrates the weight of the motion a lot better.
>>3655714
space your frames out so theyre not consistently on 4s for the whole animation. equal spacing tends to make animations look unguided or "pulled" by some random force in random directions
>>3655861
chicken scratch works sometimes, but you should do more clean-up to your sketch-work so it's comprehensive to people who watch it. you should also space the motion around to create anticipation during the contact and passover of the running.
>>3655863
things in the distance move a different speed according to apparent visuals. watch one of those meme videos of a baseball flying towards the camera, and you'll notice that the size doesn't change consistently, but more logarithmic from small to large as it gets closer. you could fix it by exposing the frames at the beginning longer so they create anticipation in the distance-to-size ratio.
>>3656191
>>3656211
quit animating on 1s, and quit animating straight ahead for characters. use the pose-to-pose technique, you could make the first extreme the fat-boi bursting through, and the extreme being the impact on the wall.
interpolating inbetweens from one extreme to another helps with making things really consistent. you seem to be falling under the "tweened hand drawn" aesthetic. study how spacing your frames apart looks before you go around and "add a few more frames" to anything. adding more drawings to something that isn't timed correctly wont fix it. get some strong extreme poses and use those to time it out, and then start drawing in more frames.

>> No.3656225

>>3656221
You seem to give good criticism so here are my two "short films", what do you think?
https://youtu.be/FOmnjPggcjk
https://youtu.be/aEszvtYRdd0
I'm starting a much bigger project rn so I'd love to identify my flaws

>> No.3656260
File: 83 KB, 960x540, inbetweens and shit.gif [View same] [iqdb] [saucenao] [google]
3656260

>>3656225
It looks like you have trouble with your inbetweens, since your animations show very little weight. The interpolation of your inbetweens don't show arcs too much, and they don't have much weight or snappiness to them. Sort of drawing your inbetween from one extreme to another in the perfect halfway point, which makes animations look either floaty or too "linear". Imagine if you were actually able to throw a motion tween onto a drawing. One way to combat this thought is to think about arcs more often. Exaggerate your arcs and have every single part on the body follow some kind of arc. The head dips down and back up during a head turn, the palm of a hand does a J shape in a change of expression with the fingers following behind it, and so on the such.
As for the bounciness and snappiness, that could be fixed by simply thinking about inbetweens in a completely different way. Don't think of them as transitions to different poses, think of them as an extreme to transition an extreme to another extreme [if that makes any sense]. Your inbetweens don't have to be halfway points from A to B, they could also be their own extremes that you could throw in as 'secondary' extremes.

I attached a gif. Illustrated in red are the main extremes, then in blue are my secondary extremes. The greys are my regular interpolated inbetweens.

>> No.3656285
File: 2.74 MB, 900x506, first animation.gif [View same] [iqdb] [saucenao] [google]
3656285

Just made my first animation, goddamn I didn't expect it to be this much work for something so incredibly simple. And I already expected it to be a lot of work.

>> No.3656288
File: 28 KB, 500x375, 11f76f8e056a2f7f0e01e23c214161bc80a9224499b2c69dea0ee540f841881a.jpg [View same] [iqdb] [saucenao] [google]
3656288

>>3656285
Don't know what happened with the last frames there desu, I got a fluid mp4 but you can't upload those.

>> No.3656313

>>3656285

Add some more weight on the fall, instead of falling it looks like its hovering through space

>> No.3656363

>>3656313
Yeah that was the hardest/worst part, I know that I needed to do that, but I don't understand how

>> No.3656443

>>3656221
>quit animating straight ahead for characters.

Not sure how to stop doing something I wasn't doing in the first place.

>> No.3656895
File: 2.92 MB, 1280x690, 1527028927330.webm [View same] [iqdb] [saucenao] [google]
3656895

Anyone know what this webm is from? I saw it once here and the animation quality is really good.

>> No.3656905

>>3656895
>fight scene using a long shot
sauce pls

>> No.3656906

>>3656895
Dofus animated show.

Full scene here
https://www.youtube.com/watch?v=5IZVylmOgB8

>> No.3657425

>>3656895
It's from the Dofus movie

https://www.imdb.com/title/tt4731504/

>> No.3657446

>>3656221
>chicken scratch works sometimes, but you should do more clean-up to your sketch-work so it's comprehensive to people who watch it. you should also space the motion around to create anticipation during the contact and passover of the running.

the "chickenscratch" is just how i sketch with varying degrees of comprehensivity based on how fast i went. i never learned to draw with standard circles/lines/shapes for construction. its comparable to you leaving your animation as lines and circles for the skeleton. there was no drawing before those frames. i erase very little and use a lot of floppy loose shapes.
you commented on a cleaner one after (the running dog). but know even in that cleaner one, i never had a skeleton under it. i drew the frames as they are there as my sketch.

i have no idea what it is you are telling me to do with the spacing of movement in the first one, though.

these are the first animations i have done in close to ten years, and prior to that it was a handful of bad walk cycles (3) as a teenager.

i have no knowledge of timing and frames. i have just left them all at the same default rate. i did not think about it prior, so thankyou for pointing that out as something to look into.

>> No.3657601

>>3640215
I haven't seen much of community stuff but I just watched a tutorial series that wasn't around last time I was looking at OT. Based on my experience with other software and compositing, I think I know everything I need to know but the animation skills after watching this. GTS looks really useful in video 2.

https://www.youtube.com/watch?v=e_cEmqALbes&list=PLOIi9JF_0h2NMe7QoZFpLbXxxK-8BI3po

>> No.3658325
File: 870 KB, 1280x720, hallway 2.webm [View same] [iqdb] [saucenao] [google]
3658325

Did a little more work on this.

>> No.3658877
File: 133 KB, 960x540, little idea for anon on ic.gif [View same] [iqdb] [saucenao] [google]
3658877

>>3658325
Your posing is kind of stiff, almost like the line of action for the movement is completely straight for the whole animation. maybe the head and shoulders could follow an arc that does some kind of figure-8 shape that dips down and gets to it's height as he hits the wall, bounces back a bit, and then arcs straight down and back up during the running section
i dont know how to explain it, but maybe something like this.
the head clearly follows some kind of arc and it makes the motion look a little more authentic to reality

>> No.3659176

>>3658325
when she hits into the wall apply a little bit of stretch to show the weight of the impact more

>> No.3659523

>>3658877

You know, you make a good point. I'll tinker with that a bit.

>>3659176

I'll do this too.

>> No.3660327

Can someone animate a quick 2 second animation where all keys are smears? just want to know how that looks and i can't draw nor animate

>> No.3660338
File: 1.25 MB, 594x1100, Screen Shot 2018-10-30 at 11.58.39 AM.png [View same] [iqdb] [saucenao] [google]
3660338

>>3616596
can someone source this artist for me

>> No.3660341
File: 49 KB, 645x729, ingore.jpg [View same] [iqdb] [saucenao] [google]
3660341

>>3660338
nvm

>> No.3660417
File: 179 KB, 364x245, test.gif [View same] [iqdb] [saucenao] [google]
3660417

fiddling around with clipstudiopaint's animation feature I didn't know existed until this morning

>> No.3660437

>>3660338
Eiichiro Oda, One Piece Volume 47
https://www.amazon.com/One-Piece-Vol-Eiichiro-Oda/dp/1421534630

>> No.3660440
File: 441 KB, 1920x1080, inpairs.gif [View same] [iqdb] [saucenao] [google]
3660440

>> No.3660688

>>3660440
just needs a cock between em

>> No.3660758
File: 380 KB, 250x250, 4ed60bd1fc0ecacff9f29db9fd94737169decb57_hq.gif [View same] [iqdb] [saucenao] [google]
3660758

Hey /ic/ , what are useful features you wish your animated softwares had? Got some CS skills to train. (so far people told me about Tap wari, easy mp4 & mp3 inclusion, smart tweening)

>> No.3661161

>>3660758
vector drawing with really good brush feel, like toon boom
single-file (binary?) file format, with thumbnail preview
versatile fill tool, maybe like the "colorize mask" in krita, that propagates across frames

>> No.3661905

>>3660758
I hate that krita has no motion tweening. I like TVPaint's glow effect a lot

>> No.3662214

>>3660758
I wish flash or any other software had a feature where you real time record yourself moving a symbol and play that back. It would be so much faster and intuitive than playing around with graphs and motion guides. Kind of like what theyve done in the unreleased game Dreams if youre familiar with that. There could also be an option of smoothing it so it gets rid of that hand held puppetry look

>> No.3662384

>>3662214
After Effects has that, doesn't it?

>> No.3662387

>>3662384
yeah i just wish it was inside an actual animation program

>> No.3662600
File: 905 KB, 800x800, DDO ID FOR UR FREN!!!! DO ID FGFFFFROR UR FREN!!!!! DO ID!!! FFFFITRR RTYTURRTH.gif [View same] [iqdb] [saucenao] [google]
3662600

>>3649043
alllllllmost.

>> No.3662766

>>3662214
https://youtu.be/gMDgHPQ0YfI?t=643
I was thinking this too the other day watching this (@10:43)
It seems like such an efficient way to do tweens and stuff, I wish it were more common

>> No.3662800

>>3649008
Your left vanishing point barely moves which makes the cube look like it's morphing rather than rotating

>> No.3662978

>>3655543
rotoscoped

>> No.3663085 [DELETED] 

>>3662600

you have been working on this for so long i feel like i have been on an emotional journey waiting for it to be done.

>> No.3663087

anyone got a free copy of any of the adobe flash cs products? anything that is cs3-cs6 is fine

>> No.3663097

>>3651935
why hitler?

>> No.3663212

>>3662214
I want this too, trying to make what is essentially a cheap popsicle stick puppet via a motion graphs and key frames is such a waste of time considering you are going for a low effort result. Other people use VR and motion capture to do that sort of animation which I think is ridiculous waste of money considering all you should really need is a mouse.

>> No.3663284
File: 1.16 MB, 500x269, 1528826936326.gif [View same] [iqdb] [saucenao] [google]
3663284

>>3661161
>>3661905
>>3662214
>>3662387
>>3662766
>>3663212
Thanks so much for the input guys, if I can find ways to implement them it will happen!

If you got any other suggestions Do Not hesitate to mention them, more useful features = better 2d animations in the future!

>> No.3663405

>>3653714
The post is kinda a meme, here, my dude.

Someone wasn't sure how to properly time their frames and it ended up looking weird as fuck. So of course anons got their hands on it and now there are a few gifs floating around.

>> No.3663430

Is krita good for animation or should I hop to flash or something vector based instead?

Technically I could do animation in krita because it's comfy, but is it worth sticking with it in the long run?

>> No.3664066

>>3663430
Krita is good for doodle animations
Flash is good for scenes to be used for comp
Toonboom is good for production of entire shots from sketch to final
as far as i know

>> No.3664381
File: 926 KB, 1280x720, hallway 4.webm [View same] [iqdb] [saucenao] [google]
3664381

Did some more work on this. Added some secondary little animations and such.

Don't know how much more time I'm going to spend on it...

>> No.3664767

>>3660327
Please

>> No.3664834

>>3664381
I feel like it would have more impact if you cut out some frames when the door busts open

>> No.3664836

>>3664767
Smears are by definition not keys.

>> No.3664840

How good is opentoonz now, worth it at all? When it came out it was a buggy mess that would constantly crash.

>> No.3664861

>>3664840
I’d like to know this too.

>> No.3665409

>>3660417
I feel like animation is doable with the software but hardly streamlined. I don't see why Celys can't just release an English version of Stylos for western enthusiasts/pros.

Even better have it compatible with clip studio so you can rough out your animations in Stylos and import it to clipstudio for all the finished line work and color instead of using paintman or whatever.

>> No.3665542
File: 510 KB, 666x1080, spooked_turn_rough.gif [View same] [iqdb] [saucenao] [google]
3665542

still learning a lot but it was cool to see how certain decisions makes a movement feel different

>> No.3667086

>>3664840
>>3664861
I've been using it. So far it only crashed one time because I tried doing too many heavy things at once, and that was at the very beginning. I haven't had any problems since and I'm up to ~230f. Then again, I'm only using two layers/levels whatever.

>> No.3667098
File: 4.00 MB, 1000x563, plage.gif [View same] [iqdb] [saucenao] [google]
3667098

What do you think ? sorry for gif quality

>> No.3667100
File: 2.20 MB, 600x337, 0002.gif [View same] [iqdb] [saucenao] [google]
3667100

first animation wip. would love some crit.

not even aiming for porn animation, i just always do that first time i do something for some reason. idk.

>> No.3667186

>>3667100
This looks lazy

>> No.3667196

>>3667186
well i dont wanna put too much time in 1 animation before i know the basics. as i said its my first animation and im just trying to get a feel for it.

>> No.3667205

>>3633825
i think adding tiny details like eyes blinking or just anything that can move in the frame would help, when ur using so many frames where not alot happen. still good tho.

>> No.3667319
File: 1.26 MB, 500x281, plage.gif [View same] [iqdb] [saucenao] [google]
3667319

>>3667098
might be better as this

>> No.3667341

>>3649293
this is sick

>> No.3667991
File: 211 KB, 1000x902, gifopen.gif [View same] [iqdb] [saucenao] [google]
3667991

my first animation essentially and i went in blind

please critique

>> No.3668090

>>3667196
dont ask for critique then.
>>3667098
i dont really get what either of their reaction is supposed to be. is the blue one surprised that the yellow one nodded or something? also the blue one's eyeline is off, they should be looking more down. it feels like they're looking above the yellow one instead of at them.

>> No.3668095

>>3667319
remove the pause between the node and the reaction, surprise is sudden, you should reflect that in your cut. cut the second the nod ends, and have the green one react as soon as it cuts to him/her, see how that looks.

>> No.3668131

>>3667991
This is really really lovely

>> No.3668806

>>3667319
is this alien peanuts the anime? also I like this a lot only improvement is that you need to give them fingers, the pad hands urks me.

>> No.3668977

>>3668090
you call "this is lazy" critique?

>> No.3669351

>>3667991

Well, there's nothing to work with as far as character animation or movement here, but you did a good job capturing the subtle little motions of things in a light breeze.

Reminds me of those cinemagraph photos. Nice Ambiance.

>> No.3669833
File: 139 KB, 370x477, 1541111393644.png [View same] [iqdb] [saucenao] [google]
3669833

>>3616596
Urgent but dumb question here. I'm using the timeline frame animation function in Photoshop CC but I can't seem to find an alternative other than using "create frames from layers".

Basically I am trying to make a ship move across the water, all it really needs to do is pan from right to left across the screen and it is all on one layer. Creating a load of copies of the layer and creating a frame animation out of that just seems really fucking clunky and unnecessary but I am having a hard time finding an alternative in PS CC. Any advice would be appreciated or alternately if anyone could recommend a free program I could use to do this instead that would be great. Pic unrelated

>> No.3669838

>>3669833
If you're man enough to use the photoshop timeline, you're man enough to pirate after effects.

>> No.3669843

>>3669838
Actually I have access to after effects via a university but I have no real clue how to use it. I guess I could learn how but one thing I have tried is importing the photoshop file into after efffects in a way that keeps the layers so I can move them separately. Haven't been able to figure that one out. This is important because the ship needs to crash in and out of the waves which are on a different layer, so I can't just import a flat image into AE and call it a day

>> No.3669849

>>3667186
If you're gonna critique do it properly retard
>>3667100
The way the whole of the ass and legs compress like that is too exaggerated and not at all realistic to how they would actually deform. Honestly you just need to go study some porn vids to see how it happens in reality. Also the proportion of the legs is really skinny and it is all rather misshapen. If you hadn't added the vagina it would look like a childs legs sticking out of some shorts. I'll just chalk that down to you focusing more on the animation than the art in this case

>> No.3670831

>>3668977
if you wanted him to elaborate, you would've asked him to. instead you gave an excuse to his three word sentence.

>> No.3670837

>>3669843
If you're familiar and comfortable with Photoshop, then After Effects won't be that much of a jump. it's pretty intuitive and there's a ton of tutorials out there. You should use it, it's perfect for what you need.

You can get the movement and crashing effect with translation, scaling, and clever masking.

>> No.3671153
File: 1.04 MB, 500x281, bol.gif [View same] [iqdb] [saucenao] [google]
3671153

I'm working on an animatic for school
Can someone explain me how in TV Paint I can improve this camera movement ? You know, it would be more realistic if the camera was faster at the beginning and the end instead of having the same speed all along

>> No.3671197

>>3671153
When you click on the camera there's gonna be a black and white rectangle under the Tool: Camera option and it'll be called Time Profile

Click on it and you're gonna have an option on the left of the window labeled Linear, click on it and choose spline and just play around with that, add curves and see how it behaves

>> No.3671246

>>3671197
thanks a lot :)

>> No.3671459
File: 24 KB, 759x150, site_logo.png [View same] [iqdb] [saucenao] [google]
3671459

Hey guys I just finished making a super awesome forum for "anime"tors. I made this because I couldn't find any real good forums online for initiating collaborations.

The format was heavily inspired by Hentai foundry, which as a community is extremely productive. Join and help popularize this! The site is totally free and there will never be ads on it. I'm hoping to have an active community of about 50 people using it.

https://www.sakugafoundry[dot]com

>> No.3671625
File: 394 KB, 861x1080, spooked_test_pls_work_finsihed.gif [View same] [iqdb] [saucenao] [google]
3671625

>>3665542
as far as im going to take this animation

>> No.3671695

>>3671459
This is honestly pretty cool Anon. I just hope it doesn't turn out like LAS. Are you only advertising it here?

>> No.3671698

>>3671625
i would put some more straights or corners in there. looks like he made out of spaghetti sometimes

>> No.3671747

>>3671695
I'm trying to share it wherever I can, but there's not that many places to share it that I can think of.