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/ic/ - Artwork/Critique


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>> No.6668962
File: 60 KB, 560x245, Ultra Maiden-test8.gif [View same] [iqdb] [saucenao] [google]
6668962

pretty much gonna be working on other animation tests now, got advice from animation professor to do a squash and stretch version.

>> No.6668963
File: 37 KB, 560x315, Ultra Maiden-New Test.gif [View same] [iqdb] [saucenao] [google]
6668963

>>6668962
Spent an hour on a rough, thinking of doing a scribble pass and going back to fix stuff

>> No.6669948

Dang this threads gonna die and nobody else wants to actually animate.
Don’t you wanna be the change you wanna see in the world?

>> No.6670067
File: 535 KB, 3000x3000, fish.gif [View same] [iqdb] [saucenao] [google]
6670067

>>6669948
I miss this general too but even more than drawing it's especially a lot of effort to animate something just to post it on the spooky clover website, so it makes sense. So here's something lazy I made a while ago.

>> No.6670081
File: 80 KB, 266x275, 302488_253761.png [View same] [iqdb] [saucenao] [google]
6670081

>>6669948
I like animation but I'm intimidated by it, so I'm just doing manga right now.

There have been many mangaka who got their own show in Japan (Otomo, Nihei, etc.) so I'm going to use that as a stepping stone towards getting real creative freedom in the anime indsutry

>> No.6670134

>>6669948
I self-taught myself on how to do animations recently, just passing through /ic/ and saw this thread so I'll use some of the information in the OP. I wouldn't be surprised to hear this thread isn't as active because of discordfags

>> No.6670352
File: 503 KB, 1000x563, Animation5.gif [View same] [iqdb] [saucenao] [google]
6670352

>>6669948
i pretty much know nothing about animation but your post inspired me to try something, ill keep working on this and hopefully i can stick with it until it looks okay

>> No.6670708
File: 349 KB, 1000x971, 1677294987143461.gif [View same] [iqdb] [saucenao] [google]
6670708

What are some animators with a patreon so I can nab their source files and learn from them?

>> No.6671081
File: 1003 KB, 1920x1080, pounced.gif [View same] [iqdb] [saucenao] [google]
6671081

not really animating that much recently cus ive been working on fundamentals but i wanna contribute

>> No.6671083
File: 127 KB, 640x360, juicefix.gif [View same] [iqdb] [saucenao] [google]
6671083

>>6671081

>> No.6671086
File: 878 KB, 720x720, Tspin2.gif [View same] [iqdb] [saucenao] [google]
6671086

>>6671083
one I did on my phone

>> No.6671090
File: 121 KB, 1920x1080, coming forward.gif [View same] [iqdb] [saucenao] [google]
6671090

>>6671086
last to share

>> No.6671300
File: 330 KB, 434x315, 1620191122269.gif [View same] [iqdb] [saucenao] [google]
6671300

I want to do animation, but I can't do it as my main "thing". Is 1 hour of animation a day enough to make a good amount of work?

I want to do stuff as complex as pic realted

>> No.6671491
File: 1.01 MB, 1080x1080, cube_explosion_COMP_v1.gif [View same] [iqdb] [saucenao] [google]
6671491

VFX practice with a square explosion

>> No.6671493
File: 34 KB, 500x500, 1654362948723.jpg [View same] [iqdb] [saucenao] [google]
6671493

>>6671491
beautiful

>> No.6671849

>>6671300
We don't know.
I've worked on several anime now and I don't know.
Results vary a lot from person to person.
That's my opinion, good luck with your prospects.

>> No.6671906
File: 206 KB, 152x136, 20230525_112836.gif [View same] [iqdb] [saucenao] [google]
6671906

Yay new thread

>> No.6671908
File: 1.94 MB, 2000x2000, animationpractice.gif [View same] [iqdb] [saucenao] [google]
6671908

fairly old and shit but ill contribute

>> No.6672045
File: 125 KB, 800x450, Animation6.gif [View same] [iqdb] [saucenao] [google]
6672045

>>6670352
ill try to keep trying

>> No.6672046
File: 192 KB, 900x506, Animation7.gif [View same] [iqdb] [saucenao] [google]
6672046

>>6672045

>> No.6672546
File: 42 KB, 350x439, 1656723956223.jpg [View same] [iqdb] [saucenao] [google]
6672546

>>6671849
貴方は馬鹿ね??

>> No.6672552

>>6671300
Depends on what timeframe you're thinking and what you're doing beside purely animation as well as your current skill level.
But practice is better than no practice at all yes.

>> No.6674340
File: 57 KB, 354x560, lil gnome dance.gif [View same] [iqdb] [saucenao] [google]
6674340

>>6671491
this is rad as hell

I've missed this general

>> No.6674418
File: 958 KB, 1920x1080, Animation6.gif [View same] [iqdb] [saucenao] [google]
6674418

>>6668960
I guess i'll post my trash so the thread doesn't die
Enjoy furry shit

>> No.6674422
File: 607 KB, 1920x1080, Animation5test.gif [View same] [iqdb] [saucenao] [google]
6674422

>>6674418

>> No.6674425
File: 712 KB, 745x812, btdT8phTooaMAWQE.gif [View same] [iqdb] [saucenao] [google]
6674425

>>6674422

>> No.6674434

>>6671491
COOL

>> No.6675125
File: 1.33 MB, 864x1536, MusaKeyTiedown1stPart.webm [View same] [iqdb] [saucenao] [google]
6675125

A little something I'm working on

>> No.6675132

>>6669948
Animation is too hard and intimidating. Also that’s a huge leap if you’re still learning

>> No.6675162

>>6675132
This is why I animate in 3d.

>> No.6676089
File: 227 KB, 720x560, nail idea test.gif [View same] [iqdb] [saucenao] [google]
6676089

>> No.6677243

>>6669948
just finished drawing and cel'ing 24 frames this past 2 weeks. im out of stamina and i still have 8 left frames to finishes and make backgrounds. been lurking the past week every now and then and see nothing here on animation. ive giving up on ic animation threads

>> No.6677273

>>6671300
you can get a lot done in one hour, finished a simple loop animation in 2 days (5 hours each day), colored and shaded with background (very poorly but good enough). i was challenging myself so yes sir. didnt have to draw a face so it was super easier. faces are a bitch to animate and i say learn to animate faces so they become easy and you'll be quicker so you can learn to do other complex shit like emotion acting with dialog.

>> No.6677275

>>6671491
>>6672046
>>6674340
>>6674418
>>6676089
neat

>> No.6677892

>>6674422
>>6674418
ay warrior cats? these are looking real nice

i find people tend to overanimate the fur tufts but you've made them look really natural in these

>> No.6677935

>>6677892
Yeah, I've been animating my warrior OCs :3 I've been using a lot of anime creatures as references.

>> No.6678704

>>6670708
flou

>> No.6678705

>>6671300
no

>> No.6678710

>>6669948
i want to get more into it, but first i would have to get back into drawing, i havent picked up the pencil for years now
doesnt help that i have to look for a wagie job

>> No.6679161

>>6675125
Boner

>> No.6679179
File: 105 KB, 560x315, Ultra Maiden-New Test-scribble1.gif [View same] [iqdb] [saucenao] [google]
6679179

>>6668963
God bless the creator of scribble passes, gives me a better idea without polishing. Any thoughts

>> No.6679180
File: 202 KB, 720x969, bo diddly.gif [View same] [iqdb] [saucenao] [google]
6679180

Rewatched Fritz The Cat this weekend and always loved the little bit they did with this sorta amimation
https://youtu.be/WJLy-Fnedy8

>> No.6679191

>>6679180
I enjoy the loop, The face has some line inconsistency wobble but besides that it's gud

>> No.6679358
File: 384 KB, 500x334, 1663190693942882.gif [View same] [iqdb] [saucenao] [google]
6679358

How many hours does it take to animate a complex sakuga shot?

>> No.6679870
File: 1.35 MB, 1920x1080, prebeg cleaning.webm [View same] [iqdb] [saucenao] [google]
6679870

bomp it

>> No.6679888

>>6679870
dang, how long did that take??

>> No.6680045
File: 47 KB, 480x335, soft wall.gif [View same] [iqdb] [saucenao] [google]
6680045

Am I doing things wrong, or is Procreate pretty bad for animating in the sense that you do roughs and clean them up? It's tough to draw over frames when it uses layers as frames. It seems like it's more geared toward adding movement to existing illustrations.

>> No.6680054

>>6679888
because of avolition, a few weeks worth of work took a painful month and then some, but it's been while since then and I'm getting there. WAGMI

>> No.6680331

>>6668960
Nodraw here. Does anyone have an example of how smooth or choppy animation looks based on how many frames per second it has?

>> No.6680341

Is there a copy of Illusion of Life floating around by any chance? Checked the usuals but didn't see it.

>> No.6680839

>>6675125
wtf this is good please send more

>> No.6681043
File: 133 KB, 560x315, Ultra Maiden-New Test2.gif [View same] [iqdb] [saucenao] [google]
6681043

>>6679179
gotta stop animating for the rest of the week, IRL stuff's adding up. Doing stuff in 1 hour sessions though is very helpful

>> No.6681219
File: 869 KB, 800x600, untitled.gif [View same] [iqdb] [saucenao] [google]
6681219

This whole animation thing's harder than it looks

>> No.6681963

>>6681219
woah, really interesting approach, I like the movement of the meat in the ramen bowl, really cool. How do you usually approach subtleties like that

>> No.6681991

>>6680839
>>6679161
Working on it. Soon posting the rest

>> No.6682035

I want to share animation on 4chan but the files are too big, how can I make them smaller while not looking like shit?

>> No.6682069

>>6682035
I think you can upload it to catbox.moe or something
Then post the link here.
If you want more people to watch the whole think use an interesting snippet or an eyecatcher as an image.

>> No.6682356

>>6682035
i like using Handbrake, it's this lil free open source video converter that works really well, it's impressive how little quality gets lost for how much it can compress files

>> No.6682443
File: 885 KB, 1920x818, Zelda Animation.gif [View same] [iqdb] [saucenao] [google]
6682443

Short Zelda NSFW animation I'm doing. Mostly just key frames at the moment.

>> No.6685037
File: 80 KB, 720x560, emergency bump.gif [View same] [iqdb] [saucenao] [google]
6685037

>10
Emergency bump

>> No.6685711
File: 63 KB, 560x315, Animation10.gif [View same] [iqdb] [saucenao] [google]
6685711

animation is so much more tedious than regular drawing, but the end result is more satisfying even if its bad

>> No.6687976

>>6679358
weeks

>> No.6687979
File: 1.48 MB, 1600x1800, 1581467477798.png [View same] [iqdb] [saucenao] [google]
6687979

Experienced artist, but newbie to animation here. If you were to train someone in animation from zero to hero, as quickly as possible, what would the curriculum be? Should I work through the Richard Williams book? Should I just animate extremely difficult shots and just figure it out as I go along? Should I be doing basic stuff like bouncing balls and falling bricks? Should I try to animate existing characters and keep them on model?

Share your insights, frens.

>> No.6688005
File: 142 KB, 720x560, monster sneeze.gif [View same] [iqdb] [saucenao] [google]
6688005

>> No.6688396

>>6687979
learn the 12 basic rules of animation, study how things move in real life and then use this knowledge on own projects

>> No.6688888
File: 2.77 MB, 1920x1080, shot 13.gif [View same] [iqdb] [saucenao] [google]
6688888

https://www.instagram.com/p/CtHiNjhAbgO/?hl=en

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

>> No.6688954
File: 944 KB, 800x800, ezgif-2-3b0417886c.gif [View same] [iqdb] [saucenao] [google]
6688954

What software does everyone use for animation? I have been using photoshop but maybe I should focus on Adobe Animate?

>> No.6688962

>>6688005
Lol, pure sovl man keep it up

>> No.6688997

>>6677243
pyw pls

>> No.6689000

>>6674425
10/10 Want more

>> No.6689007

>>6688954
Adobe Animate is focused on 2D vector art.
Krita is good for raster art (and freeee)
Blender does 2d Vector art through Grease Pencil, and has 3D for backgrounds and the like already integrated.

>> No.6689088

>>6689007
opentoonz is also really good for 2D vector art, basically a more complicated toonboom

>> No.6689149
File: 740 KB, 560x424, duck season2.gif [View same] [iqdb] [saucenao] [google]
6689149

>> No.6689153

>>6688888
dang you've inspired me to step up

>> No.6689154
File: 2.41 MB, 1920x1080, 4chanExplain8fps.gif [View same] [iqdb] [saucenao] [google]
6689154

>>6687979
Hello artist. Animation is an entirely different medium than illustration, the journey is long. If you can illustrate well, you'll be grandfathered in to some of the important fundamentals of 2D frame by frame animation, but draftsmanship alone will only take you so far, and in fact it may hinder you in some respects. It is kind of like saying: train a painter, from zero to hero, as quickly as possible, into a sculptor. Like yeah they'll have some skills that are important, but they'll also be fighting some tendencies that are less beneficial along the way.
>Should I work through the Richard Williams book? Should I just animate extremely difficult shots and just figure it out as I go along? Should I be doing basic stuff like bouncing balls and falling bricks? Should I try to animate existing characters and keep them on model?
Yes to all of the above.
>>6688888
This is a herculean effort that should make your jaw drop, spend your first year finding out why, because if this mother fucker is working alone they spent months on this and when did you last put MONTHS of sustained effort into an illustration that isn't finished? Also checked

>> No.6689167
File: 81 KB, 720x560, horsey.gif [View same] [iqdb] [saucenao] [google]
6689167

>>6688962
thank's anon!

Tried animating a horse for the first time, damn its weird, will have to take another crack at it soon

>> No.6690487
File: 96 KB, 560x315, Ultra Maiden-New Test3.gif [View same] [iqdb] [saucenao] [google]
6690487

>>6681043
I hate animating hair but gotta embrace it. Need to fix it more

>> No.6691295
File: 2.63 MB, 1450x1500, bongo cat-min.gif [View same] [iqdb] [saucenao] [google]
6691295

slap your cat

>> No.6691749
File: 431 KB, 864x450, file.png [View same] [iqdb] [saucenao] [google]
6691749

Anyone ever did the "Step-by-Step Guide to Indie Animation Production" course by Havtza?
Looks kinda interesting but idk if it's actually good or a waste of time and I should just do exercises instead

>> No.6692354
File: 1.44 MB, 1100x850, weee guy.gif [View same] [iqdb] [saucenao] [google]
6692354

this got pretty big on twitter. the process for this was pretty fun. i drew a bunch of weird poses on 8s and 4s, and then just connected them with breakdowns.
after the keyframes were done, i did it in sections. head and torso shapes first, then hands, then feet, and then connected the limbs afterwards.

>> No.6692414

>>6691749
Based on anecdotes from my college animation professors, online tutorial/seminars only work based on how much effort you as an individual put in. If you're passively doing the tutorials and not giving yourself personal milestones, it's gonna be a slow build. If you're scheduling in time weekly and setting up expected goalposts, you're gonna do well.

>> No.6692794

>>6692354
didn't know you still posted here, you're one of the reasons why I'm sort of trying to learn animation

>> No.6693027
File: 444 KB, 800x800, amogus03.gif [View same] [iqdb] [saucenao] [google]
6693027

>>6692794
i don't really post here too often but sometimes it's fun to just see what the old thread is up to lol
but fuck yeah dude keep at it and put that work in.

>> No.6693240

>>6693027
SUS

>> No.6693816
File: 336 KB, 960x540, Animation practice jump 2023.gif [View same] [iqdb] [saucenao] [google]
6693816

So I need to make an animated short of atleast 1 minute and 30 seconds for december for class. I haven't touched toon boom in two years. Here's a little loop I made to see if I could still animate something (not that I ever could)
I think I'm fucked. Any tips?

>> No.6693821
File: 316 KB, 563x553, 1419021365098.jpg [View same] [iqdb] [saucenao] [google]
6693821

>>6671300

>is 1 hour a day enough?
HAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAA
But seriously, if you worked for an hour a day, lets assume you've done the years of practice and study so you could make 2 drawings like that in an hour, which is a huge assumption for /ic/. A 3 minute film is about 2,000 drawings, but that isn't the full story; you can't just lay down clean inks and colors on the first drawing, you have to rough it out, and then tie down those rough drawings, so lets say for each frame you have to redraw it 2 or 3 times. And that's not accounting for things like backgrounds or anything if you wanted to do that, which is an entirely different skill. so to make a 3 minute anime short, that should only take you about 6-8 years at 1 hour a day, if absolutely nothing goes wrong and you already know how to animate.

To put it another way, you would be getting less than 1/5th of a second of animation done a day, IF you can even draw that well to begin with.
I'm not trying to discourage you, but you have to know what you are getting in to. It's a much different story if you want to draw simpler, but if you want your pic related quality, it will be very hard to get much of anything done.

>> No.6693825

>>6680045
Procreate is pretty bad for animation imo since it lacks a proper timeline/layer feature for animating

I personally like rough animator since it's designed specifically for animation (audio import, layers, cycles, hold frames, etc.) only downside is development is kinda slow since it's one dude and the app isn't his primary work (he's an animator)

>> No.6693845

>>6693816
if you think it isn't enough time, chances are it isn't
start with super rough drafts, maybe a storyboard, even. from there do an animatic/keyframes, the start cleaning it up
basically just plan everything out and fill it in as quick and dirty as possible, then refine from there
if you don't have a concept or can't think of one, i'd recommend thinking of one anyways sooner rather than later

>> No.6693854

>>6693821
thank you for your answering. your numbers are actually very insightful

>> No.6693867

>>6679358
probably took a few hours to rough out and a day to clean up if the artist is not lazy and know what they doing.
for people like us it would probably take a week like this guy said >>6687976

>> No.6694035 [DELETED] 

>>6693854
Glad it helped. Reading back my own post, I didn't mean to come off so Kurt. Animation really is one of the most difficult and time consuming mediums of art. The thing you posted was just a small part of something that takes a large team and lots of money and time to finish, so managing your expectations on what you can accomplish on your own compared to that is probably a good thing. Start simple, design simple characters -something you imagine drawing hundreds of times- and make them move around for fun. Come back to an animation thread and post it sometime

>> No.6694037

>>6692354
This is genuinely one of the greatest little things I've seen posted on /ic/. What's your twitter?

>> No.6694042

>>6693854
Glad it helped. Reading back my own post, I didn't mean to come off so curt. Animation really is one of the most difficult and time consuming mediums of art. The thing you posted was just a small part of something that takes a large team and lots of money and time to finish, so managing your expectations on what you can accomplish on your own compared to that is probably a good thing. Start simple, design simple characters -something you imagine drawing hundreds of times- and make them move around for fun. Come back to an animation thread and post it sometime

>> No.6694060

>>6693027
Looks a lot like mayde. Is that you?

>> No.6694324
File: 135 KB, 550x550, myd hair 2.gif [View same] [iqdb] [saucenao] [google]
6694324

>>6694037
mayyde on twitter
>>6694060
yes it is me, howve yall been lol

>> No.6694581

>>6688954
animate/flash is much more comfortable than photoshop for animation. if you can't get used to the vector brush in flash try tvpaint 10 in the op mega, it's old but is the best overall for drawn animation

>> No.6694925
File: 119 KB, 875x1200, 9426b69fbb7869e335f3570c60bf56e8.jpg [View same] [iqdb] [saucenao] [google]
6694925

Someone pls explain fps to me, like really break it down I'm dumb and don't understand. After watching countless vids I still don't get it...Like if a person were to tell me "this animation was done on 15fps" wtf does that even mean? Is it different image 15times?

>> No.6694948
File: 282 KB, 2012x1546, TVPaint_Animation_11.5_Pro_(64bits)_zEOyVjhTyN.png [View same] [iqdb] [saucenao] [google]
6694948

>>6694925
Modern animation enthusiast and fanatics have this weird obsession with quantizing animation through the supposed frame-count, but people always forget that holds exist and that tons of animators work on 2s and 3s.
Framerates are easier to understand when you think less about "drawings-per-second" and more of just the consistent rate that the film/video runs at. The industry standard framerate for all TV/Film animation is 24FPS, but that absolutely DOESN'T mean 24 individual drawings are done for every second, but that's the maximum amount of drawings that COULD be displayed per second. Most animators these days play with the framerate by changing the exposure length of each frame to be more efficient with their output.
A while ago, I did some high framerate tests at 48FPS, and I keep getting people saying "this animation has 288 drawings wow" but in reality the animation only has 88 drawings spanning across 268 frames.

Frames per second does NOT equal drawings per second.

>> No.6694989

>>6694948
>Modern animation enthusiast and fanatics have this weird obsession with quantizing animation through the supposed frame-count,
It's because of gamers.

>> No.6695516

>>6694948
Finally a person that makes sense thanks for the explanation

>> No.6695522

>>6694948
>48FPS, and I keep getting people saying "this animation has 288 drawings wow" but in reality the animation only has 88 drawings spanning across 268 frames
I don't get this part...if it's 48fps doesn't that mean only 48 drawings can fit in there? Where did 88drawings come from?

>> No.6695531

>>6695522
more seconds=more frames
a 4 second animation in 24 FPS has 96 potential drawings

>> No.6695588
File: 2.25 MB, 1209x893, TVPaint_Animation_11.5_Pro_(64bits)_Nx01rn9j1G.gif [View same] [iqdb] [saucenao] [google]
6695588

>>6695522
Well first off, the animation is like 5 seconds long, so at 48FPS there COULD be 288 total drawings theoretically. However with the way that I approached it, there's only 88 individual drawings that span across the entire length of the animation. I did most of it on 2s, 3s, and 4s. The highest framerate you're ABLE to do is the full 48fps on 1s, but you could simulate other framerates just by playing around with the exposure lengths of each displayed drawing.

1s - 48FPS
2s - 24FPS
3s - 16FPS
4s - 12FPS
5s - 9.6FPS
6s - 8FPS

I like to modulate my exposures at high framerates and suggest easing just by playing around with the exposures themselves. Instead of going straight from a hold into 1s, I ease into the motion on 4s, then 3s, then 2s, and so on. When I'm doing something at 24FPS, I ease into most motions on 3s until it gets up to speed on 2s, and 1s. Less drawings, more output. The animation quality isn't based on the sheer quantity of frames.

>> No.6695713
File: 1.37 MB, 960x540, kicks_v1d.gif [View same] [iqdb] [saucenao] [google]
6695713

study from today

>> No.6696272
File: 3.98 MB, 600x1067, ezgif-1-8b7d4c833f.gif [View same] [iqdb] [saucenao] [google]
6696272

what app do you recommend me? I have a samsung s6 lite tablet. I paid flipaclip but it's hard to modify the bakcground once you've started your animation

>> No.6696307

>>6695713
heheheh i think i know the reference, wanted to do a study on em too, also nice

>> No.6696377
File: 669 KB, 1840x790, shadow chanfe.gif [View same] [iqdb] [saucenao] [google]
6696377

anyone here use opentoonz im thinking of switching over from krita. this looks super helpful and can make things quick for setting change

>> No.6697016

>>6695713
undisputed 3? brazilian guy?

>> No.6697295

>>6695588
You can animate, play the guitar, sing. What can you not do?

>> No.6697427
File: 587 KB, 1280x720, trash.gif [View same] [iqdb] [saucenao] [google]
6697427

leaving this here

>> No.6698344

>>6671491
Mirin.

>> No.6698349

>>6674340
Is this 2 frames but actually 4? It fucks with my brain, but it works.

>> No.6698358

>>6698349
it looks like 3 frames.
2 unique up frames and 1 reused down frame

>> No.6698476
File: 369 KB, 1280x720, snot tests 2.webm [View same] [iqdb] [saucenao] [google]
6698476

posting new stuff

>> No.6698477

>>6698476
Nice

>> No.6698479
File: 1.34 MB, 600x338, snotrun.gif [View same] [iqdb] [saucenao] [google]
6698479

>>6698476
and an old thing just to bump the thread. It's always cool to see so many people working hard on their animations

>> No.6698906

>>6680331
https://www.youtube.com/watch?v=3YGj79vr6aw
It's stop-motion, but it gets the idea across well enough.

>> No.6698938

https://twitter.com/tomokin2012/status/1668228682203410439?s=20

>> No.6699045
File: 97 KB, 720x601, drummer boy.gif [View same] [iqdb] [saucenao] [google]
6699045

what song is he playing?

>> No.6699089

>>6699045
America Drinks

>> No.6699610
File: 139 KB, 560x315, Ultra Maiden-New Test4.gif [View same] [iqdb] [saucenao] [google]
6699610

>>6690487
This, any advice or thoughts?

>> No.6699671

I overcomplicate everything I do and my animations take 999999 hours to be completed, which in turns demotivates me from even trying.

Is it a good idea to be more loose and sketchy and then try to fix whatever comes out wonky later?

Walk cycles kill the man.

>> No.6699721
File: 265 KB, 720x560, sleepi.gif [View same] [iqdb] [saucenao] [google]
6699721

>> No.6699758
File: 1.18 MB, 1000x1000, walks 360 4.gif [View same] [iqdb] [saucenao] [google]
6699758

>>6699671
if you're coming from an illustrator/painter's perspective, you have to think less about the drawing as a whole and more about what you're actually animating. the movement should dictate the drawing.
spending time on your keyframes is important but your keyframes don't have to be super clean. the drawings have to be solid and easy to follow. then you have to turn off the construction/guideline-obsessive-artist chip in your brain and start throwing down the shapes that you need to get started. your first pass of roughs should absolutely not look like a finalized sketch. use just enough information to get the action figured out without all of the headaches involved with hard illustration. animate the action with a really basic gesture, making sure you keep a close eye on the proportions, so your character doesn't grow/shrink throughout the animation. i like to keep my first keyframe on screen as a reference, and build new rough drawings off of that rather than drawing blind from a completely blank canvas.
then you take it one bit at a time. your tiedowns don't need to be too clean, but it helps not to chicken-scratch your lines because your onion skin will be nearly impossible to follow as you get further into the process. make a new layer for your tiedowns and rough out only the head extremes/breakdowns in one pass. worry about any overlapping motion afterwards. go back to the start and then work on the hands and shoulders in another pass. go back again and do the foot placements. go back again and connect your hands and feet to the body. go back one last time to do everything with overlapping motion like hair and loose clothes.
after all of that, you get into the linework and cleanup stuff, which i have little to no experience in.

>> No.6699987
File: 291 KB, 1530x935, 1677650726168733.png [View same] [iqdb] [saucenao] [google]
6699987

>>6699758
Great post, anon, thank you.
I was going from the "keyframes" you can see on top straight to the drawings at the bottom, postponing the follow-throughs until I have no choice but to tackle them.

Doesn't help that I haven't worked on it for over a month, so I am pretty lost in the labyrinth of layers I've created.
Was drawing everything on SAI because I dislike the brush on ToonBoom and pretty much every other drawing software, but if linework comes last, it shouldn't be an issue once the meat of the animation is settled.

I might bruteforce my way through this one since it's already so advanced, but try your new guidelines for the remaining two characters I've yet to draw...

>> No.6701547
File: 84 KB, 512x512, SV4VF.webm [View same] [iqdb] [saucenao] [google]
6701547

nice to see animation general up and running

>> No.6701550
File: 72 KB, 512x512, L1BCY.webm [View same] [iqdb] [saucenao] [google]
6701550

i love tits

>> No.6701553
File: 59 KB, 512x512, T330M.webm [View same] [iqdb] [saucenao] [google]
6701553

>> No.6701555

>>6701550
I believe you.

>> No.6701564

>>6699610
Try and be more mindful of your arcs; try and think of everything in terms of its most fundamental aspects; bouncing ball (squash/stretch) and the pendulum (arc)

Would also help to have more context

>> No.6701568
File: 461 KB, 800x450, reveal.gif [View same] [iqdb] [saucenao] [google]
6701568

>> No.6701600
File: 92 KB, 512x512, TTIMN.webm [View same] [iqdb] [saucenao] [google]
6701600

>> No.6701646

>>6701568
https://youtu.be/PPYVQBYeWNc

>> No.6702129
File: 2.69 MB, 640x346, 1683472651900020.gif [View same] [iqdb] [saucenao] [google]
6702129

Where's a good place to find timing charts like picrel? I want to study actual scenes rather than the typical 1 second loops that most people upload to explain timing.

>> No.6702603

>>6668960
I downloaded adobe animate, please recommend some good tutorials

>> No.6702903
File: 1.52 MB, 960x540, pmte-excitedddd.gif [View same] [iqdb] [saucenao] [google]
6702903

>>6702603
best way to learn adobe animate is to just check every single function and press all the buttons man. if you wanna know how a specific function works, there's a bunch of documentation on adobe's website for everything. i learned a ton just by using it a lot.
the symbol architecture is the best thing it has going for it, aside from the incredibly clean brush tool in new versions. think of symbols like nested timelines that lets you loop an animation from the outside, or pick specific frames from for pre-made mouths and hands. i mostly use it as a way to keep my animations organized and help with playback problems. i store my animations inside a giant !ALL symbol, so whenever a project winds up getting to like 3 minutes long. i just exit the symbol, change the overall looping number to the section i wanna preview, and use CTRL-Enter to get an SWF playback without the usual slowdown stuff.
i also place entire scenes into their own symbols as well so i can manipulate the placement and size of the entire shot at once from the outside, letting me do consistent camera stuff without the absolutely fucking garbage built-in camera or 3rd party vcams which can sometimes get really fucking annoying to deal with.
it's an excellent program for jotting down ideas really quick, because you don't need to jump through a bunch of hoops or learn a bunch of weird "convert frame to del" or "convert cel to drawing" stuff like in other programs. the frames are stored on the timeline itself, rather than in a layer-stack folder like CSP or Photoshop, so it's really easy to keep track of everything that you're doing as long as you label your layers and symbols.

>> No.6702910
File: 2.32 MB, 1800x1800, testskoots.gif [View same] [iqdb] [saucenao] [google]
6702910

>>6698476
That's some soulful stuff

>> No.6704509

>>6668960
Hey, is there some technique to have it easier when animating speaking in photoshop's timeline?
I don't want to spend ages on every single sentence.

>> No.6704728

>>6704509
>photoshop
first recommendation is to leave that garbage piece of shit software as soon as possible. it "works" for animation in the same way your car can be a boat temporarily before sinking. it's so unintuitive for animation production.

>> No.6705284
File: 1.71 MB, 500x280, drunkg.gif [View same] [iqdb] [saucenao] [google]
6705284

IM FUCKING DONE
with Adobe animate, been working on it for years but I just cant anymore, the lack of features is astounding

wanna try Toon Boom but I hate the trial limitations

downloaded many versions from many sources but havent found a working one, any help?

>> No.6705565

>be me
>try to animate a simple ball in cartoon boom
>looks nice and quite professional
>also trying Adobe Animate/Flash
>looks simple and soulful
Damn, I feel like I can bring a big colorful dragon flying around to life, it's so cool!

>> No.6705566

>>6705565
Toon boom*

>> No.6705719

>>6704728
An alternative is to either have very limited toolset or use several programs in your workflow, therefore both are unacceptable.

>> No.6705747

>>6705719
>it's easier and more acceptable if i ride a janky unicycle to work because there's less wheels to keep track of
there's nothing unacceptable about using multiple programs in your pipeline. animation is just really fucking complicated. having a production pipeline makes it easier despite the perceived difficulty it contains. abuse the toolset across multiple programs where you need it, and DIY your way through the production process. there's no rule that say's you're supposed to do everything in one program. the animation fundamentals transfer over well to whatever it is you need. if you could do animation fine in Photoshop, it'll be 10x easier to get the same solid output in another program that's actually optimized for animation work.

>> No.6706281
File: 110 KB, 611x674, 1681248410447864.jpg [View same] [iqdb] [saucenao] [google]
6706281

>>6669948
Animation seems like an incredibly sad endeavor to me. You spend hours on end just to create a single little animation. There simply isn't enough time in one's life for me to be excited about animation.
And it's still considerably better than 3d animation. That shit is soul sucking.

>> No.6707484
File: 110 KB, 560x315, Ultra Maiden-New Test5.gif [View same] [iqdb] [saucenao] [google]
6707484

>>6701564
Superhero girl is looking at her phone while leaning on a chair
>>6699610

>> No.6707492

>>6702903
Got a blog or social media?

>> No.6707536

>>6707484
give the legs more hangtime at the top of the arc, probably don't even need new drawings just hold the apex drawing for a few frames more

>> No.6707540

>>6706281
illustration seems like an incredibly sad endeavor to me. You spend hours on end just to create a single illustration. There simply isn't enough time in one's life for me to be excited about illustration.
And it's still considerably better than 3d illustration. That shit is soul sucking.
Look mummy, I can be retarded too.

>> No.6707740
File: 5 KB, 225x225, download.jpg [View same] [iqdb] [saucenao] [google]
6707740

anime girl gets bloated and farts it

>> No.6707772
File: 2.27 MB, 1920x818, test.gif [View same] [iqdb] [saucenao] [google]
6707772

>> No.6707950

>>6687979
I would say the most important thing is to learn is how to use the animation tools your software offers, and then just practise a lot. Practise simple shots, turn arounds, complex shots ect; you can fixate on completing one project like an amv or something, I would recommend starting with animating turnarounds.
When it comes to understanding the fundamentals of animation I would say that would probably just need a grasp of timing your animation and keyframing and you can just launch from there if you've already got experience illustrating. Also watching videos of how people and animals really move is helpful, as well as imagining how you want your animation to go in your head. Drafting most of your frames first will help you avoid wasting time on creating an animation where the figure doesn't move naturally.

>> No.6708023

>>6707772
elbows look good at the beginning but drift out of register with the bone towards the end
overall timing is too even imo, but that might be a matter of taste

>> No.6708116

Which toon boom tutorials you can recommend?

>> No.6708147

>>6708116
Nevermind, I just found official tutorials
>https://www.youtube.com/playlist?list=PLYRPVtOhCRnmvVriOTcS5LfRjBtzI4Jcy

>> No.6708368

>>6708116
ZeBirdBrain's tutorials for Toon Boom Harmony (The industry standard Toon Boom program) are almost very quick but informative in less than 10 minutes, meaning you can experiment on your own at a faster pace and rewatch clips faster
https://www.youtube.com/playlist?list=PLkZXeZEeiFZDN8tePi7gZqCR4Zk8EPBsO

>> No.6708690
File: 20 KB, 327x337, 5364354354.jpg [View same] [iqdb] [saucenao] [google]
6708690

>>6698476
>Cake so huge it bends the chair's legs
Oh my...

>> No.6709166
File: 338 KB, 1920x1080, 12125123131.webm [View same] [iqdb] [saucenao] [google]
6709166

testin

>> No.6709199

>>6682443
Blog?

>> No.6709315

>>6692354
You're way better than me. The only thing I'll mention is that the character feels distinctly like a puppet being pulled by invisible threads. He is very weightless. But assuming that's all intentional it looks cool

>> No.6709555

How do resize or rotate scene/stage on toon boom like on animate?

>> No.6709673

>>6709199
https://twitter.com/the_geminiex

>> No.6710591

What would I use to do animation with traditionally drawn and scanned pictures?

>> No.6710652

>>6710591
Toon boom

>> No.6712592

What do people use to make those kinda cheap looking animations where they obviously just took a static drawing and applied some kind of squash and stretch to parts of it to look like they're bouncing or jiggling?

You know what I'm talking about

>> No.6712690

>>6712592
bowser fart gif? i assume they use spline or rig up a drawing in after effects to do that. they split the drawing apart into layers and then make a basic rig with just points that drag and deform pieces of the drawings lol

>> No.6712744

>>6712690
I just want to be able to take my illustrations and make the titties steadily bounce or something, like an idle animation.

>> No.6712846
File: 3.00 MB, 720x920, 1669612259080879.webm [View same] [iqdb] [saucenao] [google]
6712846

>>6712592
There are live2d programs that do this, though Adobe After Effects is a fairly common tool for this.

>> No.6713246
File: 111 KB, 864x486, walk.gif [View same] [iqdb] [saucenao] [google]
6713246

My first walk cycle. Pretty glad about it.

>> No.6713431
File: 1.43 MB, 255x255, Cat eyes.gif [View same] [iqdb] [saucenao] [google]
6713431

>>6679870
Great work, especially the lift, but I think there is a lot of unnecessary frames, the same movement can be achieved with less than half the frames used here and would reduce the amount the character pulsates and changes shape (see torso). Boiling lines are a great way to make a stationary character look more alive, but the amount you've used is complete overkill, the same effect can be created by reusing a small handful of looping frames. Hand drawn animation is already an incredibly time consuming process, and according to your reply to another anon this took far longer than needed. This time investment is only going to increase further if you're interested in animating more detailed figures. I was the same when I first started, insisting that everything had to be animated at 24 fps or I wasn't a "real" animator, a lot of time was wasted on stuff like this. Regardless this is a very nice piece.

>> No.6714747
File: 2.55 MB, 992x720, Trek 1.webm [View same] [iqdb] [saucenao] [google]
6714747

>> No.6715995
File: 133 KB, 560x315, Ultra Maiden-New Test6.gif [View same] [iqdb] [saucenao] [google]
6715995

>>6707484
>>6707536
how's this

>> No.6716395

bump

>> No.6716683
File: 773 KB, 1920x1080, june_head_turn.gif [View same] [iqdb] [saucenao] [google]
6716683

I really enjoyed making this.

>> No.6717348
File: 2.83 MB, 512x512, A8PR4.webm [View same] [iqdb] [saucenao] [google]
6717348

Im not dead yet : DDDD

>> No.6717375

>>6717348
Cute

>> No.6717553

Do you guys have any reccomendations for qhat animation program I should get for longer works with music/lip synching? I've been animating with Procreate for about a year and find it very fun and easy to work with, but it has some severe limitations for animation such as frames/layers being the same thing and no audio importing, no tweening and generally no tools for animators. Its meant for drawings and making short gifs.

My goal is ultimately to make music videos and porn animations, a bit like Minus8. I've been thinking about maybe getting adobe animate or TvPaint. Since I will be drawing porn I definitely want the ability to save short loops to reuse in nu animations, however unlike animators like Minus8 I rely very little on tweening and prefer to do every frame (except repeat ones) handdrawn. Most of all I'm curious which one of these programs would be more beginner friendly and streamlined as I tried Clip-Studio Paint once and was very overwhelmed by its complex UI

>> No.6717739

>>6698476
>>6698479
These are great, blog?

>> No.6717758

>>6669948
I want to maek kuul animations
But I simply don't have time rn
Maybe in 1/2months I'll have time to pursue animation

>> No.6718267

i need some FREE resources on animation
animator island in OP post has a course and i don't want to use my credit card

>> No.6718423
File: 1.62 MB, 1013x1065, 20221214-01.gif [View same] [iqdb] [saucenao] [google]
6718423

>> No.6718525

>>6718267
It would be good to know what kind of resources you're looking for? Are we talking 2d or 3d or are you looking for absolute basics like principles and methods?

>> No.6718785

>>6715995
nice

>> No.6718807
File: 16 KB, 194x259, images.jpg [View same] [iqdb] [saucenao] [google]
6718807

Did any of you try Moho?

I learned about it by accident, it was a requirement in one job ad.
Icve been watching tutorials and it seems in many ways similar to Adobe Animate, aka Flash, which I'm familiar with older versions of, but Adobe is a gready cunt now, so fuck them.

>> No.6718922

>>6718525
2d basics

>> No.6718986
File: 15 KB, 300x299, Shrek frog.jpg [View same] [iqdb] [saucenao] [google]
6718986

>>6718922
Harry Partridge is a great animator, he made this series about 10 years ago so it's a little old, but covers a lot of ground, and from what I remember is one of the resources I found useful when I was starting. The first episode is very Adobe Flash specific, but after that it branches out to more general 2D stuff.

https://youtu.be/QHtoFwHh38Q

>> No.6718989

>>6718922
>>6718986
There are 12 parts btw, there's a playlist on the channel

>> No.6720101
File: 6 KB, 560x314, ezgif-1-db03c53f6e.webm [View same] [iqdb] [saucenao] [google]
6720101

Does anybody know of a good way to make this effect? I want it to look like some arm from outside of the screen is punching or slashing something quickly across the screen

>> No.6721531

C’mon anons, don’t give up on your animating! We can reach reply limit, just gotta believe

>> No.6721616

>>6718807
tried it years ago when experimenting with mesh warp animation and liked it, but it lost sync with a PSD i was going back and forth with and i ended up going back to conventional hand drawn frame by frame.
been following their youtube again lately and from the in house demo videos it looks to have gained some more unique and useful tools for mesh warp animation, and one of the recent update recaps says they specifically worked on making PSD sync more bulletproof. i'll give it another shot when i feel like trying mesh warp again.
aside from a few spanish studios nobody seems to use it but middle easterners and a few japanese toddlercons.

>> No.6721799

>>6721531
going to start learning today

>> No.6721988
File: 137 KB, 720x523, gone fishin.gif [View same] [iqdb] [saucenao] [google]
6721988

>> No.6722472

>>6721616
Thanks. I saw this requirement in a job ad of some Polish company.

>> No.6723579
File: 219 KB, 560x315, Animation practice (Head turn with anticipation).gif [View same] [iqdb] [saucenao] [google]
6723579

Back at it with animation practice! Tried doing another head turn with anticipation

>> No.6724698
File: 24 KB, 547x547, Fmcwq2QWAAEq6ib.jfif.jpg [View same] [iqdb] [saucenao] [google]
6724698

Can anyone here vouch for CSP as an animating tool? I currently have CSP EX which only allows 24 frames of animation, but I'm considering switching to PRO if it's worth it.

Right now I'm using TVPaint 10 but I find their brushes to be terrible compared to CSP.

>> No.6724710

>>6724698
Personally I think it's alright. Sometimes though you will accidentally click on some random tool, either through your tablet's scroll wheel or some misclick and all the sudden you think the program is broken.
Your options, in terms of just general video editing and effects, are limited. If you are just doing basic camera movements and frame by frame animation then you should be fine.
But it does suck ass when it comes to copy and pasting stuff. You can't select something, ctrl+c and ctrl+v it on the same frame. Whenever you want to copy and paste an entire frame you have to paste it, then find it in the folder directory full of all of your frames, then link it to your next frame. If you wanted to do some sort of puppet animation where you animate some assets you drew, you are out of luck. There might be a way to do it, but I was never able to figure out a way that didn't include wasting hours finding and linking frames to where I wanted them.

>> No.6724729

>>6724710
If I'm only interested in frame by frame animation sort of traditional style, with no crazy effects or tools, what program should I go for?
TVPaint 10 is just way too old and clunky for me.

>> No.6724732

>>6724729
in that case csp is the way to go

>> No.6724854
File: 310 KB, 1920x1080, bag 1 hour anim gif.gif [View same] [iqdb] [saucenao] [google]
6724854

quick messy thing

>> No.6724948

>>6718807
It's pretty easy to learn. I've been meaning to animate shit with it but never had the patience even though I pretty much know all the basics of the software. It's kind of a pain in the ass if you want to swap out parts of the character rigs though (to my understanding that is a lot easier to do in Flash/Animate) but I guess that's why they came up with the Vitruvian bones thing.

But anyways if you haven't bought it yet, you can get Pro version 12.5 on Humble Bundle right now for 30 bucks right now and then pay to upgrade it to the new version and save a couple hundred bucks. I'm not shilling it's just the deal is ending soon.

>> No.6724957

>>6724948
I just checked, that is cheap

>> No.6725040

>>6724948
I just bought it, it works on Windows 7, too.

>> No.6725073
File: 126 KB, 444x390, 4234234234.png [View same] [iqdb] [saucenao] [google]
6725073

>It took the entire day to make 5 seconds of a short animation
when does it get better

>> No.6725079

>>6725073
Colors shading background and everything?
Damn you're fast!

>> No.6725278

>>6725073
When you learn about limited animation.

>> No.6725285

>>6712846
was this made with after effects?

I only do traditional art, but I wanted to see if I could make some basic bouncing/breathing idle animations for my scanned drawings

>> No.6725866

>>6725073
If you are a beginner it takes a while. Especially if you aren't very good at drawing. Once you get better it gets faster.

>> No.6725870
File: 163 KB, 703x569, simple touch.gif [View same] [iqdb] [saucenao] [google]
6725870

>> No.6725968

>>6687979
The main thing you must learn to animate is timing and spacing. The bouncing ball will teach u that.

>> No.6725973

>>6693816
Poses aren’t strong enough. When he goes down I don’t see his knees bend therefore it looks unnatural that he’s generating any thrust to get up that high. The timing could also be played with. Maybe if you held the down pose for longer it would look more natural as he explodes up

>> No.6725988
File: 269 KB, 476x496, 3453434.png [View same] [iqdb] [saucenao] [google]
6725988

>exporting animation to desktop from csp
>crashes
>does not export
>lost half of my progress
csp why

>> No.6726059
File: 44 KB, 560x315, Animation practice (Character blinking).gif [View same] [iqdb] [saucenao] [google]
6726059

Did the character blinking exercise. I did two, just one with overshooting, and my goodness does overshooting feel like a cheat, though at the same time I know I can't rely on it too much.
>>6725870
Nice loop anon!
>>6724854
Adorable, and awesome work!

>> No.6726117
File: 51 KB, 560x315, Animation4.gif [View same] [iqdb] [saucenao] [google]
6726117

>> No.6726454

>>6725870
iktf

>> No.6726617

>>6668960
So I’ve done little animation “projects” ranging from stop motion photography to photographing physical paper frames. I haven’t used software beyond free pixel art websites. I’m too blackpilled to try and learn a new software. I already sank years into learning sketchup, corel, etc. And learning something like blender has always been a goal of mine—but I’m way too scared to start. The learning curve seems way too steep and intimidating

>> No.6727526

>>6726617
Thankfully there's a lot of online resources to get you started with most popular animation software out there. It may seem intimidating but it genuinely does get easier the more you do it. You wind up figuring out your own unique way of navigating the program, similar to how experienced drivers don't even have to think about turn signals, it's just instinct.
It doesn't take long, but it does require some work of your own to understand how things work and how you're gonna use the tools to your advantage.
Get to the point where the software itself is your vehicle, and muscle memory just takes control.

>> No.6728552

bump

>> No.6728874

>>6726617
I've put off learning Blender for so long too. It's funny since I literally want to integrate 2d drawn characters with rudimentary 3d environments and blender seems like the best software for that.

>> No.6729382
File: 1.77 MB, 1920x1600, 445790kk.png [View same] [iqdb] [saucenao] [google]
6729382

Does anyone know how animators keep complex human characters look really similar even in action frame by frame? It's wild to me that the drawings are so consistent in a scene that it makes me double take when i look at each drawn frame.

>> No.6729422
File: 155 KB, 560x315, Animation practice (Character thinking).gif [View same] [iqdb] [saucenao] [google]
6729422

Character thinking!
>>6729382
It takes a lot of time, but also remember a lot of these are also reviewed over and there is a team. By yourself, it would take a lot of time, but you can get the job done! Also having a model sheet of the character already is basically a must when animating a character consistently.

>> No.6730650

>>6729382
>shape theory in the construction
>Depending on time and budgeting, multiple passes at the same shot
>Draftmanship
>Copy pasting one frame and redrawing aspects of that one frame
Richard Williams' Animator Survival Kit has a good chapter at shape consistency inbetween key frames and how novice animators are more prone to making wobbly lined inbetweens

>> No.6731706
File: 878 KB, 1189x1400, Aideen-Moth-Dance-Loop.gif [View same] [iqdb] [saucenao] [google]
6731706

went back and tried to fix an old animation loop I made of one of my comic characters. It's still a bit janky but looks better than the old version. I colored it and removed 2 frames in the cycle.

>> No.6731771
File: 661 KB, 1000x1000, ノア表情.0001.webm [View same] [iqdb] [saucenao] [google]
6731771

Took way too fucking long but I think I got the hang of OpenToonz now. Added a bit of funny spinning skulls in Premiere pro. First animation. I guess.

>> No.6731776

>>6731706
Needs more in betweens imo even fake ones

>> No.6731891
File: 385 KB, 600x706, Moth-Dance.gif [View same] [iqdb] [saucenao] [google]
6731891

>>6731776
What do you mean by fake inbetweens?
here's the original more janky version

>> No.6732589
File: 399 KB, 1280x720, Image33.png [View same] [iqdb] [saucenao] [google]
6732589

Reposting here from the stupid questions thread. Been observing the advanced wars remake/reboot cutscenes. How do animation colorists do gradient colors and or blushes? It seems like a lot of extra work as it's not flats or shadows. Anybody have references or tutorials I should look into?

>> No.6732613

>>6732589
Probably a fixed image of the blush.

>> No.6732617

>>6731891
Instead of drawing a whole new frame, duplicate the previous frame and then use the transform tool to warp the image a bit
Also you need more anticipation and easing; and arcs (the hair is just warping all over the place, which adds to the jank)

>> No.6732627
File: 462 KB, 1280x720, Image42.png [View same] [iqdb] [saucenao] [google]
6732627

>>6732613
Now what about the gradients like in the hair? These sometimes vary in size and shapes per frame

>> No.6732644
File: 1.10 MB, 1302x651, OLMBlur.png [View same] [iqdb] [saucenao] [google]
6732644

>>6732589
>>6732627
https://olm.co.jp/rd/technology/tools/?lang=en

>> No.6732806

>>6732589
>>6732627
Animation software has special tools that let fill colors be blurred so they look like animated gradients. You can do this in OpenToonz, this guy's tutorials are the best.
https://www.youtube.com/watch?v=PfevVCV9_2E

>> No.6732890

>>6732617
>Instead of drawing a whole new frame, duplicate the previous frame and then use the transform tool to warp the image a bit
Do you have a tutorial or example of the best way to warp frames for inbetweens?

>> No.6733867
File: 1.54 MB, 1920x1080, spooky.gif.gif [View same] [iqdb] [saucenao] [google]
6733867

>>6713431
Thank you for not trying to put me in the /ic/u with the critique cat fren :). I completely agree with you on the repetition part: as to why I did it, I guess it had something to do with practicing consistency in form or learning how to deal with burnout or something idk just not how I viewed animation. That being said, though I would like to chalk up the time used with my prebeg status, the unnecessary frame stills is sorta becoming a habit, not that I enjoy them. Would life drawing help more with consistency? I could use speed sure, but would practicing proportions help me stay on the lines or is it more of a hand-eye coordination thing? Also, never knew they were called "boiling lines" kek, clever.

>> No.6733967
File: 457 KB, 300x400, man approach lol.gif [View same] [iqdb] [saucenao] [google]
6733967

>>6733867
>Also, never knew they were called "boiling lines" kek, clever.
quick word of advice. if you really love the look of line boiling, you could get the same effect by tracing over your first frame a few times and making a loop with them. i usually use 3 frames for line boiling but it tends to look better if you use 6 or more frames. try to avoid making a cycle with even numbers in length because you could sometimes get issues with your lines dancing back and forth or jittering too much.
work smarter yo

>> No.6734065

>>6693821
The hard truth right here. Traditional animation takes a level of dedication that very few things in this world even come close to.

>> No.6734349
File: 314 KB, 1886x914, extremehugeolliewow.gif [View same] [iqdb] [saucenao] [google]
6734349

pop

>> No.6735186

>>6733967
that animation looks so good what the fuck

>> No.6735944

>>6724698
the playback is hot garbage but it is the industry standard for Japanese anime

>> No.6735945

>>6729382
anime has correctors and animators correct themselves at least three times

>> No.6737874
File: 114 KB, 427x560, Superman thingy.gif [View same] [iqdb] [saucenao] [google]
6737874

Did a little request for someone and decided to make it move a little
>>6733967
Those boiling lines look extra crispy bro, awesome work and smooth
>>6734349
Nice job anon! Dude is gonna be the next tony hawk.

>> No.6737914

>>6729382
In anime the animators do a rough pass they call layout. Then the animation director, the episode director and the guy who designed the characters/drew the model sheets checks it and does draw overs of any key frames they think are off model. Then the animator applies this during tie down (genga). Then its checkes again before going to clean up/inbetween (douga). Basically the character designer gets to correct any stage of the process thats why its so consistent.

>> No.6738465
File: 139 KB, 560x315, Ultra Maiden-New Test7.gif [View same] [iqdb] [saucenao] [google]
6738465

>>6715995
>>6718785
7 passes across 2 months and 1/4th , can't do anymore cleanups because this was all for pre production for my final college animation project due in december & I gotta actually work more in relation to that now. But man this was fun as all get out

>> No.6739786
File: 333 KB, 720x648, bike wip.gif [View same] [iqdb] [saucenao] [google]
6739786

bump

>> No.6739916

>>6739786
nice perspective

>> No.6740224

>>6720101
squash, stretch, and smear fist

>> No.6741135

>>6739786
kinography in motion

>> No.6741510
File: 1.20 MB, 1920x1080, cosmo-take.gif [View same] [iqdb] [saucenao] [google]
6741510

i'm a beginner and took an attempt to capture the fairy oddparents style. any thoughts or critiques?

>> No.6742768
File: 14 KB, 560x389, balls.gif [View same] [iqdb] [saucenao] [google]
6742768

>> No.6742770

>>6742768
forgot to add what i was gonna say with this but i’m just dipping my toes into animation a little

>> No.6743031

What software do I use if I want to make animated videos? Minutes long and stuff

>> No.6743039

>>6743031
blender works well

>> No.6743674

why is tvpaint not pirated?

>> No.6743679

>>6743674
you need a thumbdrive with a key to run it

>> No.6743716

>>6731771
I love you but I don't like this animation

>> No.6743816

https://youtu.be/tgeTUSet1E4
How would you improve the jaggedness of the new Sailormoon Cosmos transformation?
My personal opinion:
1. I'll add some body dynamic when the ribbons covers her torso or shorten the time of the ribbons covering her body
2. I'd add more feathers during the leg to skirt transition and showing the leg lifted down before the random feathers encircle her to materialize as the mini skirt
3. During the transition when the camera zoomed in to her underskirt, the "exploding" pose that centers the ribbon at her rear will be kept in the homage

>> No.6744232

>>6742770
>>6742768
you forgot to add the squash frame at the bottom

>> No.6744813
File: 305 KB, 560x560, moose.gif [View same] [iqdb] [saucenao] [google]
6744813

>> No.6745213

>>6744813
GANGSTER!!!

>> No.6745393
File: 167 KB, 2909x1218, ahhhh.jpg [View same] [iqdb] [saucenao] [google]
6745393

>>6668960
why would you want to be an animator?
look at this shit
https://docs.google.com/spreadsheets/d/1aJHCQSA2dFdu4Fy__T3yDyiNqO0jMUBcku0EjKX3SZI/htmlview

low pay and too much work and no creativity and yet the animator slaves still recommend those studios

you fucking goobers, what's the matter with you?

>> No.6745406

>>6745393
>low pay and too much work and no creativity and yet the animator slaves still recommend those studios
don't care, making stuff move is fun lol

>> No.6747473

>>6745393
I'd rather keep my minimal engineering factory job while doing my art on my free time rather than working full time at animation studio lol

>> No.6748888

>>6745406
yes, it's fun, but stop working for CHEAP for these demonic companies
animate your passion projects instead

>> No.6748894

>>6748888
>animate your passion projects instead
i have no passion projects, i am but a cog in the giant machine that is animation production and im comfortable with my spot in said machine.
passion projects are a scam made up by an ad agency to sell more software for individuals at marked up prices

>> No.6748904
File: 25 KB, 854x480, scene.webm [View same] [iqdb] [saucenao] [google]
6748904

First try.

>> No.6748960
File: 334 KB, 560x315, Test intro animation wip.gif [View same] [iqdb] [saucenao] [google]
6748960

Animating a character intro thing for pratice. Just super rough as of now and trying to figure out the key poses for the animation.

>> No.6748976

>>6748904
>>6748960
do the 51 exercises

>> No.6749552
File: 3.22 MB, 960x540, 01-Pendulum-Applied-v1.gif [View same] [iqdb] [saucenao] [google]
6749552

pendulum spacing

>> No.6749858

>>6748976
not a good enough critique, try harder and be more insightful
>>6748904
i think you can probably benefit from doing a handful of exercises to help with your drawing consistency between frames. trace over previous frames for about 10 frames and see how far it wanders off from the starting point, then try it again with a lot of flipping between your frames. flip to the previous frame, see where the line should land, then place it down as close as you can when you flip back to the next frame. then check by flipping again.
try to do the same with the onion skin enabled, and see how far the drawing wanders as you move on. if it's wandering too far, you're letting your hand carry it too far in a direction.
if you want to keep your volumes and characters consistent between frames, you could duplicate the first keyframe onto a new layer, lower the opacity, and use that initial drawing as reference for any new frames you wanna draw. it's kinda like shift-n-trace, but in a different order. tracing whatever you need from a previous frame and then shifting it where you need it.
>>6748960
i like your ambition, but the shapes you're using seem a bit vague and might be a bit hard to follow on your tie-down pass. at this stage in your animation, you should mostly focus on more broad strokes in term of how the motion is gonna be perceived. the lack of easing and the way things sort of stutter as they move around is a bit disorientating as well. maybe you could do a fair bit of practice with far off low-FOV shots, as if the camera is 30ft away and zoomed in. low-FOV shots are easier to practice general motion with, because you don't have to worry too much about really intense foreshortening or anything that might be a bit confusing or overwhelming to figure out for a basic test. lots of high-FOV and scenes involving the character moving towards and away from the camera are hard to manage
some great works though, keep it up and keep practicing guys. i see a lot of potential.

>> No.6750234
File: 644 KB, 640x480, cd816b21fa7a8fea1223693cc3f9a005.webm [View same] [iqdb] [saucenao] [google]
6750234

勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!勉強!

>> No.6750401
File: 558 KB, 2556x1804, rebelle-5.png [View same] [iqdb] [saucenao] [google]
6750401

Is Rebelle 5 or Corel Painter worth picking up if i already have Clip Studio Paint?

i'm not referring to the cost, i'm asking mainly if Rebelle 5 is different or unique enough in what it does to be worth using over simply using new brushes and stuff in CSP

>> No.6750628

>>6750234
>SEEEEEEEEEEEEEEEX!!

>> No.6750701
File: 22 KB, 854x480, Animation.webm [View same] [iqdb] [saucenao] [google]
6750701

>>6748976
I'll check them out. Thanks.
>>6749858
Thanks for the advises and recommendations!

Did the second try and I think it's the last from me for now because I need to read at least a book (or watch a course) of what animation is and how it works, and of course, improve drawing skills.

>> No.6751450
File: 491 KB, 128x128, Cat eats ruffles.gif [View same] [iqdb] [saucenao] [google]
6751450

>>6733867
Unnecessary work is something I have always and continue to struggle with. I think what separates good animators from the best is knowing how to best distribute your time. Obviously there's nothing wrong with drawing every single frame, if anything it's admirable and adds a certain amount of charm to the piece when pulled off well, but again it's such a high time investment for such little benefit.

My go to method is what >>6733967 says, I retrace the holds a couple of times and loop them to give the illusion of micro movements. Some people even use automated methods to create fake line boils. (https://youtu.be/dBHvcW7olPs))

I don't think you need to worry about life drawing in terms of being able to stay on model (assuming realism isn't your ultimate goal). I would personally consider myself a somewhat decent animator, but my actual drawing capabilities is what lets me down, my characters are often simplistic but have nice movement. Do you use onion layering? I was very reliant on it when I first started out and can be helpful to keep characters on-model when stationary, but I have started to gradually move away from it, I find using the onion layer too much leads to bad habits and results in stilted movements, but I imagine that's more of a personal thing.

>> No.6752697
File: 194 KB, 549x600, walk.gif [View same] [iqdb] [saucenao] [google]
6752697

what should be the frame number and frame rate for a walk animation in a game?
currently i made 4 frames for 1 side and mirrored that for the other. The frame rate is 6.
Should i add more frames and increase the frame rate?

>> No.6753530
File: 5 KB, 246x205, espress.jpg [View same] [iqdb] [saucenao] [google]
6753530

i have tvpaint and i have one of these
what are the most important macros i should start using?