Bring us your roughs, your storyboards, your pencil tests etc. If you're gonna post animation that isn't yours give source or state that it isn't yours.
If you are bored or have no idea what to do, this thread's animation challenge is to animate a ball bouncing. Interpret that as you will and get creative.
Don't feed the trolls unless you find that sort of thing entertaining.
>Stuff you may find useful, books basic program tutorials etc
https://mega.co.nz/#F!3p8CwQZD!DR2mC-kw0TyQQ8Uw3T6JYg
https://mega.co.nz/#!TdclgBqS!QWLS9f3ogerhJDfxCYPv_yFKRR11tP_IC0eaA4sEwug
>Reference stuff you can find with a simple google search
http://www.referencereference.com/
https://vimeo.com/groups/aniref
https://www.youtube.com/channel/UCRvspTjApofA2Yg3i10gTdQ
Lastly if you got some good animation resources contribute!
Need to flesh out the Wallmaster before cleaning up and coloring.
>>2509997
We got a real nigga here, folks.
I'd say you wouldn't be out of bounds raising the Wallmaster up a couple dozen pixels, you're covering so much of him up with link. He typically comes down from well above anyway.
Is this a commission or just a personal project? It looks great!
>>2510006
...also the closer I look at it the smear you've applied to the eyes looks a bit wonky. Try making the smear the same size vertically as the eye coming to rest; maybe it will look worse I don't know, but could be worth a shot.
>>2510006
>>2510013
Yea, I've been playing with scale and size for the Wallmaster, so that'll totally be touched up. Mostly wanted to get the hand loop out of the way first.
I'll take a peek at the smear a little later. I think I stretched it like that to make it a little more rubbery, but I actually haven't touched this for a few days, so I'll probably tone it down.
I did this 3 years ago.
Haven't done much since.
Hello.
I animated this when I was 19 yo.
https://www.youtube.com/watch?v=Oc_y3eAgIcI
Are there any videos, books, or tutorials on drawing for animation? This is less a question about the animation itself and more focused on the construction, line quality, and proficiency of creating drawings for traditional animation.
>>2510421
Check out Preston Blair's books on Animation. They teach you how to construct classic Disney style characters,
>>2509997
The shadow movements are a mess. As the light source grows the shadows on the face should recede not grow. The hand holding the lantern being illuminated may be artistic license but why do you have the moving shadows on the top and bottom of the lantern. You can see issues with them almost everywhere you look.
I'm sure some people are willing to excuse all the errors but the resulting animation doesn't give the impression of a growing and shrinking or flickering light source. It looks like you're pushing a shadow layer around
>>2510431
Aaaaactually, if the light source isn't changing position, all anon should be animating is the transparency. Shadows don't move just because a light gets stronger. They get darker.
>>2509997
You could try to differentiate your flame more from this image. Apply the idea of how it works instead of copying.
>>2510100
Is this a ruse or is it really you?
>>2509997
I agree with the poster that said you could stand to move the Wallmaster up a bit. I LOVE the motion of the eyes, but I feel like he should hang a little longer on one side or the other. Keep it up!
I've finally finished my graduation film from school last year.
https://www.youtube.com/watch?v=3_L2IHqSGMg
Would've been done a couple of months after I graduated (There were still missing color and layouts at the time), but I ended up having to go to work immediately to pay loans and stuff. Looking back, there's so many mistakes scattered about and I wish I had the free time to make another, cleaner film.
But at least it's done, this thing is like, a year over due.
>>2510421
http://monstroanimation.blogspot.com/p/animation-article-database.html
Here's a collection of articles and tutorials.
>>2510580
very good acting. impressive work in general, also liked hijacked.
why did you change it from one girl hanging out with the hero to two girls?
>>2509997
Eyes seem to be moving too fast, and too in sync with the hand.
>>2510100
Bahi JD is pretty good
https://www.youtube.com/watch?v=7Cd6eehTQBc
>>2510100
everyone knows bahi says "yoyoyoyo" instead of "hello".
yo aint fooling this nigga
>>2510634
I did it to play up the playboy aspect of the superhero and make the joke of them walking away funnier. For some reason, the scene timed out better with two girls walking away vs. one getting up and walking away, them being able to look at each other and react.
There was a point when there was potentially three girls with the third being in his lap, but when the camera cuts to a shot of behind the bench, she got lost in the composition so I had to ditch her.
Glad to hear you liked it!
>>2510423
Yep, I reference it from time to time. His way of constructing figures and objects tends to lean more towards beginners and more limited animation, not that it's bad or wrong, I just need a faster workflow than more traditional contruction.
>>2510580
10/10
Looks pro, almost up there with the better DC animated movies, and I'll read through that blog. Thank you.
>>2510431
Hm, I guess the light would wrap around him differently if the lantern were a little in front. Thanks for the tip, even if you're kind of an ass.
>>2510947
>even if you're kind of an ass.
I'm sorry? I'm not even that anon, but he didn't call you a nigger or tell you how shit it looks. Literally the harshest thing he said was, "The shadows are a mess", which is true. Are you unable to take criticism unless it's filtered through a positive light? Should anon have said, "That shadows are okay, but here's what you can do to improve them!" to not hurt your feelings?
If you think that anon was being an ass because they didn't stroke your hand while telling you what to fix, just keep the mistakes and let it be terrible all you want. People on this board struggle to get a single comment of good criticism and you responded in such a begrudgingly thankful manner.
This place isn't to stroke your ego, you know.
>>2510580
lol hi Elena
This turned out incredible; worth the wait.
Sincerely,
Your senpai
So upon watching traditional animators draw to try and pick up their technique I've noticed something, they all use a tripod grasp and what looks to be very loose lines, almost close to chicken scratch.
I always thought not committing to your lines was bad practice, yet all the old professionals seem to do this and draw in a very sketchy manner.
https://m.youtube.com/watch?v=oUmV_gfAbxQ
Here's an example... so is making your lines like this bad practice? As I said, it's very similar to chicken scratching from what I can see with just a bit more commitment, but perhaps that looseness makes it easier to capture the life of your character?
Could somebody break this down?
>>2510463
Depends on whether the light sources moves (flickering flame), it grows and shrinks or if like you said the brightness intensity increases/decreases
>>2511223
Or perhaps I'm over thinking it... maybe it's just a matter of keeping it light. I don't really think you can degrade back to chicken scratch even if you were to work a bit looser.
>>2511223
Line quality is the last thing you're supposed to worry about when animating. The most important thing is the motion, followed by the construction. You clean it up later.
>>2511486
That's probably why I'm having such a hard time getting back into animation. I left it for a while to study anatomy, form, perspective, etc... really just to get my foundations a bit sharper, and in that time I became interested in comic art. The way you approach the two is completely different. Perhaps I'll read drawn to life again and see if I can't fall back into things.
It was my first time animation. Used a Light box and a scanner. I feel it is too fast. Do i need to draw more frames or extend the frames time (0,05 s by frame right now)? Or both?
>>2512730
Try a pendulum before the bouncing ball.
>>2509978
a reminder for previous thread
>>2452304
>>2512734
Thank you anon
I've been doing muybridge studies lately, but I wonder if it's a waste of time.
I basically use the image sequence as a reference and I try to pin-point the keyframes and work from there.
>>2512833
ref
>>2512833
fix the timing
>>2513008
yeah I tempered with the timing, but I thought it looked good, no? I mean it's choppy, because of 12 frames only, but I extended his time in the air.
>>2513891
without adding inbetweens, how can I change the timing properly? like this?
What do people use for pencil testing?
Like I want to hand draw some stuff and shoot it but I can't find any software?
>>2514095
Traditional I might add
>>2514095
I use a webcam, mount it on the side of a table and place your drawings underneath.
TVPaint for example does have a built-in stop motion program that transfers every newly shot image into the timeline. but anything simple works too.
>>2513891
look how fast he swings his arms down
>>2514113
Would I be able to use a phone by some mad chance?
I'm looking for something quick and allow me the mess around with the timing.
If theres nothing then TVPaint will do :)
>>2514124
sure you can use anything that can take pictures, why not? plug it into your computer.
>>2514157
Thank you
Downloaded 3 different versions of tvpaint and none of them would work
>>2510580
I like the rat's guts, even the times he lose control over his machine, which was his only true power, he doesn't think twice about attacking, the horny guy's on a close second, you really bought them to life
>that green light on the robot while the horny guy was circling on his back
>>2512833
Drawings are good, but you need another frame where he's swinging his arms.
>>2513891
my dude this is fucking nice. keep practicing like this
walk cycle monster test, any suggestions?
>>2514992
Holy shit thats great
>>2514992
awesome as hell.
>>2514992
the back 2 legs have no weight to them, and the neck looks awkward, but apart from that this is really cool
>>2514992
The animation is really cool but the monster is shit design wise.
>>2515161
This
>you have to be good at drawing to be good at animating
>i want just want
>>2515161
Bitch pls if you saw that coming at you in Dark Souls you'd shit your pants
>>2515539
https://www.youtube.com/watch?v=Z1PCtIaM_GQ
show the action and its result in the same shot. don't show the fist flying through the air then cut immediately to the impact. give us more than a fraction of a second to register what's going on
>>2510958
if he wasnt being an ass you sure are
>>2510958
this is embarassing. like you actually typed all that out just to look like an idiot.
>dis is 4chan !
stop, please.
>>2515630
Thank you
heh
>>2510473
OHHH snap
>>2514992
the two pairs of the back legs seem to come off of the ground too quickly, before the other has made solid contact, so they seem weightless.
>>2509997
to be honest i really think the shadow movement does not matter in this animation
>>2509978
Been working on this for a good while, did it all frame-by-frame but I think I'm gonna be doing rigs next time
https://www.youtube.com/watch?v=1Z_w8G7PYOQ
>>2510100
No, you didn't.
droppin it
>>2516927
i see you got some inspiration from good ol' david here. i'd say work on your storyboarding a bit more. motion, composition, etc.
>>2516927
i really liked it, pls keep it frame by frame i think this style would work better than vector animation.
Also what program are you using to make these?
>>2517046
I'll keep that in mind when boarding episode 2. Thank you. Also, who's David? ?
>>2517074
Yeah I'd really love to keep the whole thing fbf but this 2 and a half minute short took me 8 months to finish. I'm still gonna do any action scenes fbf, I think I can save a lot of time by using rigs for dialogue and light actions.
And since you asked, I'm using toon boom studio, and photoshop for bgs. All the compiling done in premiere.
>>2517075
Yeah that's what kept me from rigging the first episode in the first place. But now that I've gone through this one I kinda want to save fbf for heavy action scenes and just fly through dialogue with rigs.
>>2510580
that was so rad fuck!!
I'm starting an animation course soon, reading through the animation survival guide, using sticky notes to mark particular stuff, doing the same with preston blair's book
here's a thing I'm working on, gonna sync this up with a clip from the first hotel transylvania
quick question though, what's a good program to sync audio to .mov's with?
struggling along with toon boom, sorry it's kinda tiny
also idk why the candles disappear? in the program they're moving on two's..
[spoiler]this is for my friend's birthday, she loves hotel transylvania[/spoiler]
>>2509997
>swiggity swooty
took me about a month, any tips or comments?
>>2517345
The fall and landing are much too slow, and you need to break up the movement of his legs when he flips over the wall. Otherwise, really good.
Since CSP got the animation tools in the latest update I figured I'd finally learn how to animate. Anyone used it? How does it compare to other software? I have the EX version so I don't have length limits.
>>2517351
It's passable. Good for quick loops, but for anything more complicated, use Flash or Toon Boom or TVPaint.
>>2517345
he's super floaty
>>2517039
<mettaton theme blaring>
Tinkering with this animatic I thumb-nailed out earlier this year. Trying to get a handle on the new version of Storyboard Pro.
http://theshutteredcity.tumblr.com/post/144194299696/tinkering-in-storyboard-pro-had-some-time-so-i
thinking of getting a scholarship in japan for animation. just have to up my eastern european maths level. this could get real fun.
Made this today
Should you ever keep in mind what hand a character primarily uses? Like, does a character being left or right-hand even matter unless it's a key trait, or do you just base what hand they use for like, hammering objects or drinking water based on what looks good for staging?
>>2518687
his stomach expands when he exhales
>>2518799
Impressive
This is an older animation I did for a project I was working for at the time. I haven't done much animation, but I still have the software for it (Mainly Pencil2D).
>>2518799
>pic says "nam"
>Clearly World War 2
Check your facts!
Also...lol.
>>2510580
I REMEMBER YOU.
You came to the OC/Work on Your Art threads on /co/ several months ago asking for uniform suggestions. Congratulations on getting your work finally done and finishing your project. It looks pretty good, but I hope to see more improvement in the future.
Keep up the good work.
WIP, do your worst, anon
>>2519004
it looks like your having fun but that's a dumb walk cycle and why use 2PP if you're not going to have your character move in it
>>2519133
add more random shit that'll make it better
>>2518576
lol god damn it, every time black people try to draw whites it looks the same.
>>2519326
And every time you post it looks like a shitpost
>>2519004
Is it really in progress? Prove it
>>2519326
Come on Nose Bro. You keep changing your story. I'm black now?
Also you promised to harass me whenever I posted on /ic/, but my posts go un-commented, all cold and alone.
Whatsamatta? Don't you love me anymore?
>>2518576
Do the characters realy needs to be so ugly and creepy looking?
>>2519536
Yes.
>>2518796
It depend if he is breathing with his stomach or torso.
Of course stomach breathing is the norm but still
Not anon btw
another cringe shitty practice
https://youtu.be/0IYml1s9AVw
btw, gonna try some animated backgrounds
Man, i have no idea whether this is the right thread for this question, let alone board.
I'm really itching to make a surreal animated short in the vein of some of those weird, horrifying sketches that sometimes air on Adult Swim in the middle of the night. What are some methods and actions that I should take to plan this project out?
>>2520085
step 1 learn to animate or find someone else to animate it for you
step 2 create a demo
step 3 show it to adult swim
glhf
>>2520107
I already know how to animate, I think the step that you listed that I'm on must be the "demo" aspect, and even then you are probably talking about taking clips to put into a reel.
I would really like for this to be an experiment with making something inexplicable and inviting on my own, from the writing down to the animation.
>>2520127
kinda like this?
https://www.youtube.com/watch?v=ZBvbNs7WSII&index=65&list=FLj4gbUBTqhStjl8tnGKs5lg
>>2520177
Not particularly. I'm wanting to go for an "Unedited Footage of a Bear" or T"his House has People in it" feeling, where it has some hints of normalcy so that the bizarre freaky stuff hits harder, rather than being like that where the weird factor is pretty blatant from the start. I also want people to try to think about any secret meanings, themes, events, and so on.
>>2520190
neither of those are animation
>>2520196
They're not animation, but they express the type of feeling and set up that I want to take inspiration from FOR an animation.
>>2520205
That's extremely difficult to do. If you're watching a cartoon, you're already expecting some level of surrealism, so it's not going to be surprising. And the more realistic the style, the more you're going to prepare for something dark. The best I can think of is Higurashi which has cute moeblobs that suddenly get creepy and distorted.
>>2519133
its like a bad version of this
And I'm back.
>>2520232
who's the author?
>>2520695
Bahi JD, it's at the bottom. It's for the fighting game Skullgirls
>>2520590
things are just moving, but there's no logical sequence. always think of cause and effect. when the dildo, or floaty penis, whatever slides in, the force probably pushes her pelvis back. the energy travels up her torso and makes her breasts wiggle. think carefully and work with keyframes.
>>2516507
Nice work slothy, that's pretty cash.
Want to get into animation . Can anybody recommend any good youtube channels to learn how to animate?
>>2521624
https://www.youtube.com/playlist?list=PLEG0leSJKJAE6i0zG7ULMh_x12n8TU4vc
https://www.youtube.com/playlist?list=PLxlPwYX4Or7CUWMiC7qaY3cz_30yXi6NL
yw, better not post till you put some effort into something.
Working on fundamental stuff, how's this look? I know it's missing some inbetweens, but is the general motion okay?
>>2522674
she fucking flies up those stairs
What's a good program for viewing gifs frame by frame?
>>2524438
Photoshop.
https://www.youtube.com/watch?v=RmMrFs8Mdv4
First two animations I've made were absolute failures, but I feel like I'm making some progress with this one.
>>2522449
Could use a little more squash when the bag lands. Other than that, pretty okay.
>>2524438
pretty much any animation software
Also I use this https://www.gif-explode.com/
Are there any good videos, tutorials, or books on designing characters to be cut up for puppet animation? This part always stumps and discourages me when it comes to animation. By the time I'm done the character just doesn't look professional. The lines aren't as nice as I'd like at the cuts don't quite look right. I also don't know the size I should be drawing these characters so the imperfections don't show when I zoom in with the camera.
>>2509978
I want to make shekels from 2d animation online. What websites can I sell myself through?
So far I have thought of Newgrounds, Tumblr, Reddit, and Youtube as well as channel frederators youtube thing. I think opening a patreon will be required once I have a steady fanbase; who are wiling to give me shekels. Live streaming the animating process seems smart as well
>>2522674
updated the animatic
https://www.youtube.com/watch?v=s4530hVXNRA
I have to say working with toon boom can be infuriating
i never did any animations in my life
but this looks cool. i'll download the guides and see what i can do (tried the ball bouncing animation). thanks!
oh yeah, are there maybe good alternatives to photoshop? because that's what i used to make the ball animation
>>2526306
Photoshop's animation system is pretty bad. Go with either Toonboom or TvPaint, or Easytoon if you don't want to pirate anything.
Started working on this today. It's gonna be a much longer animation, probably a whole minute long. I intend on keeping the sketchy look and I'll add some hints of colour later on, after I'm done with the bulk of it.
only really have done animations on things like flipnote, but have been wanting to do more. I've checked out the Animator's Survival Kit and the Illusion of Life from the library and just practicing from there, though I would still need to get things to make more traditional animation.
I've tried out Valium paper which is good for making cels.
>>2526617
>>2526609
This is really nice. Volumes go all over the place toward the end, though.
Critique?
>>2526974
kek'd
>>2526609
Try holding poses by easing in and out more and longer. Should help you create some focus to the movement.
>>2526974
the most noticeable problem are the clothes, the shirt more so than the trousers, which looks like its being thrown in outer space, though the latter does have some problems at the very end where its rotation just suddenly stops.
This ones not a critique, but a professional animator would probably make the drawer itself move and bounce and dance while it's flinging the clothes around, but that's quite a task to make happen.
>>2527004
Thanks!
I know i fucked up the timing on the shirt (the arms and clothes are on the same layer so its all tied down) and i don't even know what happened with the trousers.
I'm going to cut out the shirt as its own layer and move them out in the spacing a bit.
>but a professional animator would probably make the drawer itself move and bounce and dance
I'm just an amateur so this is already to daunting for me, but its true that its fun to pander on how you could further develop your animation.
>>2526504
thanks anon
i got myself tvpaint and currently still reading through the guides to get a better idea of how it works
meanwhile i tried making the ball bounce in perspective, looks cool imo (using tvpaint)
>>2527018
Well I mean preferably you'd have your action and movement laid out perfectly before you even start cleaning up the line work, let alone adding in the color and shading. just something to keep in mind, because you're probably making a shit ton more work for yourself then you really need to.
>>2509978
All yall hopefuls better read this
http://animationresources.tumblr.com/post/144586949000/job-categories-in-hand-drawn-animation
did this in 30 mins while on CQ i know it sucks, tips?
This is Radish the Raccoon, he is the main character for a cartoon scrept I am working on but I can't draw! I will give you all the credit I can if I use your work anywhere.
Was watching some animations and realised they use a lot of stagger so i thought i'd do some practice. reuploaded an adjustment
thoughts?
>>2529591
the second stagger/stutter is off balance and doesn't look like a real struggle. Looks like you added it in just because
Made this a couple days ago. I can't really be fucked tidying it up at the moment
>>2529661
it didn't send
>>2528695
>>2529665
it's ok I guess. the timing and posing is fine, though you could stretch it out a bit. keep the can within the frame and let us feel the gravity getting a hold of the can.
finished a little story board kind of a thing. planning on turning it into an animation.
https://www.youtube.com/watch?v=SfIuD3UndHA
Any /adv/?
>>2529903
If this is the whole thing it's a little too contextless.
Also the cut on "why can't I do that" is a bit of a jump cut as it just zooms in a little. Things like that can feel kind of abrupt.
>>2529903
Cuck lol
>>2530019
do you mean the frame in which the girl's reaction is displayed? I thought that I might gradually zoom it in just for that reaction, as i wanted to make the girl annoyed because of the guy saying nonsense.
And it is the whole thing. In the case of me not wanting to expand it a lot more, do you have any ideas how to give the viewer a bit more context? i.e. introduce characters, setting.
>>2529912
because i was starting up a game, my screen went blank and i went from 0:18 to 0:32. oh boy. oh boy
>>2515388
you shit your pants at anything coming at you in dark souls
Crit?
>>2530854
It's supposed to be the base idle animation. Not sure how I feel about the hand.
>>2530854
You just reversed the animation halfway didn't you?.
Complete the entire thing, it sticks out and seems lazy.
Made this today.
>>2530882
>How should I do it then? It's supposed to loop. So how can I make it loop without having it end and start on the same pose?
You take a different direction to return to the first frame
Hence the "figure 8" that the other anon was talking about. Circular motion works as well. What you're doing is linear and it comes off as stiff.
>>2529996
The left hand animation is changing in size too much as it moves back and forth.
I love the cloth animation though
>>2531087
maybe give her some pants
>>2531108
but that's not lewd at all
>>2531108
Not an undershirt? I'm afraid that animation is long past the point of criticism either way.
>>2531139
Yeah considering the game was released four years ago.
>>2531087
Ok, I gotcha. Thanks.
I also noticed my animation was too syncronized. I'm having a hard time desyncronizing motions in Maya, and idk how to use the animation layers.
>>2531199
Ahh, this was amazing. Thanks a bunch man!
>>2520232
I can definitely see some tits in there
>>2529996
There's no squash; he's just floating there moving his legs.
First animated sprite, should I continue like that and add details or are there stuffs I should fix?
>>2514992
Reminds me of Heart of Darkness's monsters, that's really nice.
>>2532316
what in the fuck
>>2532316
i dont think you should continue. shit needs fixing... like the boob connection going on...whats up with that....also its stiff as fuck
>>2532316
focus on learning animation before learning how to do detailed and clean drawings
>>2532316
Do you yourself think the movement looks good?
>>2529996
New version.
>>2532392
The animation is marginally better (still no squash), but the drawings are worse.
>>2532376
No, but I put the time and effort in so it must be
>>2532316
It's decent if you obscure everything but the boobs.
>>2532316
she walks like she sprained an ankle
>>2510421
If you've got fifteen bucks to spare you should pick up The Animator's Survival Kit. It breaks down a lot of animation problems and presents formulas for a lot of basic things. It's geared towards traditional frame by frame animation, but it's easily applied to computer animation, too.
WEW I just found how fun animation is. I wish I found this years ago.
>>2532376
I intended to fix the left feet's position and add one or two more frames to improve the loop, but what is supposed to looks bad? I'm overall satisfied of the animation. That's the only version I posted but Not like I didn't fix and remade parts several times.
>>2532721
Ok one leg is faster than the other
Tweening it like that makes it look stiff
Perspective error
Proportion error
Its just a shit movement in general, im so sorry for you, try harder next time :/ ;)
Do they use timing charts in Japan? I never see them on their rough animation drawings. If not what else do they use to work that stuff out?
>>2533771
Yes, but keyframers often don't bother with them if it's just 2 or 3 frame in betweens on a pose change or fairly inconsequential shit like that.
>>2533771
Also, that's a spacing chart, senpai
>>2532316
>>2532721
If you think it looks ok you need to pull back a bit to get a more objective view of your work.
If you are making asymmetrical walk cycle it's almost always a limp or silly walk. This is neither, and I have no idea what you're doing with the legs. The head movement is erratic, and The rotation and sliding without in betweening looks cheap, and makes the random bounce up look even worse. The length from collar bone to crotch, and the belly button's length/position stretches/changes. The crease of the line of the ass above her visible arm appearing and disappearing makes no sense. There is no pelvic or shoulder rotation.
Can you explain why it is asymmetrical and why you copy and pasted/rotated the body somewhat randomly? Whatever you're doing isn't working and would be a lot better if you just did pic related, but it feels like you've never done a normal walk cycle.
>>2534067
Also, here's a walk cycle with kicking the feet up, and no hand swing. Note the symmetry and shoulder rotation. It's not even a matter of being good at drawing or not. You need to be more logical when creating motion.
Also, if you don't like the first walk dip on contact, using the contact points (keys) as the down positions, and the passing position as the up position is very functional, and is widely used and accepted as a good way to make a walk in anime.
>>2530854
Just in case you drop in again anon. Try reenacting that animation. It feels awkward and has no purpose. She should already be on her toes. Moving that slow also feels awkward. She'd either be bouncing around on her toes, or even alternating legs.
Try looking at some martial arts stances, maybe watching some mma.
>>2533771
Yeah, they do, but they don't like to limit themselves into thinking only with halves and thirds when spacing out the limited number of frames.
It's more like "Whatever feels right and hopefully looks best".
Personally I find it easier to think in percentages.
>"Okay, so I need to draw this first inbetween drawing into 40% between the keys A and B, and the next ones would be 80% and 90%..."
Instead of:
>"Okay, I'll just proceed to draw the first inbetween at halfway point (50%) between A and B and then continue to halve the timings after that in the following two inbetweens (75% and 87,5%) regardless of whether it's the optimal for this particular motion, because it's the only way I can think of distributing the timing."
>>2534067
> If you think it looks ok
Nah, it was in work in progress as I said, still working on it. The first version I posted does is wonky compared to the one I have now.
It obviously won't be perfect, but I do am trying to respect what makes a correct walk animation with the contact of the back of the feet, and how the body goes up and down.
> The length from collar bone to crotch, and the belly button's length/position stretches/changes.
Was testing some stretches and stuffs to gives off a dynamic animation, still gotta work on that, yeah.
>>2534188
The movement seems to stop for an instant with each step, which is not what happens during normal walk cycle.
I am going to see Bill Plympton this saturday and I'll try to ask him as many questions as possible. do you guys have any suggestions or requests?
>>2534470
Yeah, how'd you get to be such a lucky bastard?
>>2534518
ok, I'll ask him that then.
>>2534188
is she supposed to be butch?
>>2532485
that's not how it works lool
>>2534542
> butch
> long hairs
Eh?
>>2534562
it's the legs
>>2534188
Stop copy pasting the head it looks terrible when people do this, make it rotate a little otherwise it looks unnatural. The hair is like a stiff piece of cardboard, redraw it and make it move. The legs aren't bad, I particularly like the way the right hand on her hip moves.
>>2534663
Stop copy pasting the head it looks terrible when people do this, make it rotate a little otherwise it looks unnatural. The hair is like a stiff piece of cardboard, redraw it and make it move.
It's still in work in progress, barely did anything for the head at this point, it was just set as a base, I'll do a proper animation for the hairs.
On the other hand I'm not sure if animating the face is a good idea, several (good) references I'm using doesn't have it moving.
>>2534188
the head is very large compared to the body. I've seen your artwork before. its pretty good. you should put more frames when she has her leg up. Also please animate the hair, it makes the whole thing look unnatural
>>2534470
ask him if he used/uses drugs
>>2535755
He did. He openly says he used LSD, though he doesn't anymore.
>>2526974
I like it. The only thing I noticed is that there's a point when the eye rotation speeds up
strate ahed ruffs
>>2536652
I like it.
One thing: when he first bends over and pauses, what is that trying to convey? It seems out of place.
>>2509978
Will animation help me understand form, or kill me?
>>2536690
May as well bump with my bouncy test.
Acceptable?
Estonian anons report in, I know you're here and I need to discuss serious business with you.
>>2536794
Form, nigga, form!
I'm trying to make animation for a stupid ass game
Fact is, I can't animate for shit and I'm mediocre at drawing.
How is this? Does it look like he's breathing? Should I add more frames? I want to keep it as simple as possible even after render
>>2510720
>more towards beginners and more limited animation
But the solid construction is more important. You can't animate complicated things before simpler things.
>>2537057
Could you elaborate? I'm not sure what you mean.
Also, could you please tell me how to time the frames so that it moves more fluidly? I tried to speed it up at the bounce and slow it down at the fall, but it isn't working right.
>>2537127
Keep the form of the ball consistent even if it's just a test.
>>2537129
Oh, okay. Make it less squishy. Only deform it at the bounce then?
>>2536794
You've squashed it the frame after it bounced, which should be stretching upwards.
In terms of timing, like the anon said, have more frames towards the top than the bottom; when you start from the highest point the ball should start falling slow, then gradually pick up momentum and fall faster. Vice versa on the other way round; as it goes upwards it should gradually slow down until it reaches its highest point.
>>2537155
Gotcha. I'll get to it once I get home.
I have a Question about clean up and the process of animated features. Roughly how many animators were there on a typical 2d animated disney film? the guy in this video takes an hour to just outline 1 frame. how is it possible to create a movie that is hundreds of thousands of frames in a relatively short time frame?
https://www.youtube.com/watch?v=5Q19QNBkh0Y
Does anyone know a more conservative workflow? Maybe not something that's straight up puppet animation, but also not completely traditional? I find I often get burnt out when trying to handle a traditional workload by myself, but I'm never happy with the look of puppet animation.
>>2537195
>thousands of frames in a relatively short time frame
hundreds of well trained clean-up and ink and paint crew
>>2537384
Here are your options listed from least to most difficult
1: Git gud at Flash
2: Learn 3D Animation
3: Learn to take optimal advantage of animator tricks, like simple character designs, or having a lot of still frames
4: Tradigital animation, same as traditional but you can take advantage of rotation and copy pasting
5: Hire an assistant for traditional animation
>>2537403
I guess no matter what I'll be taking a hit on something huh? I work pretty well in flash, but as I said, I just can't stand the look of full on puppet animation. I just wish there was something inbetween puppet and traditional, I suppose something I haven't tried yet is rigging a head while drawing the body traditionally. I believe a similar thing was done in motorcity
>>2509978
Aye, any crits?
>>2537531
cute
>>2536688
He's supposed to be trying to bulk/flex/animetransform but then it goes lopsided, theres like no anticipation so nothing reads well I guess, made some edits but still don't know how to continue it.
>>2517913
huh, lines look hanepen-ish, strait ahead I'm guessing? p disorienting but with some easing/edits could be good
>>2537531
fav in thread so far
>>2517039
also good
>>2537630
blog?
I'm serious btw
Is stop motion okay to post in this thread?
Starting something soon
>>2537848
Don't see why not, so long as it's animated.
Not my character, but I drew this up in TVP to demonstrate a suggested construction + walk cycle to the designer.
>>2538402
woah nice
>>2537785
rarely draw/animate so only like 2 posts a month http://tlcarus.tumblr.com/
>>2537411
Motorcity (and all Titmouse cartoons) are puppet animation, they're just really good puppet animation.
>>2538402
Move that shoulder forward
>>2538402
The best part about this (besides everything, it really is great) is that it's not a complete walk cycle. You've done a great job giving the illusion that it is which has saved you a lot of effort without compromising the result in an obvious way.
>Not my character, but I drew this up in TVP to demonstrate a suggested construction + walk cycle to the designer.
What studio are you working for if you don't mind me asking?
I've been having trouble conveying weight in this animation properly, what are some good resources to use to learn how to do that? He always seems like his feet barely scrape the surface of the ground instead of actually stepping off.
I'd like to keep it around 8-12 frames, but I can go higher if it means making it look good.
>>2538528
nice blog bro
>>2539043
I ended up bumping it up to 14 frames, but it looks much better.
>>2539387
The head is turned a little too much towards the camera fyi in case it wasn't intentional