[ 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   

File: 1.96 MB, 540x304, a6d4b0f88e324e382581a92e5754cd7d.gif [View same] [iqdb] [saucenao] [google]
4465207 No.4465207 [Reply] [Original]

>Animation Thread Discord
https://discord.gg/Ju9NuWN

>51 exercises to try
http://www.animatorisland.com/51-great-animation-exercises-to-master/

>Books basic program tutorials, etc.
https://mega.co.nz/#F!3p8CwQZD!DR2mC-kw0TyQQ8Uw3T6JYg
https://mega.co.nz/#!TdclgBqS!QWLS9f3ogerhJDfxCYPv_yFKRR11tP_IC0eaA4sEwug

>Reference
http://www.referencereference.com/
https://vimeo.com/groups/aniref
https://www.youtube.com/channel/UCRvspTjApofA2Yg3i10gTdQ
http://www.rhinohouse.com/

>Anime .gif/.webm repository
https://sakugabooru.com/post

>Play YT videos frame-by-frame
http://rowvid.com/
or just pause the video and use the , and . keys (This doesn't always work but worth a try)

previous thread >>4370395

>> No.4465215

>>4465207
>visible shadow lines
Is this actually from LWA?

>> No.4465225
File: 2.04 MB, 500x282, promare.gif [View same] [iqdb] [saucenao] [google]
4465225

>>4465215
I think so, it was the smallest animation file I had. I couldn't post the op image I wanted.

>> No.4465236
File: 409 KB, 871x1066, image0-10.gif [View same] [iqdb] [saucenao] [google]
4465236

Small test thing

>> No.4465460

Bump

>> No.4465795

>>4465236
Looks cute

>> No.4465814
File: 1.63 MB, 1756x1240, monolithguy.gif [View same] [iqdb] [saucenao] [google]
4465814

Made this on Krita for an /tg/ drawthread
Any critics would be helpful

Also sum shilling
https://twitter.com/Glassbuttboy

>> No.4467142
File: 670 KB, 3300x2550, 1562964605155.gif [View same] [iqdb] [saucenao] [google]
4467142

something I started and may not finish

>> No.4467159
File: 1.86 MB, 640x360, test2.gif [View same] [iqdb] [saucenao] [google]
4467159

Just did this without any knoledge about animation nor drawing. I fear not making it.

>> No.4467173
File: 1.50 MB, 720x720, 謎のアニメ団展示館 - https -_t.co_7HLAbuIDAf-1208583085152821251.webm [View same] [iqdb] [saucenao] [google]
4467173

>> No.4467176
File: 1.93 MB, 1000x1000, 謎のアニメ団展示館 - https -_t.co_xlBNZQ25ik-933670396896854018.webm [View same] [iqdb] [saucenao] [google]
4467176

>> No.4467178
File: 804 KB, 1280x720, 謎のアニメ団展示館 - https -_t.co_mJF6nidSvy-1036335044128698368.webm [View same] [iqdb] [saucenao] [google]
4467178

>> No.4467180
File: 2.99 MB, 1280x720, 謎のアニメ団展示館 - https -_t.co_AKWK5s8mUp-926787434527973376.webm [View same] [iqdb] [saucenao] [google]
4467180

>> No.4467183

>>4467173
>>4467176
>>4467180
Damn! All of these are impressive. Are all yours?

>> No.4467213

>>4467183
No. These are from twitter @nazoani_museum

>> No.4467219

>>4467176
wtf did they die???

>> No.4467232

>>4467219
Different anon, but I interpret it as them fusing into one girl. So they technically didn't die, but became one.

>> No.4469244

>>4465207
I'm looking for an animation pegboard and hole puncher for european paper. Does anybody know where I can get some or has reccomendations?

>> No.4469348

>>4467219
Thy hella died, nigga

>> No.4469672

>>4467180
>>4467178
>>4467176
>>4467173
Why are you posting other peoples art in a draw thread?

>> No.4469869

>>4469672
They're examples of good animation and serve as inspiration, or pieces to study from. Might as well remove the OP gif if you don't want to see other people's art.

>> No.4469896
File: 1.41 MB, 1200x697, Margarita_Animaco.gif [View same] [iqdb] [saucenao] [google]
4469896

I think I will change the background. I want the hair to pop out more

>> No.4470315

>>4469896
Very cool work, anon!

>> No.4470338

>>4467173
Hwaaa that's really cool

>> No.4470562

>>4467180
>>4467176
>>4467178
artist/s?

>> No.4471328

Whats a good animation software alternative to Adobe Animate? I like the line quality and pencil on paper effect of TVPaint and want to avoid "flash lines" Is opentoonz any good?

>> No.4471743

>>4469672
>>4469869
On one hand this is koh yoshinari, a god tier animator and the best stuff alive, which should be very inspiring. on the other it's best to mention that this is inspo and who made them for context

>> No.4471762

>>4471328
All digital programs have their downfalls, digital ink and paint is still the best choice. If you are just starting out start by learning on pencil and paper.
No elitism or BS, it's just still the best choice for animation unless you are doing rigs.
if you are dead set on digital:
>best: csp: Pretty much industry standard in the east. Incredible software
>flash: god tier software if you know how to use it. Best to keep every few cuts on a different file and stitch it in premier or after effects. If you want to avoid messy vector lines you can work with the line tool or do a lot of clean up.
>opentoonz: imo meh software and it as well as gto seem to be very selective on what PC they work on. It's good enough for miyazaki's digital needs so no excuses.
>tvp: honestly never seen anything decent made on it besides that guy from trigger. If you want traditional feeling tools just get a good scanner and work traditionally, it's superior in every way
>photoshop: straight up animating with the photoshop tools. It's pretty great, but i'd rather export the images one by one to somewhere else than to use the photoshop timeline. I use digital ink and paint with photoshop.

>> No.4471781

>>4465215
No, it's just the video effect
https://gelbooru.com/index.php?page=post&s=view&id=2976010&tags=kagari_atsuko%20animated_gif
If you are looking for anime studios that still use a solid tone to show a shadow edge and bounce light check out pink pinapple. Anette-san has it, aibeya too.

>> No.4471819

If I actually manage to figure out how OpenToonz works, I want Miyazaki to adopt me as his real son

>> No.4472218

>>4471819
If your direction is taking after him I believe he only uses toonz for digital ink and paint as well as minor things.
If I recall correctly the full version that the studio uses costs 300 bucks

>> No.4473461

>>4469896
very cool anon, next time make the gif loop

>> No.4473817
File: 1.77 MB, 3958x5208, イラスト127.png [View same] [iqdb] [saucenao] [google]
4473817

>> No.4475573

>>4471819
I always got the impression that it was more for compositing than animating in. It was miserable to like fill line art with that program. Of course I suppose it's about what programs work for you. I've been trying to consider blender more. Hilda was animated in that I think.

>> No.4475897

Interesting videos from people who made a living as animator in anime industry. Specifically for how to use CSP.

Desuran/Keisuke Kojima (animator, director, storyboarder, debuted at gainax after graduating high school and now belong to Revoroot):
https://www.youtube.com/watch?v=JKbp7v96LAI

Gosso / Shota Goshozono (young freelance animator, recent work: FGO Babylonia)
https://www.youtube.com/watch?v=O_xxRUZbvt4
https://www.youtube.com/watch?v=Ms6BjeNW2Ls

Gift studio (related to Kinema Citrus and often assisted their shows, one of veteran animator that I know is Satoshi Mori) :
https://www.youtube.com/watch?v=F8zdUTNPGmU

You could download the materials they use for CSP here:
http://giftanima.net/?page_id=782

This one is foreign webgen animator from Germany, fundamental to use the software (CSP) and Q&A session:
https://www.youtube.com/watch?v=JUO3wrCnOFk

Hopefully this helps

>> No.4475931
File: 3.23 MB, 600x338, Project Dream Beam OP 亜紀 raw optimised.gif [View same] [iqdb] [saucenao] [google]
4475931

I'm not sure if you can see much with this optimised gif

>> No.4477506

>>4469896
nice

>> No.4477508

>>4467159
good start

>> No.4477895

can you square queers unban me so i can get a screencap of me saying the discord sucks ass?

>> No.4477959

>>4477895
Go outside and get some air

>> No.4478172

>>4477959
ummmmmmmmm ok??? wh *cough* what was taht supposed to do? *cough* cough*

>> No.4478266

>>4473817
Where’d you get this template?

>> No.4478334
File: 1.87 MB, 3958x5208, イラスト127b.png [View same] [iqdb] [saucenao] [google]
4478334

Tried to make the bad guys look more like bad guys. Don't think I'm going to make any more changes now. Good guys also too young but I'll try to fix that later, and draw character sheets so I know what they actually look like

>>4475897
Thank you Jesus, I'm gonna try making own version of the topmost link as practice

>>4478266
From the https://www.youtube.com/watch?v=jhPuJriOHe8 video description I think

>> No.4478795

Is Clip Studio Paint usable for animation yet? Last time I tried it's missing a lot of serious features and I don't like the UX of Toon Boom and Flash.

>> No.4478881

hello do you guys know any good storyboards a beg can use as reference? It's my first time and idk any household names aside from disney

>> No.4479157
File: 431 KB, 1620x1003, csp184_en_news1.png [View same] [iqdb] [saucenao] [google]
4479157

>>4478795
I'm a /beg/ so I might be wrong, but if you're using Toon Boom and Animate, you're probably used to a whole different workflow than what CSP Ex can offer you. CSP is geared more for that hand drawn frame-by-frame/traditional animation workflow. No easy way of doing 2D puppet rigging, symbols, tweening, etc.

>> No.4479580

>>4478795
Considering it's used as industry standard for digital in japan I would say it's more than is

>> No.4479842

>>4478795
What serious features is it missing?

>> No.4479900

>>4477508
Thanks mate, i really needed the support.

>> No.4479968

>>4479157
Toon Boom also supports frame to frame

>>4479580
For digital illustration, yeah, but I don't think it's standard for digital animation yet. Most studios still use Retas I think.

>>4479842
Honestly, I don't remember. But it was something to do with manipulating/editing the frames timeline. I might just dive in and try it out myself again.

>> No.4480006

>>4479968
Most studios use retas for traditional animation aka digital ink and paint.
Besides, celsys is retas, which is integrated fully into csp.
csp is the go to for digital animation in japan.

>> No.4480127
File: 39 KB, 400x249, 1hpobt61239ed6ivnm69.jpg [View same] [iqdb] [saucenao] [google]
4480127

Any tips on timing? I watched videos and read a bit on it but I still feel lost. When my friends create animations they feel readable and properly timed when played but when I practice animation myself it feels like actions that I thought would be a second or two go by zipping fast. Is this just something I'm just going to have to get a feel for over time or is there considerations I should keep in mind. I'm starting to get the idea I may just need to hold some frames for a certain amount of time.

>> No.4481034

>>4480127
Plan them out ahead by placing the keyframes or act them out with a stopwatch. If you're animating "straight-ahead" it's easy to accidentally go too fast.

>> No.4483293
File: 1.31 MB, 3508x2480, 1.jpg [View same] [iqdb] [saucenao] [google]
4483293

>>4475897
>https://www.youtube.com/watch?v=F8zdUTNPGmU
I tried following along but was a bit stumped at 06:04. What does the red line and dot mean?

>> No.4483340
File: 24 KB, 1363x985, asdasd.png [View same] [iqdb] [saucenao] [google]
4483340

>>4483293
Also, does anybody here know of any Notation for Retards type videos? If I'm not completely mistaken circle around letter means "keyframe" and triangle means "in-between" (?), but what does it mean if the letter has nothing around it? Just like B1 in the video. I mean, B2 has a circle. Also what do the floating eyes practically mean? That only they change and we're reusing the rest of it?

Again, if anybody has a video that goes through these things I'd be grateful

>> No.4484040
File: 3.07 MB, 1800x1046, Margarita_animacio-Loop.gif [View same] [iqdb] [saucenao] [google]
4484040

>>4473461
This makes sense

>>4470315
>>4477506
Thank you very much!

>> No.4484059
File: 738 KB, 720x418, Margarita_animacio-LoopMini.gif [View same] [iqdb] [saucenao] [google]
4484059

>>4484040
Woops, that's huge

>> No.4485324

>>4483340
>Notation for Retards type videos?
https://youtu.be/86tqKH3zxuM this?

>> No.4485783
File: 1.24 MB, 1280x720, Jasfight.gif [View same] [iqdb] [saucenao] [google]
4485783

one day at a time

>> No.4486498 [DELETED] 
File: 741 KB, 2000x1500, allfour.gif [View same] [iqdb] [saucenao] [google]
4486498

>>4465207

>> No.4486552
File: 207 KB, 800x600, allfour.gif [View same] [iqdb] [saucenao] [google]
4486552

>> No.4486581

>>4485783
im not undersanding whats going on there

>> No.4486700

>>4486581
not-so-straight shota on giantess action

>> No.4486987
File: 47 KB, 951x659, sdrhrh.png [View same] [iqdb] [saucenao] [google]
4486987

>>4486581
>>4486700
My hero, elephant feet, is being attacked by faceless demon creature. The demon is about to eat him but elephant feet does a back flip kick.It's messy because I'm not experienced in storyboard vision. However, with my years as a high school wrestler and doing grappling, I thought I could present some of my experiences onto animation. But I'm not there yet
Hence
>One day at a time
Gonna have to keep grinding if I wanna get there

>> No.4487123

>>4479968
> Toon Boom also supports frame to frame

Is it raster graphics like csp and tvpaint? Or just vector?

>> No.4487363

>>4486987
You should make a hero called Horse Dick

>> No.4487597
File: 228 KB, 640x480, smile, wait for flash.gif [View same] [iqdb] [saucenao] [google]
4487597

Testing animating physics, shockwaves, etc.

>> No.4488159

>>4485324
Thanks, I'm gonna try copying that

>> No.4488777

>>4485324
Retard question - why are they called timing charts when all the frames are the same time away from each other, e.g. on twos

It's really a spacing/location chart, isn't it?

>> No.4488911

>>4486552
I like this, very expressive.

>> No.4489783
File: 1.66 MB, 960x540, Marika.gif [View same] [iqdb] [saucenao] [google]
4489783

add color y/n

>> No.4491604

>>4489783
It's fine without color. You can ink it though.

>> No.4491609

>>4489783
the character should still standout from the bk, make her darker

>> No.4491667

>>4478334
What is this based one, franchises, fan creation or your own original IP?

>> No.4491833

Posting this for inspiration because I just discovered this guy and his work is incredible
https://www.youtube.com/watch?v=RTZZPCw4nQM

>> No.4491919

Toniko Pantoja's channel has been such a huge inspiration for me. Animation used to be such a monolithic task but I love how he breaks everything down so even laymen like me can understand the workflow.

>> No.4492749

Hey so there is this guy who looks for a very specific gif/webm >>>/wsg/3239339 for 3 months now. Maybe someone of you animated the original gif/webm. You'll get free vidya if you give it to him.

>> No.4493015

i'ts not good but i's appreciate some feed back.
https://www.youtube.com/watch?v=sZ9kYwLSxKs

>> No.4493023

>>4493015
i actually like it, it has a crude outsider-art charm to it. The character's knocking isn't clear to me there should be more space between the knock and the pull back. The perspective on the door also changes when it opens which doesnt make sense.... but i like that

>> No.4493068
File: 8 KB, 512x512, iconfinder_Animate_2530038.png [View same] [iqdb] [saucenao] [google]
4493068

I asked in wsr but I figure I'd ask here too:
How do I import a .fla to after effects?
My friend has an unconventional use of adobe animate where he uses it to do basic art over just animate.
I'm trying to find a way to transfer the layers of it in a psd format. I've looked online that the best way to do this (since Photoshop doesn't have .fla support) is to import it to After Effects which DOES have .fla support, and I can export it as some psd sequence.

The problem, however, is that I've never used After Effects before so I have no idea why it's not being "uploaded" when I select to import the file. The file itself doesn't have any animation or frames or anything more than that, it's just one thing with several layers so to speak. But it doesn't register that anything happens when I import the .fla. I make a new project, or create some folder, and nothing happens.
Most google results return how to put psd into animate and not the other way around, so I'm max retard and extremely lost.

>> No.4493587

Does anybody have tips on how to animate faster? I do traditional animation, and often times I end up taking 2x or 3x more time on a shot than I expected (2-3 days for 3 seconds worth of animation). Half of that time I'm just scrolling through the animation trying to correct tiny details and wobbly lines. I usually find myself redrawing almost every frame from scratch, is it a good idea to learn to reuse previous lines, or does that make an animation less dynamic? Is there some sort of ideal workflow when animating traditionally? I'm kind of getting discouraged by how slow I'm working compared to industry standards. (I use ToonBoom btw).

>> No.4493725

>>4493068
If there's an animation, the easiest way in my experience is to export it as a png sequence in a folder (you'll get a few hundred images) then in AE, import footage and select the first image in the set. It'll automatically stitch it together into a video. You can right click the imported footage and hit "interpret footage" to change the imported framerate, e.g. if your composition is at 60fps for motion graphics and you animated at 24fps, you will have to interpret at 24fps, otherwise the animation will go by way too fast.

You said there's no frames, but if it's just a single drawing/bg art you want to get, you can export it layer by layer as png.

>> No.4495254
File: 1.00 MB, 1280x720, Walk2.gif [View same] [iqdb] [saucenao] [google]
4495254

4th attempt at a walk cycle. the most decent one ive ever done. what should i do anons, why does it look like it's running, it should be walking

t.newbie

>> No.4495287
File: 828 KB, 1280x2204, file.png [View same] [iqdb] [saucenao] [google]
4495287

>>4495254
Also new, but to my eye here's a couple of things.
- Going a bit too fast, if these are on twos make them on threes
- Knees bend a bit too much, feet are a bit too much off the ground. Walks are done with pretty straight legs.
- Most importantly, between frames 3 and 4 there isn't a frame of contact where both feet are solidly planted on the ground. This gives the impression that he's jumping from one foot to another, and if both feet leave the ground at the same time it's definitely a run.
Pic related.

>> No.4495393
File: 745 KB, 1280x720, Walk2+%28copy%29.gif [View same] [iqdb] [saucenao] [google]
4495393

>>4495287
youre a fucking genius anon, just changing the bend of the knee and adding the contact made it walk, if i add more frames i can control how slow it looks, thanks anon!

>> No.4495399
File: 2.09 MB, 1920x1080, fgu.gif [View same] [iqdb] [saucenao] [google]
4495399

WIP of first animation I actually plan to finish

>> No.4495505

>>4495399
I dig it, it has a lot of character.

>> No.4495754

>>4495399
Wow anon!

>> No.4495799
File: 1022 KB, 1280x720, Walk9.gif [View same] [iqdb] [saucenao] [google]
4495799

it's walking!

>> No.4495857

>>4495799
YEEESSS Now give the walk more personality

>> No.4495938

>>4465236
cool
>>4465814
wild
>>4467142
lewd
>>4467159
spiderman
>>4485783
neat
>>4486552
good
>>4487597
fun
>>4495254
jogging
>>4495393
got hit by something green
>>4495399
cool stuff
>>4495799
good

>> No.4495952
File: 95 KB, 700x394, bear walk.gif [View same] [iqdb] [saucenao] [google]
4495952

>> No.4495972

>>4495952
Dauymn bro hella thicc

>> No.4496265

>>4495952
Cool. Blog?

>> No.4497052

>>4495952
Hot!

>> No.4498562
File: 539 KB, 600x436, Rough Squat Animation.gif [View same] [iqdb] [saucenao] [google]
4498562

Is there a lot of 2d animation freelance or studio work out there? Or am I learning a dead skill? I'd love to do this one day for a living

>> No.4498726
File: 2.07 MB, 1280x720, Sit+up.gif [View same] [iqdb] [saucenao] [google]
4498726

>>4495857
i tried to make it look like it had a cheery personality, this is hard, maybe i shouldve added more bounce so its more happy
>>4498562
Idk anything about the industry, buti just wanna say that looks really good

>> No.4498804
File: 3.04 MB, 640x360, jumptest.gif [View same] [iqdb] [saucenao] [google]
4498804

Hand-drawn cleanup and color is extremely time consuming, not using flash, all hand drawn and digital paint. Any tips/tricks to speed up pipeline?

>> No.4499491

>>4487123
either vector only, or both depending on the version you have

>> No.4499514

>>4487597
I fucking love this

>> No.4499700

Anyone have issues with pen mapping and Adobe Animate? My Wacom Intuos tablet is properly mapped to one monitor and properly works when Krita is open, but switching to Animate makes the mapping change to both monitors and toggle display makes the pen act weird, and absolutely unusable.

>> No.4500060

>>4498804
CTG layer in tvpaint 11

>> No.4500973
File: 149 KB, 542x317, howto_toranomaki_060_016.jpg [View same] [iqdb] [saucenao] [google]
4500973

>>4498804
You can use the anime technique of drawing with hard edges, filling with the bucket tool and then softening everything at the end.
There's a photoshop/after effects plugin for that.

>> No.4501085 [DELETED] 

>>4498562
Nice animation, bad form. She's gonna throw out her back.

>> No.4501088

>>4498562
Nice animation, bad form. She's gonna throw out her back.

And of course there's still work, but it's extremely competitive.

>> No.4502088

>>4500973
>softening
Is this different from Gaussian Blur? every time I try that the line art is still very pixelly and doesn't blend properly.

>> No.4502173
File: 24 KB, 954x450, noaa_vs_aa.jpg [View same] [iqdb] [saucenao] [google]
4502173

>>4502088
They will use a type of anti aliasing not just a normal blur. I experimented with this in tvpaint as that has an anti-aliasing filter and it works reasonably well.

>> No.4502605
File: 218 KB, 813x679, loop.gif [View same] [iqdb] [saucenao] [google]
4502605

Redesigned bun a lot with friends, heres a walk

>> No.4502613

>>4502173
Thanks. Haven't looked at TV Paint yet, but may do so now.

>> No.4502722

>>4502605
Real talk, this looks like something out of an actual cartoon. You wouldn't happen to be in the industry, would you?

>> No.4502829

>>4502722
Oh it's probably just due to it being toonboom harmony, it has a different opengl/render look and lineart quality vs flash, so it kinda looks different than that (and a lot of shows on tv use toonboom now too).

I have worked with a couple of people in the industry but not in any studio as i prefer to work online and such.

>> No.4503239

Any decent animation apps for ipad? Want to start practicing but it's all I have, no pc

>> No.4503621

Hey Anon, are you thumbnailing the action out? You won’t waste as much time if you do that. From there breakdown the key poses into smaller and smaller movements. You can re-use (hold) parts of the drawings so long as they work with the overall movement(s). Read “animation crash course by Eric Goldberg. That helped me see things differently.

>> No.4504447

>>4503239
Procreate is decent. No audio support, and the layers are kinda basic, but for practicing the basics it's more than good enough.

>> No.4505546

>>4504447
Awesome, I have procreate already but never messed with any of the animation features. I'll have to give it a go

>> No.4505751
File: 1.96 MB, 2000x1080, trippy (1) (1).webm [View same] [iqdb] [saucenao] [google]
4505751

>> No.4507655

>>4500973
>>4502173
Why the fuck nobody told me this could be done?
I wasted weeks on a shitty animation doing the coloring alone.

>> No.4508489

>>4505751
The transformations look great, I could see this being part of a Flying Lotus music video

>> No.4508810

do you think animating while not having mastered perspective and anatomy would be smart or should i wait until i mastered the fundies

>> No.4508821

>>4508810
No, animating is a great way of actually practicing drawing. Treat it as your "imaginative drawing" practice and supplement it with a lot of studies from life and figure drawing. Balance is key.

>> No.4508825

>>4508810
If you want to animate you should start animating now. Mastery of perspective and anatomy takes a very long time

>>4508821
This

>> No.4508868

>>4508821
>>4508825
Thanks, this is the nicest thread on /ic/

>> No.4509220

>>4508810
both perspective and anatomy are difficult subjects
animating requires you to make hundreds of drawings of a subject from varying angles and in different positions
so animating is probably good practice

>> No.4509561
File: 55 KB, 570x285, OLMSmoother.png [View same] [iqdb] [saucenao] [google]
4509561

>>4502088
Gaussian blur and Antialiasing are two different things.
Gaussian blur just blurs out the image, while antialiasing gets rid of hard edges by averaging the nearest pixels.

>> No.4510293
File: 803 KB, 950x800, fall.gif [View same] [iqdb] [saucenao] [google]
4510293

>> No.4510309

>>4510293
It feels a little abrupt when the first guy lands on all fours - he's in the air, then suddenly snaps perfectly still. Maybe have him compress down a little more into a squat before bouncing back to his final position to dampen it.

>> No.4510726
File: 221 KB, 1920x1080, bunny_anti.webm [View same] [iqdb] [saucenao] [google]
4510726

>>4500973
>>4502173
>>4509561
I can't fucking believe I didn't heard of this method before. Took me literally minutes to color the frames in paint.
This is eye-opening.

>> No.4510728
File: 242 KB, 1920x1080, bunny_no_anti.webm [View same] [iqdb] [saucenao] [google]
4510728

>>4510726
And the frames without antialiasing.

>> No.4510741

>>4495799
Allow the leg to have the chance to extend out in front of the person a bit more. It jerks back really fast, unnaturally. Decent lines tho, not perfect but cool.

>> No.4510763

>>4510726
>>4510728
Animation is way too smooth. Needs more snap to it.

>> No.4510779

>>4508810
Richard Williams goes over this in his Animator's Survival Kit, to be a great animator you need to have the fundamentals down and be a good draftsman. Animation is not necessarily about realism, but about being believable and knowing perspective and proportion to sell the idea and make them real. Take some time and give it a read, it's a big book but I guarantee it'll answer any doubts you have and give you a good idea of what milestones you have to achieve on the path to becoming a good animator. But yeah, like the others said, keep animating as you learn and improve incrementally because it's a long journey.

>> No.4510781

>>4489783
Blog?

>> No.4511036

>>4487597
Really nice, but I wish you had gone just a little further with the jiggle, either by making it hit harder and more drastically (rapid easing of the jiggling motion), or at least making it jiggle a little more as the ripples subsided.

>> No.4511445

>>4510726
>>4510728
what art software

>> No.4512836

Is it just me or is the interface for Clip Studio Paint trash for animation? I'm just starting though.

>> No.4512904

>>4511445
Did the lineart on Clip Studio Paint. Colors on Paint, then put together everything on After Effects.

>>4512836
Yes. Using layers as cels is a retarded idea. It leaves little flexibility to color and edit the cels when the fucking animation and layer systems are one and the same.
Both Photoshop and Krita got it right, but I only put up with CSP because the brush system is great.

>> No.4513075

>>4510309
noted, thanks anon.

>> No.4513469

>>4512904
You shouldn't have to do the colors in Paint, just use a brush in CSP with no anti-aliasing.

>> No.4515005

>>4513469
I did the colors on paint because it's faster.
The whole point of coloring a pixelated hard-edge image is that you can color it faster with the bucket tool. You don't need a brush.

>> No.4515068

>>4515005
...Yeah, you can already do that in CSP and save yourself multiple steps.

>> No.4515200

>>4515068
I didn't do it on CSP because the color bleeds after several bucket fills.
I used the technique of defining the shadows with red and blue, which require multiple fillings with the bucket tool.

>> No.4515428

>>4515200
I don't know what settings your fill tool has, because I never have that problem, and I use aliased pixel brushes all the time. If the brush has no AA, and the paint bucket is set to no AA, it won't expand. That only happens if one of them has anti-aliasing.

>> No.4515606
File: 1.82 MB, 1920x1080, Neil Banging out the tunes.gif [View same] [iqdb] [saucenao] [google]
4515606

I know its /beg/ tier animation, only 4 frames. But I enjoyed making this last night.

>> No.4515612

>>4510728
>>4510763
What anon means is the timing is too linear

>> No.4515693
File: 6 KB, 184x184, a.jpg [View same] [iqdb] [saucenao] [google]
4515693

what the fuck i'm finishing my end of semester animation so I've pretty much been animating traditionally every day yet I feel like my drawing skills are getting rustier by the day even though I'm technically drawing every day, what's happening to me

>> No.4515719

>>4501088

How competitive, and how do you break in to the industry?

>> No.4516088

>>4515693
Sorry bro, it is my expert opinion that you have a condition known as "NGMI"

>> No.4516245

>>4510763
>>4515612
The rabbit is animated on 2s (or 12 fps).
Should I change it to 3s?

>> No.4516301

>>4515693
Your problem is you are in school.

>> No.4516310

>>4516245
No, the problem is that your inbetweens are entirely linear and you don't favor either extreme. You should also probably plan an actual motion. Nobody just sits with their hand on their glasses like that completely still and blinks, there's going to be a slight nod of the head that coincides at least.

>> No.4516315
File: 365 KB, 1045x835, chrome_U13ifE5Bkd.png [View same] [iqdb] [saucenao] [google]
4516315

>>4516245
In addition to what that other anon said, cut this frame entirely. Fucking creepy ass shit.

>> No.4516405

>>4515719
Competitive enough that I haven't lol

Best way now is to get a big following online and then studios will seek you out; see Tyson Hesse making a dumb Sonic comic that made him popular enough to work on Sonic Mania that made him popular enough to work on the Sonic movie. The days of just applying and getting hired are quickly disappearing.

>> No.4516535

>>4516405
Wrong. If you can't find work, you're not good enough.

>> No.4516578

>>4516535
Someone who might have been good enough 10 years ago maybe won't be today if there are a lot more people fighting for the job. Supply and demand.

>> No.4516581

>>4516578
ngmi

>> No.4516582

>>4516535
pyw

>> No.4516608

>>4516582
Sorry, the only recent work I have is, you know, work.

>> No.4516669

>>4516608
pyw

>> No.4517130
File: 55 KB, 640x640, test5 large.gif [View same] [iqdb] [saucenao] [google]
4517130

working on attack animations. anything look off because I have been tweaking it for too long to see the faults?

>> No.4517379

>>4517130
looks stiff af bud

>> No.4517842
File: 199 KB, 1920x1080, bunny_new.webm [View same] [iqdb] [saucenao] [google]
4517842

>>4516310
>>4516315
What about now?

>> No.4518359

>>4517130
add some easing & follow through

>> No.4519191

https://www.youtube.com/watch?v=w90PUm6iVyg

some inspiration

>> No.4519477
File: 90 KB, 640x640, test8 large.gif [View same] [iqdb] [saucenao] [google]
4519477

>>4517379
>>4518359
how about now. better or worse. I can't add too much easing because it's meant to be for a game and too much makes the controls feel like you have less direct control of the character.

>> No.4521413

Pirates need to get off their ass and crack TVPaint 11.

>> No.4522391

>>4519477
I love it anon

>> No.4522709
File: 802 KB, 1280x720, ballthrough.gif [View same] [iqdb] [saucenao] [google]
4522709

>>4465207
Wip, made my self rough something out.

>> No.4522727

>>4522709
This is fantastic. Only thing is there's too many frames when she gets hit in the face, but I imagine you'll fix that when you break it down more.

>> No.4522729

>>4522727
Thanks mate, I haven't really dicked with the timing yet

>> No.4523146
File: 1.68 MB, 600x338, yuasacar.gif [View same] [iqdb] [saucenao] [google]
4523146

Genius

>> No.4523162

>>4523146
Cool mate

>> No.4523199

>>4522709
Kek. That was nice!

>> No.4523228

>>4523199
thanks

>> No.4523966
File: 864 KB, 1280x720, walking5.gif [View same] [iqdb] [saucenao] [google]
4523966

only key frames

>> No.4524087

>>4485783
Nice fellatio

>> No.4524958

>>4523966
You're missing the down frame where both her legs are bent; there should be an up-and-down to each step, no matter how controlled and dainty they are. Her head is warping quite a bit as well.

>> No.4525188

>>4523966
don't redraw the head and tail if nothing's moving

>> No.4526944

Any tips on animating a camera rotation with traditional animation? Is this type of animation done on ones usually? I need to do a shot where a camera rotates around a character while also moving a bit vertically.

>> No.4526946

>>4523966
She gets a little taller as time goes on, did you intend for that to happen?

>> No.4527340
File: 152 KB, 906x906, TwooWalk.gif [View same] [iqdb] [saucenao] [google]
4527340

I animated a fighting game walk cycle for fun, a while back. Not sure if I'll return to this one, but is there anything that sticks out to keep in mind next time I animate something similar?

>> No.4527370

>>4519477
I think this is great! Love the smears.

I understand that it's made for a game, but I think that the one thing that still looks off to me is how her sword just immediately STOPS once she swings - realistically, the momentum shouldn't stop without some resistance.

It's more work, but if this is going into a game, I'd make two variations - one for if the player mashes the attack button, and one for just a singular attack press. For the singular one, make the character fight against the momentum during the very end of the swing, before returning to idle. For the continuous swing, make a quick frame or two be a transition to the other swing.

Again, it's a lot of work, but at the end of the day, it's up to you. Either way, I'd definitely look into adding more follow-through *after* the swing. You're doin' great, though! It looks nice, other than that snag, keep it up.

>> No.4527402

>>4527340
Absolutely zero motion in hips. It's not a walk, it's just legs pivoting back and forth on a puppet.

>> No.4527408

>>4527402
Hm, alright. I didn't have much reference to go off of, so I didn't catch that. I'll keep it in mind next time, thank you

>> No.4527878

>>4523966
I saw your other animation, where do you post?

>> No.4529717
File: 96 KB, 567x437, fat-crying-cat-crying-cat-know-your-meme-1.jpg [View same] [iqdb] [saucenao] [google]
4529717

I have a full-time 2D animation job, I find it extremely mind draining and I can´t do any personal work or sometimes I just will get an art block and I unconsciously procrastinate, any tip on improving animation endurance?

>> No.4529724

>>4529717
Post your work.

>> No.4529731
File: 1.49 MB, 326x183, tumblr_f50db009a21d96b8c22291a1803bf88e_94a79e11_400.gif [View same] [iqdb] [saucenao] [google]
4529731

>>4529724
I did this a while ago.

>> No.4529771

>>4529717
>>4529731
There is no real way around it. Quality takes time. You can lay off the caffeine and see if that helps.

>> No.4530226
File: 1.34 MB, 1920x1080, gunny runny.gif [View same] [iqdb] [saucenao] [google]
4530226

Shitty reload I've been making
Any tips? I've been tryna practice perspective and stuff and I know i'm not past /beg/ yet.

>> No.4530257
File: 166 KB, 680x960, big_man_spider.gif [View same] [iqdb] [saucenao] [google]
4530257

>>4465207
Heres an "animation"

>> No.4530276

Does anyone else feels aroused when animating hair jiggle physics? Haha just wondering

>> No.4530286

>>4530226
study in slow motion the reloads from a game with really good ones, like KF2. There's a lot of things that give the gun weight and mechanical feel, like when you insert a new mag all the way in and the supporting hand pushes the gun up a bit, or when the slide slams home and kicks the gun forward just a bit.

>> No.4530295

>>4530226
Why is he just inserting the same magazine over and over

>> No.4530297
File: 194 KB, 600x338, BOOM-GOTEM.gif [View same] [iqdb] [saucenao] [google]
4530297

>>4465207
sword swinging m-effer

>> No.4530438

>>4529717
go trad.
not joking. digital ink and paint is faster than full digital, especially for more detailed and complex work. Anime stayed on paper all this time for a reason.

>> No.4530962
File: 1.16 MB, 1280x720, ballthrough.gif [View same] [iqdb] [saucenao] [google]
4530962

>>4465207
update

>> No.4530964

How do I avoid line boil?

>> No.4530984

>>4530964
if a line isnt moving much then copy paste it and rotate/skew/move it a little with the transform tool. that will reduce boil, no point in redrawing it every time. Unless you're a robot or zoom way in its going to shake.

>> No.4531001

>>4530295
Because I was just working on the reload, and I just recycled the animation from taking it out and putting it back in. Laziness I know.

>> No.4531585

>>4531001
They're two separate actions and they have different timing charts. The mag drop is probably an ease-out as gravity accelerates the mag, but the insert is probably even spacing with an overshoot at the end.

>> No.4531721

>>4480006
Spencer wan uses toon boom and he worked for boruto and hitori no shita. And all castlevania series.
In japan for keyframe animation they still use mostly paper. Freelancers can use the program they want as long as they present a decent animation.

>> No.4531743

>>4530438
If you're working in a studio, somebody else is going to supply you proper peg hole'd papers for free, somebody else will scan the frames for you, somebody else will clean up and ink the drawings for you, and somebody else will color it for you.

But if you're working on your own, then this traditional animation process will be a huge pain. It's only worth it if you have a specific affinity for the traditional medium. But if you just want to make animation, then go digital.

>> No.4531859
File: 17 KB, 540x396, 132543464576.jpg [View same] [iqdb] [saucenao] [google]
4531859

>>4530962
That throw makes no sense, can you redo it so it bounces of wall at least

>> No.4531897

>>4527340
>>4527402
seconded what this guy said, but I'll expand: everything in the body affects everything else, so when you walk, the position of your legs, the weight of the body, moving the hips and arms, everything matter. first off I noticed your character leaning back a lot, and when people walk they usually make their center of gravity a little bit in front of them, which makes walking easier since you are technically slightly falling forward. Right now, the way your character is, she should be falling backwards, but it looks like something invisible is propping her up from behind. also, the leg furthest from us doesn't nearly bend enough, mostly because you didn't give yourself enough room in the passing pose to do so. you also chose a pretty difficult angle to do a walk cycle (3/4th view) but it looks like you've tried to just combine a front view and side view walk cycle, which makes the leg movement strange and flat. On your next try I would start with just doing a side view cycle, then a front view cycle, then try a 3/4ths. even veteran animators struggle with that, so give yourself time to practice before jumping right in to the hard stuff.

in terms of anatomy: the arm that is stage right is a little short, especially compared to the stage left arm. the knee joint on the frontmost leg is a little wonky too, looking like it bends sideways. everything else is actually stylized pretty nicely. the name of the game in animation is line economy, and I think you've got a nice balance here.

I would look up richard williams "animators survival kit" pretty much all he does is talk about different walk cycles and how to do them, then how to add character to them. Learning concepts like the passing pose, contact pose, secondary action, overlap, spacing and timing will really help you out on your next work. I agree that you probably shouldnt go back and fix this one, just move on to the next animation with some new knowledge in mind, you'll get there eventually!

>> No.4531902

>>4515693
burnout is happening. you've just been working on the same thing for a while and you are getting tunnel vision. don't listen to the crabs, just take a break when the semester is over and go back to drawing some things you feel confident with to find your footing ,then get back to practicing.

>> No.4531905

>>4531859
kys

>> No.4531912

>>4531859
its hard to tell but it looks like he is trying to throw the ball, and lets go too late, making the ball slam into the ground and come back up and hit the characters face. I agree though ,the arc of the arm doesnt support this outcome, I think that needs to be adjusted

>>4531905
haha bro chill

>> No.4532464

>>4531743
Scanning, cleanup, and coloring all takes significantly less time than doing the exact same things digitally.
Also
>ink
aliasing takes a few seconds
>color
implying that you don't have to color your own work working full digital?

either way, take my advice or not, this has been proven on all accounts. pegboards are also 10 bucks

>> No.4532599

>>4531859
It's a part of the animation so no, no I won't

>> No.4532601

>>4531912
Yeah I haven't gotten there yet I plan to improve it

>> No.4533533

>>4532464
>Scanning, cleanup, and coloring all takes significantly less time than doing the exact same things digitally.
How does this make any sense? The scanning step doesn't even exist digitally. Not to mention the process of aligning the images, and then re-timing them digitally.

>this has been proven on all accounts
On what accounts?

>pegboards are also 10 bucks
Pegboards are free digitally. You also don't need to order special peghole'd papers. And don't even mention buying peghole punchers, those cost a fortune.

I get that you love the traditional medium and I'm not disparaging you for that. If you want to do traditional animation then absolutely more power to you, but it definitely takes a lot more effort than digital.

>> No.4534275

>>4530964
embrace it

>> No.4534661

>>4530964
Whats this

>> No.4534687
File: 390 KB, 1364x1023, 1510100965663.jpg [View same] [iqdb] [saucenao] [google]
4534687

As a /beg/, how can I gear studying towards animation?
Obviously draftsmanship is critical, so drawing from life, practicing construction and drawing figures in perspective are priorities...loomis I guess?
Pic related, animator sketchbook. Sorry if I'm asking to be spoonfed, I just haven't found much specifically geared towards animation.

>> No.4534795

>>4534661
when objects that shouldn't be moving are constantly wiggling. It's sometimes done on purpose for stylistic effect, e.g. don hertzfeldt

>> No.4535007

>>4534687
all the references in the op are great starts, along with the animation survival kit if youre wanting to really dive deep. youtube tutorials are also great starts. in my experience, draftsmanship is extremely important, but learning the physics of motion is a must. start with beginner ball exercises, learn what doesnt work and why. thats what i think a lot of beginners dont do is study their finished exercise and analyze what they did wrong and learn from their mistakes. make note of which principles you didnt follow and apply them to your next exercise. if thats your sketchbook, your draftsmanship is great already, but if you dont make them move properly, your detail drawings wont shine.

>> No.4535056

>>4534795
If you can't draw the same line twice just don't draw it and copy from the previous frame

>> No.4535212

>>4535007
>if thats your sketchbook,

>Pic related, animator sketchbook.

>> No.4535304

>>4515606

What software did you use? Was it rotoscoping?

>> No.4535330

>>4535304
man you really think that's rotoscoped

>> No.4535356

>>4535330

Not because it's a complex animation. It just gave me that impression.

>> No.4535430

>>4488777
yeah its for spacing

>> No.4535507

>>4535007
Thanks for the suggestions. My sketchbook–I wish. I'm a /beg/ struggling with the human form.
"It was there I recieved my first great piece of advice. Richard Kelsey (Disney story artist and designer/illustrator) said, 'First of all, kid, learn how to draw. You can do the animation stuff later.'"
"Winsor McCay once said: 'If I were starting over again, the first thing I'd do would be to make a thorough study of draftsmanship. I would learn perspective, then the human figure, both nude and clothed, and surround it in it's proper setting."
"Art Babbit is blunter: 'if you can't draw – forget it. You're an actor without arms and legs.'"
–Animator's Survival Kit excerpts

>> No.4535784

>>4533533
geez, imagine going to these lengths to be this big a faggot
good on you bro. Not many men are this brave to show how big a fan of dick in their ass they are. bravo!

>> No.4535912

>>4535212
hey man i got smooth brain syndrome dont blame me for missing that
>>4535507
for sure draftsmanship is important and being able to draw the human form is key to being an excellent animator, however a lot of these quotes are taken back when digital animation wasn’t even conceived. nowadays, you can learn the human form and simple animation much more fluidly than before. if you’re really /beg/ tier, then keep at it until you think you have a decent grasp on form. otherwise, it seriously doesnt hurt to try some simple ball exercises along the way. that way, you get the simple lessons along the way as you learn form and function too. at least for me it helped, because then you think “oh ok so if i were to animate this pose, this muscle would maybe move and the angle would change like that and the...” instinctively.

>> No.4536469
File: 654 KB, 480x360, punch.gif [View same] [iqdb] [saucenao] [google]
4536469

>> No.4536476

>>4529717
Try a nootropic drug.

>> No.4536786
File: 288 KB, 1920x1080, bouncingball2.2.gif [View same] [iqdb] [saucenao] [google]
4536786

>>4535912
Gotcha, thank you. I appreciate the advice and I'll try out the animation exercises! Pic related, it's pretty fun so far.

>> No.4537060

>>4536786
good spacing anon

>> No.4537183

What is the best free animation software someone too lazy to find a crack for the real ones can get?

>> No.4537213

>>4537183
for 2D, I need to add.

>> No.4537474

>>4537183
tvpaint is in the op mega

>> No.4537797

>>4536469
Second shot is awesome (though I personally would change the pose at the end to something more natural). First shot needs to hold much longer on the impact though. I honestly thought the punching guy missed and the second shot was him flying past into the wall.

>> No.4539066

>page 8

>> No.4539096
File: 644 KB, 600x469, 101.gif [View same] [iqdb] [saucenao] [google]
4539096

How many feames until photoshop blows up? Its the only thing i know how to animate on. I guess it will have to be done in many different files.

>> No.4540204

>>4539096
that's uh
interesting

Also get Clip Studio Paint Ex, it functions similarly to Photoshop and there's no frame limit.

>> No.4540514

Looking at pencil tests from master animators like Glen Keane and Andreas Deja, I just get discouraged. I am so far away from these people, it's like an ant looking up at the sun.

>> No.4540528

>>4540514
that why you study anon, you see how they space their frames snd you look at their inbetweens so you can replicate them

>> No.4540606

>>4540514
if it helps think of how old they were when they made the work you admire. it takes years and years of constant practice to get to that level.

>> No.4540925

>>4540606
Sergio pablos was animating main characters from hercules, tarzan and treasure planet at 26 so that doesnt really help my confidence.. Im the same age and can barely anmate a bouncing ball

>> No.4541099

>>4540925
there’s gonna be outliers of course, some people just got it. but the more you compare yourself to others the more you’ll demotivate yourself and you’re just gonna spite everything you do. set smaller goals rather than one large goal, and once you start achieving these little goals, you’ll get that boost of confidence to keep going to the next one. thats what helps me keep going when im in a rut, i just make a checklist of the little things i want to get finished and it helps me realize how much i end up getting done.

>> No.4541561

>>4535356
Fuck nice bait (Im the anon who posted the shitty gif)
obviously not rotoscoped,
all I use is firealpaca then put it together in adobe premiere pro

>> No.4542293
File: 2.91 MB, 720x1280, 1568348146388.webm [View same] [iqdb] [saucenao] [google]
4542293

she moves like every character from western animation. way too overanimated

>> No.4542303

https://www.youtube.com/watch?v=uNyn8HOxAhQ
Opinion?
Pls change the quality of the video to max my camera sucks

>> No.4542653
File: 88 KB, 1000x406, JUMP ANIMATION.jpg [View same] [iqdb] [saucenao] [google]
4542653

>>4542303
This is good work anon, and kudos for doing it traditionally. It takes an amazing amount of patience and discipline, and after all that labor there are few things more satisfying than watching the compiled product.

My biggest critique would be the frame where she's crossing over the ... animal. Initially I thought it was a jump-cut, the action happens so abruptly. This is the most important moment of your animation, it's what the whole sequence is building up to, yet it just kind of farts out. The frame itself looks like she's tripping and falling, or perhaps attempting a violent axe kick, instead of a more careful and coordinated step over the animal.

Though it seems you were trying to animate some kind of cartoony slide, I strongly feel that this is dissonant with the more grounded movements portrayed in the rest of the sequence. I suggest instead that you go for something more realistic, like a short hop or a leap. Have her feet leave the ground as she steps over, and perhaps have her linger in the air for a couple extra frames in anticipation for the touchdown. Try referencing video of yourself stepping over a bag or something and pay close attention to leg posture.
If you're dead-set on the slide, maybe add a couple extra in-betweens during the action, or just fuck with the timing a bit. Overall it's still impressive work.

>> No.4542776

>>4542653
hey thanks for a really good critique!
Ya I love realistic motion but I always get pressured to add those "classical animation" elements, I was trying to do like a deep swoop arc and really PUSH the motion by making it seem like a stretch and squash but it wasn't appropriate for this kinda realistic character and considering I tried to make the motion so ""realistic"" in the other parts.
That's the part that always troubles me, trying to do animation I want (realistic motion) plus being artistic and applying animation principles if that makes sense.

>> No.4543161

>>4541561

Thanks!

>> No.4543171

>>4542293
Western is cartoony styled and thus more exaggerated. East is more "realism" and thus tends to be rigid.

>> No.4543592
File: 20 KB, 300x172, 1585353645701.gif [View same] [iqdb] [saucenao] [google]
4543592

>>4535784
>gets btfo
>resorts to cringy, childish insults
based!

>> No.4545740

blump

>> No.4545758

Is CSP worth the price for animation?

>> No.4545763

>>4545758
Full price? Eh
When they have their bi-weekly sale for 60% off? Absolutely

>> No.4545791

>>4545763
>bi-weekly sale for 60% off
I haven't seen them do this for awhile. Is it just bad luck I'm not seeing that?

>> No.4545803

>>4545791
No, I don't believe they have. Should be soon, unless they're tying to save money right now or something.

>> No.4546601

>>4545758
Keep in mind only csp EX allows you to use more than 24 frames of animation. The pro version limits your frame count. If you really want to use it as your main program you gotta get the EX version.

>> No.4546602

>>4546601
Yeah I personally like having the Ex version.

>> No.4547087

>>4479157
Pretty sure CSP has tweening nowadays.

>> No.4548208

When I animate in CSP the program starts lagging seriously as soon as I create a few frames on the timeline. Takes like 0.3 s to use ctrl-z and CSP freezes and fails to register inputs during this period. Is this normal? I've got a gaming pc from 2017 with a Ryzen processor and 64 gb ram. Never happens with normal illustrations even if I use a huge canvas. I'm starting to think that there's some kind of compatibility issue with CSP and my PC because reinstalling Windows doesn't fix it.

>> No.4548530

>>4548208
I sure haven't had that, though playing animations does lag quite a bit. There's an option to prioritize speed over playing every frame, otherwise ionno

>> No.4548858
File: 133 KB, 1280x720, 1 and a half goddamn episodes.jpg [View same] [iqdb] [saucenao] [google]
4548858

Favorite web animators/comic artists?

>> No.4549070 [DELETED] 

I've just started using CSP EX. I have most of my shortcuts set up but I cant find short cuts that extend/reduce the length of a frame? I found one but it brings up a window asking you how much you want to extend it which is not ideal. Do you just have to select them on the timeline and move them there? That feels really clunky and slow. I just want a button like f5 in flash.

>> No.4549077

Are there shortcuts you can assign in CSP EX that extend/reduce the length of frames by a button? like how the f5 button works in flash?
I can't find this

>> No.4549389
File: 3.62 MB, 600x422, 1584146133977.gif [View same] [iqdb] [saucenao] [google]
4549389

Why does the right look so bad animation-wise?
From what I understand, the actual timing of the frames from the original is maintained but there are 8x as many in total (in interlopates position for the tweens) but it just looks off

>> No.4549393

>>4549389
ya no favouring
both the legs and arms look like it moves exactly the same
while the original there is a snappier movement

>> No.4549395

>>4549389
Because it's mindless 50/50 inbetweening without considering slow-ins, slow-outs or the arcs.

>> No.4549398

>>4549389
This
>>4549393
But also a disregard of following the correct arcs of the figure in 3D space.
Then again I don't think the one on the right looks "so bad".
It's clearly auto tweened but still usable.

>> No.4549407

>>4530962
A nice start, it's suffering from similar problems to;
https://youtu.be/1V_yOsWNdTI?t=797

your throwing motion is slightly off, so yoshinaris suggestions may be of use.

>> No.4549477
File: 465 KB, 730x720, 1456567578768.png [View same] [iqdb] [saucenao] [google]
4549477

>>4549389
I just want to see someone popular to post it on twitter and read "wow so smooth" replies

>> No.4549498

>>4549389
Go to youtube and look up a 60 fps anime clip, < and > to reach a generated frame
That should give you an idea of just how bad they usually are.
On top of that, they don't really fully fit perfectly to what the motion actually is most of the time. Some things should be perfectly smoothed, some shouldn't. at least with shape tweens you can tweak them here and there, X8 doesn't really give you that

>> No.4551209

>>4549389
linear interpolation

>> No.4551687

>>4549389
linear interp, nothing is moving in arcs either time-wise or space-wise and you get sharp discontinuities and weird robotic jerks whenever the interp hits a keyframe

>> No.4551771
File: 135 KB, 1002x1005, 3CF6A739-5D69-4D2E-B4B5-E700EFB8A9C2.jpg [View same] [iqdb] [saucenao] [google]
4551771

Hi anons, I was working on this thing for the past few weeks, looking for critiques/advice. https://youtu.be/wrmXvTuFVMA

>> No.4551900

If you want to analyze video frame by frame, PotPlayer is really good (F from next frame, D for previous frame).

>> No.4552425

how do you approach overlapping actions? do you draw each part until its motion is finished and then move on to the next, or do you draw them all at the same time?

>> No.4553904

>>4524958
>>4525188
can you guys know someone on youtube that does tutorials about clip studio paint animation tool?
>>4526946
usually on twitter but i post more coomer than animation or my comic ideas

>> No.4553911
File: 59 KB, 960x540, 1557399289062.jpg [View same] [iqdb] [saucenao] [google]
4553911

>>4549477
>"wow so smooth" replies

>> No.4553919

>>4549477
Technically compared to the original that shit is oily smooth.

>> No.4554022

>>4465207
Is the ipad decent to learn animation or is it shit for it?

>> No.4554047

>>4553904
did

did you respond to any of the right posts

>> No.4554826
File: 41 KB, 640x480, ML Clawman walk.gif [View same] [iqdb] [saucenao] [google]
4554826

wat u tink fellas?

>> No.4554872

>>4554826
neat, tho his left leg doesnt feel as snappy as his right. you should add some secondary action on his tie too

>> No.4554891

>>4554872
Thank ya thank ya

>> No.4555319

>>4491667
Random OCs, gonna shelve it for a while though

>> No.4555752

>>4495952
There better be some bulge jiggling!

>> No.4555794

>>4502605
hey haven't seen you for a long time. How is your bunny cartoon going? Already an episode out?

>> No.4556309
File: 9 KB, 89x89, 696898831136194570.png [View same] [iqdb] [saucenao] [google]
4556309

>>4554047
sorry i'm so distracted and no focused latetly

>>4524958

>You're missing the down frame where both her legs are bent; there should be an up-and-down to each step, no matter how controlled and dainty they are. Her head is warping quite a bit as well.

>>4524958

i didn't followed the up-down reference, gotta check the survival guide, also i don't know how can i keep the same size
of the head without change it while i'm making the another frame.

>>4525188

>don't redraw the head and tail if nothing's moving

what do you mean about "redraw them"?

>>4526946

>She gets a little taller as time goes on, did you intend for that to happen?

my mistake, i will try to do and character sheet, i think that might be helpful to me

>>4527878

>where do you post?

usually on twitter

>> No.4557551

>>4555794
No episode yet, im set on design but just trying to figure out if I want bunnys to have powers or not, and if theres voice acting or not.

>> No.4558317
File: 256 KB, 900x480, morsbroom3.gif [View same] [iqdb] [saucenao] [google]
4558317

>> No.4558899
File: 2.91 MB, 560x420, Animation9(15secs).gif [View same] [iqdb] [saucenao] [google]
4558899

what's good what's bad plz respond

>> No.4558907

>>4558899
Read the Animator's Survival Kit.

>> No.4558930

>>4558317
I like it!

>> No.4558978
File: 98 KB, 640x360, alienninerough444(1).webm [View same] [iqdb] [saucenao] [google]
4558978

Any critques welcomed
Not finished
Just the keys no inbetweens yet but timed

>> No.4558992
File: 126 KB, 640x360, aliennineroughrough.webm [View same] [iqdb] [saucenao] [google]
4558992

>>4558978
Wrong video
I feel the ending slowing down is important to show

>> No.4559125

>>4548530
I'm so sad. I've spent the last few days troubleshooting. I've used my main PC a laptop and a different older gaming desktop PC, I've switched GPUs around and probably reinstalled Win 10 a dozen times. I even bought a brand new Intuos Pro S tablet to try. No matter what I do on whatever platform, as soon as I create a timeline and increase the number of frames, I get stutter. The stroke itself is fine when I draw but as soon as I lift the pen from the drawing surface there is a delay from 0 to like 0.4 s where CSP registers nothing. It really fucks with me how I've tried with different computers and different tablets but still get the same issue. And yes I've tried completely default Wacom/CSP settings. It's a mystery.

Have tried that speed over playing option but no dice. Thanks though

>> No.4559142

>>4558978
>>4558992
This is kinda too high for a normal jump but otherwise good

>> No.4559182

>>4559142
True true I will see how it looks with some inbetweens
Maybe I can lower the background, maybe I can make her seem like she is POWERING UP to get that jump right.
I will inbetween to see if it seems alright and post it again.

>> No.4559294

>>4558899
Really good gestures

>> No.4559350
File: 88 KB, 409x600, helping-the-retarded.jpg [View same] [iqdb] [saucenao] [google]
4559350

How large should a gif's resolution be?

>> No.4559398

>>4559350
You only have 3mb to play with so that'll probably determine it. Export it, check filesize, reduce successively until it fits.

>> No.4559470

>>4558899
great poses and expressive animation overall, but your proportions are all over the place and your perspective is bad

>> No.4559685
File: 60 KB, 640x640, test14 large.gif [View same] [iqdb] [saucenao] [google]
4559685

added more to it including more recovery frames. is the foot sliding a problem

>> No.4559712

>>4559685
my main thing is the blade swoosh is the exact same, so it took me awhile to realize it was two consecutive swings and not one. it goes by so fast that one swoosh being behind her legs doesnt sell the difference enough for me, i feel like it has to be different. everything else looks p good

>> No.4560992

>>4549389
theres a reason animation is industry standard at 24 fps, this just looks wrong

>> No.4561002

>>4558978
needs more thrust before the jump

>> No.4561005

>>4558992
>alien 9
absolutely based

>> No.4561150

>>4510726
Big Big Chungus Big Chungus Big Chungus
Big Big Chungus Big Chungus Big Chungus
Big Big Chungus Big Chungus Big Chungus
Big Big Chungus Big Chungus Big Chungus