[ 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: 985 KB, 160x120, 1384918372679.gif [View same] [iqdb] [saucenao] [google]
2172555 No.2172555 [Reply] [Original]

Thread #6

Previously On >>2143908

Bring us your roughs, your storyboards, your pencil tests etc. Talk about industry, schools, the hopelessness of it all, how we all gonna make it etc.

If you're gonna post animation that isn't yours give source or state that it isn't yours.

Don't feed the trolls unless you find that sort of thing entertaining.

>Stuff you may find useful, books basic program tutorials etc
https://mega.co.nz/#F!3p8CwQZD!DR2mC-kw0TyQQ8Uw3T6JYg

https://mega.co.nz/#!TdclgBqS!QWLS9f3ogerhJDfxCYPv_yFKRR11tP_IC0eaA4sEwug

>Reference stuff you can find with a simple google search

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


>chrome plug in that lets you playback youtube animations frame by frame
https://chrome.google.com/webstore/detail/frame-by-frame-for-youtub/elkadbdicdciddfkdpmaolomehalghio?hl=en-GB

Lastly if you got some good animation resources contribute!

>> No.2172578
File: 186 KB, 1280x720, Bounce.gif [View same] [iqdb] [saucenao] [google]
2172578

I've read through the majority of the Animator's Survival Kit, have done a few quick ball bounces and armless walk cycles but I keep feeling something is off. Before trying anything more advanced I need to figure out what the fuck is wrong with this bounce. Critique
please?

>> No.2172580

>>2172578
It appears that the spacing is too even as the ball approaches the top of the arc. It should slow-in and hang a little bit and then fall quickly. There is too much symmetry between the up and down arcs, I feel.

>> No.2172585 [DELETED] 

OP image is something called Dead Karl.

Here's a longer GIF, a compilation of other "episodes," and some other stuff from the comments section, for anyone who is interested.

https://youtu.be/mV2GB4_FXBg

Original Gifs:
史前动物GIF全集

Other artwork by 倒吊男(Hanged Man)
倒吊男的卡通和CG作品

Interview:
倒吊男DEAD访谈节选

>> No.2172603
File: 1.48 MB, 160x120, Dead Karl.gif [View same] [iqdb] [saucenao] [google]
2172603

OP image is something called Dead Karl.

Here's a longer GIF, a compilation of other "episodes," and some other stuff from the comments section, for anyone who is interested.

https://youtu.be/mV2GB4_FXBg

Original Gifs:
史前动物GIF全集

Other artwork by 倒吊男(Hanged Man)
倒吊男的卡通和CG作品

Interview:
倒吊男DEAD访谈节选

>> No.2172640

>>2172578
It bounces too quickly and unnaturally. You're going to want to add more frames where the ball is about to meet the ground, and when it reaches it's peak height. Cut down on any frames in between these two areas to give the feeling of speed.

>> No.2172654

>>2172578
It's horizontal movement shouldn't be slowing so suddenly. The ball should maintain horizontal speed as it bounces, or slowing down very slightly every time it touches the ground.

>> No.2172659
File: 1.52 MB, 540x960, tortwip3.gif [View same] [iqdb] [saucenao] [google]
2172659

Took the suggestion to animate the eyes alittle, he'll be almost squinting but they are currently in key form so it might be hard to see right now, the mouth was actually moving in the last revision but you couldn't tell without the black fill.

>> No.2172664

>>2172603
why can't I find anything current from this guy. I like his shit.

>> No.2172795

>>2172659
I really dig this idea. Nice clean lines too, what's your method for cleaning up? I'm having problems trying to get smooth lines with my shaky hands.

>> No.2172849
File: 298 KB, 1280x720, baballe.gif [View same] [iqdb] [saucenao] [google]
2172849

What's wrong ?

>> No.2172893
File: 884 KB, 1280x720, Basic Motion.webm [View same] [iqdb] [saucenao] [google]
2172893

>>2172849

>> No.2172904

>>2172849
Here it is from a 3d animator's point of view, this may or may not help, if you are a technical person:

In this bounce you have two directions of movement: horizontal and vertical.

The horizontal movement of the ball will pretty much constant until it starts to roll. This is because there is minimal friction that would cause the ball to lose momentum. It only touches the ground for brief periods of time to bounce.
Only examining the horizontal movement of the ball, see how it randomly slows down and speeds up. It should be more or less even until the end, where it slows down.

The vertical motion of the ball will gradually slow down at the top until it starts to fall. This is because gravity is not like a hammer. It is fighting against the vertical momentum of the ball until it overtakes it and it begins to fall. Your ball's drop at the top is okay except that it starts to fall a little sharply. The main reason the peak of your bounces looks off is because of the horizontal movement I mentioned. The other thing is that when the ball hits the ground, it will not slow down and then bounce back up. It is not a living creature that is readying itself for another jump. The ball's energy sharply transfers into the ground, and the reverse force sends the ball back up. Your first bounce does this well, but your second bounce shows this as an issue.

Another thing that might help: Ball bounces/natural mechanic arcs will generally move in the shape of parabolas, if you ever took math. The peak of each parabola will decrease in an exponential curve.

>> No.2173009

>>2172659
What's with the iso frame?

Also, the fact that the angle of the head doesn't change makes it look kind of puppet animationy. I know it's way too late in the game to change it up now, but if the head moves you will generally get more natural looking results with some kind of angle change, as it's difficult to move your head without changing the angle, and since the pole stuck in his head is moving, I think you might as well have done so. As it is it looks like you moved the same head drawing to different locations and then in betweened. The mouth and eye animation does help make it less noticeable though. Nice clean in betweens too, with very little jitter.

>> No.2174103

I've gone from flash to toonboom and man it's quite a big change in workflow, but toonboom has so much awesome stuff i dreamed off in flash...

>> No.2174413 [DELETED] 
File: 1.43 MB, 540x960, tortwip4.gif [View same] [iqdb] [saucenao] [google]
2174413

>>2172795
I still have the problem of shaky lines.
I ended up using a bezier line tool for my inbetweens 1/3 of the way in.
There are some wobbly frames where I was going full manual.

>>2173009
I feel you, It is inexperience of drawing on my part with the head not really having any real perspective rotation. I'm working on it more now.

>> No.2174420
File: 1.43 MB, 540x960, tortwip4.gif [View same] [iqdb] [saucenao] [google]
2174420

Noticed some issues, I started the eye slouch a little late in the keys, I don't know if I am willing to spend more time on this. I think I am gonna wrap it up soon and give it the colors.

>>2172795
I still have the problem of shaky lines.
I ended up using a bezier line tool for my inbetweens 1/3 of the way in.
There are some wobbly frames where I was going full manual.

>>2173009
I feel you, It is inexperience of drawing on my part with the head not really having any real perspective rotation. I'm working on it more now.

>> No.2174470

>>2174420
what exactly IS this?

>> No.2174645
File: 1.16 MB, 500x281, watergun_02.gif [View same] [iqdb] [saucenao] [google]
2174645

Never got around to posting this anywhere. Finished this a month ago and wanted to get people's opinions on it.

It was one of my school's animation exercises to mix live action and animation.

https://www.youtube.com/watch?v=EDzWQ6I7cE4

>> No.2174676

>>2174645
pretty cool

>> No.2174722

>>2174645
Much better than I expected. Narrator fit very well, the writing was convincing and the simple animations were totally solid.

Nice work!

>> No.2174727

>>2174420
not animation related but eyes are too far apart and nose is too wide. the face has proportional issues.

>> No.2174842

>>2174645
very good

>> No.2174853
File: 69 KB, 256x192, waterloop.gif [View same] [iqdb] [saucenao] [google]
2174853

Is there any way to effectively animate ocean waves? I've been staring at videos of oceans for a while now and it's very chaotic and hard to understand. My attempt looks wrong when I do anything above a 2 tone image and even that has problems.

>> No.2174915

>>2174853
consider perspective.
waves in the distance should be smaller and more frequent while the front ones should be bigger and better defined.

right now your distant waves seem to have the same size as the close ones.
keep studying them videos and look out for this. use a some kind of measuring stick if necessary.

>> No.2175062
File: 136 KB, 640x360, sword slash_04.gif [View same] [iqdb] [saucenao] [google]
2175062

a thing I'm working on to get back into the habit of always animating

>> No.2175068

>>2175062
Cool.

>> No.2175138

>>2172580
>>2172640
>>2172654
Tried implementing all three pieces of advice within a short period of time but I still think it's off a bit.

>> No.2175143
File: 185 KB, 1280x720, bounce2.gif [View same] [iqdb] [saucenao] [google]
2175143

>>2175138
Forgot the gif

>> No.2175159

>>2175143
You're not feeeling it anon.

>> No.2175178

>>2175159
I'm trying anon, I'm trying.

>> No.2175186

>>2175143
smaller spaces at the apex of the bounces maybe even more frames (as in to slow it down not just inbetweens)

>> No.2175344

>>2174645
Loooove this

>> No.2175345

>>2174915
Not the anon you replied to but thank you for this advice. You may have changed my life just now.

>> No.2175356
File: 555 KB, 638x459, prac-warm.gif [View same] [iqdb] [saucenao] [google]
2175356

a warm up from this morning.

>> No.2175365

>>2175356
That's awesome! Do you have any more animations to show, perhaps something less crude?

>> No.2175383

>>2172893
anymore like this?

>> No.2175740

im going to make somethIng today

>> No.2175802
File: 1.27 MB, 718x404, OOTwBD3.gif [View same] [iqdb] [saucenao] [google]
2175802

I made this back in Nov 2015, finally made a gif of it via imgur. There is a lot of problems with this

>> No.2176261

>>2175143
hey, remember that stretching isn't used to indicate direction, but speed. For example when the ball hits its apex, you instantly start stretching it and pointing it down. Keep in mind the velocity. You shouldn't start stretching the ball until it's going very very fast.

You should only stretch when something is going so fast that you can't smoothly convey it within the frame rate you're animating in.

So, for example with the bouncing ball, only stretch right when it's about to hit the ground, and when it just bounced off from the ground.

The way you do it now makes it look like the ball has its own will, because it's constantly 'pointing' to the direction it's going.

>> No.2176307

>>2175802
>Nov 2015
pls no timetravel plox

>> No.2176337

>>2176261
I was under the impression that ~1/3 of the way down from the apex is where you'd begin seeing the variation in shape and spacing.
However, I'll try it that way.

>> No.2176513

>>2176307
Oh fuck... He posted it too early... the entire timeline is comprimised

>> No.2176571

>>2176337
Squash and stretch is an effect used to show motion and elasticity. If you overdo it with a basic bouncing ball it won't feel like it's properly round

>> No.2176593

>>2176307
yea im lost, 2014 babe

>> No.2177819
File: 106 KB, 858x483, arm.gif [View same] [iqdb] [saucenao] [google]
2177819

did some arm studies and decided to animate one. anyone knows any good video reference for arms?

>> No.2177925

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

>> No.2177970

I just keep hearing from the pros that acting is essential to animating. You must be the character.

I have a lot of trouble with this. I can draw fine non living things or just generic poses, but I'm completely empty when it comes to giving life to characters, even on static illustrations.

Are there any resources for this? On how to act?

>> No.2177975

>>2177819
try maybe sakuga.yshi.org

or look up videos on youtube

>> No.2177982

>>2177975
>try maybe sakuga.yshi.org

for arm references? What the fuck?

>> No.2178261

>>2172555

I was waiting for the cathartic moment when the spiky-haired kid would get his smug head blown off, or some other brutal come-uppance.

Why are asians so obsessed with asshole ubermenschs? Why do they like letting them win all the time?

I imagine the animator was self-inserting, beating himself off for every 24 frames drawn.

>> No.2178277

what software do you guys use nowadays?

is flash still considered king?

>> No.2178284

>>2178277
TV paint is.

>> No.2178357
File: 12 KB, 160x120, shad.gif [View same] [iqdb] [saucenao] [google]
2178357

>> No.2178365

>>2178357
haha cool

>> No.2178368
File: 57 KB, 713x535, 244423.jpg [View same] [iqdb] [saucenao] [google]
2178368

The frame by frame plugin is now broken because youtube updated.

>> No.2178376

>>2178368
nooooooooooooooo

>> No.2178393

>>2172603
how in the unholy fuck is that possible?

>> No.2178540

>>2178357
do more

>> No.2179494

>>2178540
Post your work.

>> No.2179825

The installer for TVPaint in the OP is not working for me. The window disappears as soon as it opens, can anyone help me?
My old copy was reporting false positives and had to delete it

>> No.2180147
File: 186 KB, 1280x720, bounce3.gif [View same] [iqdb] [saucenao] [google]
2180147

>>2176261
Found some time to try this out.

Comparing to the other gifs how does this one look?

>> No.2180405

I've been going into /r/anime and /a/, it seems no one cares how good you animate. As long as its moe, the viewers will eat that shit up. This really makes me reconsider if I want to get to Richard Williams level. Anyone have different thoughts?

>> No.2180406

>>2180405
>/r/anime
I think you should leave.

>> No.2180415

>>2180406
the people in /r/anime are a bunch of idiots, what surprises me is that /a/ also have the same opinion when it comes to anime. So either both groups are retarded, or animators can get away with anything as long as it looks "good"

>> No.2180418

>>2180405
They like it but when they se some sakuga shit they lose their shit.

>> No.2180423

>>2180418
Lose their shit in a good way?

>> No.2180426

>>2180415
So many animators have your fucked up mentality. "I'll just animate whatever, even a turd, as long as the animation itself is good, the product is good and people should like it". Guess what, it doesn't work like that. There's tons of people working on animated projects and voice actors, music directors and whoever else are just as important as animators.
And some people do care about animation, but you're completely retarded if you thought for a single moment that sakuga connoisseurs were the target for mainstream animation. Then again you visit reddit, so yeah.

>> No.2180433

>>2177975
how do you go frame by frame in a webm?

>> No.2180438

>>2180433
You click really fast.

>> No.2180441

>>2180426
>I'll just animate whatever, even a turd, as long as the animation itself is good
I had other things in mind, but animating a turd seems, like a waste of time. So then there is no reason to actually being good. Just making an animation look "good" will land you in the industry basically.

>> No.2180584

>>2180147
You're accelerating too quickly from the top of the arc going down. It should accelerate down at the same exact rate it decelerated on the way up. Currently with the extra acceleration it looks like some invisible force is swinging it down after the top of the arc

>> No.2180658

>>2178261
lol, had the exact same thought

>> No.2180669

>>2178261
This isn't unique to Asians, literally the same in all media...

>> No.2180797
File: 567 KB, 480x270, wired-girl.gif [View same] [iqdb] [saucenao] [google]
2180797

did this, going to add shadow to it.

>> No.2180814

>>2180147
it doesn't look realistic at all.
think about the balls trajectory. if you threw it at that angle, would it really bounce like that, and that far?
remember that the entry angle is always the same as the leaving angle on a flat surface.

think about it realistically, how high, how far would it bounce?

>> No.2180826
File: 58 KB, 334x490, harmony-12.jpg [View same] [iqdb] [saucenao] [google]
2180826

What do you guys think of ToonBoom Harmony?
I tried it before at school and had a trail and I find hard at the start but I got use to it and I actually like it. Not bad for me.
Anyone have a link for the full software?

Also what other software(good or bad) you guys tried?

>> No.2180895

>>2172580
>>2180584
Well, these kinda contradict each other.

Also, Williams wrote that spacing is different on the way down. Overlapping during the slow part of the arc and spaced further apart during the drop.

>> No.2181216

>>2178261
Ever watched any western TV show?
House M.D?
Mad Men?
America loves assholes.

>> No.2181222

>>2180423
Yes. They like good animation when they get it.Hell, it's not like they like the shows because they have poor animation, they just like the content enough to look past that

>> No.2181228

>>2180797
The hair is oddly static where it's tied back, even for coarsely done dreads though it's a bit late for animation feedback.

>> No.2182535

I want to storyboard. Are there any resource sites on top of 11secondclub?

>> No.2183094
File: 3.26 MB, 1280x720, loopy.gif [View same] [iqdb] [saucenao] [google]
2183094

Loop in progress, anything look particularly off?
Had to drop to 8 colours to get the gif below 4mb

>> No.2183099

>>2183094
If you are using TVP, turn off dithering when you export. Also, if you use an aliased line instead of the fancy pencil brushes, since it also takes a lot of the filesizel, and steer clear of opacity and gradients, but I bet you know all that already

>> No.2183778
File: 1.01 MB, 500x260, large.gif [View same] [iqdb] [saucenao] [google]
2183778

>>2174853

I think you're over-emphasizing the light differences between crests and such

also

>waterloop
>waterloop
>couldn't escape if I wanted too

>> No.2183882
File: 1.20 MB, 607x605, riverfox.gif [View same] [iqdb] [saucenao] [google]
2183882

Trying to get used to animating again after a long hiatus.

>> No.2184025
File: 518 KB, 720x450, s.gif [View same] [iqdb] [saucenao] [google]
2184025

I Haven't animated in weeks. How's it looking?

>> No.2184029

>>2184025
Like two frames. Draw like a hundred more and then get back to us.

>> No.2184045
File: 17 KB, 313x286, 1438622635226.jpg [View same] [iqdb] [saucenao] [google]
2184045

>>2184029
Lol I don't know who taught you but that isn't how animation is done. I was not taught to waste hours or days in between ing something that may or may not be shit at the end of the day. And from the look of it the others asking for "critique" in this thread that animated hundreds of frames never actually fixed anything after the fact. I wonder why? Maybe because they burnt themselves out trying to impress others like you polishing turds lol.

>> No.2184067

>>2184045
So you were taught to draw key frames?

>> No.2184072

>>2184045
Yeah man, just keep doing two frames animations, surely you'll get better and learn a lot. I suggest you try to do some close/open eyelid animation next, keep it 2 frames of course.

>> No.2184076

>>2184067
It's called a proof where I'm from. You draw the general layout and the keys for the scene and try to get feedback on it before dedicating time into animating it. That way if someone wants me to add to it somehow or move an element around or something I can do so without having to throw away hours of work (or in the case of others in the thread that don't know any better) straight up ignore the advise.

>> No.2184094

>>2184045
>Lol I don't know who taught you but that isn't how animation is done.

You're getting bitchily defensive at getting called out on being lazy. I don't know who taught you, but that is also not how animation is done.

>> No.2184096

>>2184076
So to avoid dedicating time to inbetweens, you first get advice on the elements of the scene, key frames and breakdowns and then dedicate time to inbetweens?

Though I constantly go over basics, this sounds a lot like what I and everyone else does.

>> No.2184124

>>2184076
bottom line is, two frames doesn't make an animation. there is absolutely nothing to critique with a simple movement like that.

timing, spacing, the motion itself, there is nothing to note, nothing to critique. two frames is nothing. this isn't animation.

>> No.2184172

>>2184072
>>2184094
Lol if the two frames aren't enough for you to judge what it will look like when it's animated feel free to ignore it then. You obviously don't have the experience to offer the kind of feedback I'm looking for.

>>2184096
That's how they taught us anyway. What a lot of anons fail to realize in this thread is that just becuase it's an animation thread doesn't mean I have to post animations only. I can technically post animation or even storyboards if I want to becuase it still provides enough info to get feedback on to those that know what to look for. Unfortunately since none of these guys understand how preproduction works they can't get past the fact that someone posted some thing that wasn't animated on one's so I can't even get the sort of feedback I need from here.

Oh well. I'll just keep working on it on my own I guess.

>> No.2184192

>>2180826
Im stuck with TB Animate 3 for now. Is Harmony any good? I got TB because Flash is too expensive, and TB's UI (Studio and Animate) is similar to Pencil2D

>> No.2184277

I designed a character that I like but now I'm having trouble coming up with a short animation to animate them in. What do you guys do when you have trouble coming up with ideas?

>> No.2184306

>>2183882
I'd personally stop moving the legs as long as she looks up

>> No.2184325

where can i find a torrent of toon boom harmony?

>> No.2184949

>>2184325
Doesn't that shit need a dongle?

>> No.2184968

>>2184949
No, TvPaint is the one that uses a dongle. But it's easy to pirate, so that's pointless.

>> No.2184993

>>2184045
>>2184172

You show no spacing, no guides for movement. It's literally two story-telling keyframes. If you want critique, specify WHAT you want critique on, and give us something to critique.

And don't become a defensive dick. YOU come askign for OUR advice, and you should be thankful that anyone is even bothering replying to your posts.

it looks ok. not advanced in anyway, but sure, looks ok. I think arms should be bent in squash position though.

>> No.2186477
File: 316 KB, 1280x720, Throwing.gif [View same] [iqdb] [saucenao] [google]
2186477

havent animates in a while but heres a heavily flawed throw i made a while back

>> No.2186486

>>2186477
Get back to the fundamentals my man.

>> No.2186544

Does someone know what process do independent animators go through?

Does everyone use a tablet? And if so what tablet and what software?

For example this https://vimeo.com/133952411

>> No.2186555

>>2186544
>read OP
>read thread
It has answers to everything you ask.

>>2186477
Not enough anticipation, stiff gestures etc.

>> No.2186731
File: 77 KB, 800x600, test_project.webm [View same] [iqdb] [saucenao] [google]
2186731

polite sage just to test out if my webm conversion worked.

>> No.2187413
File: 39 KB, 500x500, Untitl3.gif [View same] [iqdb] [saucenao] [google]
2187413

bump

>> No.2187414
File: 22 KB, 500x500, Untitle2.gif [View same] [iqdb] [saucenao] [google]
2187414

lines come out wobbly on my tablet

>> No.2187415
File: 24 KB, 500x500, Untitled.gif [View same] [iqdb] [saucenao] [google]
2187415

tell me how to git gud

>> No.2187416

>>2187415
practice

>> No.2187417

>>2187416
how do i practice anon

>> No.2187418

>>2187417
by drawing and cheating answers from those who are already 'there'

>> No.2187432

>>2175062
Very impressive, sadly I have nothing to offer improvement wise. But. I'd like to know a few things about this like how do you animate with so much detail involved? Like, the consistency of the line is very stable and not gittery like my animations. Also, how do I learn to add weight to my characters. I ask because the sword swing has a very believable sense of weight..

>> No.2187765
File: 34 KB, 500x500, h2.gif [View same] [iqdb] [saucenao] [google]
2187765

>> No.2188219

>>2187765
Whoa, really need to work on that perspective, buddy. The fingers look like they're getting fatter, not closer. Other than that, the timing seems fine.

>> No.2188242

I have to make a short animation for my course but I suck at writing stories, everything I can think is a cliched mess. What are some good resources on story writing for short animations? Is a storyline even important?

>> No.2188473

>>2188242
Go abstract or keep the story simple and focus on showing off animation, framing, sound design and basically everytihgn else

>> No.2188579
File: 91 KB, 640x360, sword holster test_02gif.gif [View same] [iqdb] [saucenao] [google]
2188579

another stupid test, I'm having trouble commiting to detailing anything further than basic roughs, mainly because I think my workflow makes clean up take to long. Anyone work in flash and care to explain their workflow, especially if they do more hand drawn style?

>> No.2188581

>>2187417
literally draw until your fingers bleed, also your having trouble finding your key frames and extremes as well as understanding weight.
you need to thumbnail and plan your motions which again means drawing them a lot. If you cant draw a balanced frame from a walk and understand how its supposed to sit you wont be able to animate a walk. Thumbnails are used to understand the poses youll need and help you think about how the motion of parts will move so when you animate (even straight ahead) you can animate confidently enough and not as easily run into the problem of breaking physics unintentionally.

>> No.2188585

>>2188579
There are really no shortcuts with flash, man

https://www.youtube.com/watch?v=5Q19QNBkh0Y

I'm so...so sorry.

One thing I figured out that this artist did not though is that if you turn the smoothing down much lower than the default (20-25) you get a lot less line breaks and other aberrations. However this method comes with some problems of its own. Good luck!

>> No.2188587

>>2184277
if you came up with characters think about their personalities and just have them react to scenerios you place them in, (as in write out an outline) then refine that outline until it fits a more entertaining or focused setup.

>> No.2188609
File: 365 KB, 619x400, rabbit.gif [View same] [iqdb] [saucenao] [google]
2188609

>> No.2188633
File: 1017 KB, 1200x880, Shiro Bako - Japanese Animation Studio Staff Wages.png [View same] [iqdb] [saucenao] [google]
2188633

Can anyone vouch for Cacani? It's barely over $200 and looks like it has decent enough features.

>inb4 just pirate everything fagget

I don't steal if I can help it and in this case I certainly can so fuckin' do somethin', nigga.

https://www.youtube.com/watch?v=VkBsKvS18L4

>> No.2188641

>>2188633
You are an american artist in an american country on a board/thread full of american animators. There is no fucking reason for you to get this jap bullshit anon when there are animation tools that are just as good (probably better) here in your own country lol.

If you get this oriental bullshit you will literally be on your own in terms of help/troubleshooting since you don't speak japanese. I mean jesus, are you planning on moving to japan or some other elementary bullshit because if so let me be the first to tell you that it's not happening. This is the equivalence of buying one of those how to draw manga books haahaha.

Well anyway with that being said this animation software or any other animation software does not make the animator. you can draw anime in a cheaper/free western software kit just as well as any other foreign kit. So if you animate like shit in flash, toonboom or tv paint then chances are you'll animate like shit in this shitty program too.

>> No.2188651

>>2188641
Is this a troll?

Nigga I'm not even planning on doing anime (I can understand why you might be confused given my picture and the program's own promotional video, that's my bad fam)

>There is no fucking reason for you to get this jap bullshit anon when there are animation tools that are just as good (probably better) here in your own country lol.

There are when the homegrown programs are expensive af. TV Paint or Toon Boom are probably better, but they're both over $1k easy. I currently have flash CS5 which I also bought for $700 back in the day but the brush is awful. I'm going to stick to it for now because I'm not a hot shit artist anyway but shame on these niggas who literally haven't changed their fucked up brush since Flash was owned by Macromedia I think over a decade ago.

>If you get this oriental bullshit you will literally be on your own in terms of help/troubleshooting since you don't speak japanese.

It's in english for fug's sake, the bigger problem is the fact nobody probably uses the shit so if I get bugs I'll be on my own as far as fixing them and I bet their customer support is practically illiterate in english.

>> No.2188671

>>2188651
Retas is the actual animation program (its a suite) that animes actually use and cacani actually seems to emulate aspects of that with interesting added puppeting features.
Anime these days in studios uses vector graphics from scanned pencil works for a lot of the finished scenes and it speeds up the coloring process, editing, composting, and fxs.
However as most hand drawn animators feel a tablet and a computer program is a constant struggle for finesse of line (Japanese studios still scan in pencil drawings for that exact reason) so I am not sure how intuitive the line quality is in either cacani or the Retas suite (its also hella expansive) because in the end the time saved by having control over your drawings can be worth but its hard to tell unless you can see someone using it first hand.
Flash 6 and cc are a little better now that the brush actually scales with the stage (still finicky and needs to be on a low smoothing setting for any sort of line control) but there is always photoshop for the clean up or you could always pirate Tv Paint which has arguably the most painterly feel of any animation package.

>> No.2188680

>>2188651
flash isn't designed with frame by frame in mind, it's more orientated for 2d puppets an other weird limited animation styles

>> No.2188688

>>2188680
I know and I hate that; to be honest it's really a great tool considering it's the only among them that has an integrated programming/scripting language and all that but I'm just very disappointed in how debilitating it is to draw with. It's like they might as well remove the brush altogether if they're not going to make it right.

That said, some people are able to do amazing things with it though like Harry Partridge I just feel like I'll be gimping myself if I'm using it over some of its contemporaries "when I'm ready".

>>2188671
>Finesse of line

I'm considering getting a Cintiq because when using it lines are just a tad closer to being as intuitive as pen and paper which adds up tremendously over the course of even a short animation. I have an Intuos Large and I'm actually fairly adept at it as far as making marks goes, I'm just a novice when it comes to actually putting something together so it doesn't really matter what I'm using at the moment.

>> No.2188692

>>2188688
get a cintiq when you've earned enough money as an artist to buy one. Getting a cintiq won't make you a better artist.

>> No.2188699

>>2188692
That's a nice philosophy but I don't plan on making money for art anytime soon so that's out. I am working almost 100% traditionally in pencil and paper drilling fundamentals for the time being until I am confident in my skills enough to have a go at serious animation practice. As an animator a time-saving Cintiq or anything similar is a worthy investment more so than it might be for a painter. I'm mostly waiting for the Cintiq Companion 3 to come out/be announced in the hopes that it won't suck. The appeal of being able to have such a professional tool and bring it anywhere so I can digitally draw from life like say at the Zoo down the road from my house is too good to pass up, but the other iterations of the Companion have been fairly flawed in a few key areas from what I've heard.

>> No.2188702 [DELETED] 

>>2188699
Why do you want to slow yourself down that badly?

>> No.2188939
File: 350 KB, 793x446, bazookagirlopractice.gif [View same] [iqdb] [saucenao] [google]
2188939

bumping this thread with a bazooka.

im trying to get more of weight felling into this one.

>> No.2189366

>>2188939
Try easing in the moment she hefts it onto her shoulder and have her slightly dip for a moment as she adjusts her stance to its weight. The whole recoil seems kind of weak, like it's just fired a big puff of air rather than anything substantial. As it fires maybe have her twist a bit, pivoting around her chest as the recoil/thrust pushes her shoulder back? When you add in clothes/hair the flapping of those will help immensely to portray the swirling air and add force to the shot.

>> No.2189370
File: 285 KB, 640x640, Untitled-1.gif [View same] [iqdb] [saucenao] [google]
2189370

>>2188939
don't get too carried away with that frame by frame animation anon. You have a lot of drifting in her legs and torso throughout. and also be mindful of those proportions since the left leg, head, bazooka and the arm cradling the bazooka are all changing volumes with each passing frame.

I like your timing though.

>> No.2189479

>>2188939
too many frames

figure is inconsistent and lacks dynamic movement.

the figure is also too stiff for firing a weapon that has a powerful kick. the figure should be balanced with that recoil

>> No.2189522
File: 1.95 MB, 400x306, 1439697871997.gif [View same] [iqdb] [saucenao] [google]
2189522

New AMB Animation Academy Video, Fuckers!

"Living up to expectations"

https://www.youtube.com/watch?v=45ndjYiDrLA

It's another philosophical rant but that's okay. The guy's been around so even videos like this are nice once in a while.

>> No.2189770
File: 100 KB, 360x270, bb2.gif [View same] [iqdb] [saucenao] [google]
2189770

okay I start with bouncing ball animation. but what easy to use program should I use and where should I learn from? the animator's survival kit?

>> No.2190015
File: 184 KB, 720x576, output_Yh0CQH.gif [View same] [iqdb] [saucenao] [google]
2190015

it's my first walkcycle, please be gentle. what can I improve?

>> No.2190149

>the blind lead the blind
Aspiring animators, do yourself a favor and stay away from this shitty thread.

>> No.2190156

>>2190149
>Telling aspiring animatos to stay away from a thread full of other aspiring animators.
For what purpose?

>> No.2190167

>>2190156
>>2190149
>tfw we will never ever have a dedicated board for animation on 4chan

>> No.2190345

>>2190149
Like every other advice thread on this board. Better fuck off, mate.

>> No.2190396

>>2190149
/ic/ has never been a place for true mentorship.

>> No.2190512
File: 101 KB, 1280x720, FyLVHrt.jpg [View same] [iqdb] [saucenao] [google]
2190512

Soooo, what program you guys use?

>> No.2190549

>>2190015
work from the extreme positions, he looks more like the ground is moving than him pushing, usually if you plan walks out the three most important poses are the first time the foot touches the ground, the recoil from the step (lowest point) and the highest point, passing in walk usually jump portion of run) Mostly just the highest and contact point matter because they determine the parameters for the walk or run (the contact gives a prediction to the arc of the motion and the highest point determines essentially where the drop happens start happens, always remember walk or run is an elliptical rise and fall of weight on a figure accentuated by the feet making contact with the ground.

>> No.2190589
File: 1.10 MB, 832x2153, dat nigga stephen silver tho.png [View same] [iqdb] [saucenao] [google]
2190589

Work hard guys

>one day you could be the one opening your own animation atelier in a hollowed out boxing gym

>> No.2190688

>>2190549
thank you for the advice.

>> No.2190715

>>2174420
Reminds me of Cars

>> No.2190729
File: 95 KB, 720x576, output_oUzE2v.gif [View same] [iqdb] [saucenao] [google]
2190729

>>2190015
>>2190549

I have the feeling, that there is one frame missing? they're twelve in total, but shouldn't there be 13? and does animating on twos mean 1 drawing every two frames?

>> No.2190741

>>2190729
Yes, twos means each image is prolonged for 2 frames.
If you think whatever software you're using is not rendering a frame correctly, try drawing numbers of each frame (or if your program has the feature, add a frame counter).

>> No.2190767

>>2190167
it would be slower than the 3D one

>> No.2190836
File: 70 KB, 720x576, pendulum 1.gif [View same] [iqdb] [saucenao] [google]
2190836

>>2190741
alright, thanks

>> No.2190900

>>2190589
nah I would have to be a normalfag I prefer to draw porn.

>> No.2190982

man it's so sloppy, but I always loose my orientation in the middle of the process. will this get easier with more practice, or what is a good way to not lose track?
I started with the extremes and tried to go from there with the inbetweens, but again, I lost my orientation and now it's hard for me to see where exactly the mistakes are.

>> No.2190984
File: 241 KB, 720x576, walkcycle bear1.gif [View same] [iqdb] [saucenao] [google]
2190984

>>2190982
forgot the pic

>> No.2191058
File: 1.97 MB, 678x478, CMrWDmYUwAAIqCz.webm [View same] [iqdb] [saucenao] [google]
2191058

Bahi JD is better than you'll ever be.
How does this make you feel?

>> No.2191071
File: 318 KB, 720x576, walkcycle bear2.gif [View same] [iqdb] [saucenao] [google]
2191071

>>2190984
now he looks wounded.

>> No.2191137

>>2190900
Well fug u then

>> No.2191234
File: 11 KB, 177x120, ini.gif [View same] [iqdb] [saucenao] [google]
2191234

Kinda new to this, not sure if this works or not

>> No.2191263

>>2191058
lmao that looks p-shit though tbh

>> No.2191268

>>2191234
The hair doesnt move properly. The wave should come from the head and move outwards.

>>2191263
And still better than anything you can do, anon!

>> No.2191320
File: 2.24 MB, 720x576, straight forward1.gif [View same] [iqdb] [saucenao] [google]
2191320

>> No.2191327 [DELETED] 
File: 9 KB, 100x120, in3i.gif [View same] [iqdb] [saucenao] [google]
2191327

>>2191268
Better?

>> No.2191328
File: 9 KB, 100x120, in3i.gif [View same] [iqdb] [saucenao] [google]
2191328

>>2191268
Better?

>> No.2191339
File: 172 KB, 505x295, wave.gif [View same] [iqdb] [saucenao] [google]
2191339

>>2191327
Not that anon but I thought I'd have a go at making it loop better. You made it snap straight at the end which looks unnatural.

>> No.2191358

one of my friends asked me to do an animation and I don't really know enough so I tried a study from Norio Matsumoto, i'm sure there's a lot wrong but I really don't know anything. I haven't finished it yet by the by...

>> No.2191360
File: 370 KB, 320x256, nms.gif [View same] [iqdb] [saucenao] [google]
2191360

>>2191358
for some reason file didn't load...

>> No.2191375

>>2191360
always make the timing correct when you post your WIP for others to see.

>> No.2191380

>>2191263
hes better than you fam
smh

>> No.2191574

>>2190149
true

>> No.2191708
File: 11 KB, 100x120, in45555i.gif [View same] [iqdb] [saucenao] [google]
2191708

Got more frames to clean up, but I'm starting to think this won't work as an idle animation.

>> No.2191709

>>2191071
his body isn't moving with his legs man

>> No.2191711

>>2191360
what's the point of this, did you trace?

>> No.2191759

>>2191711
no I didn't trace, I was trying to learn how he formatted his frames and how he choreographed... I was trying to gain more knowledge for my visual library while observing Norio.

>> No.2191768

>>2191711
People like you is the reason why this thread should never have been existed.
>>2191360
Go someplace else.
You're too good for /ic/.

>> No.2191786

>>2191768
>too good for /ic/

You consider that good? It's not terrible but he obviously needs to improve.
The movement doesn't feel natural at all, like when he is doing that spin kick, how does he stay so still while doing it?

>> No.2191788

>>2191768
>You're too good for /ic/.
He is heavily referencing another animator, I doubt that gifs a clear indicator of his level, and the timing is very bad anyways.

>> No.2191791

>>2191788
>>2191786
if you guys can give me some things to take note of when I do more animation studies that would be helpful, I posted to this thread because I don't know anything. Which Is why I did the study...

>> No.2191792

>>2191791
I think you should focus more on the timing

>> No.2191794

>>2191792
care to go into further description?

>> No.2191795

>>2191794
look at the original gif you posted. the timing's fucked. it's just some ninja spazzing around like crazy. Fix the timing and focus specifically on breaking down his animation instead of just copying everything, like try to imagine what the main poses in the shot are and shit like that.

>> No.2191797

>>2191708
Need a bit more bounce. Currently it's very mechanical. Put some flex in the knees maybe?

>> No.2191799
File: 1.87 MB, 720x576, straight forward2.gif [View same] [iqdb] [saucenao] [google]
2191799

>>2191708
may I ask, what program are you using?

>> No.2191804

>>2191791
Make the movements have weight, like when he is swinging the kunai up and down,
it doesn't feel like he is putting force into the swings, there should be more frames at the end of the swing,
so it feel like he is recovering from the weight of his arm. The part where he does the spinning kick just doesn't feel natural at all,
I would re-do the key poses, watch videos of that kind of kick and see how they move while doing it.
The part where he is jumping is just too chaotic, like the other anon said, it just feels like he is spazzing around like crazy, I would try to make the poses more clear and make sure the timing is good,
if you realize he is doing entire moves in like 2 or 3 frames, I think that's just way too fast.
Could you link to the scene you referenced? That'd be helpful, maybe you are just referencing bad animation to begin with, I would reference real life for studies.

>> No.2191805

>>2191791
>bad timing!
>no weight!
These are all you'll get from this thread.
No one here knows shit about animation.
>>2191786
>>2191788
He made an actual animation!
That's already better than you fuckheads can ever dream to be.

>> No.2191806

>>2191805
Yeah, cuz fuck constructive criticism!
Let's just praise his obviously flawed animation!

Honestly, you don't need to animate to tell that
the movement doesn't feel natural, and the typical
argument of "he made something, that already
makes him invulnerable to criticism" is just fucking
stupid.

>> No.2191808

>>2191804
https://www.youtube.com/watch?v=rIz2kQizx9g
the scene is from here, I basically slowed it down at .25 speed and just tried to draw his frames I guess, but I see what you mean. skip to about 4:20

>> No.2191810

>>2191806
>constructive critism
>from noobs can barely animate a bouncing ball
Even dA can give a better animation advice than /ic/.
Don't waste time here.

>> No.2191811

>>2191805
bro I appreciate it, but I really don't know shit about animation, It's not worth to argue over, If you have any helpful tips I'd appreciate it.

>> No.2191814

>>2191808
fuck the nippons should really drop that bad shaky camera After effects habit.

>> No.2191815

>>2191810
Why don't YOU try to give better criticism instead of whining like a lil bitch?

>> No.2191819

>>2191808
>4:20
Goddammit

Anyway if you look at the jumping in that scene, it's way slower than you did, which explains why it's so chaotic in yours, just space out the frames a bit.

Tbh I wouldn't study that animation, it feels like your typical rushed animation for a tv series, normally the animators involved in it would animate better if they didn't have a deadline. Study real life, or animations that had a bigger budget spent on animation, like feature films.

>> No.2191824

>>2191819
Alright, got it!
>>2191804
>>2191795
thanks for the crits

>> No.2191828

>>2191805
you really shouldn't talk about things you don't understand.

>> No.2191894

What's a good program for doing animatic?

>> No.2191895

>>2191828
>you really shouldn't talk about things you don't understand
Exactly!
That's why this thread should never existed.
No one here understands animation.

>> No.2191902

>>2191895
No Anon. You're the only one who doesn't understand shit, as you have proven with your posts

>> No.2192196
File: 229 KB, 720x576, brick.gif [View same] [iqdb] [saucenao] [google]
2192196

I don't know how to export multiple layers with PAP, so the background's missing. just use your imagination, a fully detailed Louvre.
brick falling down from a shelf. although this looks and feels more like a book, so I need to do it again.

>> No.2192233

What is timing?

>> No.2192239

>>2192233
The thing you should be working on.

>> No.2192318

>>2191768
>>2191768
People like me? Why? It's an honest question, maybe you should watch this first and then judge http://sakuga.yshi.org/data/573d9b41bb6c9e6ea017e173ed447443.mp4

>> No.2192322

>>2191799
Photoshop CS6

>> No.2192443

>>2192196
Didn't know Plastic Animation Paper existed, gonna check it out to see how friendly the UI is.
I like the physics of yours.

>> No.2192467
File: 581 KB, 720x576, head spin 1.gif [View same] [iqdb] [saucenao] [google]
2192467

>>2192443
part of the UI is very intuitive, but part is clogged.
thank you

>> No.2192468

>>2192467
You have to see how wrong the front view of the nose is

>> No.2192472

>>2192468
yeah I see it. I also see the quivering lower lip. also I kinda designed him in a way, that I feel an urge to beat him good.

>> No.2192478

>>2192443
How is it?

>> No.2192491

>>2192478
I've been doing other things, the download fails, their server must be down or something.

>> No.2192502

>>2192478
Lol I tried again, it works now.
It's pretty basic interface, it is really similar to an animation program I made (still WIP, I took a break from it). Draw tool isn't very smooth when you draw slowly. Guess I should read the documentation to actually figure out what's happening with the 5 layers.
The interface buttons being vertical gives you more vertical spacing, which is good but just seems a bit weird when you're used to Adobe-ish interfaces.

>> No.2192548
File: 19 KB, 177x240, IMG635356536346.gif [View same] [iqdb] [saucenao] [google]
2192548

>>2191234
>>2191328
>>2191328
>>2191708

I'm far from a good animator, but you can get your animations to look better if you draw each frame individually rather than cut and drag segments from the image for animation.

That technique has a place in modular pixel animation to help make certain characters look more robotic, but on organic characters, it doesn't help much.

>> No.2192592
File: 200 KB, 961x633, ear.gif [View same] [iqdb] [saucenao] [google]
2192592

>>2180826
Really like it, the node linking lets you make some really neat stuff, deformer works great and the brush/line quality completely blows flash away. Duplicating symbols/drawings makes working in them easy, you don't need to rename everything like in flash to not impact change on older symbols.

Also being able to shift layers in z-space since it's based on 3d cards makes life super simple since you can do keyframes where something is above/under another layer for a few frames, and then back to its original position in another. In flash you'd have to make new layers, copy/pate frames there, animate, then move back.

>> No.2192779

>>2180826
>>2192592
I am thinking of buying a copy. there's essential, advanced and premium. is essential any good? because the price ranges from 375 to 1975$.

>> No.2192786

>>2174645
man that's cool

>> No.2192793

>>2192779
Nah, only premium has node network in 12. If you can't get premium 12, pirate 10.3. Also if you got a school I'd or know someone with one you can get premium for 17 bucks a month. 10 doesn't have bitmap drawing, if you don't care about that get 10.3 harmony.

>> No.2192830

>>2192793
alright thanks

>> No.2193030 [DELETED] 
File: 1.67 MB, 700x394, random116.gif [View same] [iqdb] [saucenao] [google]
2193030

>> No.2193085
File: 333 KB, 700x394, head spin 2.gif [View same] [iqdb] [saucenao] [google]
2193085

>>2192467
head spin 2 exercise

>> No.2193178

i have a question.
how much do you charge?
what are your prices?
>inb4 it depends
care to share how much you charged in your last comission?

>> No.2193183

>>2193085
Much better, good job mane

>> No.2193184
File: 1.67 MB, 700x394, random116.gif [View same] [iqdb] [saucenao] [google]
2193184

>> No.2193187
File: 1.20 MB, 700x394, emotion exercise 1.gif [View same] [iqdb] [saucenao] [google]
2193187

>>2193183
thanks

>>2193184
whoa mate that's awesome

>> No.2193482

https://www.youtube.com/watch?v=0E3u6ALWYcg

just wanted to share :)

>> No.2193622
File: 252 KB, 960x540, sword slash_12.gif [View same] [iqdb] [saucenao] [google]
2193622

I posted earlier a thing that was wip, this still is but filling in the frames has made it lose some of the charm...

>> No.2193829

>>2193184
whoa nice

>> No.2193831

>>2193187
nice man I like how expressive his face becomes

>> No.2193857

>>2193622
maybe give him some time to pose, when he's drawn his sword. if it's not right with the story, let him already draw the sword while he's running

>> No.2193863
File: 43 KB, 362x373, unzipping.jpg [View same] [iqdb] [saucenao] [google]
2193863

>>2193184
i fucking love this

>> No.2193981
File: 197 KB, 800x450, duck.gif [View same] [iqdb] [saucenao] [google]
2193981

>> No.2193993
File: 186 KB, 600x600, b0d.gif [View same] [iqdb] [saucenao] [google]
2193993

>>2193184
get this anon to the nearest studio immediately

>> No.2194092
File: 1.88 MB, 800x450, thinking.gif [View same] [iqdb] [saucenao] [google]
2194092

>> No.2194190
File: 15 KB, 100x80, sarajevoWIP.gif [View same] [iqdb] [saucenao] [google]
2194190

Any help for this gif? especially for the smoke

>> No.2194192

>>2194190
you need to make the dude jitter around a bit, atm it looks like the sky is moving down behind him and he's sitting still

>> No.2194206

>>2194190

I assume that's rocket artillery.

Just study the direction smoke and debris flies from videos. There are plenty on youtube.

https://www.youtube.com/watch?v=v71eF8HdZb8

>> No.2194314
File: 8 KB, 80x80, thedora.gif [View same] [iqdb] [saucenao] [google]
2194314

>>2194206
Thanks, I was using bosnian war vids with 140p quality lol

>>2194192
i should try and see what it does, indeed.

>> No.2194323
File: 714 KB, 300x500, 1440119757222.gif [View same] [iqdb] [saucenao] [google]
2194323

Completely new to animating stuff.
Anyone knows what programs do I need to do stuff like pic related? Or which was used to do it, its Love at first sight, VN on steam.

>> No.2194325
File: 1.56 MB, 356x303, 1439333036883.gif [View same] [iqdb] [saucenao] [google]
2194325

>>2194323
Another

>> No.2194333

>>2194323
>>2194325
Looks like photoshop. Just motion tweens and the liquefy tool.

>> No.2194341

>>2194333
Thank you very much.

>> No.2194351

>>2194323
From what I've seen, this is the best program for it, but you need the pro version. http://esotericsoftware.com

>> No.2194694

Does anyone have any decent tutorials for creating good composition for simple backgrounds meant for animation?

>> No.2194704

>>2194092
there is literally a different guy in every frame. shows how much you know.

>> No.2195271

>>2193187
>>2193829
>>2193863
>>2193993

Thank you!

>>2193622
The sword loses a little of it's weight when he draws it, I'd focus more on the follow-through.

>> No.2195437

>>2193184
niiiiiiiiiiiiceeeeeeeeeeeeeeeee

>> No.2195821

Hey ic. Does anyone know good sprites from a vidya which has good tweening?

>> No.2195828

>>2193184
WOW ANON

YOU MIGHT ACTUALLY SAVE WESTERN 2D ANIMATION IF YOU KEEP AT IT

>> No.2196227
File: 29 KB, 800x600, test_project.webm [View same] [iqdb] [saucenao] [google]
2196227

lol

>> No.2196328
File: 147 KB, 500x281, flourwalking2.gif [View same] [iqdb] [saucenao] [google]
2196328

>> No.2196329
File: 171 KB, 500x281, flourfalling2.gif [View same] [iqdb] [saucenao] [google]
2196329

>>2196328

>> No.2196379
File: 102 KB, 400x500, old-cartoon3.gif [View same] [iqdb] [saucenao] [google]
2196379

Here is a little thing that I did while praticing with squat and stretching. I'm new doing this kind of thing.

Does anyone has tips on how to improve it?

>> No.2196384
File: 407 KB, 853x480, Texte.gif [View same] [iqdb] [saucenao] [google]
2196384

>>2196379
>Also, here is part of an animation that I did for a contest.

>> No.2196520

>>2188609
NOO

>> No.2196554
File: 359 KB, 500x281, flour2.gif [View same] [iqdb] [saucenao] [google]
2196554

>>2196329

>> No.2196602

>>2196554
cute sht meng

>> No.2196611

So how do you guys produce consistent form and line thickness over multiple frames? That's the biggest thing I'm having trouble with.

>> No.2196628

>>2196554
Good stuff, however...

You're over-animating the sack's ascent causing the action to become muddled, you're "slowing-in" to the jump and it makes it look like the sack is being pulled upwards rather than jumping. Perhaps remove a few frames around that portion.

>> No.2196651

>>2196611
By doing mainly Pose to Pose animation. I have the same issue, and that's the only solution I got.

>> No.2196682

>>2196611
Was just talking about this today, and it's much like >>2196651 says. Keyframing is very important in this regard. Also, if you're being really picky about it, having a character turnaround will also help you.

Basically: say you lose the original character 2% for each frame you draw. If you draw straight ahead, you will be pretty off by the 10th frame. If you're going to do a 200 frame animation, chances are it will look rather fucked up in the end. Now imagine that you keyframe first, maybe 5-10 frames, and then inbetween, then the 2% loss has been reduced a lot.

It does not work like this in practise, but you get the idea. Keyframe. Keyframe. Keyframe. And understand the forms of whatever you're working on.

>> No.2196788
File: 328 KB, 700x500, Board.gif [View same] [iqdb] [saucenao] [google]
2196788

damn, first in months, forgot how fun this was

>> No.2196918

>>2196788
very nice job anon, would like to see more stuff from you

>> No.2196953

>>2196651
>>2196682
Thanks, I'm starting to make two keyframes beforehand and then interpolate between them instead of going forward in time and seems to be working a bit better, I still need a lot more practice. I'll try doing the character turnaround too.

>> No.2196954

>>2196788
this is sweet. i'd love to see it cleaned up and maybe have some more frames added to make the motion a little smoother.

>> No.2196955

Are there any decent books or videos to watch for shortcuts in animation with toonboom? I'd like to be able to mix a bit of traditional animation with puppet to lighten the work load, but there's little out there for it.

>> No.2197243

>>2196628
thank you. I'll try it again, though I must say, that the pulling effect was kinda intentional. don't know why, but I tackled the exercise with the assumption the flour sack itself is animated, alive. so I figured, when he want's to jump, the cloth reaches up into the air and the weight drags after him and gives him that swoosh.
but I seemed to fail in illustrating that properly, so thanks again for the advice.

>> No.2197337
File: 3.78 MB, 290x160, gifstruggles.gif [View same] [iqdb] [saucenao] [google]
2197337

What program should i use to convert from video to gif next time, because this was honestly a pathetic effort

>> No.2197457
File: 260 KB, 700x500, Board.gif [View same] [iqdb] [saucenao] [google]
2197457

>>2196918
>>2196954
lazy cleanup which makes the timing/weight flaws more obvious

>> No.2197626

>>2197457
did you try to morph the frames with after effects?

>> No.2197716

>>2197337
use ffmpeg and convert to webm, the superior alternative

>> No.2197886
File: 73 KB, 400x225, football2.gif [View same] [iqdb] [saucenao] [google]
2197886

>> No.2198732
File: 102 KB, 800x450, kicktheball2.gif [View same] [iqdb] [saucenao] [google]
2198732

last flour sack animation.

>> No.2199073

>>2172555
what do you use to draw stuff like this? It blows my mind cause I'm an idiot.

>> No.2199078

>>2197886
This is great. I can't wait to see this fleshed out man.

>> No.2199084

>>2199073
Flash, Toon Boom, TVPaint, Anime Studio..
I believe that OP uses TVPaint atm.

>> No.2199212

>>2197457
did you rotoscope this?

>> No.2199215

>>2198732
this isn't too bad anon. i can think of a few suggestions however. first of all you could get more acting out of the flour sack if you animated the top tassles as it they were arms. secondly you're kind of warping the form of the sack and making it boxy and rigid. >>2196329
was more successful, but i'm not sure whether or not that's you.

thirdly your timing could use some work. i think the pace at which it's moving towards the ball is fine, but after the first step there's a bit too much of a pause.

when he's anticipating kicking the ball you don't really show him going into the held pose, you just go right into it which i think makes the anticipation less impacting. a slower in and then an overlap would have really made that part pop. and then the jump. the motion is fine i guess, you took a pretty economic approach and used the momentum of the kick to move into a jump which is fine, but i think if you had shown the flour sack leading with the bottom more it would have felt a little more fluid. also you could have fiddled with the timing and squashed him more on the landing. i think you could have potentially messed around with squash and stretch a little more in general to be honest. the flour sack is one of the most simple things you can animate. you need to take it as far as it can go, if not farther

anyways hope this was helpful, feel free to ask any question you might have

>> No.2199327

>>2199073
That gif was made in EasyToon. It's made by a japanese fella. He's done several more.

>> No.2199388
File: 109 KB, 400x225, f2.gif [View same] [iqdb] [saucenao] [google]
2199388

>>2199215
>>2199215
oh that's good avice. thank you very much. yeah that was me too. I tried out so many things and I'm still struggling with it. next I want to do some more character animation, like change in emotion and that kinda stuff to loosen up and then come back to the basics.

>>2199078
thanks mate

>> No.2199399

>>2199388
Just a small detail but he is overstepping the kick which makes it look a bit weird. It's like he is scooping up the ball from the ground with his foot. https://www.youtube.com/watch?v=lBMA2wWuqh8

I think the posing starting from the kick could be improved overall. For example in the frame where he has just kicked the ball, he is leaning far back, but then in the next key he is suddenly leaning forwards quite a lot, and then again in the next key he is leaning back again. Doesn't it feel a bit twitchy, like too much is happening?

>> No.2199400

>>2199399
right, I think I already made a mistake by making him lean back while running. I think it gives one the impression he's running away from someone. he should lean forward. and yeah like I said, I couldn't work this out properly. should redraw at least half the keys.
thanks for pointing it out. and thanks for the link

>> No.2199442
File: 584 KB, 550x400, robo-stando.gif [View same] [iqdb] [saucenao] [google]
2199442

stand animation, tried to make similar movement you'd find in pixel games where the character is still
"active while standing still"

>> No.2199530

>>2199442
Its called "Idle-animation" if you're lookign for the term.

I really like the movement, but it may be a little bit too exaggerated

>> No.2199737
File: 79 KB, 400x225, slothhead.gif [View same] [iqdb] [saucenao] [google]
2199737

after the inbetweening is done, I'll need to clean up the mess.

>> No.2199756

>>2199737
What do you call a camel with 3 humps?

>> No.2199764

>>2199756
Humphrey Bogart?

>> No.2199831

>>2199737
Saw this on tumblr but i'm just gonna say it here, you don't get the feeling of the length of the head until it has turned away from us. What i mean is the back of the skull is squashed and suddenly gains length after the side view. Also the arch makes a bump near the end. Almost like it was supposed to go higher but then re-adjusts itself right before it hits the end.

>> No.2200131

>>2199442
Kind of heavy for a standing animation but I like the hair bounce and speech bubble.

>> No.2200366

>>2199212
hahaha no, do you know what rotoscoping is?
The proportions/weightlessness/movement/timing/everything in this is absurdly cartoonish, I mean it's really just a 2 key animation of rough figure shrinking and turning slightly

>> No.2200398
File: 34 KB, 262x196, sloth.png [View same] [iqdb] [saucenao] [google]
2200398

>>2199764
pregnant!

It's a joke from zootopia, you'll get it when it comes out. It's a sloth joke.

>> No.2200400

>>2199442
this is not idle animation this is jumping lol, look at some idle animation

>> No.2200500
File: 187 KB, 825x886, OBEY.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

New long-ass AMB mostly-biographical lecture video about whether or not school is worth it. While he attended school himself, his conclusion is at least somewhat heartening to those of us that have deluded ourselves into believing that it's possible to "make it" on our own terms without going into debt out of our ass (even though he's speaking somewhat from the outside on this), however, there is always that "but"; he is very diplomatic on the subject.

https://www.youtube.com/watch?v=eCHzD3mzdas

>> No.2200507

Whenever I try to pull off a missile scene from Macross, I find it difficult to keep the airplanes on model. Anyone have issues with keeping characters consistent?

>> No.2200514

>>2200507
Mechanical drawing is hard because it's all perspective out the ass

>> No.2200599

>>2200398
how do you know the joke already? have you seen the film?

>> No.2200603

>>2199831
right, thanks for pointing that out. I'll try to fix it. the bump near the end is due to the lacking inbetweens. first I worked the keys and then started to inbetween straight forward, so the last quarter section wasn't done yet.

>> No.2200661
File: 57 KB, 700x394, fap.gif [View same] [iqdb] [saucenao] [google]
2200661

Just a bump

>> No.2200915
File: 114 KB, 400x225, Untitled2.gif [View same] [iqdb] [saucenao] [google]
2200915

>>2199737
it's a goddamn mess. still squashed at the beginning and no inbetweens at the end, but I corrected the eyes positions and gave it a bit more volume.
>>2200661
nice.

>> No.2200956

>>2200661
fukkn sik

>> No.2200965
File: 3.65 MB, 960x720, output_cy6kQ1.gif [View same] [iqdb] [saucenao] [google]
2200965

Just something I did for fun on sheets of notebook paper.

>> No.2200970

>>2200599
I actually worked on it!

>> No.2200986

>>2200970
seriously? what part were you involved in?

>> No.2201041

>>2200915

The fact that it's a sloth elevates it regardless.

>> No.2201169

>>2191708
>>2191234

Try to create arcs of motion. This is especially important when animating humans because all parts turn around joints, so every motion made is a combination of arcs around those joints.

Besides that think about the inertia of mass. When you move your body up and suddenly stop, it'll take some time to decelerate, causing it to shoot through a little and fall down while switching directions, also creating arcs of motion. It'd work better to have her pelvis moving up and down in a continuous circle or along an arc

>> No.2201521

>>2200599
i saw some of it at annecy a while back.

>>2200970
It looked good, still some clipping but it was still work in progress.

In general i'm more exited for movies that don't have a 2, 3 or 4 behind them

>> No.2201595
File: 537 KB, 550x400, aaron.gif [View same] [iqdb] [saucenao] [google]
2201595

something cute i did since i have a long distance thing going and made this since we cant snuggle IRL.

>> No.2201666

>>2200507
Use the model sheets, drawing in perspective. There is no magic trick. Also check your keys.

>> No.2201883 [DELETED] 
File: 3.66 MB, 340x191, 222.gif [View same] [iqdb] [saucenao] [google]
2201883

>>2200915

>> No.2202269
File: 189 KB, 720x404, GM_20150828_165208.gif [View same] [iqdb] [saucenao] [google]
2202269

Thoughts on this? It's one of those people walking in the backround and to be honest I think the waste down will be covered by a small wall

>> No.2202550

>>2193184
What program was used to make this? Would love to know please.

>> No.2202654

>>2202550
TV Paint.

>> No.2202753

>>2201595
>all that changes is the facial expression
>not animated
>doesn't even map to head properly

>> No.2203073

>>2202654
Thank you so much, I was trying to figure it out thinking it was Flash but now I was corrected.

>> No.2203133

>>2203073
Sure, no problem. It's being asked literally every thread though.. Also, know that choosing a software won't make you "better" at animation. The same animation could've been achieved in flash, and moving the backgrounds would've been easier too.

>> No.2203135

>>2203133
Well, i'm just trying to find a animation program thats easy to navigate and make some anims., i'm a beginner at this shit, but I really want to get into it.

>> No.2203137

>>2202269
From what I've noticed while observing people walk, when in a casual stroll the arms don't swing all that much far back. They usually go quite a ways forwards, but not much backwards.