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

/ic/ - Artwork/Critique


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>> No.6864607

>a booru dedicated to sakuga
holy shit this is gold

>> No.6865353

>>6864607
i still remember when the sakugabooru guy would spam that site literally everywhere trying to make it a thing. guess it worked but god it was annoying as shit.

>> No.6865370

>>6864192
Is this from the new movie?

>> No.6865389

>>6865370
that's from the wind rises.

>> No.6865390

>>6865389
*wait shit, not that's a different paper scene. this is def from the new movie.

>> No.6865736 [DELETED] 
File: 3.36 MB, 466x360, utsugame 1707118147667730841.webm [View same] [iqdb] [saucenao] [google]
6865736

>> No.6865749
File: 3.36 MB, 466x360, utsugame 1707118147667730841.webm [View same] [iqdb] [saucenao] [google]
6865749

https://twitter.com/utsugame/status/1707118147667730841

>> No.6866537
File: 2.43 MB, 1920x1080, W+S Animation 9-30-23 v6.gif [View same] [iqdb] [saucenao] [google]
6866537

Any feedback on the sliding to a stop animation? I feel like there's room for improvement, but I can't think of anything specific.

>> No.6866541

>>6866537
Your style is cartoons so the stop can definitely use a bit more squash and stretch. The rider is also very stiff and could use a lot more bounce during the ride, but also going a bit over the seat at the stop.

>> No.6866593

What kind of camera should I buy if I want to make animations using trad drawings?

>> No.6866681

>>6866537
agree with the other anon, maybe more of an exaggeration of the 'pull back' as they slow down. regardless, heaps of soul in this anon <3

>> No.6866862

>>6866681
discord (dot) gg (slash) FBVU4UrY

>> No.6868827
File: 1.03 MB, 480x360, 1696030824110837.webm [View same] [iqdb] [saucenao] [google]
6868827

>>6865749
posting his older work again cause this one was hidden in one of his old nnd uploads

>> No.6870108

>>6866593
Your smartphone is enough. No reason to buy a camera specifically for photographing frames. Just make sure you use some sort of consistent lighting so your frames don't have different exposures or color temperatures.

>> No.6870765
File: 283 KB, 1024x784, americanpopendmidfinger.jpg [View same] [iqdb] [saucenao] [google]
6870765

Thougths about pic related?

https://www.youtube.com/watch?v=4p-Qj8rUVic

>> No.6871671

>>6870765
I've always hated rotoscoping. This sequence is fine as live-action, but the rotoscoping doesn't add anything to it at all. The best part, visually speaking, is near the end where you have that pan across a bunch of misproportioned people painted onto a background.

>> No.6873510

Bump.

>> No.6874787
File: 2.87 MB, 1920x1080, W+S Animation 10-4-23 v2.gif [View same] [iqdb] [saucenao] [google]
6874787

Bump.

Also, I've started taking some of the advice on the stop animation. I like the idea of the rider lurching forward during the beginning of the slide, but the action's too fast the way I have it now.
Should I slow down the recovery from lurching forward or should I slow the whole movement down? I want to see if I can get some advice before I start redrawing everything

>> No.6874880

can somebody pass me that yt playlist of like a dude explaining the entire process of animation and the industry pipeline?

>> No.6874893

>>6874880
nvm found it
https://www.youtube.com/playlist?list=PLNfEJmS7JnKDGpmCDy03zLLumXewBZAGj

>> No.6875202

>>6874787

looking good! i'd suggest putting in a scrolling background or a few background elements that make the speed of the characters movements / stopping rate more clear. should help you identify any other possible issues also.

>> No.6875843

>>6874893
How come all their videos are unlisted? Is this all their videos or are there a few more out there?

>> No.6877489

Bump.

>> No.6877863

>>6871671
Depends, Exordium is rotoscoped and is great, as is Ralph Bakshi's works.
https://youtu.be/vxR-oKkwJLI

>> No.6878088

does anyone have his anim tutorials?

https://massiveswerve.gumroad.com/

>> No.6878688

>>6877863
>>6877863
I'm not saying that the end products are bad as a whole for either of your examples; the opposite, as Bakshi and the Exordium guy should be praised for telling their stories so well in spite of any resource limitations. But if given the resources, Bakshi and the Exordium guy would have exchanged the rotoscoping for actual full animation, as I don't believe anyone considers rotoscoping to be an ideal way to tell a story.

>> No.6878692

>>6875843
oh dude no idea, guess like any creator they didnt liked the work but still wanted to archive it, so they unlisted it but want to make new ones to replace them (they havent).

>> No.6878710

Does anybody plan on trying Procreate Dreams when it comes out? I am tired of Flipaclip

>> No.6879189

How many keyframes and how many in-betweens do you guys have in your animations? I'm actually more interested in pixel art animations but I figured I could learn something from the real animators in this thread and apply it to my own work.

>> No.6879213

>>6879189

ummmmm hmmm let me think..

....


...


....


26

>> No.6879218

>>6879189
a good starting point is to look up sprite sheets from games in the genre you want to make eg;
>https://spritedatabase.net/game/622
in a lot of cases w/ pixel art you can get away with basically no inbetweens. for key frames it’s a matter of responsiveness balanced with reactability. doctor doom has a 1 frame low kick in mvc2, this is a perfectly valid piece of animation even if it is complete bullshit.
my general opinion for pixel art is that you should aim to under animate rather than over animate b/c that will feel closer to the actual limitations of games from that era

>> No.6879219
File: 79 KB, 700x426, a1e98864df955b840ccb62b27066a26b_en-us.jpg [View same] [iqdb] [saucenao] [google]
6879219

>>6879213
I mean, something like
>"I animate in twos at 12 frames per second and for any given animation I use 2 in-betweens for each 2 keyframes"

>> No.6879223

>>6879189
don't get hung up on those, aim to use what's necessary when it is necessary. it's better to check your spacing/timing than add frames

>> No.6879373

>>6879219
Even in professional productions, this varies from moment to moment. Frames will be held longer when practical to do so to save money and effort, and more frames will be used when fluidity is desired, such as during action scenes. The number of in-betweens determines the timing of the action, so again it varies depending on need.

I would recommend filming some reference footage if you don't already have some - try rotoscoping first just so you can study and get an idea of how certain motions are timed, then try freehanding it with the reference footage as guidance to practice.

>> No.6879482
File: 309 KB, 1280x720, 1681320000641797.png [View same] [iqdb] [saucenao] [google]
6879482

Should I use Spine or ToonBoom for animation? I have both (pirated), but I can't deicde for myself, since I am still a beginner.

>> No.6879553

>>6879482
if you want to do it professionally just use the one that's more of an industry standard

>> No.6879567

>>6879482
I thought Spine was for video games?

>> No.6879570

>>6879567
It can be used for anything.

>> No.6880121

>>6875843
>>6878692
The author removed the videos because they were outdated. A new updated series will be made (probably). A script is made but because the author is a full time animator, their hands are pretty full

>> No.6880343

>>6878710
did you try rough animator?

>> No.6881732

>>6878710
don't think so desu. i'm still not sure how people manage to draw nicely on an iPad at all. it just feels so slippery, and even with fucking with the pressure curves for hours / having a 'paper' screen protector, i just can't get a good, comfortable line going compared to a wacom.

>> No.6881733

>>6878710
Yes, 20 bucks one time purchase isn't bad at all

>> No.6882146

>>6881732
It’s only good if you shell out extra bucks for the Apple Pencil on top of the already expensive tablet. It has pressure and tilt sensitivity.

Either that or leaning heavily on the brush stabilizer.

>> No.6882212

>>6882146
nigga the apple pencil is all i've been using. never used brush stabilizers in my life on any tablet and got by just fine. iPad for me is always terrible with or without, and regardless of the app i'm using.

>> No.6883020

have any of you ever seen examples of bounce light being animated, I remember 90s animate had shadow and occlusion at times.
hard mode: no Klaus

>> No.6883639

>>6874787
I don't know anything about animation and just randomly clicked on this thread out of curiosity so take my advice with a grain of salt but I feel like the transferal of weight is off, I think the braking needs more wind up, maybe one or two steps before the dino can grind to a halt.

>> No.6884585
File: 421 KB, 1920x1080, first_animation-min.gif [View same] [iqdb] [saucenao] [google]
6884585

>45 replies
>7 images
post your balls

>> No.6884650
File: 76 KB, 323x426, donewithmouse.gif [View same] [iqdb] [saucenao] [google]
6884650

>>6864192

>> No.6884831
File: 2.98 MB, 480x852, MbDYZFsXzgL-F0cg.webm [View same] [iqdb] [saucenao] [google]
6884831

soul vs soul-less

>> No.6885476

big udders massive penis

>> No.6886108
File: 204 KB, 720x523, circus circus test anim.gif [View same] [iqdb] [saucenao] [google]
6886108

kitty cat bump

>> No.6886138

>>6886108
love the pose, design and expressions, really nice

>> No.6886140

>>6884585
my balls hurt watching that. please let this never happen to my poor testicles.

>> No.6886760

>>6885476
Yes.
post it.

>> No.6887684

you first

>> No.6888144

>>6864192
why is nobody poasting 3d animations?

>> No.6888176

>>6888144
because 3d is soul-less

>> No.6888177
File: 13 KB, 279x216, 0800.jpg [View same] [iqdb] [saucenao] [google]
6888177

Toshio-san .. i don't feel so good

>> No.6888181
File: 651 KB, 960x540, 07-Character-Design-v3.gif [View same] [iqdb] [saucenao] [google]
6888181

>57 replies
>12 images
lemme pump those numbers up
here's a turnaround i did for bootcamp

>>6868827
>>6874787
>>6884831
>>6886108
these are very cool

>> No.6888185
File: 3.02 MB, 540x425, tumblr_005f8927e678291290c8abb6fdfc2b3b_798f7a29_540.gif [View same] [iqdb] [saucenao] [google]
6888185

>>6888177
T. Raging faggot. You shot yourself, bravo, evil destroys itself. As it should be.

Mods only trolls here are you and antiart clowns, fuck off. Worthless ngmi gremlins.

>> No.6888195
File: 838 KB, 960x540, 08-walk-v3.gif [View same] [iqdb] [saucenao] [google]
6888195

>>6888181
walk cycle for this chaacter
the legs are a bit fucky but this is the only render i have at hand
i did fix it later i swear

I recon there should do a Question Of The Thread for each new thread to keep the thread for dying too quickly

so to my fellow walk cycle enthusiasts
what order do you add your squash and stretch frames in?
I've been taught the classical [Contact->Squash->Pass-over->Stretch] order
but i've seen some cartoons skip the squash/stretch frames altogether
what order do you guys prefer and/or apply in your animations?


>>6888176
there's a dedicated 3DCG board for that anon

>> No.6888199
File: 393 KB, 960x540, 08-Man-Walk-v2.1.gif [View same] [iqdb] [saucenao] [google]
6888199

>>6888195
some more misc walk animations

>> No.6888203
File: 363 KB, 960x540, 08-Man-Walk-v2.2.gif [View same] [iqdb] [saucenao] [google]
6888203

>>6888199
another one

>> No.6888219
File: 376 KB, 960x540, 08-Man-Walk-v2.3.gif [View same] [iqdb] [saucenao] [google]
6888219

>>6888203
and the last one for now

>> No.6888220
File: 11 KB, 531x69, dis shit rite here.jpg [View same] [iqdb] [saucenao] [google]
6888220

also anyone got a reccomendation for preston blair's animation variant walk cycles
I brute-forced my way through the dumb ass chart for the double bounce walk cycle but it genuinely gave trouble
he suggests [Contact->Squash1->Stretch1->Passover->Squash2->Stretch2]
but that just made the head bounce very abrupt between the Squash and Stretch frame
anyone else her slogged through a double bounce walk cycle before?
if yes then any tips or tricks?
i just made the squash and stretch very subtle to avoid the jitter but feel like its missing something

>> No.6888230

>>6888220
>but that just made the head bounce very abrupt between the Squash and Stretch frame
But thats how it works tho.

>> No.6888245

>>6888185
why do you think your schizo thread got deleted you lil bitch?

>> No.6888250

>>6888245
Because you cried to mods and they are on the same way of cretinism and derangeness as you are.
>Trolling warning
Cretins.
>Lil bitch
Hehe, ngmi not just in art but in life. Waiiiit.... Jannie?

>> No.6888253

>>6888245
Crybaby. Call mods again, cretin.

>> No.6888260
File: 1.91 MB, 498x278, hayao-miyazaki-happy.gif [View same] [iqdb] [saucenao] [google]
6888260

>>6888253
>>6888250
C`mon jannies im trolling (You) again, ban me.
Off topic would fit in more tho, retards. You can`t even do your shit right. Oh wait even better.
>Using avatar
(You) ngmi in any way.

>> No.6888474
File: 8 KB, 442x500, 9e7.jpg [View same] [iqdb] [saucenao] [google]
6888474

>>6888260
>>6888253
>>6888250

>> No.6888479

>>6888260
>>6888253
>>6888250

you spent a minimum of 7 minutes, but probably at least 10 minutes writing those replies

>> No.6888491
File: 588 KB, 480x480, 1697136911076749.gif [View same] [iqdb] [saucenao] [google]
6888491

>>6864192
pinnacle of western animation

>> No.6889520
File: 393 KB, 960x540, 08-Dbl-Bounce-Walk.gif [View same] [iqdb] [saucenao] [google]
6889520

>>6888230
well here's what i ended up doing

>> No.6889521
File: 261 KB, 960x540, 08-Man-Walk-fin.gif [View same] [iqdb] [saucenao] [google]
6889521

>>6888195
finally rendereed the improved version

>> No.6889524
File: 294 KB, 960x540, 08-Dbl-Bounce-Walk-v1.gif [View same] [iqdb] [saucenao] [google]
6889524

>>6889520
applied the subtle double bounce
came out meh

>> No.6889526
File: 294 KB, 960x540, 08-Dbl-Bounce-Walk-v2.gif [View same] [iqdb] [saucenao] [google]
6889526

>>6889524
exaggerated it later after feedback from my senior
but idk double bounce doesn't work well on non-toony characters i suppose

>> No.6889530
File: 280 KB, 960x540, 08-walk-v4.gif [View same] [iqdb] [saucenao] [google]
6889530

>>6889526
desu feels like he's walking with a vibrator up his ass
also a walk cycle from the front

>> No.6890461

>>6888491
...AIcels won...

>> No.6891070

i'm starting to think that besides the few regular autist none of you fags actually animate shit at all

>> No.6891401
File: 106 KB, 1200x675, cube.gif [View same] [iqdb] [saucenao] [google]
6891401

>> No.6891519
File: 935 KB, 720x405, steel cop emotive test anim.gif [View same] [iqdb] [saucenao] [google]
6891519

emotion test anim bump

>> No.6891537
File: 204 KB, 1200x675, cylinder.gif [View same] [iqdb] [saucenao] [google]
6891537

>>6891519
nice

>> No.6891578
File: 250 KB, 800x600, ban_attack_flip.gif [View same] [iqdb] [saucenao] [google]
6891578

critique?

>> No.6891637
File: 649 KB, 400x500, 1668905444825503.webm [View same] [iqdb] [saucenao] [google]
6891637

If you were taking commissions, how much would you charge for something like this? (and with increased complexity etc)

>> No.6891696

>>6891637
100$ a frame

>> No.6891697

>>6891696
*Second

>> No.6891784

Apologies for the greentext, it's faster to write this way
>Manage to get limited-time role at a design place to help make animations for them
>Head honcho laughs and asks another guy why'd they ever need an animator
>As it turns out, they want me to do motion design
>Know fucking NOTHING about motion design as I'm a CSP/Blender character animator
>Spend 2 days trying to make an animation for their logo
>Constantly fail, not due to technicals (I already know After Effects quite well) but rather because the logo and what they want is next to impossible to nail down
>Swear I spent 70% of my time pretending to think and formulate because I'm too nervous to fail, but because I was too nervous I couldn't think
>Employer asks if I'm coming back tomorrow
Should I just quit?
inb4 "never back down never what?" they could be working with an actual motion designer who knows his/her shit, not me. Sure I could learn something and get valuable experience + portfolio shit but god damn this is so embarrassing. Even thinking about tomorrow I have no idea what I'm going to do.

>> No.6891974

>>6891784
can u post an equivalent of the logo?
not the same one but something in the same ball-park so we can get an estimate
don't wanna assume the worst but so far its sounding lik a case of skilll issue

>> No.6892562
File: 32 KB, 500x500, Hand waving.gif [View same] [iqdb] [saucenao] [google]
6892562

>> No.6892636

>>6891637
$60 to $80 x number of frames

>> No.6892637

>>6891784
if I were you, I'd do #1 from this showcase. https://youtu.be/1tj7Y3PR16s?si=-fUDXy6ZGcP42_9t

>> No.6892665

>>6891696
>>6892636
Does it actually go by number of frames?
Are there people who buy that type thing?

>> No.6892673

>>6892665
yes. autist will buy without any complaints it if they like your art style and the smoothness of your frames. you can also filter hagglers, ghosters and thirdies with this price. just make sure to take deposit.

>> No.6892814

>>6891974
It's absolutely a skill issue and I can imagine someone a lot more creative+smarter than me can make something far more interesting. The logo itself is a bridge over an abstract river, though the bridge is fairly detailed. Below it all is the name of the place in, i believe, Gothic font (let's just say it says Black Lagoon because I have the mange right next to me).
They're looking for something between >>6892637's showcase and something screen-wide and detailed, but at the same time constrained to their design guide of only using 3 colors. Seems they're also not looking for any pseudo-3D stuff either or any perspective shifting. Now if this was a volcano or clock tower I wouldn't even be on this thread talking about it but a river with a bridge? I genuinely just can't think of anything.

>> No.6893042
File: 15 KB, 400x400, ezgif-2-439a3e66c8.gif [View same] [iqdb] [saucenao] [google]
6893042

>>6892814
start throwing shit at the wall and see what sticks
dont be fraid to break the rules they've set
the client almost never know what they're talking bout and need to be led by the fucking nose

you might assume that the limitations they've set are set in stone
but usually these dough-brained bomers don't know the basics of design
but often they expect "sweep me off my feet" or "suprise me" kinda work
unless they're a repeat client you know well don't take their guide at face value

>> No.6893252
File: 81 KB, 512x512, 37GE2.webm [View same] [iqdb] [saucenao] [google]
6893252

bump

>> No.6893684

>>6884585
No, I suck.

>> No.6893685

>>6893252
I love your workies! :^DDDDDDDDDDDD

>> No.6893695

>>6893685
i tried recreating the stair shot from ep01 of bakemonogatari
when i went frame by frame it hit me that his legs aren't in sink with the stairs in the bg
they pulled a fast one and got away with it
the mc just does a run cycle over the moving background
they utilized the 3d assets so well
the color pallettes and layout hard carry the non-sakuga scenes in that anime

>> No.6893789

>>6877863
I wouldn't call it "great", or anything rotoscoped for that matter. It's inherently uncanny, but this at least gets a pass because it's not masquerading as animation. Instead, it's allowing the creator to have creative freedom with their backgrounds and scenes because they aren't obligated to have everything be photorealistic.

>> No.6893791

>>6884831
toniko made a lot of improvements in the remake. but ultimately the movements, though more refined, feel less fun and exaggerated. Plus there's less variation in the dancing. I understand the point of him doing this was a way of showing a direct comparison of his technical skill, but choosing to do that with a funny shitpost is a mistake since a lot of the charm of shitposts is lost past a certain level of quality

>> No.6893792

>>6888144
because this is the drawing board. There is a 3d board.

>> No.6893794

>>6889526
the issue is you'd need to probably re-animate the whole thing to make the double bounce work, but instead you tried to square peg round hole it into your existing animation with as minimal edits as possible.
>>6889520
this genuinely looks good, imo, which is why I feel that way.

>> No.6893795

>>6891401
You're going about it wrong. Remember, the corner that comes towards comes TOWARDS us. It would "grow" larger than the original square, whereas you've made the corner stay perfectly level during the spin.

>> No.6893834 [DELETED] 
File: 13 KB, 235x235, 20231018_145247.png [View same] [iqdb] [saucenao] [google]
6893834

>>6864192
A very smart project always brings us excitement to follow. At the outset I want to believe that this cogwise project will do its job and be successful at the end of the day.That is good and amazing project, crpyto currency global is powerful project. I proud of your project, I hope this cogwise project will be more developed and better.I believe that this project will be successfull in the future

>> No.6893843

>>6891519
this is sick!

>> No.6894948
File: 103 KB, 1920x1080, 1666670814073376.gif [View same] [iqdb] [saucenao] [google]
6894948

My first ball. Please critique. I think I messed up the timing of the bounces near the end?

>> No.6895144
File: 302 KB, 1200x675, imp-cube.gif [View same] [iqdb] [saucenao] [google]
6895144

>>6893795
how's this?

>> No.6896011
File: 272 KB, 512x512, 1EPRF.webm [View same] [iqdb] [saucenao] [google]
6896011

>>6893794
yeah i'll do a retry and follow the Snimator's survival kit method this time
found a russian dubbed version of the walk cycle episode on YT
will have to rely on context clues but the examples video is very promising

>>6894948
decrease the ball deformation (both squash and stretch) on the last few bounces
as the ball loses velocity and force, it will deform less and less
otherwise its very good
also for pacings sake hold the final frame where the ball rests for a second
that way we have time to rest and appreciate the gif before it loops again

>>6895144
nta but i like this practice
its was very fun

>> No.6896794

>>6884831
why would you remove the joke of someone staring at them like they're weirdos? I thought that was the point.

>> No.6896860

>>6865749
This is great.

>> No.6896863

>>6891578
This looks great, but there is something weird about that final leap. Can't tell exactly what.

>> No.6896879

>>6896011
>Snimator's survival kit
https://www.mediafire.com/file/cqz7iwex4mtzidu/

>> No.6897107
File: 137 KB, 768x768, 888.jpg [View same] [iqdb] [saucenao] [google]
6897107

>>6896011

impressive. nice job

>> No.6897857

>League of Legends 3D Model Viewer
https://model-viewer.com/viewer/league-of-legends/champions/irelia/26

You can pick an animation and go through it frame-by-frame (click on the slider and press the left and right keys).

>> No.6897873

>>6897857
Hold left-click to turn the model. Hold right-click to move the model up/down/left/right. Use the mouse wheel to zoom in/out.

>> No.6898510

>>6896879
Anon-sama........ i kneel

>> No.6899436
File: 1.53 MB, 512x512, 2.gif [View same] [iqdb] [saucenao] [google]
6899436

>> No.6899611

>>6899436
Are you the mecha gen master? Is there anything you CAN'T do?

>> No.6900833

>>6898510
Wasn't me someone else posted it in another thread
I just remembered it

>> No.6900834

>>6892562
Bonk

>> No.6900871
File: 180 KB, 512x512, S5D1D.webm [View same] [iqdb] [saucenao] [google]
6900871

>>6900833
regardless thank you for passing on the torch of knowledge anon

>> No.6900881
File: 117 KB, 512x512, 77014.webm [View same] [iqdb] [saucenao] [google]
6900881

>>6864192
For archival's sake can one of you OP anons add a reply link to the previous general thread from her on plz?

would make accessing the threads archive in chronological order a bit easier
since the dumb archive site has search function turned off for the /ic/ archives
like maybe just a master post with a reply to every relevant thread OP that's been made so far
it'd make navigating the archives a supremely easier process

>> No.6900904

I have a good background in drawing and want to get into animation but have zero experience, closest thing I've done to animated was frame by frame .gif in photoshop, what is an industry standard software I could get my teeth into? I don't mind if it's intended more for professionals than beginners, I plan on putting a lot of time into learning how to get animations working.

>> No.6900953

>>6900881
warosu still has search i think

>> No.6901110

So as a beginner should I use the Animator's Survival Guide as like a textbook and go through it and do each section as if was a lesson? Or is there a better place to start?

>> No.6901496

>>6900871
Np man
Thing took me 1.5 hours to download still verry based for the anon to upload it.
>>6901110
Like with drawing the best thing is to start.
Go through it, then when you find another course you go through that,
As per your needs, search up youtube video's for specific things
Yesterday I watched an Aaron Blaise video on animating snow.
Most important thing is to start, and continue with what you want to do/achieve

>> No.6901501
File: 1.14 MB, 600x1070, Vertigris animation.gif [View same] [iqdb] [saucenao] [google]
6901501

>>6864192

>> No.6901536
File: 100 KB, 560x315, 001 Knight.gif [View same] [iqdb] [saucenao] [google]
6901536

>> No.6901610

>>6901536
Whoa this look good!
Give it an extra frame of overshooting though, it makes a big difference.

>> No.6901656
File: 120 KB, 560x315, 001 Knight fix 001.gif [View same] [iqdb] [saucenao] [google]
6901656

>>6901610
Thank you anon.

>> No.6902250

>>6864192
Saw this movie Saturday. It was meh. Rank it at Ponyo level. Visually it was okay.

>> No.6903835

>>6902250
what about animation-wise? some of the cuts from the trailer were incredible

>> No.6904154

>>6903835
Really the only reason to watch it. But even visually, so many other Ghibli films blow it out of the water.

>> No.6905091
File: 128 KB, 560x315, asds.gif [View same] [iqdb] [saucenao] [google]
6905091

>>6901656
Played around with your timing just a teeny tiny wee bit to hopefully make it a little more organic

>> No.6905436

anyone got references of bowling ball drops? videos i find online are either on rubber mats or are super low quality

>> No.6905835

>>6905436
i don't really have any reference but if you're doing a drop animation i have a few tips
>add no deformation to the ball like at all (zilch squash or stretch)
>keep the initial bounce slightly high followed by 2-3 very miniscule bounces (it almost vibrates)
>add very abrupt and quick camera shale on the first bounce
and that's about it

>> No.6905967

>>6905436
https://www.pinterest.com/pin/295830269247521414/

>> No.6906363

>>6878710
Yes

>> No.6906481

Is Krita worth shit for animation?

>> No.6906546

>>6906481
it's up there in terms of free animation tools (as well as tahoma2D) it works well enough for painting your backgrounds and doing FBF animation but for anything more complicated you'll need another program. Even Clip Studio's Camera controls and tweening are kind of ass. The only big issues I had with krita is there's no way to lock the animation timeline bar (despite this being an option on every other docker) and that the scrollbar on the bottom also determines your timeline zoom. So if you use a tablet to scroll that horizontally and have any vertical movement your timeline will zoom in and out too which is fucking insane.

>> No.6906613

Is being a 2d animator a good career?xxhrkt

>> No.6906623

>>6906613
I think if you have the passion for it and actually do have a viable pathway into the industry (and also don't mind being paid peanuts) you probably 'cloud' consider it a good career, but that's only if the stars are aligned on a blue moon and Jupiter is in estrus or whatever. I'm a motion designer and sorta fucking hate it (good team, just boring work).

>> No.6906637

>>6906623
Do you have aspirations to become a character animator? Gobelins students fascinate me in their skill level and drive, and it makes me think that there MUST be a lot of demand for hand drawn character animation still

>> No.6906661

>>6906637
That's literally my dream job lol, and it's funny you mention Gobelins, I'm a massive fan of their student works and was even strongly considering doing an overseas certificate back in 2021 (nothing fancy, just straight up a 4 week thing). Never did for precisely the reason you wrote, their skill and drive are just impossibly unmatched and I'm nowhere NEAR that skill level. As for the industry demand for hand drawn character animations; there's always gonna be commercials, tv shows, kids cartoons, adult cartoons, 'adult' cartoons, PSA's, toy adverts, movies, general social media animations, among many many many other different things so I think there will always be a demand for character animation. The hard part, goes without bloody saying, is getting your foot in the door. Animations are typically one and done sorta deals where animators work to a non-renewing contract (unless you're insanely good but even then...) which is why people call it a revolving door industry. These animators go from job to job and don't normally stay still for too long in one place (since projects need to be finished at some point right?), meaning that cool new indie studio you saw open up in LA on TikTok already has veteran animators lining up outside the door who've worked on Arcane, Prince of Egypt, Jujitsu Kaisen, like the competition is nuts. Anyway I'm just venting at this point (more so reiterating shit my animator friend keeps telling me) so the take away is yeah, demand is always there. Keep at it, be the very best and never let go of that whimsy joy.

>> No.6907806

>>6906661
Good luck to you bro. Wagmi

>> No.6908006
File: 48 KB, 772x360, 360_F_81965255_JOlWfwq4tR8SxHot2rW9SXplmWJxzTt8.jpg [View same] [iqdb] [saucenao] [google]
6908006

>>6907806
Good luck to you too bromie, we in this together

>> No.6909074

>>6864192
Bumping

>> No.6909641
File: 372 KB, 720x1280, virginia beach.gif [View same] [iqdb] [saucenao] [google]
6909641

thoughts on this?

>> No.6909661

>>6909641
i am a beginner, just used a photo as reference, and started waving my head and trying to comprehend the rhythm and movements.
I offset the body to move 1 frame before the head and it is 12 fps.

>> No.6909737

>>6909641
too fast, try to finde a better rythm

>> No.6909760

>>6909737
But how?

>> No.6910052

Think this would be useful?
https://www.youtube.com/watch?v=hNqlvz47pg0

>> No.6910075

>>6864192
If you focus on his mouth, you can see it pop between two drawings… definitely missed an in between there. It’s a very hectic and fast scene though

>> No.6910190

>>6909737
I picked the song first. it is 120 bpm, so each nod is 1 second long. song name is in the name of the file. maybe the sunset would fit better with a slower beat, but i came with the idea after the song

>> No.6911071
File: 2.15 MB, 1000x1000, stab.gif [View same] [iqdb] [saucenao] [google]
6911071

some of my animation

>> No.6911072
File: 844 KB, 1939x1772, spray3.gif [View same] [iqdb] [saucenao] [google]
6911072

>>6911071

>> No.6911366
File: 414 KB, 180x138, 20231029_181759.gif [View same] [iqdb] [saucenao] [google]
6911366

uh....I sort of animated a jaw.

>> No.6911448

>>6911366
Turnaround of a jaw, cool!

>> No.6911762
File: 1.06 MB, 960x540, 08-Sneak-Walk-v3.gif [View same] [iqdb] [saucenao] [google]
6911762

sneak cycle

>> No.6911777

>>6911762
Looks like you are missing some frames.

>> No.6911810
File: 597 KB, 960x540, 08-Man-Walk-v5-(skip).gif [View same] [iqdb] [saucenao] [google]
6911810

>>6911777
yeah it was pain applying exaggeration while staying on model
since the holy trips compel me i'll have to revisit that cursed file and make the changes

>> No.6912326

>>6911762
Cause this is thriller!
>>6911810
Good stuff, you're the one taking classes right?
What year are you in if you don't mind?

>> No.6912981
File: 602 KB, 512x512, Q2KE6.webm [View same] [iqdb] [saucenao] [google]
6912981

>>6912326
>you're the one taking classes right?
finished bachelors actually
got shafted cuz my batch was forced to do everything "online" due to covid
didnt really get much outta college since the curriculum was poisoned from the outset
the assignments i post now are from the intern bootcamp im going through
roughly on month 4 and honestly i've learned more as an intern than all 3 years of animation bachelors

>> No.6914937
File: 1.44 MB, 1920x1080, W+S Animation 10-29-23 v3.webm [View same] [iqdb] [saucenao] [google]
6914937

Guess it's my turn to rescue this thread...

Do you anons have any tips or methodologies or whatever for finding the perfect camera scroll speed for a shot like this? I think the animation works better with a faster camera scroll, but then the scene looks choppy. Maybe I should just blur/smear the bg? Or do you think the scrolling is fine as is? Idk, looking for input.
Also, how can I better convey a sense of depth for the far background? Should I make the rock formations different heights to imply depth? Add some smaller rock towers?
Everything is still very wip, so any general advice or criticism is welcome

>> No.6915045

>>6914937
Shouldn't the fg be scrolling super fast and the bg be moving really slow?
>depth
I think it looks pretty alright but some "m" birds could help if you feel like it really has to have something.

>> No.6915087

>>6914937
Keeping in mind im a beg who doesnt know shit, this is a soulful animation that I wouldn't ever critique because this board has enough crabs as is. You're already further along than most of us. But since you asked, my comment is that the ground is moving way too much compared to the running speed. As in where the dinosaur is pushing forward with his feet doesn't equal the amount of ground moved.
I'd suggest speeding up the feet over slowing down the world.

>> No.6915456

Bump

>> No.6915597 [DELETED] 
File: 1.03 MB, 960x568, tyrone shopping.gif [View same] [iqdb] [saucenao] [google]
6915597

>> No.6916086

>just one more frame
And before you know it you're done
Nice.

>> No.6916184

>>6915045
Kek, the foreground is going to move, anon. I just haven't animated it yet. I was mostly talking about the far bg when it comes to depth; the rock structures should ideally look so far away that it would make sense that they don't move. Realistically, they'd move very slowly given the distance between them and the camera, but I want this to be a looping gif with 3 or maybe 4 run cycles between loops. I guess this problem of mine is more of composition than animation, but I thought it couldn't hurt to ask. And I'm totally gonna try and add some birds in there now.

>>6915087
Thanks for the advice, anon

>> No.6916403
File: 39 KB, 750x1000, flat,750x,075,f-pad,750x1000,f8f8f8.u3.jpg [View same] [iqdb] [saucenao] [google]
6916403

>Procreate Dreams releases THIS MONTH.

>> No.6917376
File: 919 KB, 1000x1000, pixel_flower.webm [View same] [iqdb] [saucenao] [google]
6917376

>>6914937
ht tps://en dot wikipedia dot org/wiki/Parallax_scrolling

I think this is what the effect is called and there are numerous methods to it that span throughout the history of animation, but the principles are the same.

>> No.6917392

What is inbetweener and why does it have the same salary as mcdonald workers in Nipland?

>> No.6917407

>>6917392
in-betwener is the sub-human who sells his soul and becomes the cog in the goyslop machine
they have no artistic identity no pride in their craft
forever cursed to look at keys drawn by superior artists and approximate the in-between frame to the best of their ability (which is often looked over and adjusted by superior artists

>> No.6917433

Why the fuck is it so hard to import a fucking mp4 clip into OpenToonz, or any other animation software for that matter? It's the most basic fucking feature required for studying references and yet it's not implemented properly anywhere.
I'm fucking sick of tard wrangling OpenToonz. Can anyone recommend a reliable animation software that isn't pants on head retarded?

>> No.6917469
File: 213 KB, 1600x900, Gift of a sword01_ottmp1.webm [View same] [iqdb] [saucenao] [google]
6917469

https://files.catbox.moe/gm7e7l.mp4

>>6917433
I haven't had any major issue's with OpenToonz yet but then again I haven't imported anything but some png's

>> No.6917937
File: 59 KB, 271x267, 890508950894390854.png [View same] [iqdb] [saucenao] [google]
6917937

hey folks, anybody got any good resources for animation jobs? studio or freelance commissions.

i was employed for a year and a half at an animation studio, but sudden unprecedented shutdown lost me my job (plus everyone else working at the studio). its a month later and im really struggling to find work. im a 2d animator whos worked with rigs and hand drawn animation before.

>> No.6917955

>>6884831
the last shot is a huge improvement. stop being a crab

>> No.6918059

>>6917937
>>6917937
Local marketing teams maybe?

>> No.6919102

>>6878710
Procreate is literally the only thing I use my iPad for, and the animation features in that suck ass. I'll gladly shell out 20 bucks for a dedicated animation program made by the same team, since every other animation app I tried feels awful.

>> No.6919106

>>6919102
How is Procreate as an illustration/sketching app?

>> No.6919244

>>6917955
mid-wit take

>> No.6919426

Anyone here have any experience in stop motion?

>> No.6919448

>>6916184
>the rock structures should ideally look so far away that it would make sense that they don't move
They aren't far enough away. The designs are good but move them very, very far away or it will end up not looking right. Because of the parameter (3-4 sec loop) you can't really do it properly without moving the bg (this bg appears too close to not move.) Shrink what you have considerably and add more plain perhaps. Maybe silhouettes. Not being a crab, just saying since you're spending so much time on it, might as well make it look right.

Or... Ignore all that I'm leaving it in it took long enough to type. How about this:

Think about the HB cartoons and WB the bg would fly past and be the same bg several times. Embrace the toon aspect bring it in just close enough to move at the perfect speed to be able to reset at 4 seconds. It'll be silly but won't look weird.

>> No.6919461

>>6919106
It rivals photoshop.
Clip Studio Paint only edges it out IF you're making comics due to all of the features it has for making them.

>> No.6919552

>>6919106
It took me some time to get used to, but as far as mobile drawing apps go, it's easily the best one by a VERY wide margin.

>> No.6919725
File: 660 KB, 480x270, IMG_1461.gif [View same] [iqdb] [saucenao] [google]
6919725

My 1st animation. Got the urge to start messing around with animation and decided to make a simple character that I could mess around with.

>> No.6920358

>>6919448
Thanks for the advice. I'll move the stone structures further away from the camera, then. I wanted to try and convey a sense that the stone structures are both incredibly large and far off in the distance, contrasting the familiarness of the setting (obvious American southwest inspiration) with how alien it is (giant structures clearly not found on Earth). Truth be told, I just don't have the experience to be able to make the background in this way. I would probably need to decrease the fore/middleground space and shrink the characters in order to fit in some huge, hulking rock formations of appropriate scale in the background. Essentially making the characters seem small in the environment through messing with the proportional relationship between the foreground and background.
I really do appreciate your advice, though, since I'm just going to make what I have look as nice as it can.

>>6919725
Lots of personality in this, anon. That's the most important part of animation

>> No.6920744
File: 74 KB, 512x512, WZ7XN.webm [View same] [iqdb] [saucenao] [google]
6920744

hey rember the funni brazilian dancing man and dog video?
tried recreating that vibe

>> No.6920941
File: 196 KB, 512x512, V0Q3T.webm [View same] [iqdb] [saucenao] [google]
6920941

>>6920744
I also recently did the preston blair run cycle assignment
had to apply it so i did a quickie that spiralled outta control
i've grown adept at animating with one hand
man i love boobies

>>6919725
hehe neat loop

>>6914937
that loop looks very nice
as a rule of thumb measure out the character's leg span and try to match that distanced covered (slightly more distance than leg span if the cycle also has air time too)
atleast thats what i've been taught
if the motion is too fast usually ppl add an animated smudge/lines splash screen thing like in anime

>> No.6920954

>>6920941
just noticd i fucked up the timing on the arms cuz i was too focused on keeping the boobies visible
rip

>> No.6921096
File: 808 KB, 512x512, 1EGOC.webm [View same] [iqdb] [saucenao] [google]
6921096

lightning strike

>> No.6921105
File: 71 KB, 512x512, M3GIG.webm [View same] [iqdb] [saucenao] [google]
6921105

haven't done these in a while

>> No.6921680

>>6920941
>i've grown adept at animating with one hand
Heh'd
Good stuff senpai.

>> No.6922507

>>6888199
>>6888203
>>6888219
You could use some in-betweens

>> No.6922513

>>6889521
I think it would look better if you redrew, or at least traced, the head each frame instead of just copy-pasting in the new position and leaving it. It looks stiff, and on top of that there's some aliasing issues with the pixels on certain frames.

>> No.6922521

>>6911366
If you're going to use graph paper anyways, it might do you well to use the lines as a guide in order to keep consistent proportions and location. It gets smaller and moves over to the left so it doesn't loop. Unless you meant for it to spin sway into the distance?

>> No.6922525

>>6917376
Damn, I thought you were pixel schizo from the thumbnail. Looks great

>> No.6922800
File: 512 KB, 1280x720, runStudy001_006.gif [View same] [iqdb] [saucenao] [google]
6922800

WIP of a run cycle I'm working on rn. Critique welcome.

I'm currently trying to go back to basics and get good at walk and run animations before I try to do anything else for my demo reel. I graduated from animation school earlier this year, but recently realized how truly /beg/ I am when I couldn't remember how to a walk or run animation...

>> No.6923045

>>6922800
I'm not an experienced animator, but the run feels strange, in that she shouldn't be whipping her head back like that.

>> No.6923089

>>6870765
Completely immersed with setting. 2d animation was abandoned and left alone crying in the dark

>> No.6923116
File: 516 KB, 1280x720, runStudy001_007.gif [View same] [iqdb] [saucenao] [google]
6923116

>>6923045
Yeah you're right about the head looking off. Now that I think about it, Richard Williams does mention in his book to avoid moving the head horizontally in a walk, and keep head movement mostly up and down. (picrel below). I guess I should have known that applies to runs too lol.

I rotated the torso in each frame real quick to adjust the head placement, and got this. It definitely looks better now. Thanks anon for the feedback!

>> No.6923117
File: 103 KB, 731x353, richardwilliamsHeadmovement.png [View same] [iqdb] [saucenao] [google]
6923117

>> No.6923123

>>6923116
instantly way better. good job!

>> No.6923135

>>6923116
Good job on the timing and the cloth animation. Wish I could frame through it.

>> No.6923601

is there a word for when you take one image, chop it up, and then translate the assets around on the screen to create movement?

>> No.6923617

Give me lip sync avice or tutorials

>> No.6924088
File: 993 KB, 720x405, steel cop door burst.gif [View same] [iqdb] [saucenao] [google]
6924088

bumpity

>> No.6924091

>>6924088
Is that Blender?

>> No.6924096

>>6924091
screen-grabbed a few angles of assets I made in blender, then collaged them into a flat background, animated on top of it in Clip Studio

>> No.6924142
File: 228 KB, 700x1200, Tumblr_l_23999755872872.png [View same] [iqdb] [saucenao] [google]
6924142

>>6923617

>> No.6924144
File: 49 KB, 500x750, Tumblr_l_24003656679254.jpg [View same] [iqdb] [saucenao] [google]
6924144

>>6923617
>

>> No.6924933
File: 315 KB, 960x540, 08-Sprint.gif [View same] [iqdb] [saucenao] [google]
6924933

>>6911810
contd run cycle

>>6922507
yeah those were just silly warm-ups
maybe i revisit that file

>>6922513
>aliasing issues
kind of a stupid question on my part but what does that mean?
Im kinda a retard

>> No.6925057

>>6891578
If add more of a squat after the flip. Even if its meant to look effortless a down pose will add a sense of weight and legitimacy to his action.

>> No.6925443
File: 1.18 MB, 1920x1080, Muffy reciept run2.webm [View same] [iqdb] [saucenao] [google]
6925443

I did this on receipts at work the other day.

>> No.6925768

>>6924933
>>6925443
very nice, anons

>> No.6925906

How are you people so good

>> No.6925985

>>6925906
Drugs and depressive anti social behavior.

>> No.6926557

is there a word for the type of animation that mobile gacha porn games have? where they have a pinup of a girl and they just give her a breathing and blinking animation or whatever, or might move the arms and legs a bit

>> No.6926637

>>6926557
not sure what the animation industry nomenclature is
but in the gaming pipeline they call it spine animation

>> No.6927088
File: 321 KB, 478x470, excited-dolphin.gif [View same] [iqdb] [saucenao] [google]
6927088

>2 weeks

>> No.6927315
File: 17 KB, 1280x720, 1669235385396744.gif [View same] [iqdb] [saucenao] [google]
6927315

Animating in photoshop is weird.

>> No.6927368
File: 262 KB, 1280x720, Something+about+you.gif [View same] [iqdb] [saucenao] [google]
6927368

>> No.6927862
File: 34 KB, 400x400, ezgif-3-fb149832c9.gif [View same] [iqdb] [saucenao] [google]
6927862

>>6924933
so same anon here
im currently sketching dumb horses before i start quadraped walk/run/gallop
any of you lads have any reference recommendations?

>>6927315
wait PS has an animation feature?
wtf who thought that would be a good idea

>>6927368
hehe nice to see ur work fren

>> No.6927944
File: 394 KB, 720x405, chain transform.gif [View same] [iqdb] [saucenao] [google]
6927944

kitty meow meow

>> No.6928000

>>6926637
thanks

>> No.6928713

>>6927944
God damn nice
I'd add one extra bounce on the end to make it look smoother.

>> No.6928715

>>6927862
>any of you lads have any reference recommendations?
https://www.youtube.com/watch?v=INQx-Lzs8mU
?

>> No.6929402

I did my first walking cycle in pixel art and it was in straight ahead method it was a bit shitty because I forgot to move the arms of the figure and anatomy was a bit janky but it was cool 3 frames cycle at 12fps in 2. Trying to do things is cool but it left me self-conscious.

>> No.6929668

>>6864192
anyone have a mirror of that sakuga frame-by-frame extension for chromium?

>> No.6929770
File: 915 KB, 480x325, IMG_1474.gif [View same] [iqdb] [saucenao] [google]
6929770

Messing around some more. I’m leaning into using smear frames to show quick movements.

>> No.6929790

>>6929668
https://www.sakugabooru.com/forum/show/964

>> No.6929795

>>6929402
do the exercise in the sticky first before attempting complex animation. your house foundation must be strengthened first before you could lay out the roof, walls, windows, doors etc.

>> No.6929805
File: 1.64 MB, 700x600, bbb0ceb44252769e6dd9a66098988a34.gif [View same] [iqdb] [saucenao] [google]
6929805

is there any example of spline animation that are properly animated as in the light and shadow are rendered accurately instead of being squeezed or squished along as a mesh?
does a regular (2D) drawing with base colors is sufficient, letting the animation program to do the dynamic lighting and shadow on separate layers will do the trick? do I need to switch the drawing/mesh when the limit of the spline animation is reached?

>> No.6929816

>>6910075
I see it too now. How often do you notice these kinds of mistakes in professional work?

>> No.6930861
File: 1021 KB, 1280x720, IMG_8086.gif [View same] [iqdb] [saucenao] [google]
6930861

>>6927862
Check out muybridge, has a good book on the topic Animals in motion

>> No.6930895
File: 434 KB, 1000x1000, Illustration.gif [View same] [iqdb] [saucenao] [google]
6930895

Drawn on 4’s... On one hand it's the first thing I’ve made that wasn’t a bouncing ball, on the other hand its still fairly crappy

>> No.6930904

>>6930895
You missed the point of the bouncing ball.
Your animation could have been a wonderful opportunity to apply what you learnt with the bouncing ball, squash and stretch having the ass slow in and out of the starting pose and when it hits the balls.
You missed the point anon. Now try to apply the bouncing ball to dat ass

>> No.6931096
File: 1.11 MB, 1889x1286, c1006.png [View same] [iqdb] [saucenao] [google]
6931096

>>6929805
The answer to your question is almost always no as spline/live2d/tweening and all of their permutations are inherently lazy, souless, and ugly. If you wish to improve on what is considered acceptable by the horde of gachaslop, this may be a good resource to start with.

(github)/zklm/e7herder-issues/releases

The compressed folder contains raw images of character portraits before the rasterized data is assigned to the meshes that "animates" them. if you run a server locally using python, you can even see how they move.

>> No.6931137
File: 31 KB, 1000x1000, Meh.gif [View same] [iqdb] [saucenao] [google]
6931137

What are the benefits of 2D vector animation?

>> No.6931145
File: 77 KB, 1000x1000, Test.gif [View same] [iqdb] [saucenao] [google]
6931145

>>6931137
>What are the benefits of 2D vector animation?
I'm doing some tests with vector layers on SAI and they're pretty convenient when compared to hand-drawn even tho I'm using a mouse instead of my drawing tablet. Is Flash still good for that?

>> No.6931161
File: 1.66 MB, 720x720, loopbacktestassets.webm [View same] [iqdb] [saucenao] [google]
6931161

>>6931145
I wish /gd/ wasn't dead because that's where you would otherwise get better answers. I know flash has been used for decades for animations, but there are many other tools that can accomplish similar things today. The thing is though is that while knowledge of drawing/animation is beneficial in the process, the fact that you never have to to pick up a pencil/stylus in order to produce an animation makes it arguable as to whether discussion on the matter belongs on /ic/.

>> No.6931169
File: 22 KB, 400x388, Birb.gif [View same] [iqdb] [saucenao] [google]
6931169

>>6931137
>>6931145
I'll give puppet animation a serious try later on.

>> No.6931171

>>6931161
>The thing is though is that while knowledge of drawing/animation is beneficial in the process, the fact that you never have to to pick up a pencil/stylus in order to produce an animation makes it arguable as to whether discussion on the matter belongs on /ic/.
That makes sense but I heard that you still have to draw a lil bit in a professional setting, not so much as a hobbyist... Thank you for the answer.

>> No.6931985

>>6929770
This looks cool in it's own way.
Early 2000s vibe

>> No.6932837
File: 498 KB, 1280x720, Maggierun 015.webm [View same] [iqdb] [saucenao] [google]
6932837

Tiedown for this run animation. Feedback welcome before I start a clean-up pass for this :')

I made sure to export it as a webm this time so people can frame through it.

>> No.6933029

>>6932837
update: I showed a friend this and he said the head looks really awkward with the slight 3/4 view.

Any others agree? I'm not sure if it'd be worth the effort to re-draw everything into a profile view, but if it's super noticeable I'll want to fix it so I can put this in my demo reel.

>> No.6933118
File: 235 KB, 512x832, catgirl crispy (9).gif [View same] [iqdb] [saucenao] [google]
6933118

>>6932432
Your call has been heard anon.
Here's some stuff i made last year.
Ignore the shitty boob and hair physics I didn't want to have to redraw the boobs with all the anti-aliasing and couldn't be fucked having to deal with all the follow through animating for the hair.
also really flattered someone thought my unfinished mess was a 9/10 hahaha this time i'm def prioritising jiggle physics over coloring it in because that was far more time consuming.

>> No.6933217

>>6933029
Total beg who’s unqualified in anything in animation, but I don’t think it’s the 3/4th view per se, it’s something like how much the body is rotating while the neck and the head are static. Maybe some very slight rotation? Dip into profile for some frames?

>> No.6933301

>>6933217
Okay yeah I think you're right, the problem is probably just the head being too static.

Originally the head did rotate in an earlier (rougher) pass, with a few profile frames, but I got rid of it since it didn't look natural. IRL heads always look straight forward during a run or walk, so I realized it doesn't really make sense for it to rotate in an animation...

But taking a look at some running reference again, it turns out the head DOES rotate *very slightly*, so maybe adding a very slight rotation is just what it needs. Or if that doesn't work, I'll find some other way to make it less static lol

thank you anon!

>> No.6933572

>>6927862
What are you guys using? i thought photoshop and clipstudio were the norm

>> No.6934028
File: 239 KB, 809x738, test.gif [View same] [iqdb] [saucenao] [google]
6934028

>> No.6934066

>>6933572
hi I'm the anon who posted this >>6932837

fwiw I personally use Toon Boom Harmony, since it's what I was taught to use at my animation school. It's more or less the industry standard for 2D animation in the US right now, though I don't think many people use it outside of students and professionals. (And it's mainly used for puppet animation in the US, but it's very powerful as a hand-drawn animation tool too. "Klaus" was animated with it.)

It's vector based so think of Adobe Flash/Animate except with way better brushes and tools.

It's my go-to, but I might have to switch to using CSP or something else since my student license for Toon Boom expires next year, and the program is crazy expensive without it (like $100/mo or something). I'm curious to hear what other people use too.

>> No.6934217
File: 135 KB, 1025x769, bear.gif [View same] [iqdb] [saucenao] [google]
6934217

doing the 51

>> No.6934219
File: 117 KB, 1025x769, bink.gif [View same] [iqdb] [saucenao] [google]
6934219

>> No.6934678

>>6932837
>>6933029

I agree with your colleague, the head looks a bit off when the character is putting her right foot down. At that point, her body has turned away from the camera but her head is still mostly facing it, which, if you try and act out yourself, is a very awkward pose to make, especially when running. I think you could save yourself the effort of redrawing her head completely and just rotate her head away from the camera a little bit with her body when she puts her right foot down.
Since I'm being nitpicky, double-check the size of the character's fingers. They seem larger and thicker on her left hand than on her right, but I may be wrong

>> No.6934789
File: 193 KB, 1071x800, IMG_5249.jpg [View same] [iqdb] [saucenao] [google]
6934789

>>6933301
You’re welcome! Thanks for laying it out like this for me too, it also helps me. Again, total beg, but I think consulting the good ol Muybridge is always helpful as well.
I’d be happy to see your animation when it’s finished if you’d like to share, I think it’s strong technically and has a lot of character! Gmi

>> No.6934791

Is Vilppu right that you should just master figure drawing before learning animation?

>> No.6935686

>>6934791
He says that? I thought he says that Michelangelo was essentially using the same methods as an animator drawing Mickey Mouse.
Anyways, animation is all about shorthand drawing because it's the perception of motion that matters. You don't have to draw anything real or dimensional for that.

>> No.6935786
File: 1.16 MB, 3318x2211, 20231114_184342.jpg [View same] [iqdb] [saucenao] [google]
6935786

Oh crap, I promised an animation once I reach 400 followers. And now I'm at 399, and I haven't animated in years...

>> No.6935880
File: 507 KB, 1280x720, Maggierun 019.webm [View same] [iqdb] [saucenao] [google]
6935880

>>6934678
Thanks for the feedback! Good eye spotting the difference in finger sizes, you were right that one of the hands was a little bigger than the other.

I tried rotating the head a little throughout, and hopefully it feels a little better now. I think this is probably the best I can do without just re-drawing the head from scratch to be in profile each frame, so I'll cut my losses and go with this...

Big problem with this piece is that the head needs to face away from the viewer while her back is turned to look natural, but I ALSO can't animate her head rotating without that looking unnatural either. After a lot of trial and error, I think it's just impossible to make it work without just re-drawing the whole thing... I kind of just shot myself in the foot by drawing her head with a slight 3/4 view to begin with.

Good lesson though for me to be more careful with this sort of thing when starting my animations. Now I know to avoid this in the future lol

>>6934789
Thank you for the kind words ;o;
checking out muybridge isn't a bad idea either

>> No.6935952

>>6935686
Thanks for this.
He doesn’t outright say it, but he likes reminding people that he only submitted figure drawings for his application to work as an animator and only started learning animation after he was hired for it

>> No.6936074
File: 278 KB, 512x512, AIL8X.webm [View same] [iqdb] [saucenao] [google]
6936074

More of an illustrator but I think you learn a lot from animating even just a little bit. How do you deal with the daunting amount of in-betweens?

>> No.6936172
File: 954 KB, 224x336, cat beating the shit out of you.gif [View same] [iqdb] [saucenao] [google]
6936172

>>6936074
Thug it out

>> No.6936588

>>6935786
you fucking retard

>> No.6936686

>>6936074

I enjoyed this. its happy

>> No.6936734

>>6936074
your question is kind of the same as asking "how do you deal with rendering" or any other time-consuming part of an art-process. It just comes down to mileage, discipline, and finding joy in the grind.

Or in other words the more you do it the less tedious and daunting it gets.

this is also where good figure drawing skills come in, since if you're good at that it'll take you less time to draw each frame

>> No.6936750

>>6936074
animators are the best at drawing living things. thats why guys like vilppu are so good at figure drawing. painters are the best at colors

>> No.6936934
File: 161 KB, 488x324, 78e97897987.png [View same] [iqdb] [saucenao] [google]
6936934

>>6917937
update, after a month of checking my emails every single day, i landed an interview for next week
wish me luck guys

>> No.6936947

>>6936074
tbqh i really think in betweens are what improves your drawing skills & knowledge the most because they force you to deal with all kinds of awkward transitional poses & angles that you can make a whole career avoiding as an illustrator.
so yeah thug it out but also learn when you can get away less and pick your battles

>> No.6937262
File: 132 KB, 512x512, 2JTH7.webm [View same] [iqdb] [saucenao] [google]
6937262

>>6936734
Fair enough. I feel like I can get the hang of keyframes since that's essentially posing for illustrations but thinking about efficient in-betweens is very unfamiliar territory. I do get the joy when seeing it played back after for sure, all that effort was worth the final product. I'll keep note on doing more figure drawing.
>>6936750
Yeah i've always held this belief that animators make for incredible illustrators but not so much the other way around. Kinda sad that it took me this long to realize that I should've stuck with learning animation years ago. No time like the present, I suppose.
>>6936947
True that... I guess finding a workflow is what makes you not pull your hairs. Are there any resources for that sort of mindset?
Thanks for the great answers anons. I learned a lot.

>> No.6937537
File: 1.07 MB, 720x720, Test.gif [View same] [iqdb] [saucenao] [google]
6937537

>>6884585

>> No.6938702
File: 764 KB, 560x315, 002 Spear and hammer vs axepick.gif [View same] [iqdb] [saucenao] [google]
6938702

>> No.6939453

>>6933118
I'd buy your game

>> No.6939473

What canvas size should I use for a high definition animation in youtube?

>> No.6940086

Is ToonBoom good for animating or should I stick to CSP? If yes, well, where did you gets, ya know, yar har it?

>> No.6940451

>>6940086
Toon boom is good if you like vectorized and clean animation, if you want much more control of your brush strokes and rather a more sketchy approach, CSP is better. Personally hate the brush choices in Toon Boom. All it feels like it has is hard round brush lol

>> No.6940473

Does digital animating skill translate well to physical? I'd prefer to do the latter but right now there's no way of doing it without it being a gigantic hassle

>> No.6940528

>>6940473
To an extent, of coarse there are universal principles that you will pick up from doing either but there are definitely aspects you have to do for physical that you can't pick up and aspects for digital that you might find jarring to lose.
I'd wager that practicing digital to improve traditional work would still be better than doing nothing though.

>> No.6940632
File: 104 KB, 720x405, steel cop run cycle.gif [View same] [iqdb] [saucenao] [google]
6940632

>> No.6940729

>>6940451
No wonder all Toon Boom animations have that same look to it. Thanks anon, I'll just keep using CSP.

>> No.6940902
File: 1.70 MB, 640x640, bocchi-the-rock-bocchi.gif [View same] [iqdb] [saucenao] [google]
6940902

>FOUR (4) DAYS

>> No.6941196
File: 469 KB, 1280x720, A_SaysFuck.gif [View same] [iqdb] [saucenao] [google]
6941196

>>6935880
Holy shit Anon this is incredibly done.

I myself literally started my first big time job in engineering and what sucks the most is the little time I'll be getting to do animations. I wanna keep doing shit, but I don't know I keep procrastinating too. I'm the worst, I just wanna make stuff for fun. Here's some OC crap I made not too long ago.

>> No.6941233
File: 352 KB, 1000x1000, jump.gif [View same] [iqdb] [saucenao] [google]
6941233

>> No.6941348

>>6935786
no worries, i'll unsubscribe

>> No.6941376

>>6941196
Nice smears anon, damn, would love to see more if you get time

>> No.6941506
File: 281 KB, 960x540, 1700292340297943.gif [View same] [iqdb] [saucenao] [google]
6941506

le horse

>> No.6941688
File: 569 KB, 540x920, Flora_lose_Real_Draft2_timing.gif [View same] [iqdb] [saucenao] [google]
6941688

>>6941376
Thanks Anon. I'm a little too obsessed with smears.

Wish I had more of this character specifically, her design isn't really that outstanding, literally just a hair bun and a hoodie, I wanna make sure I can at least make her expressive. I got one here from professor layton character

>> No.6941719

>>6935786
Don't mean to be a dick but, why is follower count even factor for you? and for many others for that matter.

Who cares. Do what you want, at the times you have time for to do it. People following you should be an added bonus to enjoy the stuff YOU enjoy doing. Not an added stress.

>> No.6941801

A total newfag here. Do you need to adapt your art style to animation? One cant really animate just any illustrative artstyle, right? Im used to paint with blending brushes without outlines or even a ton of sharp edges.
I tryed to draw some key frames in photoshop, but they are just too inconsistent.

>> No.6941811

>>6941801
Try to think of ways to make your drawings more "animator friendly" if that's the case. And if you have an illustrative art style, look toward animators that do that successfully and study their techniques. In alot of cases you don't need a shit ton of drawings and inbetween frames to make believable movement.

Too many inbetweens just looks like muddy wobbly garbage alot of the time. So don't get bogged down in making things look smooth and fluid on every single little drawing. Go on 2s, 4s, or even 6s. See what you can get away with.

Also pyw, interested to see what you mean by "Illustrative Artstyle"

>> No.6941827
File: 943 KB, 329x560, FloraIdleV1_walkIdle.gif [View same] [iqdb] [saucenao] [google]
6941827

>>6941801
I don't think it's completely necessary to adapt your art style to an animation but to some people it's easier especially if you designed the character to have a simpler design specifically for animation. For consistency you can use onion skinning to make it more consistent, OR you can copy and paste layers and modify other parts of the character/thing you're making so that you know the sizes are correct.

If you're doing fanart and want to stick to a particular style of another artist I'd say go for it and experiment. You might want to have a strong reference on screen like an app like PureRef, even then though you can still start off in your style during the roughs and then use the references to make it more "on model" when you start cleaning up the animation.

>> No.6941835
File: 1.04 MB, 1100x1430, NewCanvas2.png [View same] [iqdb] [saucenao] [google]
6941835

>>6941811
Ive tried to finde animation on youtube that uses more painterly art, but most of it was too avant-gard and way too abstract.
I did some photo studys yesterday and even tried to make line drawings but it wasnt really a lot of fun in the end.

>> No.6941837
File: 780 KB, 875x1125, Cosplay Imp Study.png [View same] [iqdb] [saucenao] [google]
6941837

>>6941811

>> No.6941843

>>6941827
Thx, i think i will paint something with the skin onion thechnique. If the drawing are simillar enough it should look like movement, i guess.
I used to watch a lot of anime back in the days, and some of them were very rough. The lines differed a lot between frames, the were woobly but it looked cool. On the other hand the art stzle thez used wasnt reallz painterlz, quite the oposit, it was most of the time very graphic, loos but graphic.

>> No.6941889

>>6941801
>One cant really animate just any illustrative artstyle, right?
skill issue

https://www.youtube.com/watch?v=W5ih1IRIRxI&

>> No.6941998

I've never worked at a studio & all I do is porn, what would I need for a basic animation portfolio?

>> No.6942489

>>6934217
>>6934219
I RECOGNIZE YOUR ART STYLE!11!!!! HIIIII
glad to see you posting in here :) you should join the server

>> No.6942498
File: 1.76 MB, 498x280, anya-spy-x-family-shock.gif [View same] [iqdb] [saucenao] [google]
6942498

THREE (3) DAYS

>> No.6943627
File: 286 KB, 486x300, anime-luffy.gif [View same] [iqdb] [saucenao] [google]
6943627

TWO (2) DAYS

>> No.6944094

>>6941506
How do you manage to control your lines so smoothly? I swear mine are always wobbly.

>> No.6944494

https://nitter.net/SzTko
He's good

>> No.6944634
File: 5 KB, 128x128, pepe-the-frog-shocked.gif [View same] [iqdb] [saucenao] [google]
6944634

>ONE (1) DAY (TOMORROW)

>> No.6945177

>>6944634
Until what

>> No.6945179

>>6945177
Procreate dreams

>> No.6945182

>>6945179
Procreate with your momma

>> No.6945185

>>6945182
Never change 4chan, never change…

>> No.6945464

>>6941719

I don't give a damn about popularity but considering the state of the industry the best way forward at this time is probably establishing myself as an independent artist, and the only way I can do that is with eyeballs.

Benchmarks are a way to (hopefully) build a follower base. Also, promises give me the motivation to move forward on projects I might otherwise delay on.

>> No.6946114
File: 1.51 MB, 498x278, bocchi-the-rock-anime.gif [View same] [iqdb] [saucenao] [google]
6946114

IT'S HERE!!!!!!!!!!