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/ic/ - Artwork/Critique


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4656818 No.4656818 [Reply] [Original]

Previous Thread: lost to the ages

Show us what you're working on! Post WIPs, animatics, rough cuts or finished works.

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

>2D Animation Tutorial Youtubers
https://www.youtube.com/playlist?list=PLqSn708K1qU-nZ74_fvdfRwjLwkBERvsn
https://www.youtube.com/playlist?list=PL8-UylhAxkcdluQ75pvGkZYbqThFOA7hL
https://www.youtube.com/playlist?list=PLnwHSDbcd45J_4lXT0GgPHbm4mlXEtAJX

>Books basic program tutorials, etc.
https://mega.co.nz/#F!3p8CwQZD!DR2mC-kw0TyQQ8Uw3T6JYg

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

>Ideas for the Animated Short
https://virgam.files.wordpress.com/2010/12/anim-draw-48-ssa-ideas-anim-shorts.pdf

>Anime .gif/.webm repository
https://sakugabooru.com/post

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

>Play YT videos frame-by-frame
http://rowvid.com/
or just pause the video and use the , and . keys (This doesn't always work but worth a try)

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

>> No.4657040

>>4656818
lost to the ages thread: >>4566814

>> No.4657139

>>4656818
that scene is so well choreographed, amazing stuff

>> No.4657452

Am I the only one who dislikes AMB Animation? I always thought his work was pretty bland/soulless, and honestly only average in terms of animation quality. To me his style is "wannabe disney animator still living in the past". I figured at least he provides animation tutorials on youtube and seems to have good knowledge on the subject, so I decided to tune in to some of his live streams, but his personality was so unbearable. Every single stream he repeats how he's above the industry and is done giving a crap about it, and at one point he was flaunting his previous animations and saying that nowadays 2d animation is nowhere near "his level of quality", he even said that his stuff is better animated than most shots from the original Aladin.

>> No.4657526

>>4657452
>To me his style is "wannabe disney animator still living in the past".
Considering the past shits all over the quality of modern day cartoons, I wouldn't call that a bad thing.

>> No.4657630

>>4657040
>died 7 posts before bumplimit
I can't believe animation is dead

>> No.4657690
File: 226 KB, 1280x720, b283.jpg [View same] [iqdb] [saucenao] [google]
4657690

What are your thoughts on Blender's re-written 2D animation tools?

https://www.youtube.com/watch?v=3nKXOZvc-Gk

(scroll down to the blue area:)
https://www.blender.org/download/releases/2-83/

How viable is it to integrate 3D workflow into 2D?

>> No.4657745

>>4657690
worthikids made a blender animation tutorial
https://www.youtube.com/watch?v=l46T7fJ7FmE

but the workflow he uses for switching between scenes made the hair on my neck stand up. but that was 2.8.0, idk how much has changed since but it seems to be gaining popularity

>> No.4657779
File: 2.14 MB, 1080x1080, yum.gif [View same] [iqdb] [saucenao] [google]
4657779

>> No.4658016
File: 2.40 MB, 340x498, tenor.gif [View same] [iqdb] [saucenao] [google]
4658016

So what's stopping us from using multiple emails to keep using Toon Boom trials? Can the software tell that you've used up the trial on your pc with a different account already?

>> No.4659206
File: 33 KB, 460x345, anime_manga.jpg [View same] [iqdb] [saucenao] [google]
4659206

>>4656818
Is there a book on how to simplify character designs for animation?

>> No.4659943

There is so much to learn, goddamn.

>> No.4659968

>>4659206
Not really, there are videos online on how to redesign your characters to be animation friendly.
I recommend BaM Animation, they're on youtube. They do redesign challenges.

>> No.4660473

>>4657630
/ic/ can even make a proper still T-posing drawing, imagine delving into animation!

>> No.4660953
File: 42 KB, 560x315, reanimation first pass.gif [View same] [iqdb] [saucenao] [google]
4660953

>>4656818
I need some criticism because I feel like something's off, Might redo it in scratch.

>> No.4661102

>>4660953
What is he trying to do?

>> No.4661107
File: 385 KB, 710x540, vlcsnap-2020-06-18-12h07m48s721.png [View same] [iqdb] [saucenao] [google]
4661107

>>4661102
I was reanimating this.

>> No.4661131

>>4660953
Your gif doesn't give us much to work with and neither does your png but if the motion is what I think it is you could push the anticipation a bit more because currently the whole body is a little stiff, also maybe change the timing of the arm swing for more ease in or bounciness when they drop

>> No.4661228

Ive constantly seen that japanese animation tends to vary in its uses of 3s 2s and 1s, but the tutorials ive learn always talk only in 2s or 1s consistently for a single action and leave the rest to the spacing.
How do the Japanese determine when to give certain frames to wich drawing?
Is there any tutorial about the basics of the differences in japanese animation?

>> No.4661294

>>4659968
Thanks.

>> No.4661299

>>4656818
How do you keep consistency from frame to frame?

>> No.4661387

>>4661228
It's not that complicated. If an action is slow you can stretch it out to 3s 4s 5s or more until it looks to slideshow-ey. If an action is faster you put it on 2s and 1s. Typically there will only be a few frames on 1s for very fast actions. For example a sword swing might have the fastest part of the swing exposed for 1 frame but the slower anticipation might be on 3s

>> No.4661717

>>4661299
i am a cheating fuck and draw the pose in place over the previous drawing, then move it over

>> No.4661810
File: 781 KB, 294x233, 1587098562171.gif [View same] [iqdb] [saucenao] [google]
4661810

>>4661299
One word. Shapes. A lot of times, some people don't realize that animation isn't drawn completely detailed. It's drawn with shapes. Get used to copy/pasting poses and learning that different parts move at different rates.

Also the entire body isn't being animated all the time. If it is, then don't expect complete consistency. See OP's image for what I'm talking about.

>> No.4662197

https://cloud.blender.org/p/settlers

Thoughts?

>> No.4662252

>>4661717
>>4661810
isn't there something about consistency on the animator's survival kit or something?

>> No.4662257

>>4661299
>>4662252
Pose-to-pose. I'm a beginner animator and it's pretty funny how the character changes size if you just animate straight-ahead.

>> No.4662442

>>4661717
Thats not cheating thats called 'shift and trace'

>> No.4662444
File: 386 KB, 538x832, ton.jpg [View same] [iqdb] [saucenao] [google]
4662444

>>4657690
oh god, oh no no no

>> No.4663118
File: 118 KB, 452x640, 294208.png [View same] [iqdb] [saucenao] [google]
4663118

So professional animators and animation tutorials (more often western) always emphasize on how important it is to keep your characters simple and break them down into simple shapes. As someone who studies 2d animation every project makes me realize the importance of this, even the most insignificant detail on a character can become a pain in the ass to redraw multiple times. However, in anime characters will usually be quite detailed (for example,for hair larger shapes will be apparent but there will still be many individual strands). How do japanese animators consistently animate characters that are way more detailed than most western stuff?

>> No.4663121
File: 47 KB, 480x360, run cycle test 2.gif [View same] [iqdb] [saucenao] [google]
4663121

trying to get back into animation after years of just focusing on drawing regular, i used a basic side profile run cycle an drew it at an angle to push myself, but i'm wondering if i could've achieved what i was going for faster by just looking up a run cycle at that angle from something (i can think of a few notable cycles from memory) but what i'm really wondering is am i cheating myself if i'm directly referencing from other people's animation even if i'm making a conscious effort to internalize how they "time" their movements in cycles and apply weight, etc, like not even copying them directly, just sorta cribbing from their x-sheets so to speak?

>> No.4663128

>>4663118
Depends on the studio. A lot of anime are poorly animated. Also, they don't care about lip syncing.

>> No.4663610

Can you make an animated short on CSP EX? Like does it have audio, and can you color and finish all the frames, and add backgrounds all in csp?

>> No.4663612

>>4663118
Japanese animators are some of the best draftsman in the world

>> No.4663807

>>4663612
Guess I need to draw more to even dream of reaching their level

>> No.4663847

>>4656818
new homestuck update?

>> No.4664019
File: 140 KB, 1280x600, ayawitch_main-1280x600.jpg [View same] [iqdb] [saucenao] [google]
4664019

Ghibli are going full 3d. Fuck, I hate this, they were one of the few world class 2d studios left. It looks terrible, i feel so demoalized

>> No.4664050

>>4662444
Who are they?

>> No.4664057
File: 196 KB, 498x482, 1582460031955.png [View same] [iqdb] [saucenao] [google]
4664057

>>4664019

>> No.4664202

>>4664019
We're saving 2D animation.

>> No.4664208

>>4664019
Our Lord and Savior Makoto Shinkai won't abandon us.

>> No.4664210

>>4664019
I bet that looks great in motion. The Lupin trailer i saw looks really good.

>> No.4664216

>>4664210
no fuck off

>> No.4664218

>>4664216
you fuck off.
>NEW THING BAD WHY IT NOT OLD THING REEEEEEEEE

>> No.4664222

>>4664218
This but unironically. 3D animation is soulless.

>> No.4664225

>>4664222
imagine being such an edgy contradictory teenager that you describe TinTin as soulless

>> No.4664232

>>4664222
As much as I prefer 2d...

Is puppet animation soulless? 3D is basically the same thing.

>> No.4664241

>>4664222
This
>>4664225
I have never been struck with awe by 3d animation, if theres a fancy shot i just think oh they must have taken a long time to render that or whatever. But with 2d theres a human touch and a sense of magic, "soul" i guess, that you dont get with cgi. I know im talking feelings here and its subjective but fuck 3d. Disney has gone to shit since they switched im sad to see ghibli going the same way

>> No.4664351

>>4664019
oh no

>> No.4664380

>>4664232
I like looking at still frames of 2d. I don't with 3d.

>> No.4664566

>>4664380
in 2d every frame is a drawing or a painting in its own right.
in 3d it's not.

>> No.4664570

>>4659206

Here's some general tips:
Keep the basic construction very simple. And watch the line mileage. Also animate yourself for awhile- you'll start to learn what is a pain in the ass to draw over and over again.

>> No.4666464

What is the second best book on animation (the first being the Animator's Survival Kit)?

>> No.4666484
File: 3.33 MB, 410x229, zoqs12gxsr4qzvwl0uei.gif [View same] [iqdb] [saucenao] [google]
4666484

>>4664019
Source on them switching entirely to 3D?
Also, this doesn't look terrible. And I'd be curious to see how the studio (which has historically done this) elevate the medium in their own way.
Now the pokemon 3D remake...that was bad.

>> No.4666498
File: 27 KB, 400x400, 57gsakjg32i21.jpg [View same] [iqdb] [saucenao] [google]
4666498

CSP is on sale right now. please, someone tell me if the upgrade to EX is worth it for animation. Do I get audio support? Can I make finished shots in CSP? (with backgrounds, foregrounds, etc)

>> No.4666540

>>4658016
The trials are locked to your computers serial, one trial per computer. Already tried this sorry lad

>> No.4666549

>>4666498
its trash for playback just go with tvpaint you wimp

>> No.4666560
File: 38 KB, 640x480, 1585530919957.jpg [View same] [iqdb] [saucenao] [google]
4666560

If I'm a beginner (starting from animators survival kit) should I get TVPaint or start with flash just to get going? I really like how it looks and in the long run would like to work in TVPaint, but I already have flash except I fucking hate "flash lines" animation

>> No.4666562

>>4656818
should I learn to draw first, or learn animation?

>> No.4666564

>>4666560
yes make the effort and get tvpaint, great playback and useful feature when u want to make complex animations

>> No.4666565

>>4666562
animation is easy and any retard can animate, so if you like animating more thna drawing then yes just jump on to it. if you want to make animate something fairly complex then learn to draw first.

>> No.4666642

>>4666464
I can't confirm because I don't have it but Drawn to Life is often referenced as a much-have book for animators.

>> No.4666730

>>4666498
>worth it
IIRC the only difference is that you get more than 24 frames to deal with. If you're animating at 12fps to simulate twos (which is fine for most things) then 24 frames is 2 seconds, which is sort of enough for most movement. A "foot" in a walking animation is 16 frames on ones, so you have enough for both steps at a leisurely pace in a looping animation.
>do I get audio
no. japs don't lipsync anything. if you were planning on making a music video, you're fucked.
>can i make finished shots
yes, but I don't think this is exclusive to EX. You can set folder layers as "frames" or just have multiple timelines stacked on each other for foreground, bg, etc.

t. pirated csp a few weeks ago

>> No.4666734

>>4666498
>>4666730
Oh also regarding what >>4666549 said, yeah the playback is fucking garbage and will drop frames or skip them when it loops, or sometimes it just shits itself and plays an 8-frame loop as something like :
122345678
1234345678
1234565678
123456778
I don't fucking get it, it's literally 8 frames, even after effects can cache and playback frames at 60fps. Honestly just scrubbing through the animation gets you a better sense of the motion than the shit playback.

>> No.4667574

Has anyone here tried Animation Paper?

https://animationpaper.com/

>> No.4667653
File: 2.83 MB, 1080x810, 1590535641892.webm [View same] [iqdb] [saucenao] [google]
4667653

is the anon who posted this here? I have questions for him.

>> No.4667712

>>4664019
Ok here’s the thing. Because I’m seeing hyperbole and exaggeration in this post.
If a studio wants to express their story in a medium that I don’t like, even when they usually do something in a medium I do like, let them have it. There are ZERO reports that Ghibli is moving to cgi forever, if I’m wrong, show me the article saying that Miyazaki has given the blessing to end 2d animation. Sure, 2D is fighting to survive in the United States of America, but Japan has a new 2D anime movie almost every week. What is some cgi Film gonna do? Japan ain’t Hollywood, execs aren’t gonna start chasing CGI like it’s a new fashion statement. So I feel firmly indifferent to Ghibli doing cgi. Same with Lupin, same with all those Final Fantasy movies, Dragon Quest, Pokémon, Gantz. All that stuff from a 2D dominated country.
Also, Good cgi is more expensive that alright 2d animation

>> No.4667798

>>4666730
>no. japs don't lipsync anything. if you were planning on making a music video, you're fucked.
thats because lip syncing is done with an x sheet you retard

>> No.4667804

>>4667712
>Good cgi is more expensive than alright 2d animation
That's actually a relief to hear. I didn't know that. But what about good 2d vs good 3d?

>> No.4667877

>>4667804
not that anon but good 2d wont be nearly as expensive as good 3d, compare pixar prouction costs to ghibli for example. The main problem with good 2d is sourcing animators with high enough skill. there aren't many

>> No.4668024

Is there any guide/resource focused on After Effects post-prod for 2d animation? Not talking about those ugly-ass flat corporation rigs, I mean touch-ups like lighting/depth of field/color for cel animation

>> No.4668043

How does Clip Studio's animation compare to Blender's 2D animation?

>> No.4668180

>>4663121
I'd say it's the same question that would be asked if a person wanted to draw from a live object, or another artist's rendition of it. Doing a life drawing with a model in front of you, versus looking at a Bougereau and drawing it. The first requires you to understand how lighting, perspective, line weight, etc work "intrinsically", whereas the second allows you to see how an expert would navigate them.

You'd gain "direct" knowledge by study-drawing the real object, and you'd gain "interpretative" knowledge if you study-draw the other animators version of it. The other person has already chosen to interpret it in their own way, making decisions on weight, timing, etc which manifest in their work. And this is kind of a shortcut to seeing those elements at play. But the substance is found in the actual real-life version of them, and you'd be gaining a deeper understanding by learning it from there in my opinion.

Also that run sequence is so good. How difficult is animation, in general? I'm a beginner at drawing and have never animated before. Is it worth giving a try? I feel bad because as a kid someone gave me the Animators Survival Kit and I could've studied and learnt from it but I did absolutely f-all and here I am, 25 with no animation experience whatsoever.

TL;DR Not an animator or a skilled artist, but theoretically I think it would be a greater education to look at actual run cycles and then translate that into animation.

>> No.4668252

>>4657779
Really nice!
What software do you use?

>> No.4668265

What software and hardware should i use to animate?

Plz don't be selfish with your secrets like everyone on this board always is. I'm a beg loser who just wants to draw for fun. I'm not gonna take your glory, fame, and fortune if you give me good advice. I just want to entertain myself.

>> No.4668353

>>4668024
Let's say you have 4 layers: a foreground layer (grass or some shit), a subject animation (let's just make it a car driving), the road the car is driving on, and a background (mountains or some shit) in whatever software you use, at 24fps. The subject is 1920x1080, but you've made the bg painting, the road, and the fg 3840x1080 because you want to scroll it with a parallax effect.
>Export each layer's individual frames into a folder, so something like fg\fg1, fg2, fg3.png, then subject\sub1, sub2, sub3.png, etc.
>In AE, make a project. Go to file>import>file and click the first image in the sequence (e.g. fg1.png). Import as "Footage". AE should automatically convert this to a 30fps png sequence at the png res (3840x1080).
>Right click the sequence. Interpret footage>Main. Set it to 24fps.
>Right click the sequence. Interpret footage>Remember interpretation.
>Import the subject, road, and bg the same way. Right click each of them. Interpret footage>Apply interpretation. This will set them to 24fps as you saved before.
>Right click the subject. New comp from selection. This should make a 1920x1080@24 composition with the sequence in it. You can also just make a new comp with these settings manually. If you made a comp from the bg, you'd end up with a 3840x1080@24 comp. Unless your subject is hidamari sketch, you don't want this.
>Drag in the other footage into the comp so fg is on top, then car, road, bg.
>Hit P to bring up the position keyframes on the road, bg, and fg. Animate the horizontal position as necessary for parallax. Make the bg move the least and the fg the most.
>Go to the effects panel and get a blur (idk the difference between camera/gaussian/fast/box honestly, just do whatever). Drag it onto the fg and bg layers. Crank it up as necessary for DoF.
>file>export>media encoder because adobe wants all your shit to go through that and not the native AE render/exporter which can only do AVI for some smoothbrain reason
>????
>PROFIT!!

>> No.4668357

>>4668043
I barely started with blender animation

>> No.4668397

>>4657779
This is so good. How did you create it? Is it based on an existing clip you saw? Or a character design you decided to animate? Either way it has so much life to it. I've never animated before but this makes me want to try.

Any tips?

>> No.4668453
File: 333 KB, 504x464, ee.png [View same] [iqdb] [saucenao] [google]
4668453

>>4668353
Thanks for taking the time to type all that Anon

>> No.4668681
File: 1.39 MB, 1426x1882, file.png [View same] [iqdb] [saucenao] [google]
4668681

>>4668252
csp
>>4668397
based almost entirely off this page in animator's survival kit which I'm working through, haven't gotten to the runs yet though:
character is youmu and she won a popularity contest last week so I animated her

>> No.4668828

>>4667877
Well then, 2d is definitely around to stay. Probably will even come back in the west. It's more beautiful and it costs less??? It's only a matter of time before there are enough animators trained in it again.

>> No.4668831

>>4666734
Dude, that sounds like a really big bug. Why are people not making a fuss about it? Is there anybody upgrading to EX at all? Because the only big thing EX offers is the animation function, it feels like

>> No.4668857

>>4668828
>>4667877
>>4667804
>>4667712
>Good cgi is more expensive that alright 2d animation
lol, no even great CGI is cheaper than all but the bottom barrel johnny test tier tween flash garbage. 2D is pretty much dead, don't get any false hope.

>> No.4668877
File: 72 KB, 317x266, 1589477665429.png [View same] [iqdb] [saucenao] [google]
4668877

>>4668857

>> No.4669768

>>4668681
It was awesome. I hope to see more of your stuff here.

>> No.4670537

>>4656818
OP or anyone have a link to cracked version of TV Paint or Toonboom?

>> No.4670586

>>4670537
tvpaint is literally in the OP's mega

>> No.4671467
File: 763 KB, 2160x1080, Screenshot_20200623-042959.jpg [View same] [iqdb] [saucenao] [google]
4671467

https://youtu.be/WaoeZkm92t8
this looks like a ridiculous amount of effort for an end result that doesn't even look that good
obviously the artist themself and the editor are skilled, but still
is live2d similarly painstaking?

>> No.4672064
File: 2.51 MB, 820x456, disney princess enchanted tales follow your dreams jasmine 1446121560829.webm [View same] [iqdb] [saucenao] [google]
4672064

Can we analyze why this looks so bad? Is it just the bad drawings?

>> No.4672070

>>4672064
the drawings of the old lady arent great her features shift around and go off model. her nose is a flat symbol that never changes shape which looks weird, and she shows a lot of teeth, i know that might just be the character design but it looks weird af

>> No.4672252

>>4672070
for real though the old lady looks like a slightly different person every shot

>> No.4672259

>>4672064
lmao look at her eyebrow at 15 seconds

>> No.4672275

>>4672070
She looks like she belongs in family guy

>> No.4672549

>>4671467
? the process involves using 3d and rigging those polys with bones. it has nothing to do with live2d being more efficient because its not. its the same process with any 3d program(which btw is what live2d is in essence). you create a plane and cut sessions of the plane to create the silhouette and you do that with every object, then each object has its own timeline that you can animate. in fact its not even that painstaking you just dont know shit about it.

>> No.4672643

>>4672549
total process not including making the art itself was 21 hours.
9 hours of prep and 12 hours of animation. and all of the work is just mindnumbingly tedious and repetitive. if thats not painstaking, i dont know what is

>> No.4672752
File: 506 KB, 500x625, tumblr_1132686fc699dfd28a6a4aed284e8d5f_53482ef6_500.png [View same] [iqdb] [saucenao] [google]
4672752

https://youtu.be/vL07XoFy6H0

>> No.4674325

Why is this general so dead? No one cares about the art of animation? Sad.

>> No.4674349

>>4674325
animation is hard, demands long hours and pays too little

>> No.4674378
File: 46 KB, 319x319, 1584141270774.png [View same] [iqdb] [saucenao] [google]
4674378

>>4674349
but its worth it

>> No.4674705

>>4656818
Any tips on how to draw fighting scenes like this? Or fighting scenes in general? I have no clue how those zettai absolute guys do this kind of stuff.

>> No.4674732

>>4672752
It's really good and I admire the quality of the animation but idk how that got so many awards, the story was a straight forward "win the race" type deal.

>> No.4674854

Animator explaining the workflow of making key animation in CSP
https://www.youtube.com/watch?v=tjRxAIlSipE

>>4666498
It's worth it anon, especially if you want to get in the industry. Animators use it all the time for their work related stuff.

>> No.4674896

>>4674854
Thanks. I sperged out and bought it on a whim. Glad to know it was a good decision lol

>> No.4675073

Why are most cartoons like 70% walk cycles? I'm awful at walk cycles.
Is is possible to have a cartoon where characters don't walk around all the time?

>> No.4675092
File: 153 KB, 1006x1390, illustration-of-a-kid-boy-sitting-on-a-wheelchair-with-a-weak-lower-body-T55TB9.jpg [View same] [iqdb] [saucenao] [google]
4675092

>>4675073
>Is is possible to have a cartoon where characters don't walk around all the time?
yeah

>> No.4675356

>>4672064
TV animation budget usually has less funding and more time constraints than feature film. Like "Crunch" in video game development.

>> No.4675688

>>4674705
You could go through the webm frame-by-frame and analyze it. I use PotPlayer for this.

>> No.4675695

>>4674732
Common misconception, those aren't awards. They all say "official selection" which just means the film was screened at those festivals.

>> No.4676092
File: 368 KB, 1920x1080, Dad Feels.gif [View same] [iqdb] [saucenao] [google]
4676092

I know it isnt the smoothest thing at only 10 frames in the loop. However I had fun making it. I had trouble with the slide. Do the feet seem awkward when moving?

>> No.4676218
File: 564 KB, 1920x1080, 1593063041912.gif [View same] [iqdb] [saucenao] [google]
4676218

>>4676092
love it. His legs do look awkward in the 2nd part though if the leg with all his weight on it slid like that he'd lose balance and fall over, better to delay its return. I did a quick edit

>> No.4676229

>>4676218
Thank you so much for the feedback anon.
And youre right about the balancing stuff. The edit looks alot nicer.

>> No.4676644
File: 162 KB, 220x137, tenor.gif [View same] [iqdb] [saucenao] [google]
4676644

>>4675073
Just zoom on your characters when they walk

>> No.4677116
File: 96 KB, 828x800, test(2).webm [View same] [iqdb] [saucenao] [google]
4677116

what do you guys think?

>>4676092
I think its very charming to look at. its alot better than my 4 frame slideshow i'll tell you that.

>> No.4678009
File: 58 KB, 961x635, Screen Shot 2020-06-25 at 10.12.53 PM.png [View same] [iqdb] [saucenao] [google]
4678009

I'm trying to animate Mike Wazowski running from the foreground to the horizon line/point of origin. Does anyone have a reference I can use to block out how far Mike has to go with each frame? I think I've seen something like it before, with an anthropomorphic fox running towards the camera.

>> No.4678028

>>4678009
Oh, that's in the animator's survival kit. I found it on pg.160. The dvd set has the fox running towards the camera. You can find it on rutracker

>> No.4678082
File: 825 KB, 569x320, MikeRunning1.gif [View same] [iqdb] [saucenao] [google]
4678082

>>4678028
Thanks anon! I found the page earlier but I thought there'd be something specifically for straight ons. After you posted, I realized I could just offset the guides to the right from Mike. That way I could see the lines in perspective. I may need to redo/increase the line spacing, since Mike's running not walking. Otherwise, Mike looks like he's actually grounded and moving in perspective.

>> No.4678086

>>4678082
that looks really convincing dude. Good job

>> No.4678628

So generally people will say that to improve quickly at drawing, beginners should spend around 70% of their time doing studies, but still spend 30% of that time drawing from imagination. Does that apply to animation as well? I know studying/copying the works of professional animators is important, but should I spend more time on that or working on my own animations?

>> No.4678636

>>4678628
your own animation?
like your own characters? etc etc
are you a beg or at least an int?
i say use turnarounds professionals used to practice motions so you can overcome character design and doing turnaround for each OC and just practice learning how to do basic motions like walk cycles etc
because animation is 80% motion

>> No.4678672

>>4678636
Yeah, I meant characters/movements from my imagination, I'm between beg and int in terms of animation but I feel like I'm not improving as quickly as I should. Using existing turnarounds is a good idea though, it could help me focus on the actual motion instead of worrying about keeping the character consistent through different angles

>> No.4678682

>>4678672
If you don't mind me asking, what software do you use?

>> No.4678684

>>4678672
youtube pink panther walkcycle
it is common practice to just use turnarounds of existing characters to practice

>> No.4678716

>>4678682
I use Toon Boom

>> No.4678717

>>4678716
Do you use the bitmap brushes at all?

>> No.4678773

>>4678717
Pretty much always on vector layers, though with the trad. animation workflow I use I guess I could switch to bitmap, are there any advantages to it?

>> No.4678781

>>4678773
no imo
bitmap is nice to use for like roughs but the pencil tool is way better to handle clean final line especially something like toon boom where tou can zoom in and out pan etc etc

>> No.4678901

why are head turns so hard to think about just turn the head haha

>> No.4679419

>>4677116
The ball needs to be closer to the character in the second frame cause of its high speed

>> No.4679817
File: 1.12 MB, 806x799, 1586913677542.png [View same] [iqdb] [saucenao] [google]
4679817

>flash has by far the easiest way to produce tweens
>symbols are really fucking useful and versatile
>has one of the worst brushes created by man

Are there any good flash/adobe animate alternatives for tweening?

>> No.4679855

>>4679817
>tweening
ngmi

>> No.4679863

>>4679817
toonboom. My boss had toonboom and I would use it at the office. Way better than flash. The brush was better and better suited for traditional styled frame by frame animation and allowed you to create symbol equivalents to reuse in animation. You could also pivot the board

>> No.4679876

>>4679863
what about blender?
i scrolled up a bit itt and found that blender 2d animation tutorial linked, seems like it has almost everything i need save for symbols within symbols, plus its >free

>> No.4680097

>>4663118
I think it's some sort of Goku hair case where unless there's a lot of wind where you can take liberties drawing the hair in wild ways, they probaby just draw the hair at the same angle even when the character turns around.
As long as it's drawn each frame, the eye will not mind.

>> No.4680100

>>4664019
>Goro Miyazaki
Nothing to worry about, his father will most likely beat the shit out of him because of this trash.

>> No.4680122

>>4666562
Don't listen to
>>4666565
Please fucking don't. Unless you're animating something by tweening or with 3D, you can't animate in 2D if you don't how to draw. Period. You'll end up fighting drawing problems way, waaay before trying to face the animation ones.
t. Animation student who has been there and been told this by professionals

>> No.4680123

>>4679817
Blender

>> No.4680154
File: 25 KB, 300x250, a.jpg [View same] [iqdb] [saucenao] [google]
4680154

tfw you think a shot is some of the best animation you've ever seen then you realize most of the movement comes from the digital camera motion and the actual animation isn't all that impressive without it

>> No.4680161

>>4680154
Still good cinematography even if not animation, all the better to make something look good without killing yourself to draw it

>> No.4680273

>>4664019
You've got to realise we're at a point where a lot of youth have effectively grown up completely with CG film. It's what looks "right" to them, and I've heard the notion that 2D animation is just dated or doesn't look as good pretty often.
So it's not even a case of people thinking 2D is good but just pretty tough/time consuming to do, a lot of the market genuinely just doesn't like it anymore.

>> No.4680403

Does anyone use Blenders Grease Pencil tool for full 2D animation? I want to start animating in 2D without auctioning off my kidneys to buy TVpaint

>> No.4680412

Semi related question, what do you use for scoring your animation? Audacity is suffering

>> No.4680563

>>4680273
Ive actually noticed the exact opposite people i know who grew up with cg are sick of it and crave 2d. Youre that guy who made the 2d is dead thread arent you?

>> No.4680564

>>4680412
I dont score my animations but i make some simple music for fun in lmms. Its free

>> No.4680581

People have to vote with their wallets. They say they want 2D feature films back but they all flop. Meanwhile, Frozen, Zootopia, etc. come out and make zillions of dollars.

>> No.4680584

>>4680581
Those are all Disney. Disney is always popular and they have amazing artists working for them. Have they put out 2D recently that I didn't know about? If not it's hard to compare it just from the brand name recognition alone not to mention they have so many people working their asses off over there.

>> No.4680585

>>4680412
Avid protools.

>> No.4680824

>>4657690
STILL no functional eraser or brush tool
infuriating because otherwise it's unironically the best feeling 2d animation tool after tvpaint

>> No.4680855

>>4680273
Are you from 10 years ago? The kids are waking up and want more 2D.
Miraculous Ladybug OAV leak on youtube is proof of this.

>> No.4680858

>>4680403
I've used it a little bit back when 2.8 first came out and it was alright but the brush was just too jagged and unresponsive sometimes.
They've fixed most of those issues and it's actually a great alternative to flash/tvpaint becaus you have a full 3D environment to work with for references/backgrounds without having to work in multiple programs.
You can pretty much do everything from the initial storyboard all the way to a finished animation in blender.

>> No.4680919

>>4680563
No that's not me, I love 2D. I wouldn't say it's dying or anything, but I would like to see it more commonly used in blockbuster movies
>>4680855
Well I hope you're right, I hear the opposite notion myself and it annoys me.

>> No.4681094

first lip sync really rushed it
finished it in two days
https://m.youtube.com/watch?v=fZWIcUbQOdk

>> No.4681095

>>4680919
You'll still hear dumb fucks saying that 3D is the best or whatever, but keep in mind I live in France and people love 2D here

>> No.4681105

>>4681094
learn how to draw lol

>> No.4681112

>>4681105
pyw

>> No.4681114

>>4681105
sorry it isnt some cute anime girl
here is my traditional paper animation to """"prove"""" i can draw anime girls

https://m.youtube.com/watch?v=uNyn8HOxAhQ

>> No.4681131

>>4681105
lmao btfo
>>4681114
jesus chirst how many drawings is that

>> No.4681139

>>4681114
I you were to space so more frames this would look really nice

>> No.4681142

>>4681139
you can tell me where rather than being vague

>> No.4681149

>>4681114
>>4681094
no way was this animated by the same person

>> No.4681156

>>4681149
dont look at style and think that is related to skill thats being bias to your personal taste
just look at the motion

>> No.4681163

>>4681156
but the motion if you can even call it that in >>4681094
is terrible its like a flipbook a 7 year old would make.
compared to >>4681114
which while not great is 100 times better.
I doesnt seem like the same artist

>> No.4681173

>>4681163
tell me how it is like a flip book and what parts i need to change. you sound like someone who dont know much about animation just complaining about disliking a drawing style
here is another animation i did of a jump cycle
>not great
please tell me what to change

https://m.youtube.com/watch?v=ByJfikwmLXg

>> No.4681182

>>4681139
Push the anticipation and reaction of the sidestep a bit more is all

>> No.4681187

>>4681182
that have nothing to do with spacing
a lot of begs commenting today

>> No.4681212

>>4681187
that anon gave some valid advice. you seem pretty delusional and full of yourself

>> No.4681218

>>4681212
>spacing is off
>actually anticipation and reaction need to pushed
sorry sounds like some idiot giving useless tips who dont know what is what

>> No.4681392

>>4681218
You dumb fucking nigger, I just told you to space the frames more so the action could be more powerful instead of whatever the fuck your character is doing. Why bother coming here if you're not going to listen?

>> No.4681423
File: 228 KB, 420x420, Png.png [View same] [iqdb] [saucenao] [google]
4681423

>>4681218
>Doesn't know what anticipation and reaction mean in 2d animation
>Doesn't look it up or read any animation books
>"N-no you're the one who doesn't know what they're talking about! Not me!!! What useless advice!"

KEK. You're NGMI as fuck

>> No.4681428

>>4681218
bro if you don't like a critique then just say "okay, thanks" and move on. you sound like an immature twat

>> No.4681512
File: 640 KB, 1366x768, file.png [View same] [iqdb] [saucenao] [google]
4681512

>>4680824
What do you think is wrong with the eraser?

I'll admit I don't love the vector brush, but you can texture it for more of a trad feeling. Hopefully they improve it more

>> No.4681560

>>4681428
>>4681423
>>4681392
lmao
"drawing bad"
"need more spacing"
"anticipation need work"
isnt a critque
these are vague comments that people who dont post their work or just do based ball bounces try to critque people when they can just say nothing
these statements means NOTHING at all and just throwing words
spacing where? oh now it is pushing more of the anticipation not spacing okay so push the anti drawing more? oh no wait spacing is anti now?
fucking retard begs need to say just nothing

>> No.4681565

>>4681423
spacing and pushing anticipation and reaction has nothing to do with each other hahahahahahaha dumb begs who never post always say the most retarded things hahahahhah

>> No.4681625

>>4681560
>>4681565
im convinced youre just trolling now

>> No.4681643

>>4681625
sorry but learn to animate before you try to critque
vague comments arent helpful
just stay quiet

>> No.4681728

>>4681560
Now that's what I call cringe

>> No.4681790

>>4681728
it is literally a beg giving advice in beg
that helps no one, and even if you are a beg write more than one vague sentence.
Even begs in beg threads type out more of a critque than anons here who commented just one sentence which makes zero sense because animation is wayyy more complex than drawing. if i critque someones work i have a lot to say wrong or right because i know how animation works.
people who give just one vague sentence and call that as a critque to a animation are just a beginner who has no idea what is going on

>> No.4681812
File: 47 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
4681812

>>4681790
Now That's What I Call Cringe 2!

Listen to your favorite hit tracks straight outta /ic/ - Here's just a few of the amazing songs on this album!

>1. "it is literally a beg giving advice in beg" by The NGMIs
>2. "one vague sentence (because I refuse to look up terminology)" by M.C. I'm2/beg/4U
>3. "i know how animation works" by the Dunning K gang
>4. "just a beginner who has no idea what is going on" by Feelings Projectors Ft. Superiority Complex Inc.

Order now for the low low price of $0.00 - That's right, zero dollars! All you have to do is send a message to @4681790 and we'll send you all these and more!

Now THAT'S What I Call Cringe!

>> No.4681834
File: 13 KB, 239x211, 7859678.png [View same] [iqdb] [saucenao] [google]
4681834

>>4681812

>> No.4681864
File: 490 KB, 1920x1920, ekaterina-prokopchik-fykdckajoce.jpg [View same] [iqdb] [saucenao] [google]
4681864

Okay, reposting this from the manga-making general. Accidently posted it there.

What are the steps to starting an animation studio? (I'm thinking of a 10-20 year game plan)

How did Disney and Miyazaki make their studios, when they were seemingly normal people before with normal jobs? Disney drove an ambulance and Miyazaki was an animator. Where did they get the funding?

So far, all I know is:
1. Get crazy good
2. Get investors to believe in you

But what else is there? Do I need an MBA? What are the steps? Where do I even begin to learn this stuff?

>> No.4681867
File: 439 KB, 632x623, Screenshot_20200627-154048.png [View same] [iqdb] [saucenao] [google]
4681867

>>4681812

>> No.4681892

>>4681864
straight up just try emailing some small studios to see how they went about it. people working in animation are generally pretty nice and happy to share

just know that most low-level work is contracting out commercials and you probably won't get funding to do independent series or any ova-style shorts off the bat

>> No.4681961

>>4681512
try erasing a fill

>> No.4682592
File: 3.46 MB, 1080x1080, steamscream2.gif [View same] [iqdb] [saucenao] [google]
4682592

>> No.4682869

>>4682592

really smooth dude, almost feels rotoscoped

>> No.4682963

>>4681812
>need more spacing - ngmi beg
>where?
>....need more spacing - retard beg
>.......where????
LMAO fucking retard beg

>> No.4682967

>>4682592
the posing is terrible. when he rips his head the placement of his left arm is awkward and the skull when it lifts up is a confusing mess. The motion is extremely even so the animation feels lifeless
an anon calling it almost rotoscoped is laughable and i cant believe someone will say that but i guess some ppl dont have the experience to understand what is good animation

>> No.4682972

>>4681812
>type all this out
>yet to post work to prove they know how to animate
hahahahahahahhaha
stop giving out one sentence critiques beg

>> No.4682975

>>4682967
rotoscoping looks really unnatural in animation though

>> No.4682988

>>4682975
>rotoscoping looks really unnatural in animation though
????
is this like a personal taste you have? like a personal opinion?
okay you dislike rotoscoping but saying all of rotoscoping looks unnatural in animation is wild statement

>> No.4683086
File: 828 KB, 816x459, 1580902435560.gif [View same] [iqdb] [saucenao] [google]
4683086

>>4681512
>>4681961

>> No.4683089
File: 750 KB, 816x459, 1584405416497.gif [View same] [iqdb] [saucenao] [google]
4683089

>>4683086

>> No.4683651

>>4682988
Not really.
Whether you like or dislike rotoscoping, you can't deny that it's very easy to notice when something is rotoscoped.
It does look unnatural for 2D animation.

>> No.4683685

Anyone use clip studio paint for animation?

>> No.4683890

>>4682988
pure rotoscoping where someone just traces over the image looks odd and floaty, similar to the animation posted above because there's no volume control or sense of timing

>> No.4683896
File: 49 KB, 637x685, 1578797041492.jpg [View same] [iqdb] [saucenao] [google]
4683896

>>4683685
curious about this as well. I heard they just added an audio function?

>> No.4684065
File: 164 KB, 500x400, Swiggity.gif [View same] [iqdb] [saucenao] [google]
4684065

>>4683685
I've been using it to make game assets. They're rarely more than 6 frames each.

>> No.4684221

>>4679817
>not drawing each frame individually from scratch
Cringe and ngmipilled

>> No.4684314

>>4683685
About everyone who is not hipster/edgelord and just want a perfectly fine working tool.

>> No.4684482

>>4684221
Serious question, is it actually better to redraw each frame from scratch? I've been struggling with my work speed in animation and was wondering if re-using lines for more subtle motions was a good habit to improve speed.

>> No.4684492

>>4684482
its a good habit as long as you know what you're doing and dont make it look flat. its an art in its self. copy pasting lines and transforming them can save a lot of time

>> No.4684660
File: 18 KB, 400x300, Untitled.gif [View same] [iqdb] [saucenao] [google]
4684660

Give me critique

>> No.4684755

>>4684065
That looks good. How easy is CSP to use?

>> No.4684866

>>4684660
I think, the point of these basic exercises is so that you can self-critique. Isn't it obvious to you what's off about it? Don't you see that the size changes when it hits the ground? Also, clean up your animation, it'll hold your work to a much higher level of standard. All your flaws will jump out at you. When you see your own mistakes, fix them! That's how you improve.

>> No.4685155

>>4684755
For animation specifically there is a tiny learning curve since its frame interface is a bit different from other animation software, but it's nothing big, and I recommend it way over TVPaint or Photoshop. In general it's the best software I've ever used, filled to the brim with useful features like a damn utility belt.

>> No.4685250
File: 1.22 MB, 1280x720, skele-body-motion3.gif [View same] [iqdb] [saucenao] [google]
4685250

Here's some really scratchy shit I did in roughly 30 minutes to get myself back into doing 2D animation.

>> No.4685586

>>4685155
what tutorial did you use to learn the basics all i can find are moronic youtubers and tutorials in japanese. setting up my shortcuts is a nightmare

>> No.4685588

>>4685155
is there a way to cut/copy between animation layers that i'm not finding?

>> No.4685652
File: 19 KB, 432x111, sc2.png [View same] [iqdb] [saucenao] [google]
4685652

>>4685586
Don't know any tutorials, sorry. I came from Manga Studios 4 and 5, which had a similar interface. The rest is just from feeling around.
>>4685588
You can right click on an animation frame to copy and paste it around the timeline. If you mean copying from one animation layer to a different one, you can do that normally, you just have to specify the cell on the timeline after pasting it or it won't show up. Same deal if you want to copy a frame from one layer to another: you'll have to both copy the image/folder itself into the animation layer, and also the cell spec on the timeline. If you select from an empty point on the timeline you can also box select the cells.
Pic related are the buttons to specify cells to the timeline. This system is the main thing I was talking about that gives CSP animation its small learning curve. It's kind of a pain to deal with, but it has its own benefits.

>> No.4686129

I have all these cool animations in my head but when it's time to animate, my mind is just blank. Gah. I have to get better at drawing.

>> No.4686938
File: 1.73 MB, 1200x800, Nep.gif.gif [View same] [iqdb] [saucenao] [google]
4686938

Here's my attempt in something goofy

>> No.4687551
File: 1.93 MB, 1280x720, 1582517603085.webm [View same] [iqdb] [saucenao] [google]
4687551

how do i make this

>> No.4687598

>>4687551
download blender and click newfile > 2d animation

>> No.4687606

>>4687551
funny thing is this actually isn't too hard to make. g is move, r is rotate, i is to keyframe everything. use right click to select for some reasons i can't explain to use, left is a new default

>> No.4687612

>>4687606
>>4687598
thanks now i can use this for making motion in manga

>> No.4688709
File: 595 KB, 1898x1031, goofyRender.png [View same] [iqdb] [saucenao] [google]
4688709

Anyone have experience exporting 2d animation frames in Blender? When rendering them normally they come out with this binary brush look to them, which makes sense I guess since the vector grease pencil technically has no AA but it's not what I'm looking for. I'd like to render them as SVG files so I can scale them at will but when I do using freestyle svg export, they come out blank. What the FUCK gives?

>> No.4688734

>>4687551
Source? Who made this one?

>> No.4688777

Is there anything that exists yet like DeepFakes but for generating frames between key frames?

>> No.4688906

>>4688777
It's called DAIN
https://grisk.itch.io/dain-app

>> No.4688961
File: 41 KB, 735x293, Screenshot from 2020-06-30 14-11-37.png [View same] [iqdb] [saucenao] [google]
4688961

>>4688709
Seems to be a buggy process. Why do you need to take them out of blender?

>> No.4688991

>>4688961
Using it to make assets for a game. I figure there has to be SOME way to do this as I've seen rendered blender animations that don't have the binary look to them.

>> No.4689304
File: 246 KB, 1920x1080, Zombie Go Brrrrrrrr.gif [View same] [iqdb] [saucenao] [google]
4689304

>>4676092 (same anon)

Here's a crappy little walk.
I know that adding more inbetweens would help, but this was just a quick little hour thing. Any tips on how to make it better?

>> No.4689621

>>4689304
torsos dont stay in one direction when walking

>> No.4689624

>>4689304
I think the walk works well. I agree with the other anon that it could use more secondary animation. Some torso sway, some bobbing of the head, those hanging organs are practically begging for some subtle bobbing. Despite the subject matter, it'll make the animation feel more 'alive'

>> No.4689634

>>4689624
>>4689621

Gotcha, thank yall for the feedback.

>> No.4689675

>>4677116
where is your blog reeee

>> No.4689976

anyone got toniko pantoja or recommends him

>> No.4690178
File: 225 KB, 1920x1080, run.gif [View same] [iqdb] [saucenao] [google]
4690178

slowly working through the animator's survival kit

>> No.4690200

>>4664570
fuck that imma go hard with details. i'll guess that 10 frames will take me about 6 hours with no BREAKS. wish me luck in my gustave dore style animation bois
also,

Traditional animation is simple so I pref that more than anything.

>> No.4690499

>>4690178
Honestly looks like he's jacking off.

>> No.4691180

>>4690178
You should draw the forms like he does instead of stick figures. You should also do a full cycle instead of just one side and then looping it! The mechanics of the walk are working pretty well, but the inconsistency of the line makes it hard to see the up and down of the head and torso.

>> No.4691191

>>4690499
lmao

>> No.4691706
File: 96 KB, 1000x1000, scoprion_yes_it_is_a_typo.gif [View same] [iqdb] [saucenao] [google]
4691706

Here's a work-in-progress of Vesta pulling out a scorpion. Not sure how it should end, and I want to improve her face.

>> No.4692486

How do you "borrow" animation without being a plagiarist?

https://www.youtube.com/watch?v=HZEthbq598I

>> No.4692551

>>4692486
sparingly and without attempting to pass it off as anything other than a direct homage to an iconic scene

see: akira bike slide, obari sword shot, the hallway walk sequences from the opening of cromartie high (which are themselves probably a ref to something, i just don't know anything earlier than cromartie that does it) etc etc. it should be a fun little easter egg, not an unending sequence of other people's animation that you stapled together and drew on top of without even so much as asking permission or even crediting them. that's what amv's are for.

>> No.4692552

>>4692486
you dont

>> No.4692575
File: 372 KB, 779x745, durr.png [View same] [iqdb] [saucenao] [google]
4692575

>>4672064
I don't see how this looks bad, besides literally one frame.

>> No.4692855
File: 89 KB, 320x240, Genie Summon.gif [View same] [iqdb] [saucenao] [google]
4692855

Had to animate something in 2 hours. Haven't animated in 2 years and thinking of grinding for real this time. Any pointers?

>> No.4693743

One of my relatives has a light table lying around that they haven't used for years, should I try giving it a shot? I've heard some animators say that animating on paper forces you to think through your animation and develop good habits that digital doesn't teach you. Hell most anime are still initially animated on paper

>> No.4693770

>>4693743
Go for it if you want to but after using a tablet and a software im familiar with paper feels archaic and slow. Its worth trying as an introduction to animating

>> No.4694340
File: 82 KB, 245x351, 1577609117050.png [View same] [iqdb] [saucenao] [google]
4694340

How do I get a studio job as a 2d hand-drawn traditional animator?

>> No.4694355

>>4694340
live in europe or japan

>> No.4694476

>>4694355
How realistic is it for an animator to aspire to animate in Japanese productions? I heard they rarely outsiders.

>> No.4694479

>>4694476
Rarely hire*

>> No.4694498

>>4694476
from what i know language barrier is a problem. if you cant speak it there are a few english friendly studios who will hire you but its rare and you must be really damn good. If you can speak the language you will have much less trouble finding work, aparrantly a lot of studios are understaffed and desperate for help. You could get an entry inbetweening job easy

>> No.4694555

>>4694498
Thanks for the info anon. The whole process of getting a work visa also seems like an additional layer of difficulty to get in.

>> No.4694654

>>4656818
Will animation make me better at drawing cute girls?

>> No.4694889

>>4677116
Please give me a blog or a name, your art is so cute :(

>> No.4694908

>>4694555
>>4694476
entry-level japanese animators make only $13K a year, why would you want to move to foreign country, work 50+ hour work weeks to make less than minimum wage? I hope you aren't delusional enough to think they would hire a gaijin at a senior position.

https://80.lv/articles/how-much-do-japanese-animators-make/

>> No.4694937

>>4672643
>all of the work is just mindnumbingly tedious and repetitive.
That's called working in animation

>> No.4694948

>>4664222
Checked

>> No.4694978

Any textbooks for getting the movement of clothes and especially movement of wrinkles? I get that longer clothes tend to drag and follow through, but I'm getting confused on how to place the wrinkles in animation. Things feel like a stiff sheet right now.

>> No.4695250

Why is life so hard brod

>> No.4695386

>>4693743
While I do like paper, there's a reason everyone is on digital. Things are much faster, you can view and tweak your motion immediately without needing to scan/shoot it, you don't have to deal with punching and storing 10000 pages.

>> No.4695403

>>4692486
Clearly not by tracing every frame

>> No.4695753
File: 1.38 MB, 764x694, cant draw hands.gif [View same] [iqdb] [saucenao] [google]
4695753

butt secks

>> No.4696001

>>4695753
hot

>> No.4696311

>>4680273
2D animation is literally becoming a "gimmick" or something "retro" now. Cuphead is a big indicator of this. Remember when Dreamworks had Me and my Shadow and the "gimmick" was that there was 2D animation? Or how Klaus is considered a "throw back" to old Disney movies?

>> No.4696442

>>4696311
It isn't though, if anything it's becoming more relevant now since 3d has started to stagnate and isn't considered a novelty anymore. People who use Cuphead's hand-drawn animation as it's main selling point are retarded, it's like they think it's the only game from this decade that did it. Rayman Legends or Skullgirls also had high quality traditional animation yet most people just went over it like "oh cool it's 2d". Also Klaus wasn't meant to throwback shit, they wanted to push the medium forward and show people that 2d doesn't have to be limited to flat cell-shaded characters, Sergio Pablos and many other Klaus animators worked at Disney so it's only natural for them to retain that style.

>> No.4696453

>>4694340
build a time machine and go back 50 years

>> No.4696456

>>4695753
read the animator's survival kit you lazy degenerate

>> No.4696465

>>4696453
t. old-fashioned disney animator who lost his job, still has an outdated vision of 2d animation and thinks 2d exists only within disney

>> No.4696471

>>4696311
>>4696442
I've seen it said before that Klaus kind of misses the mark because if the best thing you can say about 2D Animation is that it looks like 3D CG Animation, you're getting it wrong

>> No.4696488

>>4696471
does klaus feature any transformation/morphing or other kinds of stuff possible in 2d but near-impossible in 3d?

>> No.4696490
File: 7 KB, 227x222, images (1).png [View same] [iqdb] [saucenao] [google]
4696490

>>4696453
share tutorials on time machines please. Desperate and willing to do anything.

>> No.4696548

>>4696311
to throw my 2 cents in on the notability/novelty/gimmicky presence some feel 2d holds

klaus is a tour de force stylistically but it's story is so by the numbers and relatively bland (for me personally), and it's not spectacally enough in terms of subject like koike's redline where i could view it as style = substance. it feels like someone's technically impressive thesis film, but stretched from 7 minutes to feature length, with the most by-the-literal-screenwriting-textbook plot you can imagine

with skullgirls it's important to understand that at the time, 2d animation, like in house western produced hand drawn animation, was incredibly rare (and it still is when it comes to TV and feature), and even in the context of fighting games, their nearest comparisons, the then current generations of arcsys and SNK fighters were rotoscoping 3d models (not that this is a bad thing, it just has a different stylistic effect)

cuphead isn't notable for being "2d animation", it's the style of 2d animation, a direct throwback to 1930's animation styles

rayman legends was an early example of how far 2d puppetry has come, along with literally any vanillaware game, they all look gorgeous. now you have programs like spline making it much easier to create extremely high quality 2d puppets that take advantage of the things you can do with them that don't work as well with traditionally hand animated 2d

which isn't to deminish these great games and the immense amounts of hardwork put into them, but marketing does always search for some kind of gimmick, a way to "sell" the product as unique from the competition, and it's usually the STYLE of the 2d, not just the fact that it is 2d which i see some posts trying to reduce it to here.

honestly i just feel like 2d is dope as hell, and 3d is dope as hell, like you have works like spider-verse, the lego movie, land of the lustrious, gumball etc etc taking advantage of these mediums as opposed to being constrained by them

>> No.4696646
File: 21 KB, 512x288, 7b5b5f4909fcaf58ebdd2895e67ba4c64775f86dr1-1200-675v2_00.jpg [View same] [iqdb] [saucenao] [google]
4696646

>>4696548
>land of the lustrous

praying orange will give up the furry anime and make season 2 at some point

>> No.4696688
File: 65 KB, 960x540, that weird feeling you only get when you see the two people you have a crush on together.jpg [View same] [iqdb] [saucenao] [google]
4696688

>>4696646
i love beastars too but i don't think it's going to the lengths that LotL went to to do things that are really only feasible within a 3d animation workflow, like don't get me wrong, i'm a damn dirty furry an i want legosi to raw me while biting the fuck outta my neck, but the things that show does could also easily work in 2d or even stopmotion as that incredible intro with the needlefelting figures showed, where as land of the lustrious goes out of it's way to create shots and use effects that are kinda impossible outside of 3d. that being said, they still made beastars look fucking amazing, honestly i want season 2 of both lol

>> No.4696862
File: 6 KB, 371x154, 86756745e7drf6utg7yh87uh.png [View same] [iqdb] [saucenao] [google]
4696862

does anyone know how to set up a shortcut in CSP EX to jump between keyframes? i figured out how to go to next/previous frame but i want it to jump to the next one ignoring how long its exposed for. i saw a next/previous keyframe button in the shortcuts but it doesnt work.

>> No.4696932

>>4696488
>transformation/morphing or other kinds of stuff possible in 2d but near-impossible in 3d?
lmao we're not in 90s anymore grandpa

>> No.4696944
File: 19 KB, 904x126, file.png [View same] [iqdb] [saucenao] [google]
4696944

>>4696862
under main menu>animation>edit track

>> No.4696963

>>4696944
YES thankyou. u fixed my big frustration

>> No.4697043
File: 672 KB, 1080x1080, run2.gif [View same] [iqdb] [saucenao] [google]
4697043

>>4690499
>>4691180
did it again.

>> No.4697084

>>4697043
Good job, dude.

>> No.4697327
File: 121 KB, 480x270, a3.png [View same] [iqdb] [saucenao] [google]
4697327

Just finished this

https://www.youtube.com/watch?v=un3WxWHVQ00

>> No.4697633

>>4696944
Oh my god, anon. I love you.

>> No.4697668
File: 1.55 MB, 1280x720, decap attack.webm [View same] [iqdb] [saucenao] [google]
4697668

How the fuck does JaimeR create these water-balloon distortions of form?

>> No.4697739

>>4697668
Honestly I don't know. I've gone through some of it frame by frame and sometimes it feels like every frame is a smear frame but the volumes are still somehow consistent.

>> No.4697772

>>4675073
you can use tricks like covering the feet or using close up shots during run or walk scenes as long as you dont overuse them. generally you can do a series with very little animation, you just have to be smart about it. i mean look at family guy for example, many scenes have close to no animation, but its still popular, put a little more effort in, make more appealing characterdesigns than that souless garbage maybe do a lot of simple background animation, make fancy transitions. there you go. if you have the right kind of humor even the tiniest bit of animation can be very entertaining, also if you dont animate a lot of it it will stand out if you do long animated scenes here and there, if you are doing a webseries by yourself this is the way to do it.

>> No.4697782

>>4697327
soul! really well done!

>> No.4698554

>>4697668
Lots of practice. It's all breakdowns just to moving circles

>> No.4698615

>>4697782
Thanks anon. I think everything worked out okay but the sound editing and voice acting was a total bitch to deal with.

>> No.4698874

What're the most interesting shorts / tv series / movies you've seen lately? Looking for some good shit to watch

>> No.4698917

>>4698874
It's not new, but Hunter X Hunter is amazing

>> No.4699469
File: 16 KB, 560x315, Animation1.gif [View same] [iqdb] [saucenao] [google]
4699469

I'm a newbie in everything related to animation/drawing, I decided to start thanks to this threat, so the thing is, I started the exercises that appear there, since the ball falling find it pretty useful to learn the basics of the frames and how to use to create the perception of acceleration, based on the ball I tried to do an animation of a "no so circular" object and saw one of the samples here, but I find it hard, how do I know how to decide when I should create the next frame, if my animation is 1 sec long and 24 fps, should I fill the number of frames for the 24 fps even if there are different amount of (no drawn frames) between, also, any tip on how to keep the size of an object, in the sample I made found it changing sizes pretty often.
any tips will be useful

>> No.4699637

>>4672064
most of the drawings look fine. it's the awkward motion arcs, sloppy easing, and inconsistent framerate that hamper it

>> No.4699742

>>4681864
you have to be able to produce something without funding, that way you can demonstrate that there is already valuable talent and competency that would make investing in your startup not a totally shit idea. make a couple animated shorts that are flashy, quick and appealing. post them online, send them to festivals and contests, email film and television production companies. have a concise pitch for your studio's animation-as-a-service

>> No.4699778

>>4681864
make shorts and send them to film festivals, there are a bunch of free ones from beginner to professional

>> No.4701516
File: 33 KB, 480x634, d3fa8b06582e9cf9cf014a6bf2120308.jpg [View same] [iqdb] [saucenao] [google]
4701516

>>4699742
>>4699778
If I became an amazing comic artist, and everyone who read my comics dropped their panties for me, do you think people would fund an animation studio for me? I don't think shorts demonstrate enough storytelling and design prowess for people to trust them with feature film level budgets.

>> No.4701545

>>4701516
Why would I give you funding for animation if all you can show me is that you make comics? You need to demonstrate being able to manage animation projects or make them yourself.

A short absolutely can show off strong storytelling and design, getting in to festivals lets you show off your work and network with other animators, and as someone who's spent time flitting around the industry, they are absolutely how you get off the ground.

>> No.4701548

>>4701545
Ah fuck, you have a good point

>> No.4701659

>>4697327
the walk at the end is reallllly stiff but the concept/story is funny enough to overlook it
which is the point, isn't it.

>> No.4701670

>>4699469
For a newbie you seem to have good intuitive feeling for timing and spacing. Keep going you could be great.

Not sure what youre asking. Do you know what 1s 2s 3s etc are? If not you should learn about them. For keeping things a consistent size you should flip back and forth a lot and keep checking for size changes. Or you can have a permanent example by the size of whatever your animating to use as a kind of size guide, thats what i do sometimes

>> No.4701831

>>4701545
How long does it take to make a 5 minute short film by yourself? Assuming you work on it at least 5-6 hours a day.

>> No.4701917

>>4701831
Wholly dependent on you and your workflow, no way I can really give you a time. Some people might take a week if they're putting in consistent work like that and using limited animation with smart directing. Someone more committed to traditional drawing and highly fluid movements might take two months or more. If you're using color, working by yourself, doing digital vs traditional, all factor into that.

Try making some shorts by yourself, 30 seconds to a minute, and time long they take you, what styles and tools are realistic, if/how you can collaborate with anyone else.

>> No.4701954

>>4701831
Also want to say you don't need to do long work to get attention, I've seen 1 minute shorts win prizes and be some of the most memorable work at festivals.

>> No.4701982

>>4701831
Check out some Calarts/other animation school grad films to get a good idea for what's reasonable. They spend about 8 months on a film per year, while also juggling their school assignments, going to lectures, etc. etc. Keep in mind that that also includes previs design work, storyboarding, audio recording and compositing, not just animation.
https://www.youtube.com/watch?v=T2E0x704I2s
https://www.youtube.com/watch?v=3WKfgbUkSug
https://www.youtube.com/watch?v=1unBK_y4pYM
https://www.youtube.com/watch?v=m9eQ8NlNx1g

If the drawings and animation are rough, they can sometimes get away with a 3-4 minute film in about a year. If the designs are more polished and the animation more fluid, one to two minutes is more normal for 8 months of consistent work

>> No.4702050

>>4701659
That's true. And thanks, it's hard to get a feel for how some of the animation comes off considering I've watched it over and over again, I'll just have to use more frames.

>> No.4702107

>>4701917
>>4701954
Thanks for all your help man.

>>4701982
Yeah, I hope Calarts accepts me one day, but I think they might just hate my artistic tastes.

>> No.4702121

>>4702107
Of course!

@ Cal they do have both traditional and experimental courses for animation, so you'll likely find some place to fit.

Just out of curiosity, have any work you could share?

>> No.4702134

>>4692486
is he still working?

>> No.4702146

>>4701982
how poor are they?
they should've gone into UX

>> No.4702154

>>4680154
lol that's a good majority of sakuga

>> No.4702229
File: 389 KB, 1920x1080, 20200629illus1.1.jpg [View same] [iqdb] [saucenao] [google]
4702229

>>4702121
Here's a little sketch I did. I started drawing late (around 16) so I've just been trying to rush my improvement as fast as possible, so I don't have much finished works, just studies. But this summer, I'm going to take things slower and really work on my comics and visual storytelling skills, I think that's what fucked me over the first two times I applied- not having enough design or storytelling skills

>> No.4702240

>>4702107
why would you spend the price of a house to attend there? the ammount of other better stuff you could do with that money is crazy. are your parents millionaires? Art schools don't teach you much it's all on you.

>> No.4702253

>>4702134
no, he was blacklisted.

>> No.4702586
File: 57 KB, 560x413, unloading shotgun.gif [View same] [iqdb] [saucenao] [google]
4702586

trying animation
how do people usually refine animations in CSP? do you draw over the sketch in a new animation folder? or do you put each sketch cell in its own folder and create refinement layers within that, all in a single animation folder? for example if i wanted to draw the barrel on the gun picrel

Also wondering if there is a faster way to copy paste cells. my current method:
>duplicate cell(or folder containing cell)
>click what frame on the timeline to put it on
>then specify cells

>> No.4702591
File: 22 KB, 560x389, hammer straightahead.gif [View same] [iqdb] [saucenao] [google]
4702591

>>4702586
and this one.. realising now it doesn't have soul

>> No.4702985

>>4702229
Soul

>I starting drawing late (around 16)

16 is late? well fuck, guess I'm NGMI

>> No.4703110

>>4702985
Thanks, no one's ever said that about my drawing before. And you're not ngmi, I guess I just always feel like I'm behind everybody else my age.

>> No.4703535 [DELETED] 

https://discord.gg/3bwdfRk

>> No.4703549
File: 56 KB, 500x500, Webp.net-gifmaker.gif [View same] [iqdb] [saucenao] [google]
4703549

trying something

>> No.4703560
File: 553 KB, 1920x1080, hamster2.gif [View same] [iqdb] [saucenao] [google]
4703560

>> No.4703626

Anyone sub to this class? I was wondering if it was worth it, or uploaded anywhere else.
https://class101.net/products/fzUwNkl2MuqtKKFYLTCF?utm_source=creator&utm_medium=social&utm_campaign=fzUwNkl2MuqtKKFYLTCF&utm_term=class&_branch_match_id=636952331954396906

>> No.4704529
File: 342 KB, 800x720, jump guy.webm [View same] [iqdb] [saucenao] [google]
4704529

I like how it turned out, what do you think anons :)
The inbetweens for the walk were the hardest part for me, people say that should be the absolute easiest part though so I'm going to have to look into a good way of inbetweening. I kind of just spam smears all the time

>> No.4704627

>>4704529
You might be the best animator on this general.

>> No.4704628

please animators make new bread

>> No.4704727

new: >>4704726