God this subject is so bare bones in terms of resources and accessibility.
Old one died, post/talk animation
My first animation.gif here. Please don't try to make sense of the hair pins. I just mirrored frames to make a functional gif. I think i was planning on doing a short animation of hair falling or something
Here's a 3/4ths walk.
Are you doing pose-to-pose? It's going to look pretty great if you use the ease-in/ease-out principle, you've got some nice keys there.
What kind of technique is used to animate this?
I can't tell if it is a 3D mesh with a painted texture or a flash animation.
A still image with parts cut out relevant to the animation (shoulders, the fucking hands of these dudes), but on seperate layers in flash (whatever the hell they are called.. timelines?) and then morphed and moved.
It's most likely not a mesh. I guess. Because that is hard.
I imagine they took the original image into photoshop and cut out the relative figures like the girl's, body guys arms, etc. Then animated them on planes in Max or Maya. Something like this:
11secondsclub is quite huge, though most of them right now are into 3D animation, but i'm still recommending you to go to that place, they re holding some challanges and giving critiques even to the traditional animation.
It's something I made in PAP.
I'm not quite sure how to fix the arm though...
Trying to get into animation through the survival kit.
is it considered bad practice to animate a scene (or anything really) with an irregular frame rate? basically i'm making this short animation and I'm having trouble timing it; it's a short loop of a character running and I'm in the very rough stage right now (not final). I'm trying to get the timing right. i'm fine tuning the frame rate of my rough sketches it and around 9fps is where it looks like the character is running naturally. instinctively my thought would be to "convert" its current state to 12fps by holding each frame for however long it would need to be held for the animation to appear the way it does now (at 9fps), but once i make the frame rate 12fps, right away it's going to be too fast if each drawing is held for one frame, and too slow if held for two.
i'm aware that animators typically draw each major drawing (wherever there's a change in direction, shift in movement etc.), hold them for however long is needed for the whole sequence to appear correctly, but how do you work out the timing of a ~12fps animation like this when each frame makes such a big difference in time?
I don't know how other animators say to go about it, but just extend certain frames if you think you have to. It doesn't look too weird if you can balance it well, like having every other frame one length longer.
yes and no. You can mix up ones and twos in the same scene if depending on how much information you need in the movement. (a fast action might need to be on ones, but if they're just sitting around talking, that can be on twos)
but mixing up 9 and 12fps will not work because they're not divisible. Just plan the animation to 24 or 12 frames per second rather than animating it first and deciding the frame rate later (which is insane)
Work out the tempo of the run, then split that up into frames, then draw them!
I'm not sure if I understand what you're going for (sorry), but for your own work I would just have the document set for 24 frame rate regardless of what you're doing, and just work with as few frames as possible, animating on twos and threes as much as possible to save time (having a frame last for 4,5,6 or longer is not necessarily out of the question either).
I don't know how one would go on about it for professional work, though.
Did this yesterday in Stop Motion pro. Captured with a shit tier webcam.
I learned that one must animate while trying to get better at drawing. I met this slump where drawing on my tablet is unfamiliar now. Multi task anons, do them at the same time rather than one at a time!
It will be much easier, quicker and you'll do better stuff if you can already draw well before even trying animation.
Otherwise you'll have a very frustrating time and it will take much longer because you won't be able to draw the positions you need to make the movement look good.
But even animators who have been at it for 50 years still go to life drawing
On the other hand, if animation is the thing that you want to do, it's stupid to first try and get good at drawing before even starting to animate.
The best thing, when practicing anything, is to do the thing that you want to do.
I notice this a lot on /ic/ actually. a lot of people getting stuck in the "practice phase", where all they do are boring gestures and anatomy studies, but never doing the thing that got them into art in the first place. And then they ask "when will this become fun" and in their case the answer is "never"
If someone wants to become an animator, then the best thing to do is to animate, and depending on ones skill level, balance between animating and practicing drawing properly. a complete beginner should focus more on practicing regular drawing, with little animating on the side (one could even practice form and perspective via animation. making a cube spin and stuff like that), while a more experienced person should do it vice versa
>I notice this a lot on /ic/ actually. a lot of people getting stuck in the "practice phase", where all they do are boring gestures and anatomy studies, but never doing the thing that got them into art in the first place. And then they ask "when will this become fun" and in their case the answer is "never"
This is me. I've always wanted to create my own work, but I fear that I would lose my technical skill if I stopped doing those exercises, what do I do?
thaks, really appreciate it. My main problem is getting back into using my tablet, shits weird now
Create your own work, see (or ask) what is wrong with it, fix those problems with studies.
Some people give themselves a weekly quota of finished complete work that they must do. For example "I'll make two complete works a week and the rest of the time I spend studying"
Okay. Finished doing this a few minutes ago and it took me around 4 hours maybe.
I really want to get into animation but I feel like it's too time consuming and hard.
Any tips based on what I uploaded?
Also, any tips on making my workflow less time consuming, as in, planning, techniques, everything. I don't know shit about timing or storyboards, so any useful material on that is also welcomed.
use paths that way you can plan ahead on the structure of your animation
I see what you mean and I tried to do it, but in the end I didn't quite follow it.
I can't seem to figure what the blue and green lines mean. Can you explain? Thanks for the feedback.
those lines dont have to mean anything
i drew them for my sake
the x below the circle confirms that the sphere above
is in 3d space
the green line signifies slicing the sphere in half
(it would be easier to read if i drew the contour, however its unnecessary especially if you know where the contour is)
the blue diagonal line is the surface of the green line that way i can see how the interior of the sphere might look and how it should keep its shape when its position or shape is altered.
then the red line is the actually path that tells where my object will go
with animation you really cant do much with muscle memory so youll have to make notes every now so that youll have something to work from
in the pic i posted the lines are even more confusing to understand and it will vary from object to object.
Did that do it?
I was going for something like a slow motion flight at some point. Guess it just looked like the car was weightless since I didn't make the impact faster.
I can vouch for tvpaint, extending frames and adding frames is so simple compared to flash imo.
I don't think i'd be able to finish that one anon, it is abit old and i lost all context towards it.
Just finished this little itano boy though.
Anyone think these little fuckers look like squirtles?....Im working on a project called "teenage mutant ninja squirtles" not my idea, but Im doing it because I haven't seen a video based on it yet.
something i did to try some learned things based on how the characters "move" while taking, staring, and stuff
Man I really wish flash didn't change brush size if you zoom it, it drives me mad. Then theres the pen tool, but you cant erase lines easily without converting them to brush. I tried toonboom, but i still love flashes symbol organization ability far more...
Same question as these two anons. I'm absolutely lost as if there's a specific way I should be working or doing when it comes to animating things -- especially when it comes to whether to work on ones or twos.
If I always work on ones does it create problems later on or what? I guess overall I don't get any of the technical/fundamentals of animation.
Here's something I made last year, but I haven't really done anything since then since I won't stop asking myself questions.
Nigga that's hilarious. Flash wasn't even made with the intention of being for animation, it was made for animated web content like flashing buttons, or gif decorations.Download Toonboom immediately.
Whatever, man. Flash is a glitchy mess that can't hold a basic outline to save its code. Why would you use a program that was designed for various web features instead of a program that was designed specifically for animation?
It's not THAT bad. I mean, it has it's perks, especially when it comes to taking shortcuts and being used for more than just animation. I've niggerigged a few games in flash.
It would be a god tier program if you didn't have to fight with the drawing tools though. For the most part they work, but they could be so, so much better.
If you could take the smooth, almost on paper like drawing of tvp and mix it with the interface and simplicity of flash you could get a really nice "jack of all trades" program.
I agree with this guy >>1781813
Flash is not that bad. It's used for TV shows for a reason: it's a great program for puppet animation. That said, classic animation is very difficult in Flash, and the tools are really damn crappy.
I don't know if it's the best for puppet animation though, I've never tried puppet animation in ToonBoom.
Did my first animated scene today. Hand drawn, took me 3 hours and 28 frames.
I did this silly thing, I wanted to make him walk but I failed so this came up.
I see potential
I think if you just worked on drawing fundimentals in general and with some animation studies you'd make some nice key-frames.
I haven't used Flash since it was under Macromedia, might give it another shot but I'm more a fan of the hand drawn feel TVpaint gives
Thanks mate, I'll check those out
Messed around with the demo for a good hour, realized I couldn't save so I screencapped a video and made a gif from it.
work in progress of an explosion im working on. thoughts, comments, crits welcome
color update... still gotta ink/color the cloud.
first real attempt at trying to animate multiple layers and such
Did this in flash. I really hate the pencil/brush tools in flash, no transparency or anything.
I'd go even more to the extreme before he jumps.
Also, I'd leave the legs on the ground longer. And when people does a backflip, don't they tend to kick through the air with one leg, then take a "step" (kick with the other leg) to get through the salto?
Hey anon, sorry for the simple quality, I made this simple guide for you, try to add more frames, I know this is bullshit but try to "feel the movement" too, look at references
keep at it
When I'm animating I do everything blindly. Is there a way to actually control every frame? I feel very powerless when I'm animating and the only thing I have is hope that these few frames will actually look as I want them to look. I don't know how to describe it.
Also, my latest quick animation ( youtube since I don't know how to make it a proper gif ) : https://www.youtube.com/watch?v=TOKl-MUblKo
I'm not sure what you're asking, could you rephrase?
I posted an earlier version of this in the last thread. I probably won't take it further than this, but it was still a lot of fun
If you want to have consistency, I would do "pose-to-pose" first (setting up your important frames), then do straight-ahead for your inbetweens. Your inbetweens could look good if you follow one of the 12 principles of animation (ease-in-ease-out, exaggeration, smears).
I think it would help greatly if we try to cite the general keys for it. You know how a walk cycle is "contact, recoil, passing, high point"? I wonder if it could be other techniques?
Yeah, I realised that it didn't made much sense but I didn't wanted to make two posts in a row.
What I have the most problems with while animating is controlling the frames. What I mean by that, is that every time I'm animating, I'm not sure about the outcome of the frames that I'm drawing. I have no idea if they will look how I want them to look when I'll play them or will they be clunky or too fast etc. etc. So then my question was - Is there a way to learn that? Or will it come with time? What should I focus on while animating so I'll make progress and I'll learn how to "control" the animation and each frame individually as I want.
I hope it'll now be easier to understand what I mean.
The dragon's face is very likeable and the animation is clean and fluid. I like it.
Yeah, go pose to pose and plan the scene with a dope sheet.
Work out what the main storytelling poses are, make pretty good drawings of them and use whatever testing software you're using to work out WHEN each of these poses happen.
Then go in and do 'breakdowns', which for me is usually animation on 4's, and test that out.
Once that's looking good I fill in the inbetweens to get it onto ones or twos and then clean it all up
There are a million different things to consider that might make a scene look good or bad so it can be pretty daunting.
I'm a complete amateur but I really enjoy animating and I always did, but I couldn't get a grasp of what the process is. I just kind of drew a frame after frame and hoped for the best which I knew was stupid, but since I didn't knew any better it was the best I could do.
Thanks to you both for giving me the direction I needed but didn't knew where to look for it.
It's not really the "end-all" type of reference in comparison to footage, but it does give some decent guidelines.
Here's what I got. For some reason, it appears unnatural. I wonder if it's the usage of threes?
His movement is too evenly distributed; he should accelerate into the air until reaching his highest point, hang a bit and quickly drop. You should try it on at least twos. His knees should be bent more in the first frame as well, he just sort of "appears" in the air. Drop him down a bit, and for a frame or two before lift off, squat him down just a little bit more.
What the fuck did I just download?
I feel like I got some dodgy videogame from the 90s
He has to many frames on the actual flip. I'd try to blur the figures in 3 frames during the motion, try doing it on 2's. Add some Tweens on 1's if it still doesn't look right. Maybe take out a few frames at the end and add a slight bounce.
As it is now it seems everyone in this thread is over animating.
I really want to master weight badly. What guidelines work with creating it the most? I'm imagining that exaggeration and the "squash and stretch" rule would. Most people heavily discourage the off-model approach though.
The short is great.
I'm surprised it's not on youtube yet.
An animated short by Richard Williams called Circus Drawings.
Do you think that animation school is one of the more mandatory forms of art school one must graduate from for one to get into the industry, considering how there is much more to animation than just "drawing pictures".
Not with animate pro
>on Linux with wine
you know once i drew a picture of jessica rabbit from reference and also um..that rabbit that says what's up doc, and jessica rabbit actually has the same 'cartoon rabbit' proportions to her face. it's kind of funny that she barely reads as a rabbit in the movie because she's so sex but there you go.
and that's the story.
Why don't you "have a closer look" yourself you blind-ass ching chong chump!
>Jessica Rabbit is Roger's human Toon wife in Who Framed Roger Rabbit. Jessica is one of the most famous sex symbols on the animated screen.
Nigga...I don't even...
It's not, Dick has just been hardcore animating for 60+ years and really knows his shit.
You're probably the same poster that claims everything is rotoscope in every animation thread anyway. Is it so hard to believe that some animators are good?
I don't know why I hate Mike Inel so much.
Oh right, his CG fanart crap keeps getting mistaken for anime due to how little he animates it. Not to mention all the postproduction effects he slaps on them.
Don't forget how corrupted the industry is.
everything that is in the top of my head thanks to /co/ all because I want to work at the business and I know how much it sucks nowadays
>wage fixing conspiracies with low pay (see, techopuss issue)
>overuseage of CGI (Disney ended 2d at 2004)
>hand dawn 2d needs to evolve with 3d together like real time layers
>oversea AAA studios at China (Pixar at 2016)
>indie studios would have a hard time developing a theater movie without being fucked at release day by AAA companies competing and being bankrupt
>2d is now a scarce trade to find work
>trade workers wold kill for a position
>TV networks are declining viewership,
quality content is at steady demand (CN)
>Canada is a great place for the field but homeland content just an opposite story, workers are slaves. (Effort is needed if producing ideas)
I think you quoted the wrong guy but I'll answer anyway.
I worked for 2 years in one of the biggest videogame studio where I live. Things are shit there, you can't do what you like but what do you expect, at least you have a steady income (which is rare for an artist), benefits, free stuff, etc. People who were there almost all had side projects where they could rake in some more money and do whatever they wanted with their art. Don't expect to be recognized with the work you do in a company, you're someone's bitch there, like in every big company. I think that right now it's pretty easy to make money independently. Mediums are easily available, anyone can learn to animate at home. I made 10 000$ selling a license for a videogame I made with my friend that took like 2 month to make. Just get interested in how to make profit with your art because no one is gonna throw money at you even if you're an amazing artist.
This was 3 or 4 years ago, I don't know if they'd give as much money for a license now. Wow, I haven't opened the game for a while, I'm actually ashamed to post this.
I love animating but my drawing is really too inconsistent for it at this stage.
I need to work on sticking to proportions and really studying them.
This one isn't as long but I like it better.
I know this is not a critique thread and you could have figured it out by yourself but I'm throwing it out there because maybe it can help.
For one, I think keeping a constant separation between each frames makes it look better. Kinda like a real camera would.
Also you can draw a line to see where the ground is, I think your little critter was landing too low at places.
And last tip, I'm talking out of my ass, I might be totally wrong.
Oh wow that looks so much better. I see where I screwed it up with the awkward landing frames and jilted timing. I tried to sort of extend on the curve a little.
I have absolutely no idea what I'm doing when it comes to animating. I still don't know how to put them together properly. my shitty method is
>draw frames in sai on layers
>save as .psd
>open in photoshop
>make frames from layers
>spend hours fumbling trying to add two extra frames because can't use photoshop properly.
It's such a hassle to add inbetweens and things and I sometimes end up ruining the whole thing.
I really want to study and practice and get better but i don't know how to start.
not an animator at all but i know a common technique is to smear faster actions.
It kinda works but I think making the whole body move makes a more appealing animation. Also the foot lands first, then the torse moves, then the arm.
i prefer the original, looks like he's chucking something with a bit o' weight.
yep yep or you can have multiple parts of the action happening on the same frame. like if you imagine this png is a frame for a stick sort of swinging through an arc. blur looks more natural ihmo, but is good to know more ways eh?
Yoh Yoshinari made a deviant art.
I don't know why deviantart out of all places, but it's cool that he now again has a place where he hopefully will be posting his stuff.
As Vilppu says "no rules; just tools". Workflow is pretty much up to you. Animation is just creating movies by drawing each frame individually. How you do that depends on your personal preferences.
To >>1780497 specifically: it sounds like you're just stalling instead of actually working to improve. Don't let your brain do that. Open your software (or paper) and just start drawing. I wouldn't worry too much about frame rate. The tldr about frame rate (or ones vs twos as some people say) is that a higher frame rate demands more attention to detail and, thus, creates a smoother animation. If you're still a beginner, just animate on whatever feels comfortable. 12 fps is a good place to start. As I said before: there's no "right" way to do things, just draw, draw, draw. Animate and practice.
Now this is what I'm talking about. You can see the effective use of blurs here to make something look natural in only a few frames. Blurs and bouncing are extremely effective tools to get life out of your animations.
This reminds me of the golden statues from Maui mallard on Snes.
Because I'm a moron and I don't know how to do it any other way. I need muh pressure sensitivity and I can't get it to work in flash or photoshop.
>The foundation of a good animation is a solid drawing.
What does that even mean? Should he sacrifice fluidity for choppy shit anime normally puts out?
Drybrush is a classic type of motion blur that's been used longer than any other type in animation, Bahi has respect for the classics.
In fact dry brush is making a come back. Go on, say this is bad motion blur http://vimeo.com/28494779
>What does that even mean?
it means that things don't look like they're made out of jelly and just jiggle around the scene like in every Bahi scene.
>Go on, say this is bad motion blur http://vimeo.com/28494779
I've seen that before and I really like that short but nope, not a fan of the blurring. I like it when the motion blur is not painfully obvious. A lot of Japanese animators exaggerate it way too much these days and I hate it. Maybe I just have shit taste.
asking £275,850 for a 11 minute animation.
That's £25077 for each minute.
£418 for each second
£17 for each FRAME.
Doesn't that seem a bit too much for such a short film?
It's normal. Mission Hill costed millions per episode. I heard that Cowboy Bebop occasionally peaked above six figures per episode.
If they are doing this digitally, then I doubt that they're spending it fully on animation. It's probably intended to cover the VA talent or merchandising costs listed in the perks.
To compare, Studio trigger only asked $150 000 for Little Witch Academia 2, which is supposed to be around an hour long. https://www.kickstarter.com/projects/1311401276/little-witch-academia-2
Apparently 37% of it goes to the donate-perks, which is ridiculous. When people are funding for something, they should be funding for the project only, not the rewards that come with it.
the rest is going to animating and sounds and so on, which still, in my opinion is an absurd amount of money considering the type of animation it is going to be and how short it is.
>Cowboy Bebop occasionally peaked above six figures per episode.
Source? That budget estimate is definitely wrong for an episode of a anime television series. Could you have been mistaking costs in yen?
Cowboy Bebop (TV)
>Production cost: ¥20,000,000 (per episode)
Converted into US ~$200K or $196,966.80 (per episode)
No problem. My impression is that animation costs of an anime television series in Japan are drastically lower than what's in other countries. To my understanding, no episode of a Japanese anime television series has ever reached higher than six figures in US dollars for production costs. If I'm wrong please show me, I'd like to know what the episode looks like because I imagine they are scarce.
>The foundation of a good animation is a solid drawing
You got it all upside down m8
>The foundation of a good animation is a solid drawing.
its literally the other way around.
>things don't look like they're made out of jelly and just jiggle around
there is this little principle in animation called squash and stretch you should look it up.
I really want to get into animation because it seems like a fairly easy (if time consuming) way of getting yourself and your work noticed. I just wish I could disassociate myself with the sea of autists that this medium brings.
Bahi is a skilled draftsman.
He can make really solid drawings if he wants to.
I did this in the afternoon, trying out sketchbooks Flipbook feature. Pretty cool, but i had to export into png then fuck around in photoshop to get the size down and the animation right. It's really shitty when you can't even export into anything but flat images.
as for the gif itself, no consistency, but at least it reads.
Started doing animation (and really anything to do with art, drawing or whatsoever) a year ago. I really enjoy this, despite all the work it takes and how most of the time takes a lot more time just because you didn't know a proper way to do it.
Did this some weeks ago with Toon Boom animation. I just wanted to practise intercalations. I feel like it's a really powerful program but I don't know how to use it. Also, I'm not good at drawing so the proportions always look wierd or wrong. Should I keep working with Toon Boom or there's a better alternative?
also, what's the program that's used for those binary animations like that Bahi one? Looks cool to mess around with it.
>also, what's the program that's used for those binary animations like that Bahi one?
yeah it's easytoon, although it has been very unstable for me. There is a web-app called Flipbook too. https://www.youtube.com/watch?v=QWloHuU9ajs
when someone just blows everyone else out the fucking water that hard... yea, it kind of is. watch anyone who is at the peak of their skill and the shit they can pull off is more easily explained with magic than just raw talent.
that said, anyone got a comparison between different animation softwares? all i know for animation is flash, and was wondering what else there is and the pros and cons.
Hey guys Im VERY new to animating.
In fact, i just started TODAY.
So here's my very first animation i did... its shit but eh. i tried.
Thoughts, tips? I enjoy drawing combat, and aim to do combat related animation in the future..
Like I said. It's a stickman animation, kinda hard to tell you what to improve/change since stickman animations are so simple that they don't really reveal what the animator is good/bad at.
Animate a proper three dimensional character or object, or do a proper FX-animation so people can actually tell you what to improve on.
It's pretty technically sound. Study how other animations use Anticipation and Timing. You have basic appeal, but your animation doesn't have enough force behind it. Basically, just play around with the timing of the movements. Delete or add frames in between others to play with the timing, it's a bit off.
I found it pretty entertaining. Despite some shortcomings here and there you definitely have potential in my opinion. Do yourself a favor and sign up for Adam Phillips' "Animation FX Course" at Bitey.com. It's very inexpensive and it totally kicks ass.
Here's an animation lesson I've learned from filming with a DSLR camera.
In animation, I always thought if I just added more inbetweens and ease, it would look exponentially better than bare keyframes, but I noticed that the more frames added the more unnatural it felt.
In a DSLR camera you have the option of changing the shutter speed when shooting video, if you shoot in a higher SS, the less motion blur occurs and everything stays in sharp focus, but as a result the video looks choppy, especially at higher frame rates.
So if you're like me and suck at animating motion blur, stick to just a fewer frames but make em strong, let the imagination fill in the rest, MOAR FRAMES isn't going to solve anything.
Too long, boring, and unimpressive. Showing off your ability to animate is what's important, not the jokes. The first family guy joke completely stills the animation, and there are a lot of cases where the animation either stops or just becomes tweened images. Get rid of those, don't include everything you've made, just include the best you have.
Most companies will turn off the video after the first minute. Make that first minute count, and make the last minute just some small stuff that shows your technical skill. Those more nicely detailed and smooth Street Fighter and Fox animations belong first.
The credits also go very slowly, and give everyone else's name before yours. You take priority, make yourself come first. Here's some a good article for Demo Reels: http://www.awn.com/animationworld/career-coach-demo-reel-dos-and-donts
you don't know how to draw, you aren't great at animating, but you try hard and you try visually interesting shots, which is probably the best part of the reel. Keep working, but you need to revisit the basics of drawing, but also animating basics. your timings are off, movements are not smooth. your gestures are terrible.Your taste is also a decade old. You're newgrounds. Remember that you need to learn how to draw before you can animate properly.
You have a lot of ambition. You aren't afraid to animate things that are above your skill level and out of your comfort zone which is a good sign when someone takes your video into consideration.
I second the above recommendation of Adam Philips FX course, You would probably have fun learning to animating hard shit like caustics.
Ouch. Well, I can draw, pic related. And a lot of this stuff is old, I took a bit from everything I've done even if it was like 10 years ago. I hate this fact but I'm not very consistent with drawing, I've gone a year or more without ever touching a pen or charcoal or my tablet. I could never get the hang of drawing digitally as well, something about making smooth lines in Flash or Photoshop was always impossible for me.
Thanks for being honest though.
What you need to be able to draw when talking about animation means is you need to draw like this. You don't know how to draw when your drawing is holding your animation back. You don't know how to draw.
You can't just say "draw like this" and show a random picture. I can see there's a difference between what I've done and the pic, but what exactly do you think that difference is? I know my character consistency is poor and my style is sloppy. Is that what you mean?
Wait, so you wouldn't even say my charcoal drawings are "good"? Fuck me, better apply to McDonalds.
Not saying you are shit and need to apply to macdonalds but your animations suggest you're a beginner. If you want to be judged well don't show a decade old reel when your decade old animations were shit. The disney pic i posted applies everything you need in your drawings. Consistency in every aspect, but most importantly proportions, perspective, gesture, weight, and line quality. Your reel lacks everything, and i dont mean totally i mean you lack it enough that you need serious practice to make your animation look good. Is there anyone in this thread but you who would be delusional enough to think that's good enough? Animation is the most difficult thing you can draw, You shouldn't even be surprised to hear that you need to get better at drawing. At the very least drop everything old and make new animations that actually show your animation skill, and not your history. That's not what a reel is for, it's not a documentary.
I wasn't about to submit it to anything, maybe Demo isn't the right word for it. Summary? It's all that I have to be judged on atm sadly. Anyway, I have no illusions about needing practice, I know I need it for my digital media.
Well thanks for the critiques everyone.
Agreed, I wish I knew you >>1794601 in real life. You may be taking me to task on my drawing skills, but it's more helpful than people constantly telling me how good I am when they don't know shit about animation or even watch any cartoons. Fuck, I need to find friends that are into this, doing this by myself is so gad damn tedious.
uuuhh i worked on it some more. Not same animation but, idk
Anyone else here that really likes heavily stylized / trippy animation?
This is from one of my favorites, while it may not be technically impressive i could look at this shit for days on end
add weight, try to add a shitload more weight, make the stick figure pick up something so heavy that the ground cracks around it.
The fastest way to make movement look right is to understand where the weight is.
So I watched the Thief and the Cobbler today. Yes, only just now did I decide to finally sit through it (Re-Cobbled Mk III). I think what really made the film for me, even after all that spectacle, was the successful execution of creating tension. Several times in the film I stopped breathing when the Thief looked as if he was going to finally die near the end. There was actual TENSION. And the art direction was unique. For those points alone, it's already my new favorite animated feature. The characters didn't feel that special, even given that they were all animated in their own way, but more vehicles for the spectacle. And while I disagree with Williams' belief that the best animation comes from 1s, I have to hand it to him that he can at least rouse genuine emotion from me. It makes me unsure as to whether I should animate myself to see if I can bring out that feeling again, or if I should just accept that as the creator of whatever I develop that the surprise just won't be there for me.
This might be a longshot... Anyone in this thread employed in animation?
I don't know if I'm not trying hard enough(I'm not) to find a position or if everyone is fully staffed/the minute there is an opening someone with a CalArts or RISD degree is filling it asap.
Its just a random practice animation, i'm trying to do more and more of them.
This however I will end up finishing