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Animation Thread
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You are currently reading a thread in /ic/ - Artwork/Critique

Thread replies: 255
Thread images: 88
Previous Thread: >>2509978

Bring us your roughs, your storyboards, your pencil tests etc. Talk about industry, schools, the hopelessness of it all, how we all gonna make it etc.

If you're gonna post animation that isn't yours give source or state that it isn't yours.

Keep shitposting to a minimum. Don't feed the trolls.

>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
http://www.rhinohouse.com/

https://virgam.files.wordpress.com/2010/12/anim-draw-48-ssa-ideas-anim-shorts.pdf

Japanese style animation tutorial: http://listeningside.net/a_side00.html
Stoyboard & composition: http://www.floobynooby.com/comp1.html

>Play YT videos frame-by-frame
http://rowvid.com/

Lastly, if you've got some good animation resources, contribute!
>>
>>2546824
The smoothness in that is ridiculous.
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>>2546825
meh
it's just a lot of frames

smoothness and fluidity aren't something impressive in animation
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>>2546825
>yfw he makes those with flipnote
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No weight at all.
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>>2546824
i have no idea of animation, but that shit looks really good.
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>>2546840
aren't ballerinas supposed to feel weightless?
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>>2547032
You're that Heaven faggot, aren't you?
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>>2546824
Any critique is welcome.
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>>2547171
work on easing in and easing out, also work on keeping on model, the location of the ear goes up and down as it turns
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>>2547171
someone already mentioned the ears, I think the chin becomes too thin, it might be the lack of in-betweens though
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so I made another shit, still working on it
feel free to critique or bully~
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>>2546837
A lot of frames that take a lot of time and effort. It takes some chops to animate high framerates in 2d.
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>>2547272
Seems okay. That ground tho,
>>
>>2546837
>smoothness and fluidity aren't something impressive in animation
>smoothness and fluidity aren't something impressive in animation
>smoothness and fluidity aren't something impressive in animation

what even
>>
>>2547306
Yes, it takes time, not skill.

>>2547312
Just look at Mitsuo Iso's sakuga.
He only animates 8 fps.
His animation is what experts consider impressive, not this floaty high fps shit.
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>>2547319
>Mitsuo Iso's sakuga
Do you mean this?: https://www.youtube.com/watch?v=Cvx7p6-lABw

Thanks for mentioning that, you just won this argument.
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>>2547308
the grid is a reference for background animation I'll add later
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:-D
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>>2547581
I love this!
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>>2547581
Thank you for this gift.
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>>2547272
impressive, good work
for you or anyone else who wants critique, use frame numbers

>>2547581
excellent use of smears, secondary on the muzzle is cute af
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>>2547581

lol nice!
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>>2546824
Does anyone here use Krita for animation? Any other better equivalents for free?
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>>2547272
totally fucked up shitty background animation
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>>2547171
The big problem with that head is it's not long enough. The length of a head in profile should be longer than the width of the front front, but yours are about the same.

Remember that when you draw a loomis head you cut the sides off, meaning that length is shortened while the back stays the same.

One way of constructing a head that I like is to use two ovals. You see spheres don't tell you anything about themselves in perspective as they always have the same silhouette from every angle, but with two ovals you can use their shapes to describe the direction of the head easily.
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spoplity bap added some crap

>>2548544
the lines separating each tree makes it worse and is distracting, only leave them there for the last few frames where they add depth.

>>2547581
A-, I only wish there was more swagger

>>2547319
>>2547383
Nothing to add, just happy whenever his name is mentioned

>>2548465
easytoon for windows is popular and good enough for many pros to practice, hanepen for mac, I think it makes sense to use the simplest thing possible and only use fancy apps for final cleanup/coloring but to each his own, look up alex grigg on vimeo for some photoshop animation tips if you have that
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>>2548605
At the end when he suddenly shoots off there isnt enough anticipation. Make him lean more into it
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>>2546837
trying too hard
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>>2548632
yeah probably wasn't the best point to start getting lazy, fixed that and made some other slight changes

>>2548544
oh yeah the other thing I was going to say is the way the camera stops then he stops just looks stilted, I think he should jump just before it goes head on so we still get an idea of his speed and I think it'd just look more dynamic, maybe some easing on the camera too if that's not too hard, much respect for trying character+camera motion at the same time though.
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>>2548599
A sphere is only perfectly circular if it's directly in front of the camera.
>>
>>2548665
thanks for suggestion

maybe I overcomplicated background animation.
I should just "pose to pose" it

I tried to google some tutorial about background animation
but all I found is unrelated stuff
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>>2548687
If you rotate any of those spheres their silhouettes won't change, that's the important bit.
>>
>>2548665
The action is somewhat difficult to follow and the movements lack weight. The former problem could probably be fixed by adding more in-betweens, and the latter could be fixed by changing the timing of the breakdowns and altering the spacing to add some acceleration.
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>>2548755
>The former problem could probably be fixed by adding more in-betweens
You're right, but for future reference it'd be best to make everything readable from the keys alone.
>>
>>2548687
*in front of a perspective-oriented camera
don't forget that cameras such as orthographic exist, which are sometimes useful for over-head scenes such as panning over a bunch of people in a military control room
>>
>>2548755
>>2548779
The problem is I animate straight ahead which tends to cause the floaty look, I find it basically impossible to animate using the keys+inbetweens method, the most I can do is think more about the motions in advance next time. First anim since january so here's hoping the next is better.
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roughs for a trot cycle

>>2548795
i used to find it hard to work with keys first as well, and i think that's because animating digitally is very intuitive. when you're first starting out, it's difficult to plan an animation because you don't totally understand it all yet, and it's a lot easier to just work it out as you animate. it'll get easier the more familiar you become with animating, and for now i would at least try doing little thumbnails of an action to get used to it. do you have dick williams' book? working through the examples in it helped me out quite a bit when learning to work with keys first.
>>
>>2548825
Haven't seen your stuff in a thread in awhile! Love your stuff.
The back legs of the sheep feel a little "slidey" compared to the front legs. Kind of like they're not really touching the ground entirely. It's pretty solid looking, though.
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>>2547184
>>2547266
I didn't notice these, thank you.

>>2548599
Very insightful, thank you. Also I haven't read any Loomis books yet. What you saw was from Michael Hampton's book.
>>
>>2549016
I assume it's a fucking gif, honestly the fucking motion looks weird, not sure what you're trying to make here. Is it some sort of fetish? I always thought you construct the body motion first then add the sex
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>>2549016
what am I watching
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>>2549016

Posted the exact same gif in the last thread with no changes.

It's shit.
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This is probably the last decent animation I've done and it's from a long time ago. Trying to get back into traditional animation again this summer but also going to try to incorporate some 3D like basic BG's mainly for rough layout, camera moves, and other stuff for practice.
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>>2550938
Maybe add anticipation before she goes for the lunge? I might be wrong though
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>>2550938
What is she doing? You don't swing your epee like that in fencing.
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>>2550938
>More interested in drawing a naked girl than drawing a good animation
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>>2550938
There should be more of a pause before she retracts into her original position. Have the right knee bend just slightly before she slide back too. Like another anon said, if she is supposed to be a professional fencer you should study the sport to avoid mistakes.

Other than that, you have good anatomy, it's smooth, and the movement of the blade is represented well by the lines.
>>
>>2550956
>>2550969
>>2551080
>>2551357
Yeah it definitely could have used another frame or two for anticipation and before getting back to the idle position but I wanted to make a 5 frame attack I remember. I was trying to think of it as a fighting game, and if I only had 5 frames for a wide and long attack how would I do it.

As for not being a legit fencing move, I just wanted to finish it quick at the time so I didn't put much thought into how accurate of a move it really was. The motion/timing came first, then it being a fencing girl came second. Could have just turned it into a different type of sword and everything but then I'd have had to draw more clothes but since I just wanted to do something quick I just went with it. For me at the time it was just about getting the motion right in the restricted frame. Not a great excuse but that's what it was.
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>>2547581
epic gondola
>>
>>2550938
Why is she whipping her head back? You keep your eyes on your target. Sorry, kendo autism kicking in. It always seems flare up in the animation thread
>>
Does anyone have any tips/advice on creating a showreel, for jobs? I need to make one and I'm not sure what to put in it. I feel like I don't have enough...
>>
>>2548825
this is SO good!!! i hope you post more stuff in the animation threads i think i remember your stuff from the previous ones. insane
>>
>>2553946
Then don't put a lot. A reel should only be like a minute and a half, and if you don't have enough quality work to reach that length, make a shorter reel. Start with your strongest stuff, end with your almost-as-strong. And of course, make more.
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This is supposed to be a brick falling. How can I improve this?
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>>2546824
Animation like that is impressive too bad theyre just cartoons though.
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>>2554528
Decent timing before it hits the ground, but a brick doesn't just slide on the floor, it bounces. Also it changes volume throughout; you need to get better at drawing.
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i don't even know what i'm doing
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>>2554539
"Just cartoons" why is that a bad thing? what else could it be? animation is cartoons
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>>2553946
>>2554037
What this anon said, don't pad out your reel so it's longer. Don't include anything that you don't consider to be your best, and put your best right at the front. Employers potentially look through hundreds of reels, so if yours doesn't stand out in ten seconds or fewer they'll just move on. I would also keep your animations in order if they're from the same project so that they can see how well your animations hook up from shot to shot.

Also, curate your reel to the kinds of jobs you want. If you want to work in TV with rigged puppets, make a reel specifically for that. If you want a job in 3D, don't include much 2D stuff, if any at all. If you want to work in features, don't include walk cycles or mechanical stuff, only include acting bits.
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>>2554539
are you the shitposter from the Murata thread?
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secret
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wee
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Don't mind the long beginning, I'm planning on touching that up in after effects. Critique would be appriciated
>>
Are there any online lectures/schools for animation that are equivalent to things like Schoolism and CGMA?
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>>2556059
Why doesn't it loop?
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>>2556505
Because I fucked up.
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>>2556059
>>2556638
Fucking nightmare material.
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>>2556642
Yeah, my reel is pretty much just filled with weird things. So I might have to tone things down.

>quad_walk.
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>>2546824
just rough, for the mo'.

https://www.youtube.com/watch?v=UqhM_3ryICc
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>>2548825
are you using photoshop for this?
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just dancin...
comments/crits welcome :)
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Are there any good programs for easily making 3d backgrounds for animations? Or maybe creating a collage would be easier using existing locations, though I don't know how the copyright laws would work for that if you are pulling some images off the internet to do it.
>>
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>>2550691
guess i posted the wrong file, sorry
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>>2557852
if youre trying to make it look like the vag is struggling to take the knot of the cock, then you for sure need reworking.
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After the ball touches the ground, I gave up on making it 24fps and it was alternatively on 2s and 3s. This is so shit and it was like my 4th try today ;_; fucked up the timing so bad, it looks like it gathers strength when on the ground rather than bouncing off of it.
>>2548825
How long did it take you to get this good, sheep-boy?
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>>2554539
Ralph Bakshi would like a word with you.
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>>2557752
>>>/3/
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>>2557877
This is much too slow for something falling under gravity. I could be wrong but I think you're probably drawing the ball at the top and then drawing the next frame a little bit lower, then the next slightly more lower and so on, and the timing is off like you said.

Instead try drawing the first position and then one halfway between the ground and the initial ball. Then draw a ball on a frame between those that's halfway between those two balls. Then draw a ball halfway between that ball and the top ball and so on. This is an easy way to get the kind of acceleration you want.

In my image you can see all the drawings I've done and their spacing. There's 8 unique drawings on 2s. (then I copy and paste the frames in reverse as it goes back up cause I'm lazy)

The important thing to notice is that once my ball gets halfway down there aren't any more balls except the one where it's snapping to the ground. This is how you get the punchy speed feeling you want.
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>>2554528
add a very slight bounce and no sliding
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>>2555946
it's simple, but I like it.
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had some time today
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fuck it i'll strap one to the start and call it a day, might try to go longer over the weekend
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>>2558020
thank you anon <3
>>
I have the Animators Survival Kit book and I'm still a bit confused about 1s and 2s. Is there like a baby mode analogy for it?
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>>2558288
I think it would have been clearer if the bigger arm grew even bigger to absurd amounts for a frame or two when the person was trying to power up. I also think you should have added some more anticipation to the run, like made the person's back arch more for a frame or two before he starts the run. Justr my uneducated opinion though, this might make the animation worse.
>>
>>2558440
>>2558288
also, I think the flip at the beggining might be a little too slow.
>>
>>2558439
Say you're animating at 24fps.
An X denotes a key frame, an o denotes a frame.

Animating on the 1s:
X X X X X X ...
Animating on the 2s:
X o X o X o X o ...
Animating on the 3s:
X o o X o o X o o ...

Where 1s takes the most time because you're animating 24fps.
Animating on the 2s is the same as animating at 12fps.
So on and so forth.
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>>2558232
It's cool. Looks like you had fun. I have no idea what's going on though.
>>
>>2557646
Jaw should be on a different plane from the eyes
>>
>>2558288

I think you might want to start with a character show form doesn't change. learn to keep the right proportions then try the fancy show off shit
>>
>>2558889
******who's form doesn't change******
>for the pedantic autists that won't understand
>>
>>2558772
im not sure i get what you mean anon
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>>2558288
all might?
>>
youtube.com/watch?v=67g7E6hqumo&feature=youtu.be

>First animation I've done in a year

Devilish. I'll start with the survival kit now.
>>
>>2559029
It's a good start, just an odd mix. Your face is clearly pose to pose (with the face having no bounce back when it stops the turn), but the hair has a smooth follow through. Keep it up though!
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>>2557852

there's no sense of the thing being penetrated, or the thing doing the penetration, being attached to actual creatures. nothing reads as thrusting, squirming, edging it in, or even flinching from taking it all in one go (or simply giving up to it and no longer resisting). most importantly, i can't distinguish which is doing the work, the giver, the receiver, or both.
there's also very little sense of weight. if the receiver is on top, the frames where more and more of the dick penetrate should be held longer, to give a sense of gravity assisting their body down.

additionally, the pacing also plays a key part in this problem. it currently gives off a sense of haste/urgency, like someones trying to quickly prepare a weapon amidst a short time window during combat. this kind of pacing would work if it looked more like the dick was being forcefully crammed in with very little care, eg. rape, but it doesn't. it just resembles a semi-delicate action being performed quickly.

overall, this looks as though someone is trying to, by hand, cram a rubber ring that vaguely looks like the outside of a vagina..over a dildo.

i would start by making an attempt to better distinguish when thrusts are happening, either by the receiver or the giver. practice identifying which frames should be held for longer.
you've got the right idea with the form of the vagina as it runs along the dicks surface, i like that attention to detail.
>>
>>2558288
the dust cloud at 0:09 looks awesome.
at 0:11 the zooming off to the left side reminds me of the timing used for quicksilver in xmen, and how they sync up the motion blur of him leaving the scene with a scene transition that starts out with panning.
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>>2558892
do you mean "whose"?
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>>2558999
As it is the jaw seems parallel with the center line for the eyes. It should at least be at a slightly different angle.
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>>2557852
how long have you been working on this deranged shit? give it a rest
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made this

would take one request if a reply comes fast enough.
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>>2549248
I think it's fellatio
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>>2558543
Oh fuck me it was so simple, I was totally over thinking it. Thanks!
>>
>>2557852
Dog dicks don't knot immediately, so if you get it to be normal looking and then as it goes on you can make the knot swell. There's no struggle to take the knot, even if she's a big slut there should be resistance.
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>>2559164
>requests

https://www.youtube.com/watch?v=oWXYoD7wfOs
>>
>>2557359
adobe flash

>>2557877
a couple years on and off, i feel like anyone could make something similar in under a year's time if they can already draw well enough! i'm just going through richard williams' book to try and reteach myself the basics.
>>
>>2558288
Learn your drawing and anatomy fundamentals first, the rest will come naturally and look a 100 times better.
>>
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Too tired to clean up rn, I'll do a bit more once I get some sleep and call it a weekend well spent.

>>2558440
good idea, hard to do
>>2558442
yup

>>2558742
yeah i suppose if I don't know what I'm doing myself it wouldn't be clear to anyone watching

>>2559023
haven't watched this, looks imaishi-inspired, any good?

>>2559041
don't get the reference, link?

>>2558889
I do this for fun, not to become an animator, and I don't find doing thousands of sack exercises and walk cycles fun, you're not wrong though.

>>2559496
I usually only draw once or twice a month, tried doing art seriously and burned out like a year ago, don't have the time or motivation to do countless anatomy studies these days, but again, you're not wrong
>>
>>2558288
>>2559508
Holy fuck, this is amazing.
>>
>>2559528
not really, all flash, no skill
>>
Interested in animation. Uh, what program should I be getting?
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>>2559549
God sees all
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can anyone sauce this?
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>>2560151
Heavy Metal, a science fiction anthology movie. That part is from the first short story in it.
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>>2560167
>>
To those animating on two's: what do you do with camera movement?

Do you pan it smoothly with a tween or do you move the camera on twos as well?
>>
>>2560481
General consensus is: don't. If you're moving the camera, animate on ones. But if you don't have the time to do all that work (or just don't want to) you can do it however you prefer. I tween it because it's easier.
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Have the French animation wizards who worked on Wakfu ever released their workflow or how they make and rig their puppets? It looks like something inbetween traditional and puppet animation which is something I've been trying to figure out for a while. Something that lightens the workload without sacrificing to much quality.
>>
>>2559200
well people dont wanna pay for my shit nigga what can I do?

there are no collective contracts for artists..
>>
>>2546824

y m i sucking so bad at this
>>
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>>2561746
>FILE
>can't even post right
>>
>>2561679
how do you know? where's your showreel? that little gif is pretty damn good.
in any case, keep studying and meanwhile draw what you want. you're the guy who's put in the effort to develop a skill, don't give it away for nothing.

>>2561746
you're on the right track with the ball as a guide, but you're just drawing a bunch of lines straight ahead instead of thinking about the large, underlying forms and using key frames.
read the preston blair book, and then the animator's survival kit.
>>
>>2561079
this. those guys are pretty good. very smooth
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Beginner at animating, downloaded a course on it. It feels so weird from a drawing perspective? Gesture drawing and construction come naturally - but making drawings on top of drawings just feels almost like a whole different experience. C&C welcome
>>
>>2562465
um..
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>>2562465
Yeah as >>2562721 pointed out, you have to fix that side profile, it's all kinds of off model from the front profile. And overall the turn cycle just looks very inconsistent.
>>
>>2562465
I'd do a model sheet or at least understand what the front and side few looks like before animating your character, because it looks like you're just doing it straight ahead without really thinking about what you're doing with your forms.

Also don't be afraid to stylize in order to keep it simplistic and maintain consistency, especially as a beginner.
>>
about 8 hours of work went into this one

it was to test out different features of opentoonz and to get to know it/how to use it properly

https://i.imgur.com/oiVEPH5.gif
>>
>>2563929
Please just learn the basics of motion/weight first before auto tweening the shit out of everything, in the long run if you stick with animation it's hard to unlearn the bad habits.
>>
>>2546840
Yes it does, don't lie.

>>2562465
Try and key frame first. It's much easier as a starting base for beginners than going straight into it. Reduces mistakes as well.
>>
Is Clip Studio Paint EX worth it for animation?

The only other program I came close to liking was Krita 3, but for some reason the pen drift/calibration on it is shit with the surface pro 4.
>>
>>2564118
this is csp right? https://twitter.com/yotube/status/717660773770596352
>>
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>>2546824
Am I fucking myself if I do this animation course here:
http://myfoundry.com.au/schools/cg-spectrum/
>>
>>2558288
>the /fit/ sticky
>>
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I can't seem to draw the keys then the in-betweens. I always animate start to finish and doing otherwise feels strange.
>>
>>2564597
Stop animating shonen anime
That should fix all your problems
>>
>>2564448
Yep.

The problem with the $50 version is that you can only animate up to 24 frames total.

I'm starting to lose hope that there is any other option besides just upgrading for another $150.
>>
>>2564597
>>2564599
This, kind of. When you're doing crazy action scenes, without much inbetweens and a lot of camera movement, it might be easier to just do straight ahead and feel it out. For a longer scene without much action, planning out the keys and going pose to pose is much more practical.
>>
>>2564597
Are you kidding?
I find it infinitely harder that way.
Keys/Etremes are just like (okay, not quite) doing an animatic.
Fuck that fine fiddly shit, that's what Koreans and software are for senpai
>>
>>2564554
Also, they look dodgy bro. Don't do it.
>>
>>2564597
this is pretty cool minus the surprise ani-shit face
>>
>>2564597
>>2564599
>stop animating shounen anime
yeah sure, but honestly it's better to storyboard or plan out your shot before you animate if you end up doing stuff like this straight ahead or not.
if you're just starting out I'd recommend doing keys of something simpler or inbetween keys from a shot from a show.
>>
Does anybody do traditional pencil and paper animation anymore? I was going through school for traditional animation a decade ago, but I dropped out and haven't thought about it since, but I retained most of it and my interest in it is being renewed by this thread. I'd post my projects, but they're on VHS tapes somewhere.
>>
>>2565463
>Does anybody do traditional pencil and paper animation anymore
Jap animators animate using paper, still. I believe most 2d animations are digital now.

>VHS
Holy shit you're old.

You should definitely convert those VHS tapes to digital. Definitely before the tapes degrade, its nice to keep your archives up to date imho.
>>
>>2565491
Not him, but I was in a highschool vid-pro class 10 years ago and almost all of our cameras were VHS. Even the most advanced ones were mini DV tape.

Technology is advancing too quickly for school budgets to keep up.
>>
>>2565501
When the anon said VHS I thought of the big VHS tapes, not the mini DV tapes.

>highschool vid-pro
lol I did middle school tv production in 10yrs ago. We would use the mini DV tapes, but after we transfer the film to the computer we always save it to a flash drive.
>>
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MGS animation I've been working on
>>
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first animation ive done in years. kept it pretty simple.
>>
>>2565615
d'aw
>>
https://www.youtube.com/watch?v=GqxnlzBKWeE
>>
>>2565615
DON'T
>>
>>2565597
dem titties goin wild
>>
>>2565597

The boobs a bit crazy. I'm supposing the animation will be overall way smoother when said and done, but the boob is definitely going wild.
>>
>>2565615
pls fix the jitter
>>
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>>2564599
>>2565425
Okay.

>>2565244
I think you're right. Tried to do keys this time.

>>2565329
It's how I learned animation with that old Pivot stick figure software.
That was in the 2008 or 09 era. I was still a kid though.

>>2565441
Storyboard, gotcha.
>>
>>2565868
>pivot 08
ayyyyy
>>
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I made this like a couple seconds ago. Critique plos.

Last one I made was using EasyToon. Ball bounced offscreen and it was bad.
>>
>>2566596

imo it could use a couple additional frames at the end to allow the ball to slow down with gravity before completing the loop

maybe the frame with the ball flattening should be redrawn to make the ball flatter on the bottom. that way it seems it is hitting a flat surface a little more
>>
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>>2565597
This is totally all over the place. Start with hand drawn stuff before you do more complicated puppet shit, because nothing really makes sense here, and is the complete opposite of sexy.
>>
>>2546824
https://www.youtube.com/watch?v=UqhM_3ryICc
>>
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how'd I do
>>
i should try to animate more can you give me so pro tips?
>>
>>2568010
His body shouldn't stay that stationary when he stops the other hand, the impact through his arm would rustle his torso.
>>
>>2568010
Hand is disconnected from the body. took me a while to process it was his own hand. Why is the elbow off-screen?
>>
>>2568056
Not him, but I do think it makes sense in the contexts of what's going on, a robot that size logically shouldn't even stop a hand swipe by such a big hand like that to begin with. I think it portrays that whole "animu character is so strong it doesn't even flinch him" effect decently, all that momentum is slowed down all in his arm anyways from the image so, I think it works for something FLCL related.
>>
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>>2568010
There's a reason why Canti's arm is straight in the anime, it makes it look as if he stops the attack with his entire body since the energy is transferred straight. The way you made it the robot just seems to give up on the attack mid swing. Also straight arm + head facing down + legs spread is a distinctive and tense-looking silhouette that your version lacks. Practice gesture before going for animation, it will help you a lot.
>>
>>2565652
was this made in power point?
>>
I just finished putting this together. Took me almost 6 months.
https://vimeo.com/171365328
>>
>>2557852
You could fix a good portion of the problems with this by doing some longer pauses between thrusts. But also consider that there should generally be more squish and give to that cock. Squash and stretch are important, but timing and tension are the biggest thing for porn.
>>
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this was an experiment with making a normal action like looking up more interesting by the steps in between.

Crit?
>>
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Anyone know the software those guys use to animate still hentai pictures? Similar to this but not usually this good
>>
>>2569908
>Critical hit
Top kek
>>
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first walk cycle. gonna stop whining about the industry and actually start doing dailies. go ham with critiques.
>>
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>>2569908
http://www.live2d.com/en/products/cubism_editor
>>
So I'm shit with Flash and the UI for TB Animate is really unintuitive. Any other good animation programs that have really good-feeling pencil tools, or just feel natural in general?
>>
>>2570067
wew I worded that awfully
What I mean is are there any animation programs that feel akin to drawing on paper but still have a good interface
>>
>>2570078
nope.
>>
>>2569908
Theres adobe after effects with the puppet tool,
what >>2569952 is suggesting and anime studio
>>
>>2570264
>anime studio

See
>>2570173
>>
Anyone animate traditionally? What's a good GSM for animation paper?
>>
>>2570510
you want 16lb bond paper most likely.
>>
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>>2570078
Closest you're gonna get to that is TV Paint. It's kind of like Photoshop in the way that you can make brushes etc. and isn't vector based like flash/animate. It takes a bit of getting used to but is a pretty solid and straight forward program.

That or Clip Studio Paint. I haven't had the chance to try the animation tools it myself, but I know Takafumi Hori has used it on a few occasions and had some pretty good results. The tools are iffy, you have to work around them a bit.
>>
>>2569944
Too fast, not enough frames, leg doesn't extend enough forward before contact
>>
>google "best animators in the world"
>first result
>http://www.thetoptens.com/top-10-greatest-animators/

>1. Walt Disney
>2. Hayao Miyazaki
>3. Seth McFarlane
>4. Matt Groening
>5. John Lasseter
>6. Will Hanna
>7. Chuck Jones
>8. Trey Parker/Matt Stone
>9. Genndy Tartakovsky
>10. Tex Avery

Somebody end my suffering
>>
>>2569625
Your drawings doesn't seem all that confident (kinda chicken scratchy with wonky anatomy at places). Animation feels kinda awkward and stiff at times where there's no or minimal movement.

I really like the aesthetic you're going for, though. And A for effort. You don't see big projects like this posted on here very often.


Have you read "The Animator's Survival Kit", by the way?
>>
>>2571034
Did you googled "best" and not "Most overrated by the fucking plebs"?

Oh no, Holy Shi......!!
>>
>>2571034
>Seth McFarlane and Matt Groening

Holy shit.
>>
>>2571034
>10. Tex Avery
7. Chuck Jones
Why are they so low.
>>
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>>2571034
>google "best animators in the world"
>Popular results on the web.
>>
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roughs for experimenting with camera movement, my mind is in pain
>>
>>2556663
Placement of the feet (front left in particular) are off. Pacing feels like he's walking to a beat with a weird emphasis on the impact of the front left
>>
>>2546824

>inb4 people realize the artist is black and start hating on him

He's a french black though, so that's different than an American black.
>>
>>2569736
Make it faster so we can actually see the effect
>>
>>2571042
Yeah I'm still getting used to working with a tablet instead of an actual pencil, and I ended up pushing the scratchines a little on purpose
to differentiate that character from the rest of the environment and the more "digital" characters. And some of the animation is definitely a little of the cheap side in some places but that's what happens when you're working on school deadlines and don't have anyone else to help with inbetweening. Thanks for giving it a look and an actual response though. I appreciate it, and I'm definitely gonna work on making future projects cleaner.
>>
>>2569952
Anon. M-muh dick...
>>
>>2569952
Wait is that the meme neko game?
>>
>>2572122
yes.
>>
>>2572129
I didn't realize it was so lewd. I thought it played it soft.
>>
>>2568056
>>2568092
>>2568804
Thanks guys, I like getting actual feedback. sorry for the late reply
>>
>>2572130
Did you buy it from Steam?
>>
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Something feels pretty off about the motion to me, but I can't place my finger on it.
>>
>>2572149
You can't really tell?
I mean, I know that is hard being subjective with anything you have in front of you for a long time, but common man.
>>
>>2572149
It lacks the satisfying titty drop SNAP. I think the drop has too many frames.
>>
>>2572176
Would it be best to remove a frame from the drop, or do more of a smear?
>>
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>>2572184
I was just scrolling through and MUHDICK happened. I'm not much of an animator. Maybe study up on some actual titty dropping? Sorry man.
>>
>>2571085
you fell for the bait, I feel sorry for you
>>
>>2572149
Is stiff.
her arms and tits move but not her body. It looks like a shitty park animatronic
>>
>>2572149
I feel like the biggest problem rather than the timing or motion of the breasts might be the violent twisting motions of the hands-but without that there'd be less visual interest. Maybe rethink the drawing of the stage-right hand on the frame where the fist is completely facing the viewer. It appears to flatten the hand out and causes a pretty big contrast with the other, more subdued directional changes and appears as a "skip" as consequence. There's also the matter of the inconsistent volumes of the knuckles on the stage-right hand causing a similar visual hiccup.

Consider removing that harsh jiggling line near the stage-right breast. I could be wrong but I feel that the pectoralis (a portion of which I interpret that line to represent) would probably barely jiggle at all, let alone moreso than the breast fat itself. Make it move a bit, sure, but it's bouncing around like a rubber band. Something more akin to what you have on the opposite end would likely suffice.

You might want to consider looking at a reference for the elbows and giving them a hint of anatomy, too. Just having them squared off like that isn't doing the piece any favors, though if you choose not to I don't feel like you're hurting it a hell of a lot either-your call.

>>2572268
Expecting him to fully animate the entire head and body just to supplement a silly titty jiggle is unrealistic. Stick to critiquing the actual animation rather than complaining about the parts that aren't fampai
>>
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>>2571727
might continue moving the camera to follow him or cut to a close up before he moves again, not sure, very confusing.
>>
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>>2572295
>Expecting him to fully animate the entire head and body just to supplement a silly titty jiggle is unrealistic
Well let it be shit and call it a day then.
>>
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>>2572149
>>
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>>2572401
lets see if planning out the movement actually helps, I'll come back and animate it after work, does anybody know of a really super mega easy 3d app I could use to help me ref this shit?

>>2568010
missed this, always great to see my nigga canti
>>
>>2572417
THIS
>>
>>2572268
>>2572295
Thanks all for the help! This was the first thing that I attempted to animate for months, and I need to familiarize myself with the do's and don'ts.
>>
>>2572446
I know people diss on blender but it would be probably be the easiest, look up the hotkeys and it's free. I use it all the time for testing perspective when it looks wonky.
>>
>>2572417
>>2572565
1950's rubber hose animators please go.
>>
>>2572149
If you don't wanna animate the whole body at least do some movement in the shoulders it looks so weird
Even with that said, as a still picture I fucking love it just needs a little tweaking
>>
>>2572781
building off of that try doing that motion in the mirror I can't do it without a little shoulder motion it's where all the motion is coming from
>>
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>>2546824
Is the anon who made this still here?
>>
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that's a baseball not a pepsi advertisement i swear. i kind of got lazy at the end but this is fun to work on because i did a lot of perspective shots, i'm testing my timing
>>
RunCycle animation thing i've made in photoshop
>>
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>>2573608
Fuck, forgot the image.
>>
I need good ways to animate things really fast.
>>
>>2574295
Download Blender and learn how to animate in 3D
>>
I'm trying to stop being so lazy and get more animation done. I'm trying Trello to organize everything.

Do you guys have any tips for organizing animation projects? Maybe tips on produce lots of content.
>>
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>>2572446
only a few more frames today because I have to animate the whole damn background

>>2573327
sup train buddy
>>
>>2572686
Are you trying to justify your shit animation m8?
>>
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>>2574543
ye, i like animating vehicles because most are literally boxes on wheels (i.e. really easy to draw) and i've always found trains cool

kind of out of the scope of /ic/, working on creating some of the backgrounds in blender (ignore the z-fighting). nothing new frame-wise today, it's getting late
>>
>>2572686
>50s
>rubber hose
nigga what? You need to study up on your animation history.
>>
yo, what's the best way to learn drawing for animation specifically? Any books/sites devoted specifically for animation? I'm doing Hampton atm but I'm curious if there's other stuff.
>>
>>2574887
mattesi - force is the book you're looking for. vilppu is also good for his focus on gesture and has taught at disney a lot.
>>
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trying my hand at flipnote, finally
>>
>>2574945
sweet thanks, I already have it but I haven't read it yet so I'll be sure to get on it.
>>
>>2574975
Why is it slowing on the way down before it actually hits the ground and deforms?
>>
Is it me or are these threads just on a constant rotation of people who come in, try animating a bouncing ball, fail, then never come back?
>>
>>2575008
LOL so true, come here every once in a while nothing changes
>>
You have your people who do a bouncing ball and quit, people who don't animate but just want to talk about animation, person who just wants to animate cartoon porn and the occasional decent animator that posts and never comes back
>>
>>2575008
>>2575057
These threads are just a bit too slow/ not enough people give feedback. But they have been better lately tho, I remember last year we'd have maybe 2-3 animations in the entire thread and the rest would be bahi shitposting.
>>
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>>2574543
getting there, now I just need to fumble my way round some cycling
>>
>>2575556
I dig it, looks cool.
>>
>>2575556
I feel like you need to ease in and out with your cameras. They halt really pretty abruptly at times (like when he gets out, stops and looks left). And I'm not a big fan of his sliding either, I think he goes down and gets up too fast.

But really cool stuff. I hope to animate something like this with the camera moving and stuff one day.
>>
>>2561079
https://youtu.be/gtUunY0Gbro They are using flash and puppets but they rectify practically every image
>>
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I'll stop posting now since this is just becoming my blog, all I have left is inbetweens anyway (well that plus making the bike actually feel like its going fast which may or may not be a success)

>>2575748
ty

>>2576177
good points, making significant adjustments animating this way is tricky so I'll just keep it in mind for next time.

I haven't done this before but I just watched the movie memories, the last segment Cannon Fodder is like a whole one shot thing moving around a whole city and I just realised how (understandably) rare that is in animation.
>>
>>2570593
yeah, but nice animation...
>>
any easy rules for boob physics? or do I just have to watch porn and observe
the rest of my shit is solid then the boobs look fucking retarded flopping around like windsocks
>>
>>2576475
>good points, making significant adjustments...
That's fair. Do you watch Yuasa's works? A lot of shorts and series associated with him tend to have scenes where the character runs through moving backgrounds. Really cool stuff.
>>
>>2576766
yeah I'm like the biggest yuasa fan, animating like kemonozume would be like my stylistic goal, everything he does feels so loose/free/expressive

>mind game blu-ray never
>>
Let's talk about the real fucking shit.

Who is making a series, and how do you plan to do it?
>>
>>2573611
Dude, I love the way it's animated.
definitely not that amazing but its stylistic in a way
>>
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ive made this little thing but it looks a little like shes limping a bit
feedback appreciated
>>
>>2577658
Hips move when you walk. Shes a wind up robot toy
>>
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>>2577658
frames used in gif
first and last are standing position and i didnt put them in animation itself because it lacked motion stopping like that
>>
>>2577659
my first time animating so i know there are flaws so i want to fix them
>>
>>2577664
why does she have a "stop" position in the walk cycle
why doesn't she take a step inthe walkcycle
Why are there no ups and downs in the walkcycle
why doesnt the legs move the same distance in the walkcycle

why did you not read Richard William's Animator Survival kit on walkcycles.
Thread replies: 255
Thread images: 88

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