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

/ic/ - Artwork/Critique


View post   

>> No.2905380

Did I fuck up anything else?

>> No.2905389

>>2905380
only your life, son

>> No.2905394
File: 131 KB, 800x600, IMG_0021.gif [View same] [iqdb] [saucenao] [google]
2905394

Is this a good start?

>> No.2905395

>>2905375
Also I made an unofficial discord chat if anyone wants to share what they're making or talk about nonsense and post bad art

>> No.2905396

>>2905395
https://discord.gg/eRKSAJ4

HELPS TO LINK IT EH?

>> No.2905404
File: 458 KB, 250x250, 1430840623316.gif [View same] [iqdb] [saucenao] [google]
2905404

>>2905389
>tfw never going to make it

>> No.2905409

>>2905394
To a mediocre animation career, yes.

>> No.2905571

>>2905394
>generic "fix timing and spacing" comment

>> No.2905573

>>2905394
squash and stretch. but the arc is right, so you got that going for you.

>> No.2905580

>>2905571
>"Trivial agreement"

>> No.2905604

How do we spice up these threads? They're so fucking boring. 99% of them are just bouncing balls with the timing and spacing fucked up and the other 1% is people who actually know how to animate, only whenever they post they just get a barrage of questions like what program they're using or what brush etc.

>> No.2905650

>>2905604
You just need to leave. Animation takes time to be proficient at. Most people ITT are still nascent at it. You might as well go find an Internet forum for animators. There is no "spicing" the education process.

>> No.2905727

>>2905394
it's shit.
Go and do something more creative to start with

>> No.2905759

>>2905650
>go find an Internet forum for animators
Any forums you could recommend?

>> No.2906265
File: 365 KB, 1280x720, Comp 1.webm [View same] [iqdb] [saucenao] [google]
2906265

Not much to do but post your content and have containment threads for all of the software discussion. I personally haven`t been productive lately so there is no new spice to contribute. People like me that read the threads, could be producing new animation, but don`t are the problem.

>> No.2906301

>>2906265
you made this? if you did please tell us more

>> No.2906404
File: 124 KB, 500x620, karate-girl.gif [View same] [iqdb] [saucenao] [google]
2906404

something quick

>> No.2906415
File: 117 KB, 1280x720, Untitled.gif [View same] [iqdb] [saucenao] [google]
2906415

>> No.2906462

>>2905394
>he didn't animate the hardest part of the exercise

go back and do it again, except this time make it come to a complete stop on screen.

>> No.2906751

>>2905604
People need to stop asking others what program they use, I agree with that, but the rest of your comment is beyond stupid.

>> No.2907041

>>2906751
How's it stupid? It's like if the beginner threads were just filled with igors instead of people trying different things

>> No.2907088
File: 128 KB, 470x470, yay.gif [View same] [iqdb] [saucenao] [google]
2907088

>> No.2907089
File: 77 KB, 470x470, shittyskate.gif [View same] [iqdb] [saucenao] [google]
2907089

>>2907088

>> No.2907094
File: 72 KB, 480x270, 132.gif [View same] [iqdb] [saucenao] [google]
2907094

>> No.2907206

https://youtu.be/d7cm8psgt9I
Little walk cycle i've made this week

>> No.2907239

>>2907206
this is great.

>> No.2907242

>>2907239
Thank you

>> No.2907267

>>2907089
FUNTIME BINGO

>> No.2907750

>>2904772
Hmm, that isn't bad. Has a sort of surf flick thing that really fits with the project I'm taking most of my clips from.

The only thing I was thinking was this, because it sounds very Fleischeresque, if a bit dark.
https://m.youtube.com/watch?v=6pjFHj-Mluw

This whole music thing is really tertiary to making the reel look good though.

>> No.2907826

>>2907750
But I asked about your work, what is it like?
Because it's impossible to pick a good tune if we have no idea what it's going to be playing to.

>> No.2907837
File: 1.78 MB, 889x500, animation.gif [View same] [iqdb] [saucenao] [google]
2907837

How does one get to this level?

>> No.2907864

>>2907837
learn to establish forms and positioning in 3d space, for one.
second, having patience to maintain consistent forms while drawing a LOT of in-betweens.
grats to the animator, he's doing pretty well for himself.

>> No.2907873

>>2907837
Is that Tali?

>> No.2907875

>>2907864
who is the animator? do you know them?

>> No.2908005
File: 22 KB, 540x416, asda.jpg [View same] [iqdb] [saucenao] [google]
2908005

I don't understand animation

>> No.2908093

What is ic's thoughts on this animating software? http://pivotanimator.net

Is this not the type of animating you guys do or is it just (stick figure)animation for kids? I remember using it for about a year when I was younger and had really fun with it. Too bad i quit just as i was about to get into making some FPS animations, had started tracing COD's weapon-viewmodels and all.

Here's just someone else's very old animation I'll use as an example: https://www.youtube.com/watch?v=lXA4vT8tFRg

>> No.2908108

>>2907875
spencer wan

>> No.2908128

What's your guys thought in amb animation academy?

>> No.2908157
File: 124 KB, 470x470, YvxGrqCx.gif [View same] [iqdb] [saucenao] [google]
2908157

>>2907088
thanks for sharing this website anon. Your animations are cute

attempt 1

>> No.2908158
File: 105 KB, 470x470, dKylNWuF.gif [View same] [iqdb] [saucenao] [google]
2908158

>>2908157
attempt 2

>> No.2908397
File: 47 KB, 800x450, inertia.gif [View same] [iqdb] [saucenao] [google]
2908397

>>2908093
This was my introduction to animation about 10 years ago when I was 9 years old. I had practiced animating random things like bouncing balls and walkcycles just for the hell of it. Animation used to be so much fun when I was a kid.

>> No.2908450
File: 56 KB, 470x470, jpi9d5YD.gif [View same] [iqdb] [saucenao] [google]
2908450

This site is pretty convenient although it's hard to make curved lines properly...

>> No.2908665
File: 3 KB, 100x100, walk-test-100x100-4.gif [View same] [iqdb] [saucenao] [google]
2908665

>>2908005
What don't you understand about it?
You just draw a thing, then you draw the same thing slightly different and after a while you have animation.

>> No.2908960

>>2908005
Rotoscoping was invented for a reason, you still have hope.

>> No.2909054
File: 211 KB, 470x470, flipanim.com-JJzwOJPB.gif [View same] [iqdb] [saucenao] [google]
2909054

Ok, this was fun to do, but maintaining consistency it's really difficult.

>> No.2909129

>>2905394
No, you don't feel it

squash and stretch to extreme

>> No.2909397

>>2905394
please ignore the people telling you about squash and stretch, learn how gravity works first please before you bother with that.

>> No.2909453
File: 44 KB, 800x450, bouncing ball testing.gif [View same] [iqdb] [saucenao] [google]
2909453

If the bouncing ball gets boring while you practice, just make it fun.

>> No.2909546
File: 411 KB, 470x470, p1c0.gif [View same] [iqdb] [saucenao] [google]
2909546

First time animating.
Seems fun, but couldn't bother to do anything worth the time it requires.

>> No.2909553

>>2909054
I would advise to doodle main positions as keyframes and then add more in between and then lineart them
atleast that is how I do animation

>> No.2909738
File: 183 KB, 470x470, witch.gif [View same] [iqdb] [saucenao] [google]
2909738

>> No.2910155

>>2909738
CUTE

>> No.2910209

>>2909738
please make a blog or twitter or something

>> No.2910284

>>2909738
Please finish.

>> No.2910384

>>2905394
Each in between is too similar in spacing. I'm no expert but I think that the frames stop going as far near the top and they gain distance going down.

>> No.2910394

>>2907837
Spencer is just a god. There's no way to replicate his majesty.

>> No.2910419

What do you guys think about Pencil2d & Krita as free animation software?
Quickly, quickly!

>> No.2910471
File: 464 KB, 470x470, 321.gif [View same] [iqdb] [saucenao] [google]
2910471

>> No.2910503
File: 989 KB, 1000x708, gitup preview.gif [View same] [iqdb] [saucenao] [google]
2910503

>>2906301
Yeah, but I don`t know if there`s much more to tell to be honest.

>> No.2910639

>>2910503
Are you using stylos?

>> No.2910642

>>2910503
TVP
color in paintman

>> No.2910990
File: 91 KB, 470x470, witchWalk.gif [View same] [iqdb] [saucenao] [google]
2910990

>>2910209
my blog is thatfisher.tumblr.com. animation is a kind of recent development, but I'm having fun with it and plan on making more

>>2910284
wish I could. flipanim doesn't let you go back and make changes after uploading, and I haven't been able to get any animation software to work properly on my computer

>> No.2910997
File: 1.36 MB, 2096x3044, 006.jpg [View same] [iqdb] [saucenao] [google]
2910997

I want to be a japanese draw robot

>> No.2911064

hey guys. could anyone add anime studio 12 along with the art software mega?

got it from this thread >>2910799
here's the link:
https://mega.nz/#!0gQAlIwB!w5RewanSoQg6e1kRZMOySQrnghNRsN_QSsSe-MU34JI

>> No.2911599
File: 3.17 MB, 320x240, Overcesium - acting 1.gif [View same] [iqdb] [saucenao] [google]
2911599

have an animation exercise i made this week

>> No.2911603

>>2911599
sorry for the large size

>> No.2911607
File: 4 KB, 200x100, hunter.gif [View same] [iqdb] [saucenao] [google]
2911607

first time animating, this is fun but I made many mistakes I am sure

>> No.2911619

>>2911607
interesting. can you reupload at a bigger size?

>> No.2911633

>>2911599
Amazing!
His shoulders kind of snap down at the end which looks a bit weird. It looks real professional though

>> No.2911654
File: 20 KB, 1000x500, hunter.gif [View same] [iqdb] [saucenao] [google]
2911654

>>2911619
ye sure, didnt realize it would be this small from staring at it in photoshop haha

>> No.2911662

>>2911064
do you have one for mac?

>> No.2911696
File: 9 KB, 550x400, ballbounce.gif [View same] [iqdb] [saucenao] [google]
2911696

>>2905394
my turn! tell me about my mediocre animation career

>> No.2911707
File: 107 KB, 724x800, burra.gif [View same] [iqdb] [saucenao] [google]
2911707

pls rate.

>> No.2911732

>>2911696
why does the forward momentum of the ball seem to slow down while it's in the air? the arc is pretty good, but the execution of spacing is just all over the place. almost like it's trying to stay up in the air somehow

>> No.2911846

Any student animators here looking to work for cheaply?

>> No.2911853

>>2911846
How cheaply?

>> No.2911859

>>2911853
I don't know.
This level quality.
https://www.youtube.com/watch?v=vSkAhKd4R8A

How much would that be?

>> No.2911870

>>2911859
if you are wanting something at that level, why don't you do it yourself?
thats some easy cartoons and lots of tweening.

>> No.2911877

>>2911870
>why don't you do it yourself?
Currently doing 12-14 hour shifts at work (including saturdays). Too drained out by the time I get home.

So... I rather have someone else do it for now and pay them.

>> No.2911889

>>2911877
you can probably get away with paying someone 12 $ Canadian an hour.
I can't be bothered to convert currency, but thats basically minimum wage here.

>> No.2911941

>>2911889
So... where can I find these people who are willing to work 11 dollars an hour?

>> No.2911972
File: 9 KB, 550x400, ballbounce2.gif [View same] [iqdb] [saucenao] [google]
2911972

>>2911732
hmmm. I think I see what you mean. Would this be moving in the right direction?

>> No.2912068

>>2911972
the more I look at the loop, the more it looks like the ball is being thrown to the ground rather than being pulled by gravity. the arc is more of a straight line here, but the forward motion is pretty decent.

>> No.2912091

Hello, these was the first animations i made, and i want some people to watch it and tell me how can i improve. :)
Thanks.

>> No.2912093

>>2912091
Ups, i forgot the link:

https://www.youtube.com/watch?v=Cj6mTkIvy8w

>> No.2912104

>>2912091
>>2912093
Drawing and animation are hand-in-hand. You should work on art and drawing in 3D space before you even try to tackle anything in animation. Never ever do animation before you know how to draw, it always ends with limitation and uninspired content.
Read Richard William's book: The Animator's Survival Kit. It's a great book for beginners and advanced animators wanting to understand the art of it at it's core.

>> No.2912310
File: 391 KB, 506x284, Untitled 77.gif [View same] [iqdb] [saucenao] [google]
2912310

from todays stream

>> No.2912334

>>2907094
Looks like a squid vomiting, who's anus has teeth like that

>> No.2912339

>>2908450
I feel like the corners of the right face, as it rotates perpendicular to a fixed axis, would trace an eclipse fitting for that axis. Like if it was a rotating cylinder with 4 faces cut into it

>> No.2912451

>>2912310
Mhmm sexy stuff

>> No.2912734

>>2912310
Where do ya steam?

>> No.2912774

>>2911707
Ya te vi, congolombiano.

>> No.2913004
File: 735 KB, 470x470, wr.gif [View same] [iqdb] [saucenao] [google]
2913004

Messing around with this site is real fun.

>> No.2913015

>>2911599
Wow this is profesional work

>> No.2913077

>>2913004
which site is this

>> No.2913081

>>2913077
nvm im a retard

>> No.2913092

>>2912734
tlcarus on twitch

>> No.2913418
File: 73 KB, 1088x612, BallBouncer3.gif [View same] [iqdb] [saucenao] [google]
2913418

>>2905394
I've created multiple balls since this. This is my latest attempt. It moves a bit fast.

>> No.2913419
File: 70 KB, 1088x612, Bouncyball2.gif [View same] [iqdb] [saucenao] [google]
2913419

>>2913418
and attempt #2

>> No.2913420
File: 50 KB, 1088x612, BallBounceLoop.gif [View same] [iqdb] [saucenao] [google]
2913420

>>2913418
and this is a ball bounce loop I just created.

>> No.2913421

>>2913420
>>2913419
>>2913418
I'm going to go ahead and try turning a character's head. I think I've now got a better grasp on timing and spacing due to those bouncy balls.

>> No.2913514

>>2913418
>>2913419
>>2913420
>>2913421
>not animating the stop
you can't say you're better at timing and spacing when you didn't even animate the bouncing ball test's challenge. so far you've quite pretty much have shown no improvement if you think just the bounce is going to teach you anything
animate the bouncing ball to a FULL STOP and then get back to it. you wont learn anything from the test if you wont animate the full thing.

>> No.2913529

>>2913514
I never thought it was that important as it was never pointed to in the animator's survival guide.

I thought the entire exercise was about learning how to properly time and space accordingly to achieve a desirable result (ball in air, coming down, and then squashing, etc)

If you say so, I suppose I'll give a full animation a go, but I can't learn from it if I don't know what I'm trying to achieve that I can't via a general bouncing animation. It feels like everything I need to really know is in the realm of the first 3 bounces, and anything more is specific to the act of animating a bouncing ball itself.

>> No.2913563

>>2910503
What program is typically used to smooth the lines? I've been trying to emulate that look by Blurring 2pixel lines in photoshop and nothing comes close.

>> No.2913578

>>2913563
He said he uses Tvpaint for the lines and paintman for coloring. Idk about smoothing lines but I think Lazy Nezumi could probably be used with TvPaint as well.

>> No.2913580

>>2913578
Well I mean to blur them, typically you're using pixel lines till the end of the coloring process then you'll smooth them. It seems RETAS Traceman offers vector conversion but im curious what is used to go from Pixel > Smooth like - https://youtu.be/bvYxaNVsTWQ?t=925

>> No.2913642 [DELETED] 
File: 625 KB, 500x281, Untitled 77.gif [View same] [iqdb] [saucenao] [google]
2913642

>>2912310
spent another hour on this just to try out something, may continue

>> No.2913652
File: 625 KB, 500x281, Untitled 77.gif [View same] [iqdb] [saucenao] [google]
2913652

>>2912310

>> No.2913729
File: 257 KB, 470x470, dUzHQ6GD.gif [View same] [iqdb] [saucenao] [google]
2913729

Hello animated folk!
So, what program do you guys use to animate? What's good to get started?
I've tried animating in photoshop before, but I was either too stupid to set it up properly or it actually is kind of annoying to work with.
The flipanim site is much easier to use and thus more fun.

>> No.2914091

>>2913729
Tvpaint & Harmony, I guess.

I also struggle with Ps, but that's because I got the standard CS6 version (while CC has a very handy timeline).

>> No.2914296
File: 131 KB, 800x450, more ball shit.gif [View same] [iqdb] [saucenao] [google]
2914296

>>2913529
>I thought the entire exercise was about learning how to properly time and space accordingly to achieve a desirable result
Yes that's what the test is about on the surface, but it's mainly about creating a sense of how physics and gravity affect the ball's bounce/fall. By animating the ball coming to a full stop, you can grasp more of what gravity does to a ball; depending on what the ball is made of. A small pingpong ball wont bounce the same as a large bowling ball. Animating a full bounce to both of them will teach you more on how to correctly gauge weight and density in objects.
If you're worrying so much about time and spacing, why is there 3 whole frames of the ball on the ground every time it bounces? The ball doesn't look like it's bouncing, it looks more like it's jumping into the next bounce. Squash and stretch is fucking amazing in animation, but a little too much of it can make something look really jarring and ugly. If there's too many frames of the bouncing ball on the ground, remove enough until it looks believable as a bounce. A decent challenge for an animator learning is to animate without any squash and stretch, and then animate with too much of it.
If the realm of everything you'd need to know is in the first 3 bounces of the animation, preteen "animators" on DeviantArt would be hired as animation directors at Disney by now. Animate the full test with materials of different densities, or with different shapes. It could teach you a lot, man.

>> No.2914302

>>2914296
this nigga knows whats up, probably the only good advice I've ever seen in one of these threads.

>> No.2914375
File: 213 KB, 800x450, added more ball shit.gif [View same] [iqdb] [saucenao] [google]
2914375

>>2914302
Good to know I could throw some advice in here

Added some more to the bouncing ball shit

>> No.2914778
File: 247 KB, 1088x612, Bricks.gif [View same] [iqdb] [saucenao] [google]
2914778

I'm not exactly sure what I'm supposed to be learning aside from the application of basic arcs and spacing/timing. I feel like it's faster to learn from video than to fuck around doing imaginative studies.

It's good to see how things move in arcs though.

>> No.2914803
File: 19 KB, 800x450, box.gif [View same] [iqdb] [saucenao] [google]
2914803

>>2914778
Assuming this is a brick falling off some shelf, I've done a test of my own to imagine what a shitty brick would do in this situation. It kind of looks more like a small box of stuff, but you get the idea. I can explain it better.

Firstly, you should really use real references when doing this sort of thing if you're a beginner wanting to experiment with animation. Frame by frame study of video. Although do not [ DO FUCKING NOT ] use it as a crutch when practicing things. Gravity is gravity, and no amount of copying/tracing/studying video is going to teach you the 3 laws of how gravity does it's thing. The only way to perfect how gravity effects objects and how they interact with the force keeping our feet on the ground, is to practice and lift those feet off the starter's position. If gravity is constant, it can be visualized quite easily in animation.

Something I've noticed in your animation, the brick seems to fly forwards as if it was pushed off the shelf by some force, rather than the center of gravity pulling the bulk of the weight to the ground. I'm assuming it's the latter, though. Something to remember is that motion arcs are often created by some force other than gravity pushing the object/character in a horizontal or upwards direction, whereas the force of gravity creates the downwards pull. Gravity in all places of the world pull straight down, so a brick just falling off a shelf should have a very tiny arc, if any arc at all. Most of the brick's arc would come from the shelf's static position that the brick is somewhat balancing/rolling off of. Then the collision with the floor/ground would exert the equal amount of force back into the brick; causing some kind of bounce, depending on the brick's density. The direction the brick bounces into is determined by what part of the brick hits the floor/ground. The corner of a brick will create a bounce very differently than if it were to land on some flat side of it.

I love rambling about animation.

>> No.2914808

>>2914803
Dude, thank you so much.
I need that affirmation that I'm thinking in the right direction.

>> No.2914845
File: 1.20 MB, 288x208, 19458711.gif [View same] [iqdb] [saucenao] [google]
2914845

Does anyone know if there is any way to convert TVPaint files into ToonBoon Aniamtion files?

>> No.2914855

>>2914808
Glad I could help, man. Visualize gravity and practice from imagination. If you're struggling, use real references when you're unsure. It's best to animate from imagination.
Really backwards than art, thinking about it.

>> No.2914860

>>2907837

https://www.youtube.com/watch?v=H1nRIX-qvbo

man they really fucked it up. you can't even appreciate the quality in the final product.

>> No.2914887
File: 1.21 MB, 500x281, Untitled 77.gif [View same] [iqdb] [saucenao] [google]
2914887

Spent a few more hours on this

>> No.2915647

>>2914845

Bumping this question.

>> No.2915652

>>2914887
That is pretty dope.

>> No.2915703

>>2914845
>>2915647
I've not used either program intensively, so I'm not quite sure. I would just export whatever you have as a gif, and import the gif onto the stage in ToonBoom. TB is a vector based program, if I remember correctly from the times I did use it; so you could probably trace over whatever you've already got animated and possibly even make some improvements. If you're just wondering for the sake of curiosity, you should just use ToonBoom as a main software. It's some fucking powerful shit, mayn.
I'm not quite sure if there even is a way to export files from TVPaint into ToonBoom without any corruption/issues anyways. If they both have SFW output, then maybe it could work.

>> No.2915707

>>2914887
good shit mayne

>> No.2915736
File: 242 KB, 614x678, tumblr_lzli5wuQ7N1qanw3wo1_1280.gif [View same] [iqdb] [saucenao] [google]
2915736

fuck you Bahi fuck you FUCK YOU FUCK YOU FUCK YOU AUSTRIAN NIGGER

>> No.2915789
File: 278 KB, 480x480, taffy color.gif [View same] [iqdb] [saucenao] [google]
2915789

i didn't know there was an animation thread in this board, neat


this is an incomplete animation and i just reversed it so it loops but i plan to change a few frames

i would like to know if there is any program similar to toonboom that lets you save things directly as a gif

>> No.2915927

>>2905375
how do i save a photoshop animation as a gif?

>> No.2915939

I'm trying to make animation a side job, hopefully rolling it over in to a full time one.
Have I goofed and should I stop before I even start?

>> No.2915948
File: 440 KB, 470x470, MLizlXO6.gif [View same] [iqdb] [saucenao] [google]
2915948

>>2914091
these look nice and expensive.
I got myself Pencil2D for starters because it's free, it already crashed once, let's see how that goes.

>> No.2915969

>>2915927
Press "save for web" and that should take you to a screen that lets you save as a gif.
>>2915948
try krita, it's also free and I've heard it's decent although the devs are still working on it. Or just go full bearded criminal and get yourself a copy of your preferred program.

>> No.2916191

>>2915969

Would you recommend a decent animation software that compares to TVPaint?

>> No.2916196

>>2915703

My only problem is being used to TVPaint, plus all my school stuff is done through TVP. I have TB on my Mac (yes i've tried looking for a crack of TVP *Ching Liu pls halp*) but it won't recognize any files. I'd like to also be able to work at home without the learning gap, since ToonBoom is very advanced. The gif importing doesn't sound like a bad idea desu.

>>2916191

What this anon said.

>> No.2916220

>>2914803
>skidding on the face
thats way too real.

>> No.2916242

>>2906415
kinda cute
saved

>> No.2916249

>>2911972
if a coin fell out of a moving bus

>> No.2916268

>>2910419
Drop pencil2d.
KRITA is good.

Use Krita for animating and Opentoonz for cleanup and rendering.

>> No.2916342

>>2915969
okay, it crashes when trying to load a file, fuck this.
>try krita, it's also free
I will, thanks.
>Or just go full bearded criminal and get yourself a copy of your preferred program.
Do most guys in here do this? Anyone here paid for it?

>> No.2916343

>>2916268
Are there any simplified versions of opentoonz yet?

>> No.2916832

>>2916268
>Krita
Does anyone else have issues with the pen not switching back to pen after using the eraser?

>> No.2916852

>>2906404
"karate-girl.gif" clearly doing Kung Fu.

>> No.2917072

>>2916832
lmao does anyone NOT have this problem would be a better question, fuckin krita bugs man.

>> No.2917214
File: 2.13 MB, 500x341, ezgif-3-e2a199c9d1[1].gif [View same] [iqdb] [saucenao] [google]
2917214

The final jump/hop in this doesn't look right to me. Did I fuck up the arc or is there something else wrong with it?

>> No.2917244
File: 88 KB, 500x667, 1488502045986.jpg [View same] [iqdb] [saucenao] [google]
2917244

>>2915948
You're better off just torrenting animation software.

I don't see why you'd feel any sort of guilt about such a thing. The people that developed the software are the wealthy elite of society. No skin off any ones back but your own.

It's not like you're pirating an indie game.

>> No.2917309
File: 139 KB, 1088x612, BallBouncer4.gif [View same] [iqdb] [saucenao] [google]
2917309

Welp, back at it again

Does anyone know if there's a guide on how to really learn animation, or is it literally just practice and knowing how to draw?

>> No.2917318
File: 90 KB, 800x450, jump yhinh.gif [View same] [iqdb] [saucenao] [google]
2917318

>>2917214
You seem to be approaching a jump in the wrong way. I animated to the best of my abilities what a motion arc from a jump across some buildings would seem like.
A jump is when somebody exerts force into the ground below them to lift them into the air. With every action, there's an equal and opposite reaction. So if your legs are some squat-machines and you weighed lighter than a feather, those legs would lift you off into the skies. Although the arc of the jumps in your animation are very strange. It's almost as if the ledges are pulling him towards them. The arcs also look like they're a straight line, which is impossible for falling objects. Much like I worded here >>2914803, a motion arc is created when gravity pulls down on an object in the air. Fall straight down, and there's no arc. In your animation, you should try and emphasize the arc by slowing down his movement a bit. Maybe add some anticipation frames before liftoff, and some extra frames in the air to show that there is gravity. He seems to be sucked into each jump, instead of using his momentum to lift himself off the ground.
His initial sprint into the jump is also very strange. As if he's fighting a strong wind pushing his back.

>> No.2917394 [DELETED] 
File: 1.32 MB, 320x240, 1373968578877.gif [View same] [iqdb] [saucenao] [google]
2917394

>>2917244

What would you recommend for Mac?

>> No.2917430

>>2917309
Should I go ahead and try my hand at the flour sack?

Does anyone know if my bouncing balls finally good enough to do something else?

>> No.2917450

>>2917318
Thank you for the in depth crit, I'll try to be more mindful of this stuff in the future.

>> No.2917451

>>2917309
>>2917430
Your bouncing ball isn't very good.
You need to understand how to space things apart horizontally, since it looks like the ball is actually lagging behind where it should be, or skipping ahead strangely.
A ball slows to a stop, rather than skip forward and back unrealistically. Air resistance and friction with the ground can make it slow to a stop.
Animate the ball from maximum bounce to stopping ON SCREEN. Practice and visualize gravity before you even comprehend how to apply it.

>> No.2917453
File: 347 KB, 628x719, 1474509254978.png [View same] [iqdb] [saucenao] [google]
2917453

CACANI CRACK WHEN????

>> No.2917614

>>2917453
when you get good

>> No.2917680
File: 230 KB, 720x405, aaaa.gif [View same] [iqdb] [saucenao] [google]
2917680

>> No.2917682

>>2917453
Never ever

>> No.2917721

>>2917318
We need to pay you to lurk the threads

>> No.2918077

>>2917450
As I've said to almost every animator who's asked for advice; gravity first, all movement second. Without gravity, things would be weird, which is why animating outer space is so strange.
>>2917721
I've been an animator for a long time. I just love helping people out now.

>> No.2918122

>>2917680
Move the horizon down just a tad bit. He kind of looks like he's falling to the ground every step.

>> No.2918300
File: 30 KB, 980x420, floursack.gif [View same] [iqdb] [saucenao] [google]
2918300

how is this?

>> No.2918314

>>2918300
It looks too flat, to be fairly honest. Have you studied any art or perspective at all? That kind of stuff could really help animators with properly scaling objects like floursacks and other types of weirdly polygonal shapes. As people say, animation is drawing in motion.
You should also really stop animating at a super high framerate for now. I personally cap everything I do at 12FPS, and only use 24FPS if I know I'm going to need the extra fluidity in things like really quick movements and lip syncing. I actually animated >>2917318 at 12FPS with some parts of it at 6FPS.
Animating isn't just one frame to the next, it's planning things out roughly, and then filling the "inbetweens". Which is why \inbetweener animators\ are a thing. They animate the extra frames /in between/ key poses done by an animator. Animate key poses like you're doing some sort of animatic, and then fill in the frames between them. Don't overwork yourself just for the extra framerate. Traditional animation is about the drawing, not the amount of them.

>> No.2918320

>>2918314
Thank you for the quick and detailed advice. I'm currently studying art but its on and off with school and all that.

I've heard a ton of conflicting information, that animating at 12fps is wrong, or doing pose to pose is unnatural, or that straight ahead is worse, so what should really be done?

>> No.2918353

>>2918320
>animating at 12fps is wrong
>pose to pose is unnatural
>straight ahead is worse
If animating at 12fps is wrong, then a lot of anime and cartoon television shows shouldn't air at all. Animating at 24-30fps as a singular person is just massive as a workload. Although in general, there's no framerate that is actually "wrong". It's all about preference. Subjective-ness.. Although as a beginner working from home and doing it as a hobby, it's quite intimidating and really tiring to animate so many frames. Some things look great in 12fps, and others don't at all. Pretty sure most vidya jame kiddies would complain and whine about a jame at 12fps, whereas somebody watching a cartoon on television wouldn't even notice it much. The same goes for the other way around.
It also depends on what kind of animation you're doing. Traditional animation like the stuff I do is very different from animating a flash rig with classic tweens. One can easily be animated at 24fps because the movement is created from paths that can be stretched or customized to ease-in and out. They're not static drawings. Drawing every single frame from 1 to 24 for a second is a little too much to take in for a lot of people.
Pose to pose seems to only look unnatural to people who don't understand how to correctly time and space their poses apart. Pose-to-pose isn't just animating at 1 frame a second, it's literally drawing one pose to another pose, and putting it somewhere on the timeline where it'd work. It can be done 2 frames apart, or 50 frames apart; it all depends on what's happening situationally. The animator drawing the key-poses should be able to visualize what the inbetweens would look like.
And yeah, straight ahead animating is a terrible habit for a lot of people. Legends can do it because they've been animating for so long, and can visualize every single frame from start to finish. Start small and simple. Animation isn't going anywhere soon.

>> No.2918360

>>2918320

Try out everything while following the 12 principles and see what works well for you. A lot of folks are just giving what works well for them.

You can get the same effect with 24 fps if you make all of your frames twos.

>> No.2918366
File: 38 KB, 1196x676, Timing.png [View same] [iqdb] [saucenao] [google]
2918366

>>2918353
I have a question.

When you're animating, do you visualize the object at the middle frame and the position of the ball by playing it back and forth?

For example, Instead of using cushioning (going half way, etc), you pin-point where the object would be if it were moving at a certain speed, you make a new frame exactly in the middle of your extremes, and then you use cushioning as an auxiliary for this. The end result is that the break down is in the middle on the time-line, but it's also not really in the middle of the action itself.

This is what I've been doing, but I'm also relatively new to all of this.

Is it better to use a timing chart than visualization, or is animation just what works best? I've noticed the spacing changes automatically, and I can worry less about frame number, etc.

I enjoy animating at 24fps as the end result is ultimately smoother and better. I'd rather not animate at all if I can't make something that looks nice.

Here's an example of what I'm doing

I'm mainly doing this to try and take advantage of the fact that I'm doing this all digitally.

Do you think I'll run into issues with more complicated animations, or do you think it's fine?

>> No.2918394
File: 620 KB, 1296x648, tweens.gif [View same] [iqdb] [saucenao] [google]
2918394

>>2918366
From the keys you've pictured, you should move that second-to-last ball closer to the final frame a bit more. Right now, it kind of would look as if it were to skip forward instead of slow to a stop.
I'm not quite sure how to explain it, but I'd say to use a combination of timing charts and visualizing? I don't really know. From what I do know, easing-in and easing-out from objects is just halving the space from one frame to the next on the timeline. Which is actually how ease-in and ease-out tweens work. This is a perfect ease, though. Messing with the motion graph's curve changes the easing. It's fun to experiment and learn from. Just a little tip though, not everything eases in and out.
But like this Anon says, >>2918360 do whatever works for you. Experiment with framerates and techniques to find out what does work. Not every animator is the same.
To me, personally; I don't think smoothness is better. An animation with good timing is good enough to stand on it's own, regardless of framerate.

>> No.2919864

>>2913578
>>2913563
OLM`s anti aliasing plugin for After Effects.

http://olm.co.jp/rd/technology/tools/?lang=en

This link should be in the OP in my opinion.

>> No.2920088

not a tutorial but still interesting imo

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

>> No.2920195

>>2920088

I've met Seth Rogen before. He's such a nice guy irl.

>> No.2920250

>>2919864
Ah nice, I've experimented with that for Photoshop and have trouble getting the thickness of line I want when I resize my image. Not sure if i should be drawing at closer to native and 1pixel and see how that changes results.

The results produced by RetasCORE are pretty much identicle but I may experiment more with the linetool they have as its really easy to use.

>> No.2920382
File: 2.00 MB, 922x519, SaltyIceCream-425361-Problem_solving.gif [View same] [iqdb] [saucenao] [google]
2920382

will drawing loop animation be greater success then doing just illustrations?
i mean salty ice cream have it lock.

>> No.2920398
File: 1.67 MB, 500x375, walk_cycle_overcesium.gif [View same] [iqdb] [saucenao] [google]
2920398

New exercises

>> No.2920400
File: 3.31 MB, 500x375, hat_overcesium.gif [View same] [iqdb] [saucenao] [google]
2920400

>> No.2920835

>>2918353
I was just working on a shot in 12 fps even though I normally deal in 24. The slower speed helped with the cautious/mysterious atmosphere I was going for, and it made the clip longer for my reel.

>B-but make the motions take twice as many frames!
I could, if I wanted to spend several minutes just to get an arbitrarily larger file size and possibly more awkward tweening. I strive for 24 fps, but if another pace is easier for one or two shots there isn't any use throwing an autism fit.

>> No.2920837

New AMB stream, fuckers

https://www.youtube.com/watch?v=7ALDKk5l4Nw

>> No.2920853

Is the animation feature in CSP any good, or should I use another program?

>> No.2920887

>>2920853
CSP has the second best animation timeline among raster drawing programs, however the software with the best timeline, Krita, is far too unstable to bother animating on. CSP is great for animation imho.

>> No.2921022

>>2920887
Do people really experience crashes that often when using Krita? Is this one of those nuanced specific OS / Driver things that just cause some people to get fucked and others never experience fault? That said I typically only even use photoshop for 3-4 hour stints without reloading it so I have to wonder what my chances of encountering a problem are.

>> No.2921060
File: 29 KB, 336x599, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
2921060

>>2921022
I doubt it but it's possible I suppose. Personally having used it quite a bit on several different computers, Krita just seems like it's very bloated software that probably won't be stable enough for animation, at least not on windows, for years. On the other hand, CSP has a much better timeline than Photoshop and the "chalk" brush is probably one of the best digital pencil facsimiles that exists.

>> No.2921146

>>2920837
Does anyone feel he's a little elitist? He has great info, but he's kind of cocky

>> No.2921157

>>2921146
Day 1 AMB shill here.

Yeah he's very dismissive of 3D and puppet rig animation in particular to the point where he's actually kind of fucking mean about it; you can almost hear his eyes roll into the back of his head when someone asks an innocent software question, too. I don't let it bother me because the info on traditional is very good but him being a luddite is an unfortunate character flaw of his.

The thing is he doesn't know how to use software at all besides the very rudimentary stuff and he's 100% a character animator as well so there's a lot of stuff you will have to glean from other artists to become more well rounded in that way, especially when it comes to getting the most out of your software.

Adam Philips comes to mind as a great special effects animator and someone to study from in general.

>> No.2921189

>>2920382
p sure he just rotoscopes those

>> No.2921198

>>2921146
Yeah, he's also really dismissive of modem animated shows and the anime genre imo. He's a good animator but he's meh at everything else. His digital paintings aren't really that good and that show he's trying to make about the rabbit doesn't really look all that interesting either from a story aspect.

>> No.2921200

>>2921189
Unrelated to the question

>> No.2921206

>>2921198
He actually compliments GOOD anime a lot but he just points out tv anime tropes like held poses with only a mouth moving and stuff like that.

Most modern animated shows really do suck but I agree he might take it a bit too far. I'm almost as much of a 2D purist as he is but I won't ever outright dismiss symbol animation or 3D just for the sake of it, it can be done extremely well like and more used to complement traditional animation rather than overpower it. For a couple topical examples Wakfu comes to mind for Symbol-based animation and the Phil Collins scene in Disney's Tarzan or Festival of Fools in Hunchback.

>> No.2921253

>>2921200
>if rotoscoping is enough to be successful like salty ice cream
>then all you have to do is market yourself
>will drawing loop animation be greater success then doing just illustrations?
"depends how good you are at marketing"
or you destroy the competition by making better quality porn loops that requires little to no skill

>> No.2921256
File: 373 KB, 1920x1080, Z2.webm [View same] [iqdb] [saucenao] [google]
2921256

Something I'm working on at the moment, a cyber club in the distant future or something along those lines.

>> No.2921564

>>2921256
I like the pulpy style.

>> No.2921836

>>2921256
please make a loop for the bear I love it

>> No.2921846

>>2921022
>>2921060
>>2920887
I used Krita back in its early stages and I could barely run it, very unstable. The latest version however runs fine for me and I haven't had any issues with it apart from adjusting to the layout. Good free software desu

>> No.2922274

>>2908158
>>2908157
make the maracas lag behind a bit in relation to the arm movement.

>> No.2922331

>>2914860
wow man you're right, I saw the unfinished one first and didn't really think there's any merit to what you said but now that I've watched the thing they really over-did it with the effects and the shading, you really can't see how good it looks because of all the god damn blackage

>> No.2922658
File: 271 KB, 744x483, ball.gif [View same] [iqdb] [saucenao] [google]
2922658

>> No.2922970
File: 142 KB, 600x338, camera test.gif [View same] [iqdb] [saucenao] [google]
2922970

Experimenting with simple camera movement.

>> No.2923347
File: 459 KB, 500x280, Idk how to rotate gifs on a phone.gif [View same] [iqdb] [saucenao] [google]
2923347

bump

>> No.2923710

>>2920887
Tvp has the best timeline imo

>> No.2923713

>>2922658
Wew someone finally posted a decent ball bounce. Nice arcs. The end slows down a little too much though if i want to nit pick

>> No.2923805

I would like to get into animating but I'd like to freehand my drawings. I don't want to use vectors. Preferably drawings with pen pressure sensitivity. What could you recommened to me?

>> No.2923808

>>2923805
Literally any basic animation program. Toonboom, flash, tv paint, Krita (although I've heard its buggy) or opentoonz (the ui is super weird and hard to grasp but it's apparently a modified version of what ghibli uses) oh and photoshop lets you animate as well these days.

>> No.2923811

>>2923347
Thanks, I needed to stretch my neck.
The butt could use a bit more follow-through, it just kinda stops when she gets into contact with ground. It should follow all the way to where her front paws are, to start another jump.

>> No.2923819

>>2923805
This anon's got it >>2923808 Personally, I just draw in Flash CS6. Setting the brush smoothing to 40 and using pressure sensitivity makes it look at least decent. Working with vectors is pretty fun, since you don't need to draw in 1080p or some other crazy resolution. A stage in flash that's 800x450 can scaled up to 4K resolution if you really wanted to, thanks to the infinitely scaleable paths and shit.
Use whatever works for you. I know Flash is garbage, but there is ways to make it work for different styles.

>> No.2923829
File: 361 KB, 858x725, 1426702652128.png [View same] [iqdb] [saucenao] [google]
2923829

Guys, help : Tvpaint 10.0 keeps crashing when I open it, I'm starting to lose my composure...
I tried to create a new config,unsolved problem.
I tried to uninstall/reinstall it, unsolved problem.

I only managed to run it correctly ONCE, and I created a 8-frame animation so easily that I look at any other alternative with disdain...(Ps,Krita,Opentoonz)

Any other solution? I really want to git gud because I might have a game changing idea!

>> No.2923832

>>2923829
By the way : https://mega.co.nz/#!TdclgBqS!QWLS9f3ogerhJDfxCYPv_yFKRR11tP_IC0eaA4sEwug

This link is dead as I'm writing this...

>> No.2923880

>>2923829
>>2923832
Nevermind guys, I found the solution by myself. (who said that studying in IT is useless?)

>> No.2924166
File: 136 KB, 560x315, joy_rough_sorta.gif [View same] [iqdb] [saucenao] [google]
2924166

I'm trying a new method to simplify my thought process in my head
I keyed everything out on 3s and animated on 2s

>> No.2924980
File: 716 KB, 1536x864, oldmanfaceturn.gif [View same] [iqdb] [saucenao] [google]
2924980

critique please

>> No.2925022

>>2924980
The movement is pretty mechanical
What you want to do is make the face turn in a smooth arc.
Human movement is 100% arc-based and animation is no different

>> No.2925055

>>2924980
I give it an andrew loomis out of blook
Have fun with that pencil

>> No.2925087

how do I get better at timing? I feel like it's one of the things I'm weakest at, and I don't really know how to improve.

>> No.2925144

>>2925055
>Loomeme
How about you actually give him feed back

>>2925022
This, it is is mechanical, unless that's what you were going for. It could use some exaggeration, like at the bottom of the turn a little stretch

>> No.2925157

>>2925022
Arcs, I need to remember that. Thanks anon.

>>2925144
I guess this method fits a robot better then.

>> No.2925196

>>2925144
>being so beginner you havent even cracked the first loomis book

get blooked on

>> No.2925199

>>2925196
>He thinks I haven't read loomeme

>> No.2925322
File: 1.64 MB, 968x436, ballin.gif [View same] [iqdb] [saucenao] [google]
2925322

>>2923713
It's based on this: http://www.angryanimator.com/word/2010/11/26/animation-tutorial-1-bouncing-ball/
And yeah, it slows too sudden, here's another one.

>> No.2925341

>>2925322
Just realized, I really could at least have made his eye follow the ball, oh well.

>> No.2925431

>>2925322
That boy thicc

>> No.2925478
File: 119 KB, 560x315, joy2.gif [View same] [iqdb] [saucenao] [google]
2925478

>>2924166
Added some bits

>> No.2925537
File: 11 KB, 600x400, ball bounce exercise 1.gif [View same] [iqdb] [saucenao] [google]
2925537

i've never animated anything before in my life but i'd really like to get into it, so i tried the ball exercise. how did i do?

>> No.2925538

>>2925478
I want to fug the robot

>> No.2925553

>>2925538
This likely won't stop you, but she's 11

>> No.2925555
File: 518 KB, 600x890, donk.png [View same] [iqdb] [saucenao] [google]
2925555

>>2925553
How old is that in human years?

>> No.2925598
File: 1.12 MB, 500x400, GoomBeam.gif [View same] [iqdb] [saucenao] [google]
2925598

>> No.2925599

>>2925322
Towards the end of the bounce [and most of bounces on >>2925537's test] it seems like the ball is rather being lifted into the air by some force, instead of bouncing and having the motion vector reflect from the ground back into the ball.
Remember guys, animation is pretty much half physics. For every action, there is an equal and opposite reaction. A bouncing ball's height as it bounces decays over time, and it changes with every new type of material you use. If I were you, I'd try and practice with less bounces. Imagine the ball as a heavier, more dense object; like a bowling ball for instance. Since you seem to have trouble towards the end of the bounces when it starts slowing to a stop.
The forces that act on bouncing object is relative to how much acceleration and force goes into the initial fall. The ground will exert the exact same force back into the ball and push that into the air. From what it looks like, you guys are relying too much on the idea of squash and stretch to cover up your mistakes, adding in more jello-frames when needed. You could try and animate a bouncing ball without using any squash and stretch at all. It'd give you a direct objective to work with the arcs themselves and how to properly animate what a bounce looks like.

Just keep at it, lads. The consistency of your ball's size is really fucking nice, actually.

>> No.2926285
File: 64 KB, 338x350, brick fall.gif [View same] [iqdb] [saucenao] [google]
2926285

gonna practice the top 3 exercise on the 51 great animation exercises this week. doubt you'll care but to see if ill make progress

>> No.2926297

>>2926285
You don't need to redraw every frame of the block that's not moving. put it on another layer and extend it if whatever software you're using allows that.

>> No.2926313
File: 13 KB, 560x373, ball accross.gif [View same] [iqdb] [saucenao] [google]
2926313

>>2926297
trying to learn how to trace without onion skins on, im pretty ass but with time it'll get better.

>> No.2926319

>>2926313
>trying to learn how to trace without onion skins on
why?

>> No.2926322

>>2926319
it'll make things much more easy in the long run, like working out man

>> No.2926324
File: 16 KB, 590x369, bal01.gif [View same] [iqdb] [saucenao] [google]
2926324

>>2926313
Why are you making things more difficult for yourself? Just use onion skin, especially for something like a ball bounce.

This one is pretty bad, your timing is all over the place. Take a long hard look at pic related.

>> No.2926326

>>2926322
As long as youre flipping back and forth, between drawings, you should be fine?

>> No.2926329

>>2926322
Is this a common practice or something you ought to be able to do when animating?
I don't see why you'd ever have the need to dispense with onion skin.

>> No.2926346

>>2926324
thanks for the time sheet thing, kinda was confused on the timing for this one...
>>2926326
yeah man, heard about flipping back and forth without onion helps with flow and makes things look more natural....
>>2926329
...>>2926326

>> No.2926355

>>2925555
11

>> No.2926407
File: 92 KB, 702x591, ballthethird.gif [View same] [iqdb] [saucenao] [google]
2926407

the beginning seems too slow, idk

>> No.2926489

>>2915736
Nice smears lmao

>> No.2926496
File: 387 KB, 2464x1648, le sad chin man face.jpg [View same] [iqdb] [saucenao] [google]
2926496

>>2926355
Oh...

...okay.

>> No.2926622

>>2920400
You made this? I really like it!

>> No.2926778

Is there something like life drawing for animators?
Like, a model loops the same movement for 20 or so minutes in front of you?

>> No.2926852

>>2920400
what if he bowed down further, squatting down, and shot himself upwards into the hat- i think those two motions of the hat spinning, and him hitting it right as it fits his head is more visually and motionwise rewarding for the viewer, either that, or actually have him casually wait for the hat to just land perfectly, he could also turn around and while hes about to take a step away the hand lands on his head and he just keeps walking.

I dont know, you have the volume control to push things further, so i think you should :-))

>> No.2927028

>>2926778
It's called using a reference

>> No.2927638

ooh a new Toniko tut
https://www.youtube.com/watch?v=wdPbiy-8BRo

>> No.2928190

i have a year off and would like to work on some animations. but im getting overwhelmed on where to start off. im a poorfag and have a bamboo tablet. i havent drawn in years. any advice on where to start out? any tips on how to succeed? i know i need to make a schedule to enforce practicing, but i cant figure it out (ie, 1 hour draw whatever, 1 hour draw male anatomy, 1 hour draw female anatomy, 2 hours practice animation.)

what programs to use for animation? i have pencil2d and krita, are there any other ones?

also, how do you stay out of legal trouble? im scared of that since shadman

>> No.2928290

>>2926778
There's stuff like that on youtube if you just do a search for it

>> No.2928296
File: 197 KB, 1088x612, FlourSack.gif [View same] [iqdb] [saucenao] [google]
2928296

This was fun to do.

>> No.2928307

>>2909546
wena wn

>> No.2928315

>>2926407
Your spacing is off.
Read the animators survival guide.

>> No.2928329
File: 135 KB, 1268x884, 1485015508193.jpg [View same] [iqdb] [saucenao] [google]
2928329

>>2927638
I kind of don't like Toniko.
You can tell he's using all sorts of information to do his animations, but he's not divulging any of it to the viewers.

>> No.2928710

>>2928190
You should pirate adobe flash.
There's a 500mb portable version on the pirate bay if your internet is shit. You just download it, and you can run it. No install required.

I don't think the billionaires and upper middle class people at Adobe will mind.

https://thepiratebay.org/torrent/6602991/Adobe_Flash_CS5.5_[PORTABLE]__by_Birungueta

That's CS5, it's 500 MB, and this is CS4

https://thepiratebay.org/torrent/4525660/Adobe_Flash_CS4_Portable_ThinApp

Here's one that's only 100 MB if you're using internet on a mobile hotspot:

https://thepiratebay.org/torrent/6382003/Adobe.Flash.CS3.Professional.ENGLISH.Full-NoKeyNeed_

>> No.2928757

>>2928329
I don't like him cause his animation is floaty as shit, nothing has any force or impact, his fight scenes look like people are hitting each other with foam bats underwater. Everything feels so flat and formulaic, all the 1s in the world couldn't save him.

>> No.2928810

>>2928757
1s wouldn't save anyone because they always look bad.

Anyway I like his stuff, I genuinely don't see what you mean by floaty. Can you post an example of what you think is good solid non-floaty animation so I can understand the difference? I get the feeling you're a Richard Williams worshipper

>> No.2928936
File: 78 KB, 720x642, 17757614_2871411776247388_3366759255468601472_n.jpg [View same] [iqdb] [saucenao] [google]
2928936

what would you guys recommend for a poorfag with a pencil, an eraser and a scanner? (and with shit skillz of course)

I'm finishing up in my (not art-related) university, I hate it, I hate to think about how this'll be my future, I'm bad at it, and all in all every fiber in my body is against it.

So I desperately want to learn how should I proceed from here. Never really drew, really poor, like I said I only have a pencil and a scanner.

I know that the first step to animate is to actually know how to draw, but I was thinking about learning these two simultaneously.

Thanks in advance.

>> No.2928940

>>2928936
I would recommend you get a job and draw for quite a bit before making rash decisions.

>> No.2928949

>>2928940
Yeah you're right about not making rash decisions, I actually wanted to apply for something art related when I was choosing university, but I was talked out of it, and I myself thought that yeah maybe I should be rational and realize that art education is way too expensive and useless if taught at uni, so I dropped the idea.

But I regret it so much. Worst thing is that I know that it was a rational decision (you know like career-wise), but fuck. It feels I'm trying to push myself through a concrete wall..

But I still want to try and experiment with animation in the meantime, so I was wondering if anyone is doing the old (or poor) way, with a pencil, and if he/she could give me some advice.

>> No.2928958

>>2928810
>1s wouldn't save anyone because they always look bad.
yes, my point was that it seems like people just see his smooth animation and think smooth=good

>Richard Williams worshipper
you know it's funny I actually get a lot of shit cause I'm not a williams fan either.

>what you think is good solid non-floaty animation
https://sakugabooru.com/post/show/29431
particularly the footsteps (or pawsteps) in the second part

toniko obviously has very solid drawing skills and great consistency but it moves like molasses

>> No.2928962

>>2911707
>obama getting invited to isis orgy.gif

>> No.2928965
File: 2.73 MB, 500x269, tet.gif [View same] [iqdb] [saucenao] [google]
2928965

How the hell do you animate moving wires?

>> No.2928992
File: 358 KB, 500x208, tumblr_npmhq6QEVV1ryqzjgo3_500.gif [View same] [iqdb] [saucenao] [google]
2928992

>>2928958
Hmm I kind of see what you mean by floaty, but I only see that in some scenes. Maybe he uses too many inbetween frames which removes any snappiness. I still think it has a lot of appeal regardless

>> No.2928997

>>2928965
Have you tried whipping a wire around irl and studying it? It looks like a follow-through

>> No.2929001

>>2928329
Like what?
The only information not in this tutorial that he is using but not divulging is easing in and out. If you really think this isn`t complete enough you should just fucking lurk more cause it is already holding your hand as is.

>> No.2929005

>>2929001
BARELY OVER 9000!!!

>> No.2929010

>>2928992
His fight scene in - https://youtu.be/k57hUCz-JWc?t=10 - feels like i'm watching Starwars Episode 1 fights in that it just feels moving an arm around from point A - B.

My preference would be more toward artists like Hiroyuki Okiura and Ryo-Timo.

https://sakugabooru.com/post/show/10215
https://sakugabooru.com/post/show/4199
https://sakugabooru.com/post/show/8959

>> No.2929028

>>2929010
>https://sakugabooru.com/post/show/10215
>https://sakugabooru.com/post/show/4199
>https://sakugabooru.com/post/show/8959
That's some damn nice animation

However I think Toniko, thought not at their level, is still good and that is just his style. It comes down to personal preference really.

>> No.2930140

>>2928710
Are these safe?

>> No.2930473

>>2930140
Yes.
I've tested them myself.

>> No.2930477

>>2929001
>Easing in and easing out is all that's there

There's arcs, bone/muscular movement, likely an understanding of weight, etc

>> No.2930480

>>2929010
The issue with criticizing Toniko is that he's miles ahead of you. He's a deviation or two away from standard flash animator.

He's better than Harry Partridge thanks to his education.

It's foolish to think you can't learn from him.

>> No.2930491

>>2930480
I agree, i'd pick and choose what I like and want to extract from him. I'm also generally uninterested in the more pantomime like way of animating - at the end of the day i'd just grind it out and look at everything though, i'm not above anyone so i'll take any opportunity for a new perspective on things.

>> No.2930608

>>2930473
AVG is telling me there's a serious threat

>> No.2930624

>>2930608
It's just a false positive.
Cracks show up like that all the time.

Upload the crack file to one of those testing websites.

>> No.2930625

>>2930608
https://www.virustotal.com/

I don't recall ever receiving a virus from any of those downloads I listed.

>> No.2930667

>>2930624
>>2930625
I'll take you anons word for it since I cant upload it to those websites

>> No.2930713

>>2930608
>>2930624
>>2930625
>>2930667
It doesn't work
I'll stick to Fl8

>> No.2930749

>>2911654
that's amazing for a first attempt. I'd increase the anticipation a bit, and either reduce or smooth out the hang in the air a bit.

>> No.2930755

>>2914845
Toonboom can vectorize images, so you can try exporting an image sequence from TVpaint.

>>2916832
The official release has that bug still, but a fix has been pushed into the nightly builds. I downloaded one here: https://ci.appveyor.com/project/alvinhochun/krita-packaging/build/artifacts

>> No.2930758

>>2930755
Opentoonz is a program that a skilled person can do literally anything in. It is the best free animation software I've ever seen and I've never seen anyone use it for good work.

>> No.2930762

>>2930758
It's unusable because it crashes all the time

>> No.2930904

>>2930713
I remember certain versions of Flash only work on XP computers. I'd recommend running it in compatibility mode, or downloading a larger (500MB) version.

I know the real deal always does the trick.

>> No.2930906
File: 173 KB, 1088x612, FloursackBallkick.gif [View same] [iqdb] [saucenao] [google]
2930906

Is there anything glaringly wrong with this?

>> No.2930912

I don't know shit from shit when it comes to animation and never intend on practicing it, but I have a ton of respect for those who still do it out of passion in today's climate

>> No.2930918

>>2930912
The world has made it an absolute motherfucker.

That's why I'm not making it my job.

>> No.2930967

>>2930906

that ball don't move away fast enough imo

>> No.2930969

>>2914296

fuck dude where can i pay you

>> No.2930992
File: 419 KB, 1088x612, Ballkick.gif [View same] [iqdb] [saucenao] [google]
2930992

>>2930967
Thanks.
I thought I would keep it at the same pace because it's a flour sack, but then I realized I squashed the ball.

>> No.2930998
File: 3.52 MB, 872x486, WalkCycle.gif [View same] [iqdb] [saucenao] [google]
2930998

>> No.2931004
File: 146 KB, 1088x612, Thinker.gif [View same] [iqdb] [saucenao] [google]
2931004

>>2930992
and something else I did

>> No.2931406
File: 249 KB, 506x415, autism.gif [View same] [iqdb] [saucenao] [google]
2931406

It's 2005 or what?

>bump.

>> No.2931482

>>2928757

I don't think it's timed badly as it has good appeal and storytelling while having different cinematography/staging. No matter how smooth your frames look, it's not going to look good if you disregard cinematography or staging.

>> No.2931527

>>2931406

Oh man. I learned a lot using that shit. It fucking helps when you're not worrying about your drawing quality.

>> No.2931677

>>2930904
Tried that, and allowed avg to ignore it. It still just doesn't open

>> No.2931743
File: 275 KB, 560x315, wip (1).gif [View same] [iqdb] [saucenao] [google]
2931743

Slightly more progress

>> No.2931910
File: 1.19 MB, 800x800, melody idle.gif [View same] [iqdb] [saucenao] [google]
2931910

After 9 hours of work.

>> No.2931923

>>2931910
When you're animating, the hours just fly by.
You easily blow 3-4 hours on a single .gif WIP.

>> No.2931926

>>2931910
There's something that really bothers me about the orientation of the feet.

You're not putting them in perspective.

You need to go do draw-a-box and learn about vanishing points on a box.

Everything in this world is pretty much a box with 4 sides, in perspective.

That cartoon is straight up wrong.

You don't really know how to draw, and that makes it hard. You end up wasting 9 hours of your time, and your end result is sub-standard for animation.

If you want to draw cartoons, learn how to draw in perspective.

The human head is nothing but perspective in action.

There are squares on angles everywhere.

Please go learn how to really draw.

You're hurting yourself by picking up animation at such an early stage.

You need to read the following books

Perspective made easy
Successful illustration by Andrew Loomis
Do draw-a-box.com to see how boxes move in perspective

Then learn gesture drawing once you can easily, intuitively move boxes around in your brain.

If you have a hard time, just visualize yourself playing with a phone case and rip the vanishing points from that.

>> No.2931927

>>2931926
what do you mean by orientation of the feet?

care to explain it?

>> No.2931930

>>2931910
If you ever want to really see how important perspective is, check out these 3D models.

See how easy it is to pop a line to a vanishing point if you set up a ground plane on the floor where there feet are at.

Here's a head so you can see that it's just a bunch of boxes on various angles:

https://sketchfab.com/models/ec0fdcd35b2e493b95ff1edf0c67cac4

Here's a female model so you can see the effects of perspective on the human body:

https://sketchfab.com/andremirandarosa/collections/girls?cursor=24

It's absolutely paramount that you learn it.

>> No.2931932
File: 475 KB, 3141x4882, q.jpg [View same] [iqdb] [saucenao] [google]
2931932

>>2931927
It's perspective. It's popping lines to a horizon line.

You need to learn it. I'm going to go ahead and craft you an example so you can see how badly you're fucking up. I needed someone to tell this to me, but nobody did.

Here are some studies I did in the mean time. You might be able to see that it's all built on one big box.

>> No.2931935

>>2931932
I only need to know if my example is good enough.

>> No.2931941
File: 217 KB, 1339x1299, Tutorial.jpg [View same] [iqdb] [saucenao] [google]
2931941

>>2931927
Here's a good example.
It's the best way I've come up with to draw people.

You place down a gesture, but you put it in perspective in accordance with this, and then you find out how each part is oriented in perspective. You then build on top of that.

>> No.2931942

>>2931941
yeah, I know about perspective.

I guess I can remake that animation using perspective boxes.

>> No.2931943
File: 280 KB, 1339x1299, Figureinperspective.jpg [View same] [iqdb] [saucenao] [google]
2931943

>>2931941
Wrong image.

I left out vital information on that one.

>> No.2931948

>>2931942
You should already be using perspective boxes in everything though.

It should be intuitive before you pick up animation. It takes about a week of solid practice (2 hours a day) before it gets easy.

I don't see enough mastery in your cartoon, and that's very troublesome.

>> No.2931950

>>2931942
You should quit animating, and you should give those 3D models some practice. See how everything moves and shifts.

>> No.2931952

>>2931948
>>2931950
I guess I can remake the animation using boxes and shit.

>> No.2931953

>>2931952
That's good.
As long as you apply vanishing points to everything, you're on the right track.

You'll be amazed what perspective will do to your artwork.

It makes everything you make look great.

>> No.2931955
File: 31 KB, 592x413, Capture.jpg [View same] [iqdb] [saucenao] [google]
2931955

Reminder

>> No.2931960

>>2931955
Did Bahi get good at drawing while animating? Everyone on /ic/ says you should grind fundies and get good at drawing before doing animation but it looks like Bahi was always animating and didn't really just draw static stuff. How did he get to a proficient level of drawing if he wasn't doing hardcore fundamentals?

>> No.2931963

is it at all worthwhile to study animation at any school that isnt like a CalArts?

money's not an issue as long as I go to a school in my state (US)

>> No.2931964

>>2931952
Also, don't consider the vanishing points much while you do all of this, or you'll just get frustrated. I basically mean don't do what I did in this picture.

>>2931943

The lines are only ran to the horizon to illustrate what I'm doing.

Boxes generally don't care that it exists.

You're better off getting the gist and then refining it if you want to.

Use the ground plane as your point of reference/horizon line. If it's level, rotate your boxes from a level point to match the rotation you've got on your mind.

If you know what square looks like (one vanishing point close to the camera, the other one far off), you can make everything square rather easily.

>> No.2931966

>>2931960
Who cares what Bahi does.

The animator's survival guide explicitly tells you to learn how to draw. It tells you to learn perspective first.

You need to read it.

>> No.2931967
File: 8 KB, 687x450, 1474246020001.png [View same] [iqdb] [saucenao] [google]
2931967

>>2931960
>but it looks like Bahi was always animating and didn't really just draw static stuff

???

What???

>> No.2931972

>>2931960
I can't recall ever really grinding on top of this.

If you ever find yourself grinding and not thinking, you're not accomplishing anything.

>> No.2931976

>>2931967
Like drawing things without animating. Practicing perspective, drawing from life or reference, gestures, poses, all that shit that helps you draw better but isn't directly related to animation.

>> No.2931983
File: 703 KB, 800x600, airi_ai_shake.gif [View same] [iqdb] [saucenao] [google]
2931983

Titties

>> No.2931984

>>2931976
>Isn't directly related to animation

It is though.

You need to be able to animate in perspective. You need to be able to have fluid, convincing characters. You need to have total control over the weight in a pose, or you're just another shitty Newgrounds cartoonist.

A large piece of good animation is the fact that it's well drawn. Even stick figure cartoons benefit tremendously from the ability to do cool camera rotations (perspective).

Only a fool would say other wise.

>> No.2931988

>>2931976
I'm not saying become an illustrator, but I'm saying you should have the background and understanding.

Bahi certainly does.

It's an undeniable truth. He knows what he's doing, and he likely had to pick up fundamentals he should've known anyway because it was restraining what he was capable of doing.

>> No.2931990

>>2931955
Reminder that he's talking about working here and not studying.

>> No.2931999

>>2931960
I've been following him for years and I remember seeing some of his early stuff. Believe it or not he has always been good, or at least at a level way above the kind of people in this thread doing wonky ball bounces and shit. I think you should grind drawing to a point, maybe to the point where posting a drawing on /ic/ doesn't result in a million anons telling you what to fix. When you reach that average meh tier then you can start animating too.

>> No.2932001

>>2931983
Kind of hard to tell the parts that are meant to be moving from the parts that only move because theyre redrawn to give that boiling line effect, especially on the right girl. I get the aesthetic you're going for but maybe try being tighter on the parts you don't want to move as much or make everything move more, maybe sway their torsos around a bit.

>> No.2932003

>>2931984
This.

To be a good animator you have to be a bit of a jack of all trades.

>> No.2932004

>>2931999
I highly doubt that he has always been good.

There was a point where he was like everyone in this thread, but he likely learned the right way.

No one ITT has a real idea on what to look for in animating. The closest we can get is The Animator's Survival guide, and there's a large amount of misinformation in these threads.

Even Toniko's animations are sort of off, and he went to school.

>> No.2932005

>>2932003
It's more like to be a good artist you have to be a jack of all trades who's also able to specialize.

>> No.2932009

>>2931999
Yeah I saw his earlier work too before he blew up. There's obviously very clear improvement but I agree with you that his base drawing level was already super high. I assume that he drew a lot when he was a kid but he was only a teenager when he did the shithead action animation. I think he's just one of the few people out there who are truly talented and has a knack for it. When ever he wanted to improve at something he'd just draw a lot and be way better in like a week or two. Not to discount all his hard work, obviously that also played a huge part but the dude was something else.

>> No.2932015

>>2932004
Unpopular opinion time. The animator's survival kit is shit, it teaches you a lot of bad habits and too many rules that only serve to turn you into another cookie cutter disney clone and restrict your creativity.

>> No.2932017

>>2932015
Well, you have to start with something right even if it's a bad base. Or else you would have no base.

>> No.2932019

>>2932015
What's wrong with being a clone of a famous Western animation studio?

That's absurd.

I have a high amount of doubt that you're speaking from experience.

>> No.2932021

>>2932019
It's pretty obvious that anon isn't because an experienced artist irons out their bad habits all the time.

>> No.2932023

>>2932021
This is a another thing.

If you can see a bad habit that something has instilled upon you, you should know enough to break that habit. It makes no sense.

>> No.2932027

>>2932015
Then you have all of these excellent animators praising that book.

https://www.youtube.com/watch?v=WgoSyzo-LaQ

I can't believe we're in the company of someone that has industrial tier skills.

>> No.2932029
File: 281 KB, 600x338, ezgif-3-b789747c04.gif [View same] [iqdb] [saucenao] [google]
2932029

Could someone help me with this?

>> No.2932033

>>2932029
You need to draw your extremes first.

There are no real break downs in this, so there's no way to help you.

I can't see much timing and spacing, and there's not much animation going on.

I'd advise you to learn bouncing balls first.

>> No.2932041

>>2932033
Actually, is there a better mp4 to gif converter? A lot of the frames are gone in that versus the video

https://drive.google.com/file/d/0B0ESvCYeu1sVZmFWNU0xMHhLQlk/view?usp=drivesdk

>> No.2932045

When someone asks "what do you want to animate?" what would you say to them?

>> No.2932047

>>2932045
Epic fighting scenes.

>> No.2932050

>>2932045
Everything.

>> No.2932054

>>2932045
my waifu's jiggling breasts

>> No.2932057

>>2932041
I feel like there's no real timing except for on whatever falls to the floor.

It feels like she's already been running, and then she moves from zero to 100 mph. I understand the action is supposed to be fast, but what that is isn't a proper movement.

You need to learn bouncing balls to remedy this.
You need to learn about follow through. I see that she's leading the leg turn with the lower section of her legs, and that looks wrong.

I'm not master animator, but I know that things move on joints, and there's subordination in everything. (socket joint moves first, and then elbow, and then wrist) I don't see that here. The arms aren't even moving for such a fast run.

You're not ready to animate a run in perspective.

You're wasting your time. Understand the principles first, and read the animator's survival guide before you continue to accomplish nothing but errors.

>> No.2932059

>>2932041
I also have the feeling that you're not mentally following a real arc or line of action in your movement.

It all just feels so wrong.

>> No.2932064

>>2932041
You don't know what you're doing on top of this.

The head doesn't even bob up and down. You're really animating a bouncing ball when you animate the pelvis. You don't understand that because you haven't been really learning animation.

I pop a perspective line, and nothing ever goes below or above it.

It's absolutely terrible. It's 9/11 for cartoons.

You're not ready.

You don't know what you're doing.

You need to pick up the animator's survival guide.

>> No.2932070

>>2932057
>>2932059
>>2932064
I've read it already, and am currently studying from Hampton and Villpu and proko..
I just don't get it, how will I learn anything if I'm just doing bouncing balls over and over again? I've already done balls and 360s and run cycles and walk cycles, and people just tell me to go push myself with something harder. I feel like I'm stagnant and no one is really telling me anything

>> No.2932079

>>2932070
Can you show me your bouncing balls?
I feel like you've read it, but you've never done all of the exercises.

>> No.2932083

>>2932070
I'd also like to see how you draw.
I need to see if you understand everything.

I look at the guys wrestling, and I think that's decent enough to start animating, but I'm not really certain.

>> No.2932087

>>2932070
When I say exercises, I mean moving the coin around. Doing basic shit like making a line move. A pendulum animation.

It bothers me that you say "I went from bouncing balls to run cycles"

There's a lot of seemingly simple stuff in-between that you need to try your hand at.

>> No.2932101
File: 1.93 MB, 1944x1944, I444.jpg [View same] [iqdb] [saucenao] [google]
2932101

>>2932079
>>2932083
>>2932087
I'm not near my computer now so I don't have my bouncing balls with me, however, all the stuff I've finished I posted on newgrounds a while back. That which I posted was the first thing I did in a while. This picture I did a while back, all I have right now..
http://pentilextv.newgrounds.com

>> No.2932120

>>2932101
It's certain you didn't really understand how to draw or animate a year ago.

I don't know how you fair today though.

Everything is completely lacking in perspective.

You don't just apply it to cars. You apply it to the human head, the human figure, etc.

You're recreating reality.

Everything in the real world is related to a horizon. Everything in the real has 4 sides.

I'm not certain that you need to be told this though.

>> No.2932125

>>2932101
I recommend you do draw-a-box.com if you haven't substantially improved.

You've no clue how to animate because you've no clue how to draw.

Once you can easily rotate a box down, and up, and side to side, you can understand more about animating.

See this post I made:

>>2931943

That's what you need to be able to do easily if you're to learn animation. It's a fundamental of drawing itself.

You should do this if you're not miles away from where you were when you were 17:

Learn perspective made easy
Learn successful drawing by andrew loomis
Then do draw-a-box.com and see how boxes move in perspective

You're fucking up by doing Proko and Steve Hampton.

>> No.2932126

>>2932101
http://www.storytellerartist.com/documents/Perspective_Made_Easy.pdf

http://www.alexhays.com/loomis/Andrew%20Loomis%20-%20Successful%20Drawing.pdf

http://drawabox.com/

I see you've got some understanding of perspective, but you need to be able to do more than draw a stationery cube with no rotation in perspective. If you extend every flat line in this world, you get a plane which is a side of a box.

>> No.2932127

>>2932101
Break the human body apart into cubes in perspective on top of this. It will tell you where to place clothes, etc. Once you can decide what degree you want, you never have to think about drawing ever again. It becomes very easy to draw. Perspective eliminates "imagination" and extensive thought.

>> No.2932129

>>2932101
I can see from that drawing alone that you can't move a line in perspective.

I've really started analyzing it, and I can honestly say perspective is your weakest art fundamental.

You're very poor at it, and it's also the most important art fundamental you can possibly learn.

Learn all about inclined planes, etc.

>> No.2932130

>>2932101
Rotate a cube and think about the movement of the vanishing points. When you realize you don't have an answer, you'll know you don't know how to draw.

If you can't move a cube, you can't move a forearm or a leg or a head in perspective.

I wish someone told this to me.
I'm here right now to give you a warning.

>> No.2932132

>>2932101
>>2932130
*tilt

I don't mean rotate

>> No.2932152

>>2932132
>>2932130
>>2932129
>>2932127
>>2932126
>>2932125
>>2932120
So perspective. Thank you

Also what is wrong with proko and Hampton? I was told both were good in /beg/?

>> No.2932160

>>2932152
You're too much of a beginner to learn.
It's a waste of time.

You need to know how a box rotates before you fuck with the human body, which is nothing but boxes.

>> No.2932164

>>2932152
Also, /beg/ is the blind leading the blind.

I advise you to not post there.

>> No.2932170

>>2932164
I don't really have much frame of reference here, either. If it wasn't for /co/ and /beg/(plus general newgrounds non critique) I wouldn't be here

>> No.2932175

>>2932170
This board is good for learning, but the beginner thread is a new advent I'm strongly against.

Basically, all of the good artists that will lead you in the right direction post in the draw thread.

All of the bad artist that think they're good post in the beginner thread, and they'll lead you in the wrong direction.

It's better to post shit in the draw thread than in the beginner thread.

The beginner thread only exists because of people that got ass-blasted when they were told the truth.

>> No.2932176

>>2931960

BahiJD worked on animation and drawing at the same time. Steve Huston made a good point about it with an interview with Proko. He stated (paraphrasing) that it's better to make focused 15 hole in ones as opposed to swinging wildly with 100 shots that land you a bogey, because you'll be practicing for the former instead of the latter.

Fundamentals help you, but they help you the best if you find them useful because you remember them. All of the animation exercises are tremendously useful for solving animation without reference, but they won't help you if you don't know what to do with them. Bouncing balls help with timing jumps, boobs, or backflips. Flour sacks help with character animation.

>>2932015

What "bad habits" would you learn from a person like Richard Williams? All of his techniques are pretty useful.

>>2932101

Did you sight-size (draw two-dimensionally using counter or negative space) the car or did you construct it (build a car like scott robertson)?

>>2932160

Eh, there's really no wrong way to construct the body. Folks do it with spheres, countour lines, or gestures. Proko and hampton are good for learning about anatomy.

He just needs to tackle form (3d shapes like cubes, spheres, pyramids, and cylinders) and construction (using form to build characters). Those perspective books might be tough and confusing as they target environments instead of people. No doubt that they will improve his backgrounds, but his main focus is to animate a fighting game character.

>> No.2932179

>>2932170
If you follow my advice and really learn perspective, you will never have to think about drawing ever again.

It will turn into the easiest thing in the world.

Perspective is reality.
Drawing is the act of recreating reality.

Perspective is EVERYTHING.

>> No.2932186

>>2932176
All of those forms are in perspective.

There is no perspective book that targets people. It's easier to understand what's going on if you have a background in general perspective.

It's obvious he has no clue what he's doing when you see his car that he created from imagination. Look at the incline plane on the right, and then look at the "incline" plane on the left.

It's completely incorrect, and he has no clue what he really did.

>> No.2932188

>>2932176
I don't really remember how I did the car. I think I drew it from reference pictures, and a little model I had

>>2932175
I see, I hadn't known that. I really don't understand why people are afraid of critique. I want to believe it lies somewhere between the artist and the critic. You guys are harsh, but you give really good information usually

>>2932179
I will, thank you

>> No.2932229

>>2932176
Whoops wrong car. That one I constructed out of shapes cubes, then drew the shapes of each piece in the cubes.

>> No.2932687
File: 4 KB, 212x251, 1310572247573.jpg [View same] [iqdb] [saucenao] [google]
2932687

>>2932176
>construct with contour lines
>construct
>with contour

>> No.2932807
File: 14 KB, 500x500, ball.gif [View same] [iqdb] [saucenao] [google]
2932807

I finally found some time to post this, I've been thinking about it for the last couple of days.
Assuming the ball is thrown without any wind resistance/external forces present, it will follow a parabola. At the peak of the parabola, the velocity in the y-direction is 0, which means at the peak your ball should be perfectly spherical (or as perfect as it can be), the immediate frames before and after are very slightly stretched, but unless you're working with very fine lines, this is practically unnoticeable. Not only that, but the immediate frames before and after should be identical, and the ones after that are also identical but also even more slightly stretched. This should be repeated for every bounce (parabola) that follows.
I really just wanted to post this, so there are some things that I should have included in my little gif that I didn't.
The immediate instant when the ball touches the ground, it should be round. The following frames at the point there the ball hits the ground should not be moving in the x-direction, this is where you can include "squish" frames. When the squish frames are complete, the ball returns to it's spherical shape, and the parabola begins again. The subsequent parabola is lower in height and width because the ball has transferred some of its kinetic energy to its surroundings. I should have not made my second parabola so low, but this provides a unique opportunity to have the ball hit something, like a small rock or whatever.

>46 frames total
>SAI + Adobe Image ready
>~20 mins

>> No.2932859
File: 67 KB, 1920x1080, micheal.jpg [View same] [iqdb] [saucenao] [google]
2932859

>>2932807
After trying to manufacture a bouncing ball using physics, you've completely missed the point of the bouncing ball.
I've animated a few bouncing balls in this thread, and a few demonstrations of physics. Reminding you that everything that falls to Earth, regardless of air resistance or any other acting force, will always tend to have their arc straighten out if you let it fall far enough. In your bouncing ball, the object is decently animated, but it still falls into a straight line which is impossible for falling objects. I explain it better here >>2914803 Objects that are thrown into the air always have some sort of x-axis and y-axis force put into it. The x-axis is what gives the object and arc as it's thrown, since a bouncing ball in just a y-axis would look boring as hell.
You don't need to add so many frames into the moment the ball hits the ground. You've created a little too much anticipation in a place that doesn't need it. Now the first bounce looks not of an object in motion, but an object that's jumping itself into the next bounce. Notice when you throw something and when it bounces, the x-axis momentum will have a speed that decays over time. The ball doesn't stop every time it hits the ground, or speed up in the air. It flies forward with some good speed and eventually slows down thanks to air resistance, friction, and how gravity does it's thing.

To people in this thread wanting to study animation, you should try and read up on some Physics. I took a grade 11 course on Physics when I was in high school, and while I learned a bunch of unnecessary bullshit, the course did teach me some important stuff to apply in animation. Watch some Vsauce videos or some online presentations about gravity. It could teach you a bunch.

>> No.2932862
File: 236 KB, 392x271, the_dead_cliff.gif [View same] [iqdb] [saucenao] [google]
2932862

Wow, just found my stuff from 2011.

>> No.2932936
File: 13 KB, 500x500, ball.gif [View same] [iqdb] [saucenao] [google]
2932936

>>2932859
>but it still falls into a straight line
Sorry, I'm not really sure what you mean by this.

Other things have been noted and changed! I removed some frames of the squish, I think it makes the ball more rigid looking. To really show the loss of momentum at the second peak, I would add more frames in the arcs before and after the peak - right? Asking because I don't think I'll be animating it today.

>> No.2932940

>>2932936
Not that guy but the only problem i'm seeing with yours is the arcs aren't round enough. Your's are like rounded upsidedown V's when they should be U's

>> No.2932984

>>2931743
that you, cubert?

>> No.2933089

>>2932984
Nah, although I love their stuff

>> No.2933233

>>2932064
>9/11 for cartoons
Damn nigga

>> No.2933241
File: 112 KB, 727x720, chad.jpg [View same] [iqdb] [saucenao] [google]
2933241

>have Sheridan College near me
>supposed to be an okay school for Animation
>hate Animation and want to take the Illustration course instead

what do

>> No.2933244

>>2930477
>arcs
painfully obvious principle and covered in other videos. If you don`t understand arcs go back to drawing shitty balls
>bone/muscular movement
ikr why isn`t a figure drawing tutorial in his breakdown tutorial??? How are we supposed to draw anything but stick figures without this vital information!?
Oh wait, this information also happens to be perfectly applicable if you are only interested in drawing stick figures.
>understanding of weight
jesus fuck just draw bouncing balls for eternity.

Face it. If you are having trouble understanding a tutorial that simple you need be skim through the shit in the OP and be doing figure drawing daily. It`s shocking how much you can be spoonfed information and refuse to swallow.

>> No.2934283

>>2932936
Not the same anon, but most of your arcs are too wide at the base because you aren't accounting for gravity, or if you are, you aren't adding enough. I think that's what he was saying.
There was a reference posted earlier in the thread that illustrates this fairly well.
>>2926324

Arcs will always tend to straighten out due to gravity if you let it fall far enough, as the first anon said. Yours kinda just hit 45 degrees and sit there.

>> No.2934748

>>2933241
Sheridan is a good college. Have a friend who teaches there.

>> No.2934892

>>2909453
this

Seriously just have fun with it.

>> No.2934895

>>2910503
Facial structure could be more consistent, eyes in particular. Really digging the hair movement though.

>> No.2934896

>>2911599
Weight could be distributed better, I dont like what his left hand is doing before it goes in front of his body, feels like you just shoehorned in some 1/2 inbetweens and just called it a day.

>> No.2934903

>>2920398
you went a little overboard on the boob jiggle. Whatever it takes to keep ya interested in finishing it i suppose. Just somethin to keep in mind