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/ic/ - Artwork/Critique


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3715038 No.3715038 [Reply] [Original]

>Animation Thread Discord

https://discord.gg/Ju9NuWN

>Books, Basic Program Tutorials etc.

https://mega.nz/#F!M8s0XYjB!mo_9uNAKJUnVD3Ne9X9vgg (NEW)
https://mega.co.nz/#F!3p8CwQZD!DR2mC-kw0TyQQ8Uw3T6JYg

>Reference Material

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

Anime .gif/.webm repository

https://sakugabooru.com/post

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

Stoyboard & composition: http://www.floobynooby.com/comp1.html

Play Youtube videos frame-by-frame

http://rowvid.com/
or just pause the video and use the , and . keys (This doesn't always work but worth a try)

Kinovea video file frame-by-frame analysis
https://www.kinovea.org/

>> No.3715413
File: 31 KB, 975x749, 80s lense flare.jpg [View same] [iqdb] [saucenao] [google]
3715413

Are there any tutorials that explain the logic behind 80s anime lenseflare shines or is it something everyone just eyeballs like those anime dust clouds and explosions every animator started putting in their portfolios.

>> No.3715465

>>3715413
You just answered your own question... (without even having a question mark in your post)

>> No.3715801
File: 534 KB, 800x600, Bury.gif [View same] [iqdb] [saucenao] [google]
3715801

>>3715038
What should I improve on?

>> No.3716209

>>3715801
biggest note i have is that the hand coming out has no overlap or anticipation. the only sense of anticipation is the arm going into the ground. you need that extra bit of overlap to really sell that speeding hand, otherwise it looks really linear and choppy. i think you need a couple more frames in general, the smears aren't selling the motion to me. some other quick notes:
>all extremes need to be exaggerated more
>more arcing motion into arm going down
>body should help push arm into ground, looks really stiff without any other movement
>foreshortening on arm feels off

>> No.3717215

>>3715801
is that one of those dildo things

>> No.3717222
File: 336 KB, 1920x1080, bounce.gif [View same] [iqdb] [saucenao] [google]
3717222

an animation thread on /ic/? noice

>> No.3717353

I want to rotoscope on AnimateCC but the program keeps crashing.

>> No.3717457

>>3717353
Do NOT rotoscope anon, unless you're rotoscoping a mechanical object from a 3D model that YOU made

>> No.3717640

>>3717457
Its not like i want to animate something professionally right now, i just want to trace an opening with other characters.

>> No.3717955

>>3717640
NO!

>> No.3717978
File: 459 KB, 500x280, Idk how to rotate gifs on a phone.gif [View same] [iqdb] [saucenao] [google]
3717978

Trying to animate on my phone

>> No.3717990
File: 1.16 MB, 720x405, dfc.gif [View same] [iqdb] [saucenao] [google]
3717990

>>3717978

>> No.3717995

>>3717457
Rotoscoping is an alright tool for learning

>> No.3718834

>>3717995
I'm not so sure, it's a good tool for learning if you want to learn how to animate realistic movement, but cartoon characters move nothing like real people, you're supposed to capture the essence of the movement with slight/extreme exaggerations

>> No.3718837

>>3718834
then you can rotoscope cartoons. its a learning tool

>> No.3718856 [DELETED] 
File: 1.42 MB, 1920x1080, waterstudy.gif [View same] [iqdb] [saucenao] [google]
3718856

is this useful as a study? not same guy btw just always loved how water moves

>> No.3718865
File: 458 KB, 1920x1080, waterstudy2.gif [View same] [iqdb] [saucenao] [google]
3718865

is this useful as a study? not same guy btw just always loved how water moves

>> No.3718900

>>3718865
I guess so. I dont think youre really understanding the form of it though and just mindlessly tracing abstract shapes

>> No.3719093
File: 32 KB, 320x240, cvpehvf1andjyp22mtyhodcyljtc.gif [View same] [iqdb] [saucenao] [google]
3719093

I should use flipnote 3D more

>> No.3719137
File: 23 KB, 320x240, cvpehvf1andjyp4vdzthohw4aatc.gif [View same] [iqdb] [saucenao] [google]
3719137

>> No.3720645

>>3719093
>>3719137

Why are you writing the number of each frame?

>> No.3720919
File: 882 KB, 400x284, 8QLg[1].gif [View same] [iqdb] [saucenao] [google]
3720919

>>3720645
It's what they teach you to do traditionally. Saves getting cels mixed up (on paper at least) and annotating for inbetweens more easily.

>> No.3721209

>>3717990
sausage desk

>> No.3721249

>>3721209
??

>> No.3721453

>>3719137
Hey, I've seen this on pan pizza or LMW discord if I remember.

>> No.3721486

does anyone remember the name of the program the was essentially a asian tweening program and was used in the futanari vn highschool vn as well as that apple/snow white animation

>> No.3721565

>>3715038
Is there a 64-bit version of the TV Paint?

>> No.3721717

Anyone got tips for traditional animation? I'm thinking of using tracing paper so I can see the "frame" below. I'm too poor for any digital animation tools.

>> No.3721845
File: 310 KB, 704x480, U.gif [View same] [iqdb] [saucenao] [google]
3721845

what do you guys think?

>> No.3721871

>>3721845
work on your spacing

>> No.3721890

Anyone recommend an animation program for iOS/an iPad Pro?

>> No.3722271
File: 816 KB, 500x361, R0kxEbm.gif [View same] [iqdb] [saucenao] [google]
3722271

Yo boys, do you guys have playlists on fan made anime?
I see a lot of western animation on youtube ( maybe because it's a lot less time consuming to produce) but it's kinda hard to find some anime style animations made by a small team or even one person alone.
Link me some! Thanks!

>> No.3722400

>>3718900
it was a rough pass, twatbag

>> No.3722411

>>3722400
im not sure you understand what a rough pass is besides you wouldnt rough pass a rotoscope, you may aswell trace it as a clean pass because all the work has been done for you

>> No.3722531
File: 568 KB, 640x480, skater girl.gif [View same] [iqdb] [saucenao] [google]
3722531

>>3721890
folioscope is pretty fun for quick basic stuff, it's hard to draw with your finger but it's probably easier if you have that pencil

>> No.3722580
File: 600 KB, 320x240, popo_zoom.gif [View same] [iqdb] [saucenao] [google]
3722580

Hey guys, serious question, what is the proper way to zoom into something in traditional (or at least non-computer/vector) animation? How is it possible to have virtually no differences in relative line placement while smoothly zooming in?

Pic related is just one example of a zoom-while-talking shot.

For example at 0:11 in this video, we see the camera zoom into Mr. Popo: https://www.youtube.com/watch?v=SyKwyAWJZcI

How is that possible to maintain such perfection?

>> No.3722583

>>3722580
you can just do it in compositing with after effects or somethin. Dont know how that example was done probably some archaic equipment that slowly raised the paper closer to the line tester but why would you want to do that when you have modern tools

>> No.3722687

>>3722583
Okay, I guess I'll use more modern tools. What do you mean by "compositing with after effects"?

Do you just mean, first make the highest resolution still image you can, and then apply a zoom in with after effects or some other program, and extract each frame from that? Seems okay. Guess I just need to figure out a way to streamline that.

>> No.3722696
File: 1.12 MB, 1280x720, Monster crawl down embankment_1.webm [View same] [iqdb] [saucenao] [google]
3722696

>> No.3722725
File: 429 KB, 1920x1080, panch.gif [View same] [iqdb] [saucenao] [google]
3722725

>stare at blank project
>animate a punch
errytime

>> No.3722739

>>3722580
I always figured they copied the picture a bunch of times, and then slowly cut off the edges while resizing in some program to give the effect of zooming. But that would require a scanner, printer, and computer. I have no idea, then.

>> No.3722741

>>3722725
wanna work on a game with me? I'm making a fighting game and would love someone to help teach me animating punches and shit.

>> No.3722789

>>3722725
Tried something to make it look more weighty.

>>3722741
I can try to give you some tips on whatever you're working on, but i'm not much of a teacher. Pretty new to this myself.

>> No.3722790
File: 490 KB, 1920x1080, panch2.gif [View same] [iqdb] [saucenao] [google]
3722790

>>3722789
forgot gif

>> No.3722795

>>3722789
>>3722790
the fact that you made that puts you ahead in skill to me lol
I'm used to animating pre-existing sprites in games, but in terms of drawing things from the ground up, I have little-no experience.
I just don't know where to start and how to make the movement look good or convincing. I've tried animating some things but it usually comes out really stiff.

>> No.3722803

>>3722795
>where to start
If you're doing human characters, recording yourself or someone else doing the action you want to animate is invaluable.
The amount of times I stood up and threw a punch just to feel what my body was doing was enough to work up a sweat. Reference is important to make your movements realistic. Then it's just building the character up, animate a stick figure doing the movement so you can get the timing, spacing etc perfect and build upon that base.

>> No.3722808
File: 509 KB, 1920x1080, panch3.gif [View same] [iqdb] [saucenao] [google]
3722808

>>3722790
tried a walk offscreen instead.

>> No.3722810

>>3722803
Thank you for saying that. I was considering filming myself doing all the attacks to get a reference point for how I want them to go. I've been worried though, because I live on the 3rd floor of an old apartment, and if I were to jump, it'd be super loud lol. I'll be in a new place, on the first floor soon, so I'll definitely try that then.

Would it be feasible to draw the stick man over "frames" taken from footage of me doing the moves? And then from there add the body onto it, and eventually the costume?

>> No.3722823

>>3722810
If you're very new to animation, drawing directly over the frames of a video (rotoscoping) can look weird. I'd reccomend you look up keyframing and "pose to pose" animation.

>> No.3722829

>>3722823
I was thinking of doing those on top of the stickman that came from pseudo-roto-scoping. I'd start with an extremely simple stick man as a guide to keep my proportions straight, and then animate normally over it.

>> No.3722837

what's the best way to learn animation?
i was thinking of starting with
https://www.youtube.com/watch?v=mSo_7UI8nTc
but idk if it's good or not.

>> No.3722887

>>3721845
I don't know anything about animation, but it looks very smooth to me, Anon
good work!

>> No.3722889

>>3715801
They guy's arm needs more wind-up before he sticks it into the ground. Generally everything's too fast.

>> No.3722914
File: 15 KB, 750x750, winkwonk.gif [View same] [iqdb] [saucenao] [google]
3722914

animation for an /i/ thread

>> No.3722923

>>3722696
That's really great, you can really feel the weight of that.

>> No.3723164

>>3722696
Tell me if I'm right

1. You animated the blob, the main shape of the monster in a straight ahead fashion
2. You animated legges accordingly

I'm not a fan of the monster design but it looks nice overall, just be careful with the legges, do them a little bit better, near the end when the monster is leaving the screen it just spazzez out

>> No.3723170

>>3722580
I think in this specific case the lines are thin enough and the zoom minimal enough that it doesn't matter. Your eyes don't perceive the change.

In other words, they moved the camera closer to the animation cell.

>> No.3723181

>>3722923

Thank you!

>>3723164

More or less.

I'm going back and forth on the legs, trying to make their movements look natural and dynamic. I'm sure I'll go over them a few more times before I finalize their placement.

>> No.3723799

>>3723181
Hey also, since it's still in the early production stage I think adding a moving camera would really make it look great

>> No.3723859

>>3723799
I may add that after I take it into after effects.

>> No.3724072
File: 2.34 MB, 250x142, SEQUENCE1.gif [View same] [iqdb] [saucenao] [google]
3724072

>> No.3724955
File: 199 KB, 720x409, gu.jpg [View same] [iqdb] [saucenao] [google]
3724955

>>3724072

>> No.3725004

>>3722580
You either shorten the distance between the cel and the camera (zoom by movement), use a zoom lens (zoom by optics), or scale the image up.
With traditional animation you had to be precice to keep the distance-per-frame constant. Now frame interpolation is all you need.

>> No.3725007

>>3725004
Key Frame interpolation, sorry.

>> No.3725756
File: 534 KB, 832x444, animacj2a.gif [View same] [iqdb] [saucenao] [google]
3725756

Any ideas where can I find good refs for things like people falling, carrying heavy things etc.?

>> No.3726687
File: 571 KB, 1300x731, 20151117_094034.jpg [View same] [iqdb] [saucenao] [google]
3726687

is there any compelling reason to use those half red half blue pencils for animation or did I just dream that

>> No.3726706

>>3726687
Pro animators use different colours to show where terminators and highlights are. If you don't have to put down your pencil and pick up another you theoretically should save a second or two every time you do that.

In practice single two-coloured pencils aren't more practical than two separate pencils, but they are a really cool gadget. And I'd rather carry a single pencil like that rather than two of them, when I'm travelling.

>> No.3726716

>>3726706
yeah that's it, thanks anon I knew I had seen it somewhere

>> No.3726744

>>3725756
youtube/filming it yourself

>> No.3726760
File: 661 KB, 900x446, animacja.gif [View same] [iqdb] [saucenao] [google]
3726760

>>3726744
Yeah, I think that's what I'll have to do, thanks.
I wanted to make those buckets look heavy, but I honestly have no idea how.

>> No.3726777
File: 1.16 MB, 750x750, BFFS_1.webm [View same] [iqdb] [saucenao] [google]
3726777

making some simple short loops for fun

>> No.3726800

>>3726760
maybe try to draw them heavy ( closer to the ground, almost no bouncing)
also they fly off when he slips like they are empty
im just saying it from carrying a lot of heavy buckets in my life
zaprawa jest dosc ciezka

>> No.3726805

>>3726760
this is good. i luld

>> No.3726811
File: 20 KB, 219x306, kixx.gif [View same] [iqdb] [saucenao] [google]
3726811

Anyone know where I can get a decent animation program for free, like Clip Studio Paint? I don't wanna use Flipnote 3D or FireAlpaca all the time

>> No.3726821

>>3721453
Oh wow really? I go by pashedmotatoes on discord

>> No.3727754
File: 2.72 MB, 753x536, tumblr_pf1ffxqyUd1qanw3wo1_1280.gif [View same] [iqdb] [saucenao] [google]
3727754

>>3715038
Can anyone tell me what the symbols used in this pencil test mean? Why do they use A1-30 when they're numbering their frames?

>> No.3727908

>>3721845
hot

>> No.3727971
File: 1.12 MB, 600x600, hmph.gif [View same] [iqdb] [saucenao] [google]
3727971

here's a meme from bloodborne general on /vg/, sorry for the shitty chromatic abberation but it's present in the actual game so I added it because of that

>> No.3728022

>>3726760
his legs don't seem like they're straining, which gives the impression he's just casually carrying buckets and has bad posture

>> No.3728068

>>3715038
Any tips on how to stay focused and motivated when animating something long?

>> No.3728142

>>3728068
I just remind myself how fucking sick it will be when it's all done and then I procrastinate

Hope that helped.

>> No.3728458

>>3726777
nice

>> No.3728670

>>3728142
Are you me?

Literally this, listen to this anon anons

>> No.3729081

anyone using clip studio to animate? how do you enable onion skin on all animation folder layers on the timeline?

>> No.3729835

Does anyone have examples of cheap and/or "static" (more like barely moving images + camera movments, etc) types of video that have at least a little bit of success on Youtube?
(yeah, I know what you're thinking. I'm bad and looking for examples. But that's not all, I'm also looking to see if animation can work with limitations).
Bonus for fiction but I'm pretty sure that's way harder to make work, and cheap animation that usually passes is people narrating some of their life or analyzing some kind of subjects like Mattias Pilhede.

>> No.3729845

>>3729835
worthikids and zalinki are pretty good. lots of their stuff are pretty simple, just very expressive key poses/funny dialogue. but the reason why cheap animation works better in narration and video essays is because it's never the focus of the video, so you can get away with a lot more as long as you tell your point.
>I'm also looking to see if animation can work with limitations
dude thats like the entire basis of some works is creativity spawns from the limitations you give yourself. problem is not a lot of people know how to use your limitations to your advantage, that's where the struggle is. but yes, animation can indeed work with limits.

>> No.3730124

>>3726811
I've been fucking about with Opentoonz recently. Looks clunky but is decent.
I've heard Krita is a good alternative, i got it installed but had been too busy to try it lately

>> No.3731031

>>3729845
Thanks for the good recs and wise words

>> No.3731131

>>3729835
https://www.youtube.com/watch?v=FuyzMAo8D74

>> No.3731328

>>3715038
what is this from? looks so familiar

>> No.3731408

>>3727971
I thought that this was a Karl Marx Gondola OC, but that’s pretty cool too.

>> No.3731412

>>3721717
Spend the $15 on a lightpad and use regular printing paper. Hold things in place with a binder clip and you’ll be off to the races. Good luck fren.

>> No.3731425

>>3718834
Tell that to Disney

>> No.3731479

>>3731412
>Spend the $15 on a lightpad
Where are you buying from?
The cheapest ones I can find cost 18$ (not including delivery)

>> No.3732622
File: 52 KB, 540x480, asa1.gif [View same] [iqdb] [saucenao] [google]
3732622

>> No.3732780

what happened to the animation anon who was animating the tuba girl... I miss them

>> No.3732882
File: 266 KB, 742x800, ezgif-4-1eecfd191298.gif [View same] [iqdb] [saucenao] [google]
3732882

hlo

>> No.3733475

is it bad if i use copyrighted music for an animation when i dont make any money off of it? i wanna post it on youtube, i dont care for ad revenue i just wouldn't want it taken down. and ofc ill credit the artist

>> No.3733609

>>3733475
depends on the artist usually. if you dont rack a million views per video, i wouldnt worry

>> No.3733613

>>3733609
i see, thanks anon!

>> No.3733730
File: 522 KB, 1600x1200, fuY6ItIbI8jDm2Zj.gif [View same] [iqdb] [saucenao] [google]
3733730

My first (rough) attempt at a fight scene, done with mouse and firealpaca

>> No.3734123

>>3733730
i cant really tell whats going on

>> No.3734197
File: 1.01 MB, 1280x720, Coin flip test.webm [View same] [iqdb] [saucenao] [google]
3734197

Just testing a concept here.

>> No.3735045

>>3732780
died of old age before finishing it

>> No.3735125

>>3733730
Why would you animate with a mouse and in fire alpaca? Are you a third worlder or just some kid?

If you're gonna seriously animate then get real please.

>> No.3735484

>>3734197
Too slow and too constant, but the idea is great

>> No.3735507

>>3735484

Yeah, I had to diagram it first. Now that I've got it down, maybe I can put a little more oomph in the animation.

Glad you like the idea though.

>> No.3736371
File: 33 KB, 512x512, out2.gif [View same] [iqdb] [saucenao] [google]
3736371

A ball parabola test

>> No.3736409
File: 39 KB, 700x700, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
3736409

https://my.mixtape.moe/erjfro.mp4

finished animating this!

>> No.3736419

>>3736409
felt a bit chaotic

>> No.3736441

>>3736409
Nice job.

>> No.3736447

>>3736409
congratulations!

>> No.3736449

>>3736371
...what are you testing exactly?
You could've make a classic bouncing ball instead; you would learn more while doing your test.

>> No.3736866
File: 277 KB, 180x240, AD518C6E-C3CA-4A60-8CB4-63CF0AA402A0.gif [View same] [iqdb] [saucenao] [google]
3736866

My first animation. Super basic stuff, but it felt good to see it in motion.

>> No.3737304

>>3736409
My only critique for your animation would be for the timing and how you transition from pose to pose. I can tell you're trying to make it really bouncy, and it comes off really appealing, it does actually wind up becoming really chaotic and hard to follow. I think if there was more subtleties in the motions, it would look pretty sweet.
The scene where Bury falls into the soundhole is reeeeaaaally weird. I think it's mostly due to the sudden change of arc. Almost like Bury's mass is pulled into another direction completely. Thinking about how she falls from the top of the screen, assuming she's falling almost perpendicular to the ground; the arc as soon as she gets embedded into the hole of the instrument, her arc should still be continuous in the direction it was moving, thanks to Newton's First Law of Motion.
The arc you used makes Bury's entire arc suddenly bounce away towards the ground with no real resistance. I think what would've been better to keep the mass in mind is if you made the instrument go down suddenly, and hit the girl in the face before bouncing up into it's own subtle arc.
Just spitballing ideas

>> No.3737466

>>3715801
How do you produce the line-work effect of each frame slightly wobbling/shaking but never significantly diverging?

>> No.3737482

>>3737466
by tracing each frame

>> No.3737561

>>3737304
I don't doubt it, fren. The action really is too chaotic and it's all so sloppy. I'm well aware of a certain rule of animation, and that's to make sure your audience knows what's going on. To guide their eye, and to not have two things going on at once.

I failed! I'm referring to when beary gets blown up into the sky... Two things going on at once. Bad. That's my biggest personal gripe. Everything else is passable I think. Even the part you're detailing, 'cuz I had to get it to work somehow even though it's a bit of a mess in technical terms

But still, I'm just glad I got it done. I'm gonna wanna work on myself now. To make sure I can do stuff like this faster, so that I can have some more technical skills behind my art.

>> No.3737568
File: 341 KB, 1600x1200, Corazoncito.gif [View same] [iqdb] [saucenao] [google]
3737568

>>3715038
first attempt ever in Krita

>> No.3737599
File: 979 KB, 640x480, something i found on twitter.webm [View same] [iqdb] [saucenao] [google]
3737599

>>3715413
My guess is that's an over expose effect. i assume can be recreated on Clip Studio Paint animation tools by copying an animation folder layer 3 times and giving it exposure effects.

here's something i found on twitter a couple of days ago, yeah its not full animation so don't start.

>> No.3737606
File: 319 KB, 1460x354, Illustration CSP camera keyframes.jpg [View same] [iqdb] [saucenao] [google]
3737606

>>3722580
On Clips Studio Paint you have to create a 2D camera folder and drop all the other animation folder/cels/files there to have em being affected by it, by default CSP has some momentum of delay during the panning, but there's two options.

You can change the momentum of the keyframes on the Graph Editor section of the Timeline and when rendering the final animation, on a GIF image file or an actual video, make sure to set it up at 24fps

cont.....

>> No.3737767

>>3737568
Did you have to use the extension to convert it to GIF?

>> No.3737781

>>3736409
gosh dang this turned out real great

>> No.3737903

>>3736409
Very cute. Add sound.

>> No.3738113

>>3736866
The upper body looks mostly fine, but there is no transition for the legs from a sideways-back view to a front view. The legs suddenly swap sides like they're teleporting.

>> No.3738126

>>3737767
Yes
Otherwise it export every frame as a separated image

>> No.3738344

>>3736409
You showed so much of it that it feels like I finished a big project even tough I didn't do shit
Nice

>> No.3738540

>>3715038
This is great but wouldn't it be better if he landed on the other foot first when he comes to a stop at the end?
Though I'm not sure, like this it has a bit of a sudden stop which is the point of the gesture. But in my head it'd make more sense the other way.
The leg and arms are synced and this looks really good, am I just stupid? I don't know what I'm saying.

>>3715801
It bothers me how the arm pops out at a 90 degree angle even though he doesn't stick it in at that angle.

>>3717990
top kek

>> No.3739256
File: 688 KB, 1000x562, d12.webm [View same] [iqdb] [saucenao] [google]
3739256

still WIP

>> No.3741467

how to animate like the japan animation does? I mean they have this small lines that's so crisps.

>> No.3741611

>>3739256
Sorry for the lack of critique, but very noice.

>> No.3741921

>>3741467
you mean like the line quality? just draw using a thin pen or change the pen thickness depending on if its traditional or digital.

>> No.3742141
File: 460 KB, 1280x720, squinty.gif [View same] [iqdb] [saucenao] [google]
3742141

I don't like this that much because I don't know how to cut in inbetweens within TVPaint.

>> No.3742175

>>3742141
lookin' for true love wherever I go.

>> No.3742294
File: 345 KB, 1369x1497, 1536111697608.jpg [View same] [iqdb] [saucenao] [google]
3742294

>>3739256
Getting top marge feeling from the ginger babys turn

>> No.3742371

>>3742294
Hmm I might have to slow the turn down, add some steps in or something

>> No.3742383

>>3742371
Yeah, It's gonna be really cool though!

>> No.3743320
File: 157 KB, 520x293, Toad road car.gif [View same] [iqdb] [saucenao] [google]
3743320

A little animation I'm currently working on and my first post on this board, I hope anyone who sees this could give me some feedback, thanks.

>> No.3743358

>>3743320
i like it, i think you should add more shadows/highlights to give some depth since you don't have outlines. the color of the car also blends in too much with the desert, just change the value of the car or desert to better contrast it. i dig the style overall

>> No.3743367
File: 3.72 MB, 480x270, t44745755.gif [View same] [iqdb] [saucenao] [google]
3743367

>>3741921
It would be the case for doing illustrations, but I'm talking about animation. It would be a tedious pain to colour that thin pen. My process usually starts with alpha pen (jagged lines) so the coloring will be much easier. Pic related as an example of the thin and crisp line that I was talking about.
https://youtu.be/bvYxaNVsTWQ
Around 11:13 , that's how I colour with aliased lines before final post processing of anti-aliasing them. I want to achieve the crisp look instead of the weighted line that a typical tumblrite animation has.

>> No.3743393

>>3743367
i mean they're still using a thinner pen regardless, it's a matter of how they're coloring/rendering is where the problem lies. i'd imagine they're either exporting at a very high resolution so the thin lines show up crisp and not jagged, or maybe they have some render settings in whatever program they're using that works. but as long as you can render at 4k, those lines should be pretty crisp. it's totally doable with your method, it's how nearly every studio does it.

>> No.3743430

>>3743393
what program that has this adjustable thin stroke? Currently I'm using Animate.

>> No.3743439

>>3743430
i use toonboom which can probably get close, but like tvpaint and clip studio can definitely get it. i feel like animate could get it though, what render settings are you using when you try exporting with thin lines?

>> No.3743444

>>3743439
the default setting as mov/mp4, and post process on AE.

>> No.3743452

>>3743444
idk if animate can but id recommend exporting as a png sequence if possible, i always get weird issues when exporting raw data as mp4 but maybe thats just me. regardless, up your resolution to at least 4k if it's not already. even with exporting as mp4, you should be getting pretty crisp lines since the jagged pixels will become nonexistent with such a high resolution, at least in theory, ive never used animate. maybe try asking on the adobe forums if this isnt helpful, i think most people here use clip studio, tvpaint, etc.