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2023-11: Warosu is now out of extended maintenance.

/ic/ - Artwork/Critique


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>> No.3748209

Hey faggots. How much does a decent animator cost who knows how to motion and accept to work on NSFW?
All he has to do is animate a few body motions from a fixed perspective for a crappy hentai game. He doesn't really have to draw. Just... time his frames correctly to create the illusion of momentum in an appealing way.

>> No.3748439

>>3748209
it depends from person to person. experience of the animator will be the major factor.

>> No.3748693

>>3748209
post a pic so I can see what you want

>> No.3749276

>>3748209
nsfw animation (nsfw in general) is the bottom of the barrel, the lowest you can go. It's highly repetitive, the subject is filthy, the audience is pathetic & hides to see your art, it doesn't send higher messages like greatness, hope or decency,just the basic need of lust. Stop, you're worth more than this.

>> No.3749898
File: 1.00 MB, 752x793, goth tsu wip jfpj.gif [View same] [iqdb] [saucenao] [google]
3749898

>> No.3749966
File: 2.01 MB, 449x336, shera-test.gif [View same] [iqdb] [saucenao] [google]
3749966

>> No.3750002

>>3749966
That escalated quickly...

>> No.3750015

>>3749966
I'll admit I was not prepared for that last part

>> No.3750018

>>3750002
>>3750015
same

>> No.3750026

>>3749276
Unironically this. I've sold my soul to NSFW before, never again.

>> No.3750082

>>3749898
Work on your timing, everything is off. Lineart on dick suffers from chicken scratching.

>> No.3750194

>>3750082
that isnt even lineart. its the sketch. and saying "work on it" doesnt tell me how to fix it.

>> No.3750209
File: 2.63 MB, 2880x1620, hands anima.gif [View same] [iqdb] [saucenao] [google]
3750209

One of my first attempt at animation,
what do you think?

>> No.3750227

>>3750209
I'm not going to be harsh on your first attempt, but I would advise you to record or closely observe your own hand making that motion and see what it does.

>> No.3750232

>>3750227
OK thanks for the advice i will work on that

>> No.3750752

>>3750209
you need to maintain proportions throughout the animation, right now it looks as if the 3 fingers are shrinking rather than clenching. and like other anon said, look at your own hand for reference. I also don't understand if the hand is supposed to point at something because no one points like that, you'd extend the index finger and clench the remaining fingers in one motion rather than one followed by the other.

>> No.3750998

>>3749966
does that suit come with a built-in dildo? kek.
Btw, that quality is unreal. How long have you been animating?

>> No.3751084

>>3750194
i mean, he said work on your timing, and i agree with him that everything seems kinda off. i dont know whats going on besides tongue-is-on-dick, so its kinda hard for me to say exactly what to fix. dont be so offended when someone gives a 2 sentence opinion next time.

>> No.3751092

>>3750082
dont tell people off for chicken scratching it gives them the wrong idea, especially with animation. the problem is inconsistent shapes as a result of sloppy linework. i just watched a whole film animated with a scratchy "chicken scratch" line but it was beautiful. sketchy lines are unavoidable in rough stage

>> No.3751370

How much should one care about line weight consistency between frames in clean up? I find myself beating myself up over it a lot

>> No.3751478

>>3750998
look like spoonge

he is great but no one know him

>> No.3751572

why is 2d animation so dead and can someone bring it back please

>> No.3751581

>>3751572
*theatrical 2D animation
I pray that the praise that the animation in Klaus and Mary Poppins Returns get lets execs know that 2D frame by frame animation is still treasured by many

>> No.3751595

>>3751572
I W I L L .

And that Klaus guy too, since we're aiming for a simuler kind of animations... ;) (but I found a way to deal with colours faster, I think )

>> No.3751755

>>3751084
>Offended
Responding by saying you weren't clear isn't being offended. You didn't give a valid criticism beyond saying "just fix it."

>> No.3751796
File: 793 KB, 1125x1250, LapisAnim15.gif [View same] [iqdb] [saucenao] [google]
3751796

Thank god Toon Boom 16 now have the option to export as GIF.

Also, I need some opinions on this rough. I think it's lacking something, but I'm not sure if it's more movement or exaggeration.

The overlapping/follow through is not yet added, I'm working with the main movement first.

>> No.3751868

>>3751796
movement on butt could arc more, and maybe offset the body a bit more

>> No.3752496

What program do you guys use for animation? I want to try some animation out, but I'm not sure what to pirate.

>> No.3752556

>>3752496
microsoft word.

this question gets asked like 8 times every thread

>> No.3752953

>>3752556
Maybe it's something that should be put in the OP then.

>> No.3753207

anyone got a link for toon boom 16?

>> No.3753397

>>3749966
Isn't She-Ra underage?

>> No.3754093

>>3752953
>Books, Basic Program Tutorials etc

>> No.3754126

>>3753207
I got mine from Cgpersia. Also, I think maybe youtube has it.

>> No.3754488

Is there a way to get the cursor to not be useless in TV paint?

>> No.3754515

>>3754488
no

>> No.3754559

>>3754515
fuck

>> No.3754561

>>3754488
how do you mean useless? you can change how it looks in preferences

>> No.3754598

>>3753397

she looks developed to me.

>> No.3754780

>>3754561
It doesn't scale with line size though. The circle, for example, is always the same size.

>> No.3754795
File: 2.65 MB, 1280x720, No_hap_new_yerr_by_GrabageStinkMan.gif [View same] [iqdb] [saucenao] [google]
3754795

Have you guys tried Blender 2.80? The idea of mixing 3D and 2D sounds very rad but ui doesn't feel like it's geared towards traditional animation. Also that timeline is pretty weird
(Gif unrelated, done in Animate)

>> No.3755235
File: 141 KB, 560x420, Animation6.gif [View same] [iqdb] [saucenao] [google]
3755235

don't let the thread die 2.0

>> No.3755258
File: 129 KB, 1037x519, kirby6.gif [View same] [iqdb] [saucenao] [google]
3755258

this is the first animation i've ever made

was fun. I would like to do more

>> No.3755259

>>3755258
Kirby is darling

>> No.3755272
File: 153 KB, 896x504, spiderdedred.gif [View same] [iqdb] [saucenao] [google]
3755272

>> No.3755342

>>3755272
Exaggerate the poses. It lacks impact.

>> No.3757010

>>3754795
it's got a lot of potential, but is missing some really basic stuff like functional eraser and fill tools

>> No.3757276

I've never animated anything before, but I would very much like to. Does anyone know how to animate in Photoshop CC? I haven't figured it out and haven't found any decent guides.

>> No.3757472

>>3757276
https://vimeo.com/80851591
https://vimeo.com/78969465
https://vimeo.com/96689934

>> No.3757484

>>3751572
Don't worry, many millennials resent the fact that the grand majority of animated features in america are all CGI. And when they get into the industry you'll start to see good ol' 2D get pushed more, everyone's in this together.

>> No.3757485
File: 183 KB, 550x400, Skuul.gif [View same] [iqdb] [saucenao] [google]
3757485

>>3757276
Dunno if there's any real animation tools in photoshop but if I were to do it, I'd just do every frame on a different layer and change up the opacity to emulate onionskin -> export every image with an action -> slap all of them shits together in some video editing software.
Sounds like a pain in the ass tho so I'd rather just steal adobe animate or something if I were you

>> No.3758138

Beginner to art in general here, I want to learn to draw with the intention of animating eventually. What books/courses should I work through that might be different than a regular beginner?

>> No.3758240

>>3757472
This is great, anon. Many thanks.

>> No.3759580

>>3758138
itll be the same materials as posted, you’ll just wanna go through drawing books as well as animation. go on /beg/ and you’ll probly find a better idea of what to look for.

>> No.3760311

Does anyone know where i can find a torrent for Toon Boom Harmony 10-16 & up for Windows?

I'd like to start experimenting but i can't seem to find any. I don't have a CGPeers acct. either
halp

>> No.3760390

>>3760311
I guess you can try on YouTube. Not sure anywhere else other than CGPeers.

>> No.3760525

>>3755272
Hold more on the keyframes

>> No.3760532
File: 478 KB, 480x320, elektrixnite.gif [View same] [iqdb] [saucenao] [google]
3760532

Did this for the meme

>> No.3760720

>>3760532
You are pretty good, is this from imagination or rotoscoped?

>> No.3760747

>>3757485

Photoshop has had a timeline for years. It even supports audio.

>> No.3762012
File: 3.27 MB, 469x264, nm_2_1.gif [View same] [iqdb] [saucenao] [google]
3762012

>>3748167
working on this

>> No.3762042
File: 11 KB, 276x183, pink triangle slug.jpg [View same] [iqdb] [saucenao] [google]
3762042

can you change the animation folder colour in clip studio paint?

>> No.3762057

>>3762012
Nice job anon. I like the composition and art style. You probably get asked this a lot, but what program did you make that with?

>> No.3762077

>>3762057
thanks dude. I'm using storyboard pro to make this one. its pretty streamlined

>> No.3762754

>>3762012
It looks pretty decent, but I think you should try and push the poses further so the "desperate rushing" feeling can be easily read. I had to read the facial expressions to figure that out, in which you could also use body language to convey something like that before we even know what the context is.
Add some more extreme poses as he's running to the car, like having the two stumble over themselves and such. The guy trying to start the car can shake violently and the other guy that's looking around can be checking all directions instead of just two. Twisting his torso to look over the car and back again.
When making an animatic/storyboard of somebody running, try to convey the all of the contact, passing, and lifting positions of the running so it's easily readable for the animation later. Having it be as vague as "two guys run to car" wouldn't be too useful later on down the pipeline. Try to board out some more frames and change the timing a bit so we can see little things like the two of them subtly looking around as they're running. They seem to be looking for a car, and not getting to a designated car, as evident by the civilian they killed[?]. Same goes with the specific expressions and the mood it's giving off. I'm not sure if somebody who's in a rush to get out of somewhere would be standing in one spot for too long. In the situation, you'd expect somebody to be fumbling around, hopping in place, tapping their fingers, or visibly shaking.

>> No.3762930
File: 2.30 MB, 800x448, ezgif-1-d05b1dea9302.gif [View same] [iqdb] [saucenao] [google]
3762930

Cool
found the 2d animation thread
finally

>> No.3762931
File: 792 KB, 800x449, ezgif-1-589aaf6fe1da.gif [View same] [iqdb] [saucenao] [google]
3762931

Traditional linework

>> No.3762938
File: 2.55 MB, 800x450, ezgif-1-40435a4ac848.gif [View same] [iqdb] [saucenao] [google]
3762938

>>3762931
Colored version

>> No.3763095
File: 2.41 MB, 469x264, nm_1.gif [View same] [iqdb] [saucenao] [google]
3763095

>>3762754
this is really great feedback. I'm always suprised by some of the insight to be found on here. thanks for the advice anon.

what I have so far

>> No.3763301

>>3762012
Pretty good, the frame where the one character is running in from of the vehicle feels a bit awkward though. I see what the keyframe suggest, but he just doesn't feel like he gets close enough to the "camera" to have that bluring effect take place. Plus, I feel its a missed opportunity to do something more interesting with that movement. Slide across the hood perhaps? Still, a lot of solid stuff.

>> No.3763314

The youtube resources are absolute garbage.
is this really the best things you found on youtube? I don't really look for that on YT but isn't there anything decent? At the very least you can put up some of the anime behind the scenes interviews since they can be pretty great. the little witch documentary got some good info.

>> No.3763343
File: 219 KB, 722x882, 1545520438929.png [View same] [iqdb] [saucenao] [google]
3763343

>>3763314
>At the very least you can put up some of the anime behind the scenes interviews since they can be pretty great

go back to cartoons general. just like you'll mostly find anime resources on the cartoon and anime generals, you'll mostly find western resources here in the animation thread.

Fucking weeb

>> No.3763353
File: 1.73 MB, 8192x4096, 0SoMwmE.jpg [View same] [iqdb] [saucenao] [google]
3763353

New fag here.


What's the best way to animate this horse?

>> No.3763354

>>3763343
Not him but this really isnt the place for anime hate. They're leagues ahead of us in 2D animation and worth studying from. Xenophobic diney dicksuckers are not welcome itt

>> No.3763363

>>3763353
Toon boom, using Auto-Patch, so it'll keep the contour.

>> No.3763418

>>3760720
Clearly traced.

>> No.3763435
File: 2.42 MB, 294x338, Vector Rabbit Walk Cycle Crop.gif [View same] [iqdb] [saucenao] [google]
3763435

This was something I submitted to DAD a few months ago. I was wondering what you animation guys thought.
First time animating a walk cycle and using motion tweening. It's a lil wonky in some places and there's no real sense of a flat surface the character is walking on but oh well.

>> No.3763437

>>3763343
If this is a 2d animation thread then there would be no reason talking about the superior type of 2d animation
If this is a cartoon only thread I might as well leave, I don't care to learn from a medium that peaked in the 40s
I don't care for some faggot to try to convince me I should play with my ass to whinny the pooh

>> No.3763444

>>3763354
false. cartoon saloon, and headlessnatudios say hello. both eyewatering animation and amazing design sense. most anime trash is poorly animated (on 2's and even 3's at times) but will have good design sense. i care more for animated quality NOT design.

there are exceptions of course (your name, Akira, little witch macadamia come to mind) but they certainly aren't the rule when it comes to work from the east.

>> No.3763447

>>3763437
good riddance

>> No.3763481

>>3763444
>(on 2s and even 3s)
oh youre one of those richard williams fags who think everything must be on 1s hahahaha youre clueless

>> No.3763556
File: 125 KB, 1280x868, https___blogs-images.forbes.com_olliebarder_files_2015_08_dbs_quality3.jpg [View same] [iqdb] [saucenao] [google]
3763556

>>3763481
eastern excellence. Richard William's frames have nothing on this amirite

>> No.3763561
File: 11 KB, 371x185, IMG_20170115_223235.jpg [View same] [iqdb] [saucenao] [google]
3763561

>>3763556
>>3763481
wowie who needs fluid animation when you can look at this amirite

>> No.3763760

>>3762931
>>3762938
Really nice. I like your style

>> No.3764162

>>3763556
>>3763561
I'm not going to bother arguing with a cherry picking troll like you. Here's your last (You)

>> No.3764898
File: 45 KB, 500x375, 1444583121956.jpg [View same] [iqdb] [saucenao] [google]
3764898

>>3763437
>superior
here is your (you) my good sir

>> No.3765003
File: 16 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
3765003

>>3764162
cherry picking?

>> No.3765005
File: 17 KB, 410x231, 18k6w15bgur2hjpg.jpg [View same] [iqdb] [saucenao] [google]
3765005

>>3764162
great design sense. screw fluid animation, I just want our Asian overlords to make more of this

>> No.3765053
File: 384 KB, 800x450, test555.gif [View same] [iqdb] [saucenao] [google]
3765053

>> No.3765153

>>3765053
I like it. Good job.

>> No.3765533
File: 1.41 MB, 800x600, esc.webm [View same] [iqdb] [saucenao] [google]
3765533

Someone please help.
How do I channel my autism?

>> No.3765561

>>3763556
>>3763561
>>3765003
>>3765005

Posting screenshots to prove bad animation just shows how little you know about animation, regardless whether the show in question has good animation or not.

>> No.3765751

>>3765561
I'm posting screenshots to show amazing design quality, not animation remember. becuase apparently an animes design is more important than Richard William's use of silly frames and fluidity Amirite?

>> No.3766009
File: 774 KB, 960x540, pizza eat.gif [View same] [iqdb] [saucenao] [google]
3766009

>>3765751
>design
>not animation
You're in the ANIMATION GENERAL. If you're going to fucking argue with somebody about designs in Anime vs Western, take it to another fucking thread and quit wasting your posts on our precious bump limit.

>> No.3766016

>>3766009
Love the animation, but would make his actions more snappy.

>> No.3766047

>>3757276
You can rotoscope with Photoshop CC, many tutorials online to get you started.

>> No.3766206

>>3765751
I don't get it, these character designs are great.

>> No.3766217

>>3766009
Piss off namefag

>> No.3766246

>>3763760
Thanks man!

>> No.3766250

>>3763444
me:
>the little witch documentary got some good info.
you:
>ANIME HOW DARE YOU BRING ANIME INTO THIS?!
also you :
>there are a few exceptions like little witch
think before you type, brainlet.

>> No.3766499
File: 2.52 MB, 640x360, nm_1.webm [View same] [iqdb] [saucenao] [google]
3766499

>>3763095

>> No.3766713

What animation programs would you recommend? I'm currently using Flash because I'm used to the timeline but I really want to get into frame-by-frame and the brush on Flash isn't that fun to use.

>> No.3766786
File: 885 KB, 922x1024, UrarakaAnimatic.gif [View same] [iqdb] [saucenao] [google]
3766786

Working on this animatic. Opinions on the movement?

I'll draw the overlapping frame by frame later on.

>> No.3766788

>>3766713
https://www.youtube.com/watch?v=8ERtcMnTcik

>> No.3767024

>>3749966
blog?

>> No.3767186

>>3765533
Try
>>3762077

>> No.3767190

>>3767024
I wish

>> No.3767315 [DELETED] 
File: 565 KB, 950x653, jumpfacegif.gif [View same] [iqdb] [saucenao] [google]
3767315

i have made six animations in my entire life but would like to do more

>> No.3767316
File: 225 KB, 500x344, jumpfacegif2.gif [View same] [iqdb] [saucenao] [google]
3767316

i have made six animations in my entire life but would like to do more

>> No.3768695
File: 1.05 MB, 1920x1320, Monster crawl down embankment 3.webm [View same] [iqdb] [saucenao] [google]
3768695

Very Slow Progress.

>> No.3768833

>>3768695
Background looks nice, you didn't over-paint it this time

>> No.3769098

>>3768833

This paper is less absorbent, so I can work heavier. That other paper is higher quality, which, ironically, messed me up because it holds much more paint, so you need a lighter touch.

>> No.3769351

>>3768695
Looks really nice, love the way it moves the legs, but it doesn't convey the size. It's movement is so fast and fluid. Might sound nitpicky but it'd be cool if the movements were a bit slower and deliberate. Think of the sturdy movement in Kaiju movies. Just a tiny bit of that feel.
Just a thought. Like I get what you're doing and it's really cool, but the scale and size doesnt't come across which would improve it imo. It might as well be be size of the dog.
If that makes sense.

>> No.3769362

>>3766786
The movement is really stiff imo

>> No.3769718
File: 2.48 MB, 1770x736, Untitled.webm [View same] [iqdb] [saucenao] [google]
3769718

First (very rough) animation I've made.
I'm still trying to understand how animation works put into practice.
Is this a gud practice?

>> No.3769772
File: 809 KB, 1920x1080, magic_in_the_woods_yo-2.gif [View same] [iqdb] [saucenao] [google]
3769772

unfinished thing I started, mind the splotch on the tree

>> No.3770265

>>3768695

I get what this anon >>3769351 is saying but here's another input - I do like the fast fluid movement, the shape of the creature reflects that, it looks slimy/fishy and it flows around

Slow and sturdy movement should be reserved for rough looking creatures

About the size, I can't say for sure but it looks alright right next to that lamp post

>> No.3770281

>>3765533
By not half-assedly ripping off glorious Escaflowne

>> No.3770339
File: 158 KB, 600x338, gif.gif [View same] [iqdb] [saucenao] [google]
3770339

completely new to this. watched some of the Richard Williams shit tho. Is this too detailed for a rough animatic? feel like I fuck up the drawing because of it. Should I just only do blank clean shapes at first?

>> No.3770346

>>3770339
Their torso’s don’t move that much while giving BJ’s. Mostly head bobbing. Add some key frames of her tounging the balls.

>> No.3770351
File: 1.92 MB, 500x375, E5F3D83C-A4AE-4B28-B18C-4D22ED27B9EC.gif [View same] [iqdb] [saucenao] [google]
3770351

>>3763556
DBS and One Piece look like shit, but cherrypicking is easy lol

>> No.3770357

>>3770339
>>3770346
Like this guy said, keep the torso pretty much still, and you probably wanna add a few more in betweens, the keep it looking natural

>> No.3770361

>>3770346
>>3770357
I tried making the whole body go into it in an aggressive way, but I guess it just makes it look flimsy. ill try adding some more frames to see how it looks.

>> No.3770522
File: 76 KB, 600x447, tigerwalkanimwip2.gif [View same] [iqdb] [saucenao] [google]
3770522

wip

>> No.3770604
File: 939 KB, 960x540, test_h5-2.gif [View same] [iqdb] [saucenao] [google]
3770604

doing some straight ahead testing

>> No.3770665
File: 180 KB, 600x427, tigerwalkanimmab.gif [View same] [iqdb] [saucenao] [google]
3770665

>>3770522

>> No.3770833
File: 481 KB, 259x255, get bricked.gif [View same] [iqdb] [saucenao] [google]
3770833

Finally a place to post this. Every frame (3.5cmx3.5cm) was drawn altogether on a single sheet of paper because I'm super cheap like that.

>> No.3771678
File: 12 KB, 560x315, Bouncing Ball.gif [View same] [iqdb] [saucenao] [google]
3771678

First bouncing ball exercise. Advice?

>> No.3771710
File: 22 KB, 560x315, Bouncing Ball Across Screen.gif [View same] [iqdb] [saucenao] [google]
3771710

>> No.3771716
File: 3 KB, 634x342, 30Apo.png [View same] [iqdb] [saucenao] [google]
3771716

>>3771710
it spends too long on the ground first impact should only be 1 frame. your arc/timing are all a bit off. bouncing balls always follow a repeating positive sine wave pattern like this yours look more V shaped

>> No.3771758

>>3771716
Bouncing balls follow a polynomial arc.

>> No.3771762

>>3771678
The ball is being dribbled like a basketball

>> No.3772053
File: 186 KB, 560x315, Turn Around.gif [View same] [iqdb] [saucenao] [google]
3772053

>> No.3772110

>>3771710
looks like the ball itself is jumping, rather than just bouncing. Unless you going for this effect, you are forcing it too much with the speed lines. Good enough if that's the intention tho.

>> No.3772125

>>3771678
As another Anon said, it looks more like it's being dribbled. Actually kind of like an object with a large mass being dribbled somehow.
The spacing is too equilateral, meaning the ease into the height of the bounce is linear. The object's bounce off the ground has an upward vector with it's only resistance being [factoring out air friction and such while in air] the earth's gravity trying to pull it back down. Eventually, the resistance zeroes itself, and the energy of the ball at the apex of it's bounce is transferred into gravitational acceleration towards the ground. The ball hits the ground for one frame, begins to bounce back up, and the cycle continues until factors like general friction and energy decay causes the ball to settle.
>>3771710
The same goes for this one. The spacing is pretty linear in the vertical direction, and the ball's horizontal speed is inconsistent. Usually the horizontal speed would decay over time, due to the friction and energy losses when it hits the ground on every bounce. Typically in perfect conditions [vacuum and no friction] the second bounce would most likely be about 1/2 of the original ball's apex. The third would be a 1/3rd, and so on until the ball might as well be on the ground. This depends on the mass of the object though. Something with quite a large mass [like a bowling ball] wouldn't have second bounce with an apex that's very high. This is because most of the energy and acceleration is transferred into the ground, since the ground has more acceleration to absorb than the ball has to receive.
Drop a ping pong ball and a bowling ball at the same time and see how they interact with the forces around them.
>>3771716
fool bridge rectifier

>> No.3772133

>>3771678
I'm laughing so much at this one. Looks like a guy hitting his head brutally on the floor.

>> No.3772220

where should i start if i really want to learn animation? i dont know what or how to practice, also im on photoshop. is animation easy to get into?

>> No.3772269

>>3772220
Find and watch Richard Williams' Animators survival kit animated, that got me off to a pretty good start

Also, really wanting to make something animated, a short, a series, a gif gets you the motivation you need

>> No.3772449
File: 287 KB, 560x315, Turn Around.gif [View same] [iqdb] [saucenao] [google]
3772449

>> No.3772475

>>3772449
that's a weird way to color anon. why not use 100 opacity clean shapes?

>> No.3772507
File: 169 KB, 1152x648, Turn Around.png [View same] [iqdb] [saucenao] [google]
3772507

>>3772475
Once the first couple of keyframes are in, I'll start blocking in the values. For some reason, I've grown adverse to using lines as a base for drapery and folds. It's easier to linework when you have some basis for light and shadow to work with.

An example of a lineworked frame in progress.

>> No.3772702
File: 2.93 MB, 1920x1080, 1547774151900.webm [View same] [iqdb] [saucenao] [google]
3772702

>this is AAA company animation, when did the standard got so low?

>> No.3772713

>>3772702
if youve ever played a KH you should know that Sora doesnt follow the laws of physics

>> No.3772715

>>3772220
Get the old Preston Blair book. Still the best starting place for traditional animation as far as I'm concerned.

If you want to practice animation in Photoshop, modern versions have a timeline. Download the animdessin2 plugin (it's free) and watch the instructional video on it by the creator (warning: heavy French accent). Makes animation in photoshop much easier by automating a lot of processes.

When you want to see a breakdown of more complex animation, consider picking up a designworks book for an anime you like. I recommend the one for Fooly Cooly. It will have the animation pencils for various select sequences from the animation.

Or just go to sakugabooru.

>> No.3772734

What do you think of Clip Studio Paint's animating functions?

>> No.3772741
File: 774 KB, 1440x2560, 15477924990211408205941.jpg [View same] [iqdb] [saucenao] [google]
3772741

>>3762042
Yes.
This tutorial might cover everything you would want to know about animating on CSP.
https://youtu.be/qQalCLD6ky0

>> No.3772747

>>3770833
Sometimes cheaper/simpler looks better

>> No.3772751

>>3770339
How long did it take you to do this?

>> No.3772771

>>3772751
think half an hour or something close to that. why?

>> No.3772775

>>3750209
In addition to what the other two guys said, it looks like the three fingers are fixed in the air at the beginning. If the arm/hand moves, those fingers should move with it.

>> No.3772788

>>3772771
I don't think detailing your drawings (plural) is such a big problem if it takes you 1 hour to animate something like that, but you could save a lot of time in the long run if you just detailed the first frame and used more basic shapes for the rest. It's just a rough after all.

>> No.3772836
File: 547 KB, 800x600, молния1.webm [View same] [iqdb] [saucenao] [google]
3772836

Playing around with frame by frame fx

>> No.3772998

>>3769351
>>3770265

I think I'll finish inking it and add a few extra frames if I feel it needs more lurch in its movement. Thanks guys.

>> No.3773254

>>3769718
Is this toonboom?

The motion itself is good but its not that close to the reference IMO

>> No.3773256

>>3772053
>>3772507
Nice!

>>3772836
Program? looks really good

>> No.3773471

>>3773256
Adobe flash

>> No.3773519

>>3772702
>playing KH
manchild

>> No.3773522
File: 944 KB, 1920x1080, practicegif.gif [View same] [iqdb] [saucenao] [google]
3773522

some of my first practice animations

>> No.3774247

>>3772788
okay, so you mean cleaning up main drawings, then blocking in the rough animation, and then using the main drawings as reference on top, or what?

>> No.3774248

>>3772702
>>>TRIPLE AAA OMG!!
its fucking kingdom hearts. its not like the models, or the gameplay or anything else about it is top notch, so why do you expect the animation to be like that.

>> No.3774314

>>3772507
it's very good but seriously, you don't need to put that much effort into a frame

>> No.3774316

>>3773522
someone's getting slapped I think

>> No.3774735

>>3774316
Hahah
No no, it was just my first attempt at animating with keyframes. then working on the in-betweens.
I much prefer working frame to frame, I think.
That's how I did the girl in the wind

>> No.3775509 [DELETED] 
File: 783 KB, 2600x2100, i see you.jpg [View same] [iqdb] [saucenao] [google]
3775509

>>3748167
Sorry for the large file. Any crit would be appreciated! pls no bully

Basically I'm trying to optimize the programs that I have, that being SAI and GIMP. I'm new to animating in GIMP, but the process is pretty straightforward. If you see any glaring issues (besides it being a pony), please let me know!

>> No.3775520
File: 3.76 MB, 932x753, eyes.gif [View same] [iqdb] [saucenao] [google]
3775520

>>3748167
Basically I'm using GIMP and SAI to really take advantage of what I have. I'm fairly new to GIMP, but the process is pretty straightforward. Any tips for me? no bully for pone pls

>> No.3775557

>>3775520
That's a really excellent piece

So, when you animate, if you really want the character to come to life, its super important to redraw the entire character over and over again in each frame.
Even if the pose isn't changing.
If you don't redraw it more or less in each frame, you get the frozen picture effect, where it looks like you pasted moving parts onto a static image.

Also, something you'll find from animation tutorials, is that when you animate movement, its best to animate it in an arc. Most movement in life happens in a sort of arcing motion, which is partially why the eyes in your piece look a little 'jarring' and separate.

Also, when animating movement, be sure to remember where the joints are, and where movement comes from. (don't keep legs rigid, bend the knees a little)

Hope it helps! Keep animating!

>> No.3775564

>>3775557
Thank you very much! That helps a lot! I'll have to try something more ambitious in the future.

>> No.3775580

>>3775520
Try Krita

>are you the guy that's been working on that "Uninvited" parody game? In either case, looking good fella

>> No.3775646

>>3775580
That is not me, but that sounds neat. I’ve also started getting used to Krita. It’s pretty advanced for my basic SAI-using ass

>> No.3775831

>Titmouse is doing a 5 second animation night thing in NY, LA and Vancouver
>Titmouse artists and animators will be there
>I'm not that far from the NY event

Would this be a good opportunity for networking?
I'm not an animator but I draw comics and I've looked into storyboarding as a possible career. I've done small storyboard jobs in the past, but I really want to board for animation.

>> No.3776066 [DELETED] 
File: 1.66 MB, 1800x1080, anim.webm [View same] [iqdb] [saucenao] [google]
3776066

old project but fun to watch imo

>> No.3776132
File: 1.66 MB, 1800x1080, anim.webm [View same] [iqdb] [saucenao] [google]
3776132

old project of mine, be sure to watch to the end

>> No.3776391

I’m glad Harry finally stopped being so dismissive of crowdfunding, his “principles” had him eating dirt for years while mediocre booby artists were making bank. I wonder if he wised up too late, though

https://www.newgrounds.com/portal/view/724905

Happy to throw 10 bucks a month to this stud, him and Adam Phillips are my heroes

>> No.3776653

>>3776391
cuck

>> No.3776726

>>3776653
Babydick poorfaggot

>> No.3777262
File: 369 KB, 560x315, Cerise_Sass-2.gif [View same] [iqdb] [saucenao] [google]
3777262

Critiques?

>> No.3777266

>>3777262
watch your arcs especially around the head it still looks jumpy. i dont understand what shes supposed to be doing either

>> No.3777270

>>3751478
does he have any site?

>> No.3777819

>>3777262
not fluid enough, I'm not saying you need to go 24 fps fluid, work with 12fps and make it seem smooth, otherwise it looks good

>> No.3777972
File: 104 KB, 800x800, candle.gif [View same] [iqdb] [saucenao] [google]
3777972

Am I doing it right? This is only my third abomination and I would like some feedback. I'm the weirdo animating in Photoshop.

>> No.3777978
File: 75 KB, 910x555, image0-50.jpg [View same] [iqdb] [saucenao] [google]
3777978

>>3762012
What software are you using?

>> No.3778028

>>3749966
wait a minute that aint she-ra

>> No.3778615

>>3770665
p good anon. difficult thing to get right. keep it up

>> No.3778618

>>3766786
u need a lot of 2ndary animation to fix this i think

>> No.3778635
File: 380 KB, 500x500, C7E36FC5-3665-4E95-9F0A-B56B3D198DB0.gif [View same] [iqdb] [saucenao] [google]
3778635

Something I'm working on, thoughts?

>> No.3778779

>>3778635
p good
would either shift the levels so it's at a slight angle in z space rather than straight-on, or crop wayyy closer

>> No.3778807

>>3777972

I'm not in a position to give great advice on this, but here's some reference:

https://www.youtube.com/watch?v=aWPOiYs20XU

https://www.youtube.com/watch?v=arF1g3a3b4M

Smoke should start flowing the moment the candle goes out.

Also here's a tumblr worth looking at. Lots of effects animations here:

https://2dfx.tumblr.com/

>> No.3779051

>>3778807
Nice. Thanks for this, anon.

>> No.3779377

I had a go with spine recently but don't see the point in animating in a program that you can't also draw in unless doing an overly painted style.

Can anyone give me vaild reasons to continue learning spine or similiar programs?

>> No.3779487

>>3779377
>Can anyone give me vaild reasons to continue learning spine or similiar programs?

No.

>> No.3779817
File: 66 KB, 640x480, 01.gif [View same] [iqdb] [saucenao] [google]
3779817

Made these long ago in Drawpile, but since the update, I've found it more difficult to use oddly.

Any free programs similar to animate with?

>> No.3779818
File: 218 KB, 1920x1080, 02.gif [View same] [iqdb] [saucenao] [google]
3779818

>> No.3780607

>>3779487
Thought so

>> No.3781366 [DELETED] 
File: 228 KB, 1750x1000, zertsu-bokutachiwa.gif [View same] [iqdb] [saucenao] [google]
3781366

this is literally /beg/ tier but its my first time animating in photoshop

>> No.3781395
File: 2.81 MB, 1313x750, zertsu-bokutachiwa-5.gif [View same] [iqdb] [saucenao] [google]
3781395

this is lower than /beg/ tier but i got PS today so i thought i'd contribute

>> No.3781479

>>3779817
>>3779818
Awesome nostalgic

>> No.3781668

>>3776132
reminds me of animator vs animation.

>> No.3782635

>>3775831
Sure

>> No.3782641

>>3774247
Yeah, something like that.

>> No.3783042

Hey friends, I wish to try Krita. is there any way to animate something with programed camera pans or zooms? I feel like it should have this functionality but I have a hard time finding information on it. Thanks

>> No.3783290

>>3781668
>reminds me of animator vs animation.
it was inspired by it ofc its a masterpiece

>> No.3783349

>>3783042
It does not have that functionality, it is pure frame by frame

>> No.3783939

can anybody recommend any opentoonz tutorials for someone coming from flash? searching youtube yields too many to sift through

>> No.3784220
File: 113 KB, 410x231, sword.gif [View same] [iqdb] [saucenao] [google]
3784220

Still new to this. I just did this for fun to kill time.

>> No.3784645
File: 380 KB, 960x540, turnaround 4.gif [View same] [iqdb] [saucenao] [google]
3784645

r8 my skull

>> No.3784675

>>3776132
had a good laugh.
You should make it tad longer and upload it to YT or something

>> No.3785001

>>3776132
How do you do the screen shake?

>> No.3785059
File: 310 KB, 560x420, yawnwip-1.gif [View same] [iqdb] [saucenao] [google]
3785059

I wanted to try and convert an old drawing sequence of mine into an animation
I'm only at the key frames but I'm ready to move onto my second pass

>> No.3785548
File: 20 KB, 356x268, alexPixelart2.gif [View same] [iqdb] [saucenao] [google]
3785548

Animation of a normie vaper that I have as a friend

>> No.3785671
File: 487 KB, 560x420, yawnwip2.gif [View same] [iqdb] [saucenao] [google]
3785671

>>3785059
Here's the second pass, there's still a few timing/ jitter things I want to change but that comes next anyway

>> No.3785704
File: 1.99 MB, 992x540, 1535404183470.gif [View same] [iqdb] [saucenao] [google]
3785704

>>3783042
>>3783349
Hn hn hn, inteesting... By the way, any very important features you guys wish you'd have in your animation software of choice? (need to train my animation And CS skills)

>> No.3785834
File: 3.00 MB, 666x540, 1548552528751[1].webm [View same] [iqdb] [saucenao] [google]
3785834

Rotoscoping is such a convenient shortcut to perfect animation. The only flaw is that it's too good and people realize will always know it's rotoscope.

>> No.3785835

>>3785834

Does this honestly look good to you?

>> No.3785847

>>3785834
No its only flaw is its defining identity: total enslavement to the reference

>> No.3785860

>>3785834
Just film live-action if you're gonna do that.

>> No.3785896

>>3785834
it's fuckin creepy
looks like kigurumi

>> No.3785906

>>3772702
what the actual FUCK was that? There was absolutely no impact, footing, etc in that bald dude it was just a ninety degree turn of his arm.
This is the game all my friends and my gf are on about?

>> No.3785915

>>3785860
this. Animation is not a tool for replicating real life

>> No.3786092

>>3785847
yeah this, art should improve on reality

btw you guys probably get that asked every thread but, when a good time to start animation exercises? about how good should your normal drawings be? I know that gesture/ life drawing is important to animation so should I be able to do those very well before starting with the bouncy balls and things?

>> No.3786166
File: 53 KB, 763x540, apol.gif [View same] [iqdb] [saucenao] [google]
3786166

>>3786092
You need to understand how to construct characters in 3D space easily, as character animation and objects would be easier than if you hadn't done the practice. For the practice of it, don't just fucking sit down and draw 3/4 anime faces all day, draw as much as you possibly can. Draw just about anything to understand why those things look the way they do.
The ball bounce test is a good way to figure out where your brain is, in relation to how it interprets the movement of objects. Use it not as a "get it over with an post it lmao" exercise, but as a way to practice drawing mass and gravity in assorted objects. Animating a regular ball bounce is simple enough, but animating a second one where you consider the ball's differing mass is another good practice on it's own. The exercise also helps people understand vertical ease-out and ease-in with arcs. Arcs being EXTREMELY IMPORTANT to animation itself. Motions that follow straight lines seem programmed and robotic, where arcs seem more organic.
I'd say if you're consistent with how you work with construction, you could start animating. But there are things you need to understand before you jump into it like most people have. First being; DO NOT focus on "smoothness". This is where most people fail and quit, because they focus more on making the animation look le ebin smooth more than they focus on making it move properly. The way to get past it is to have a good sense of strong posing and lines of action to use for extremes, while also conveying exactly what's going on with as little drawings as possible. You could easily have an entire motion for a character in a runcycle done in only 4-8 frames, and then you could fill in all the proper easing and anticipation later on while you work on inbetweens from extreme to extreme. This is what's called PROPERLY TIMING an animation. Having the inbetweens done later helps with keeping the animation's quality and consistency.
also try to have fun lmao

>> No.3786285

>>3786166
How do I filter retarded tripfags?

>> No.3786295

>>3786285
just ignore me then lmao

>> No.3786309

>>3785896
Yeah that's pretty accurate. She looks like she's wearing a mask.

>> No.3786507

>>3749276
Everybody has to start somewhere, just because it doesn't begin glamorous doesn't mean it has to end that way.

>> No.3786517

>>3772702
Quite frankly, if you can do better then you should. Show the world how it's done.

>> No.3786531

>>3785834
Rotoscoping is the oldest trick in the book, hell it is the trick in the book.

>>3785860
>>3785915
Don't know what you're talking about, animation has several benefits over live-action film in regard to production cost. Plus you can catalog and reuse the same animations like Walt Disney and several video games.

>> No.3786729

>>3776132
stick fights are one of the worse things to happen to animation

>> No.3787008

>>3786531

>Don't know what you're talking about, animation has several benefits over live-action film in regard to production cost. Plus you can catalog and reuse the same animations like Walt Disney and several video games.

Rotoscoped animation (and by this I mean when the artist slavishly copies the movements of the reference) almost always looks bad. If you heavily reference an actual model, but clean up and simplify the motions you can get a good looking animation that has a high level of realism.

But if you draw every jitter and twitch that a real person does while moving around, it almost always looks awful.

The worst example is Bakshi's LOTR, where the actors were such large hams that their terrible acting made the rotoscoped animation a flailing, unwatchable mess.

This applies to mocapped actors for 3D animation as well, though I've noticed they seem to be getting better about smoothing out that twitchiness.

>> No.3787282
File: 85 KB, 506x415, springbird.gif [View same] [iqdb] [saucenao] [google]
3787282

>>3786729
pivot was fucking great tho

>> No.3787285

>>3787282
>GifGiff

Legendary animator. Also fuck you >>3786729
stick animation is actually a far superior method for learning the fundamentals of motion quickly.

Most people who are artists first and animators second can make decent key poses but suck ass at inbetweening them and are shit at fundamentals of easing, spacing, timing, etc.

If you practice with stick figures you can nail those principals down so much quicker because theres less lines to worry about. Animator first, artist second, generally leads to far smoother and better motion overall.

Also sticks are cool and you are gay and dumb and dead

>> No.3787383

>>3787282
Damn, I started animating when I was 12 and it was Pivot, good days.

>> No.3787443

Hey animation peeps, I have a question regarding a cartoon pitch.

A couple of years back, a friend of a friend and his cousin were pitching a cartoon to Nickelodeon. They had the script, but needed an artist to storyboard the entire first episode as part of the pitch bible. In addition to the storyboards, I would also be coming up with the character designs.

It took my 10 months, because I had a full time job at the time, but I ended up boarding an entire episode. Unfortunately it was never greenlit.

The creators gave me the go ahead to put the boards in my portfolio and even said I could share them on social media, but they also still want to cartoon to get picked up by another studio.

The creators said I could upload the boards on twitter/instagram/etc with the idea that maybe a studio will see it and pick it up.

Now I dont know much about the animation business or legalities, but is it ok the post the storyboards for the pilot of a cartoon on social media with the idea of it being picked up, or is there legal risks with this? Should these guys copyright this cartoon pitch, if they haven't already done so, before posting on social media?

>> No.3787490

>>3787443
>there legal risks with this?
Legal risk, I shouldn't think so. A studio could object to it, but not for legal reasons.
>Should these guys copyright this cartoon pitch
You get copyright as soon as your art exists in a tangible medium, but if you want to go after infringers you do have to register it. I don't think there's any reason not to (though I believe most studios make transfer of copyright to them a condition of being picked up), but you should probably work out who owns the storyboards and designs before doing so.

>> No.3787491

>>3787285
agreed

>> No.3787528
File: 189 KB, 1280x720, car.gif [View same] [iqdb] [saucenao] [google]
3787528

so how does this kinda half-assed thing look? what could be done with more effort? Also, thoughts on TVPaint?

>> No.3787560

>>3787528
If you cleaned up the lines there might be something there, but at the moment it's rather unreadable.

>> No.3787645

>>3787528

This was done with TVPaint

https://www.youtube.com/watch?v=y6ZmMjMdrqs

>> No.3787795

>>3787528
It disappears too fast.

>> No.3787923

Which animation program has the most documentation? Toon Boom has been unsatisfactory in that regard, and I just wanna learn the basics.

>> No.3788587

>>3787645
oh shit, the whole channel has some cool stuff with tvpaint. thanks, man

>> No.3788603

>>3788587
Yeah, they have a lot of great stuff, but this one is one of my favorites

>> No.3788635
File: 1.21 MB, 480x270, Comp 1 (no sound).webm [View same] [iqdb] [saucenao] [google]
3788635

>>3784675
thanks buddy, maybe one day I have newer better stuff tho, "pic" related

>>3785001
manually in this one, but you can do it easily if you edit them in after with AfterEffects

>> No.3788925

Why is this thread so dead?

I know animation is soul crushing and a ton of work but I was kinda expecting more for the start of the new year

>> No.3788934

>>3788925

Busy. Paid Work. Can't post.

>> No.3789048

>>3787490
Usually when a cartoon is pitched to a studio and is greenlit, an NDA is signed. The NDA is so the cartoon doesn't leak to the public until the studio announces it or releases it. Hence why you see artists post "can finally share these storyboards I worked on now that *insert Disney movie/show title* is out!"

Correct me if I'm wrong, wouldn't showing off the storyboards of a cartoon pilot on social media, with the idea of being picked up by a studio, defeat the whole purpose? Why would a studio pick up a cartoon that the public now knows about?

>> No.3789124

>>3789048

There's no clear path to getting a show picked up. Utter secrecy won't help you, though. It's will just make you invisible.

>> No.3790079
File: 214 KB, 650x650, doup.gif [View same] [iqdb] [saucenao] [google]
3790079

this creature looks livin

>> No.3790183
File: 39 KB, 960x540, ball stuff2.gif [View same] [iqdb] [saucenao] [google]
3790183

>> No.3790299

I got a question about cel / traditional animation; how did they achieve focus blurs and character pans? Is the animation cel on top sliding in real-time (since it's a still frame) or do they place the cel on a track and stop motion it across? I'm watching some old anime rn and I'm just wondering how they do that shit, because the things seem to slide across the screen pretty smoothly

>> No.3790330

>>3790299
https://youtu.be/YdHTlUGN1zw?t=202
im assuming something similar to the MultiPlane Camera.

>> No.3790603

>>3790183
This looks good, what books/videos did you read to get to to that level?

>> No.3790703

>>3790603
a fuckton of practice, real life studies, grade 10 physics,and Richard Williams' Animator's Survival Kit

>> No.3791023
File: 79 KB, 426x240, Fall-harder-Jump-Higher.gif [View same] [iqdb] [saucenao] [google]
3791023

Still no answer to my question >>3785704 ?

Made gif related, by the way.

>> No.3791047

>>3791023
couldn't think of anything other than the stuff i mentioned last time you asked
would be curious to see your list

>> No.3791209

Which is more labor-intensive and time consuming, 3d animation or hand-drawn animation?

>> No.3791239

>>3791209
Assuming you're starting from zero, 3D
3D, unless you already have rigged models, you gotta create all of your assets. and rig them before you can even start animating. After everything's made, however, you can change 3D animations much easier than you can 2D.

>> No.3791311

>>3791209
I think it depends on the complexity and scale of the 3D animation.
But once you've got all the assets for 3D, the actual process of animating is way way less time consuming.
Hand drawn animation requires you to draw each frame individually whereas with 3D, you just move one part of a rig from A to B and all the inbetween frames are automatically added.

>> No.3791325

>>3785834
Is this really rotoscoping? Was hoping to just be able to do this with 3D.

>> No.3791393

>>3790183
Too much squash and stretch. You don't want to stretch and smear EVERYTHING all the time, especially something you're trying to portray as solid and heavy. Keep up the good work in general though

>> No.3791638

>>3784220
you have what it takes, now go tell a story

>> No.3791944

When comparing animation software apart from specific digital functions and productivity concerns, are there any issues that really stop the user from being able to create Ghibli level production in anything ? I mean like an industry level software (TVPaint) vs the flipbook feature in sketchbook or Krita, I know there's special features that make things easier in the other software but what are the other problems that industry software fix?

>> No.3792931
File: 161 KB, 960x540, KICC3.gif [View same] [iqdb] [saucenao] [google]
3792931

practicing stuff.

>> No.3793027
File: 84 KB, 768x767, Dx_vif0UYAABU6i.jpg:orig.jpg [View same] [iqdb] [saucenao] [google]
3793027

>>3748167

>> No.3793070

>>3792931
Moves quite nicely. I wonder if you shouldn't have it crouch a bit more before the leap. Right now it seems to just lift off as if weightless.

>> No.3793074

>>3749966
this has only one appeal and it has nothing to do with level of skill

>> No.3793096
File: 171 KB, 960x540, KICC3 aTTEMP.gif [View same] [iqdb] [saucenao] [google]
3793096

>>3793070
tried adding some force into it

>> No.3793114

>>3793096
nice, i think maybe even a bit more initial force and possibly skipping some frames to add to the energy that should be released as the foot pushes off the ground, but it looks really good so far.

>> No.3793126

>>3793027
meme's are gay. But god damn is that true.

>> No.3793158

>>3793096
Agree with the previous person but the landing needs more weight to it

>> No.3793547

>>3793027
This hits too close to home...

>> No.3794399

Is Krita a good choice for animation as a beginner?

>> No.3794937
File: 2.58 MB, 1920x1080, ane3.gif [View same] [iqdb] [saucenao] [google]
3794937

first quadripedal walk
here's my progress:
https://youtu.be/ZdCkKjEUjFk

>> No.3795018

What makes these animations so entertaining?

https://www.youtube.com/watch?v=92-QH89j3yU&

>> No.3795098

>>3795018
Catchy beats
Absurdity
Always moving camera to keep ADHD minds stimulated

>> No.3795389

>>3794937
update
it's tooà big for 4chan and I'm too lazy to downsize it so
https://imgur.com/oybnqwn
I added a dude walking too
my coworker's gonna add a background and it'll be done

>> No.3795418
File: 158 KB, 580x490, KICC2.gif [View same] [iqdb] [saucenao] [google]
3795418

k i c k

>> No.3795686

>>3784645
nice work anon

>> No.3795700

>>3785834
Everything about this looks like it came from a horror movie.

How come japan can't into Rotoscope without it looking creepy as fuck, yet Ralph Bakshi can make his Rotoscope work look so amazing? I guess it comes with the issue that japan doesn't know how to draw.

>> No.3796061
File: 314 KB, 560x420, Animation1.gif [View same] [iqdb] [saucenao] [google]
3796061

>> No.3796167

>>3795700
Ralph Bakshi doesn't even try to hide that it's rotoscoped, that's why it works

>> No.3796181

>>3796061
cool shit anon

>> No.3796437

>>3770281
anon I'm pretty sure it's meant to look like escaflowne because it IS escaflowne

>> No.3796564

>>3793027
I will fucking cut you.

>> No.3796627

>>3795418
I like this but the speeds she moves at make me nauseous for some reason

>> No.3796644
File: 479 KB, 1024x1024, box girl.gif [View same] [iqdb] [saucenao] [google]
3796644

>>3748167
First time ever trying animation. This is really fun! but as a /beg/gar staying consistent with the frames sure is hard

>> No.3796646

>>3796644
woops noticed the file was too big my bad

>> No.3797151

>>3766009
did you got approached my the pencilmations company by any chance?

>> No.3797156
File: 48 KB, 960x540, miss turn.gif [View same] [iqdb] [saucenao] [google]
3797156

>>3797151
a friend of mine hooked me up

>> No.3797176
File: 1.60 MB, 1280x720, 1529157472487.webm [View same] [iqdb] [saucenao] [google]
3797176

This is not mine, I found it in the archive and I almost pissed myself laughing

>> No.3797268

>>3795700
You, uh, you seen Lord of the rings lately? The Rotoscope work in that is abysmal.

Not to mention the actors are such large hams that everybody is constantly flailing around. It's awful.

>> No.3797452
File: 53 KB, 512x512, 1544269903229.jpg [View same] [iqdb] [saucenao] [google]
3797452

>>3796061

>> No.3797771

>>3797176
a classic

>> No.3797830

>>3766499
Much better :)

>> No.3797833

>>3797771
that arm windup, it kills my sides every time

>> No.3797841
File: 417 KB, 1280x720, wind1.gif [View same] [iqdb] [saucenao] [google]
3797841

>>3794937
>>3795389
same character, now I'm testing how the cloth moves in the wind

>> No.3797881

>>3797841
The skirt snaps and jitters into different positions, which I think is because of poor inbetweens. Remember that poor inbetweens can make any amazing animation into something mediocre.
I noticed that the edge of the dress, scarf, tip of the hat, and hair don't have ANY defined arcs anywhere. The shapes travel in one direction and back in a straight line. Arcs make things organic, and they're applied EVERYWHERE. Don't think they're just a small part of animation, making even the smaller things move in arcs is extremely important. Try have the end of the scarf move in some figure 8/circular pattern, using the two ends as reference to work off of. Turn on the onion skin and have the end follow the path throughout the cycle, while also keeping in mind that the scarf's length stays consistent. For the skirt, you could do the same thing. Have the skirt tip follow a more vigorous figure 8 path, using the edge as reference.
The hair and hat are just equidistantly spaced in timing, which just looks boring. Put some well timed ease-in and ease-out into the hair and hat so it acts a bit more natural and unpredictable, as wind should be.

>> No.3797892

>>3797881
thanks for those tips, I'll apply them!
anything to say about my walk cycle?
>>3795389

>> No.3797895

>>3797892
>walk cycle
the way the donkey's ears move is really unnatural, you should make them floppier

>> No.3797899

>>3797895
you're right
I did see that but I was too lazy to fix it
I'll keep that in mind while really animating the film, this was just a test to see if I can animate quadripedal walks (if I couldn't we'd have to rewrite the script to eliminate the donkey)

>> No.3798025
File: 995 KB, 960x540, overlapping motion.gif [View same] [iqdb] [saucenao] [google]
3798025

>>3797892
Both of the walkcycles lack any secondary/overlapping motion. Think of "loose" objects that are hanging on for the ride.

>> No.3798144

I have no experience whatsoever in art and am /ic/ newfag but I'd like to do clay animation. How can I accomplish this

>> No.3798568
File: 24 KB, 887x355, Tv paint.png [View same] [iqdb] [saucenao] [google]
3798568

>>3748167
I downloaded dll file, sku, and the exe file but it's not working. Is there another file I didn't download, or did I download the wrong one?

>> No.3798584

>>3748167
Can vouch for AMB. I'm part of his basics library and It's helped me an incredible amount.

>> No.3798614

>>3798584
Is that through facebook? It looks like he got rid of his playlists on youtube

>> No.3798630

>>3798614
Shit need new thread

>> No.3798751

>>3798144
Go away

>> No.3799102

>>3796061
is the box meme real?

>> No.3799104

>>3798568
try this one

http://www.mediafire.com/file/emt52myzrt149iy/tvpaint+animation+10+pro+v10.0.16.zip

the password for the zip is tvpaint_10_youtube
lowercase

>> No.3800152
File: 49 KB, 600x420, 1496112623232.jpg [View same] [iqdb] [saucenao] [google]
3800152

>>3763444

>Your name
>Still shots of scenic waving grass cycles
>Eye watering animation

Shinkai paints background and does not actually animate

>> No.3800297

>>3798144
with clay

>> No.3800298

>>3793096
i fucking love that the head follows a simple circle arc. shit like that is so aesthetically pleasing to me

>> No.3800700

>>3799104
isn't there tvpaint 11 out now?

>> No.3801029

>>3760747
>>>3757485
You can't move frames around in the video timeline afaik? And the frame-by-frame animation doesn't have onion skin