Post your animations
scott-eaton . com /category/bodies-in-motion
I think you have her center of balance off a bit at the tip-toe part.
This is like 2 months old.. and using photoshop was probably a waste of time.. Gotta get back to doing short animations.
I have some, but they're all swfs. so I can only link
I have no idea what I was thinking
according to the animators survival kit, when you make an animation shoot the normal movements in 2's, but cool actiony scenes in 1's. i already know this is a smart way to animate, but has anyone tried it? i seem to only see this in some animes
Yes, I'm working on a game and just finished one of the character's running animations yesterday. The idle animation was on twos almost everything else was on ones. It looks better, but that's not an absolute rule, it's just that most animators rather add in-betweens than animate on threes.
>i seem to only see this in some animes
Television anime is the peak of "limited animation". They do as much as they can with as little time and money as possible, meaning that they don't really follow such "rules".
For full animation that's a good rule.
If you're just animating whatever just for the heck of it, use whatever frames that work. 2's, 3's, 4's whatever you want as long as it looks good and saves you time.
I make simple 3-frame loop animations of some of my stuff.
Sorry 'bout the watermark!
Yutaka Nakamura and Mitsuo Iso animate most of their action scenes on threes. They're pretty good too. Though, it's because they have good layout. They combine composition, effects, and camera effectively.
I can't post an example on my phone, but Yutaka Nakamura did the final fight in Sword of the Stranger and the "Spike vs Asimov cafe scene". Mitsuo Iso did a sweet scene in the first GiTS film.
>Yutaka Nakamura and Mitsuo Iso animate most of their action scenes on threes.
Mitsuo Iso animates on what he calls "full limited", meaning that he does not use the help of inbetween animators. This does not mean that he mostly animates on threes. It means that he'll use whatever frames he wants. If he gets the job done with 3's then that's what he'll use
Iso's most famous scene is probably Asuka's final fight in end of evangelion.
Nakamura mainly works on twos and threes.
reminds me of this anime i once watched about this guy with red hair pretending to be japanese in feudal japan, and fighting a blonde guy. was great, weird now that i think about it. had nice flowy fights like that.
I'm starting to learn animation and made this in tv paint yesterday.
This post of about a post that is art is now art!
sorry, that was a shitty one. This is the one I wanted to show you guys
I had it too fast in an earlier draft so perhaps I over-compensated. Thanks for the feedback!
Alright fellas, get dressed...
The spacing of your frames is even, couple that with even timing and you got a floaty-ish look.
I don't animate anymore but i'll post some things I did a few years back.
Maybe it's too fast. I don't really know what I was doing, just having fun I guess.
anybody used toon boom studio? I got a copy and a monoprice Cintiq clone on the way.
I'm trying to absorb all I can as far as workflow and shit goes.
also, I picked up the animators survival kit, shits way handy.
in the meantime, all I have on my phone is a sprite walk cycle I made with some shitty app
captcha, the artsbs
that's a nice recoil
need to ease out, as it moves closer speed should increase over time
nice anticipation dude, could be a bit shorter in that respect. But great overall.
looks pretty good, need to slow down the twisting and hold on the punch for a bit.
Not trying to be a d/ic/k or anything, but you guys should look up the principles of animation.
My phone isn't good at posting gifs
I didn't look at this as an animation until I was done, it's just a sequence of paintings from a boxing match.
It didn't turn out so well lol, how do you guys keep proportions and everything the same?
i think it turned out pretty great.
with cartoons usually they have model sheets which describe the proportions and such (i'll try put one as my image)
you can also keep track of everything just my flicking back and forth between the frame you're currently working on and the last few frames you'd done already.
Yah I was looking into it and apparently while it technically runs on other phones, it was purpose built for the note 3. When I tried it on my other Androids it had issues.
I will say though, when used on my Note it's easily one of the best animation programs I've ever tried.
Jesus, that really puts my shit in perspective. I know nothing about scene composition, transitions, action shots... All those fancy "effects" with the lights and shit...
Would I be better at that stuff if I was a better artist in general?
anyone got some good tvpaint tutorials? i'm looking to learn it but i haven't found much educational stuff.
jajajjajaj como que ratita
lately ive started getting into TVPaint and i prefer it over adobe flash for the sole reason of having multiple brushes, the flash brush is too cartoony for my taste, however flash's interface is a lot more handy. is there absolutely no way to get custom brushes for adobe flash? i've been googlin but nothing came out of it, also im having a really bad time at converting my swf's to gifs in flash
Just for the rendering? I need advice on it too. I know about the interface and how to add "onion skin" though.
"mark's drawing tutorials" on youtube uses TVpaint to draw and animate. Try searching for his channel. I believe he also does TVpaint's official tutorials. You can find those too from youtube
Use TvPaint, like the other guy said. No Vector program is going to have good custom brushes, not even Toonboom Animate Pro. If you want brushes, you need a Bitmap animator like TvPaint.
Photoshop or anime studio, things like that are good for drawing, but toon boom, flash, etc are good for timeline functions, tweening, onion skinning between frames, etc. Toon boom has a great reputation in professional animation with movies like Fox and the hound 2, some land before times, Doug movie, hey Arnold movie, etc. the drawing tools are quite capable without a third party program.
2nd try, "mad" walk
from endless ref youtube
i can't be consistent with body parts, is it just because I didn't go back over and correct anything? these aren't really refined
She looks like she's limping.
The body part thing is because you're animating Straight ahead. Look up Pose-to-pose animation, it helps keep consistency. If this is a rotoscope, then I can't imagine why you'd have that problem.
You guys, just look at this.
That line of action, that gesture, that appeal.
This gives me such an art boner.
This one is based off of a comic originally drawn by someone else
I'm aware that the ears don't flop back like they're supposed to, I only did it as a doodle so I just looped it
damn, that vid converter must suck. There's a frame there where the shading jumps, but it's not there in the original.
meh, at least it wasn't anything I spent actual time on.
Isn't animation a shit field to get into? I mean, isn't the pay below minimum wage? I can see it being a nice side hustle, but not a main source of income.
Please tell me I'm wrong, I don't want a "real" job
Where did you got that idea from? I have heard that animators in Asia can be payed under minimum wage, but not in the West. If you get employed by a studio in America, Canada or Europe you will be earning a good wage. Lots of companies need animators,advertising, gaming, movies..
well yes and no... First off, most big animation companies in the western world export all the grunt work(final animation) to korea or other asian countries. Because we're cheap. If theyre not outsourcing to another country, non animation companies that need animations will get small, companies in their own country that do mainly contract work. This work is mostly for ads and web stuff. So in the US, youre either doing everything up until keyframes then sending that elsewhere or working at a company that works mostly off bids. For 2d, anyway
It's a shame that such a strong understanding of animation has to go towards such a cliche, anime styled fight. I had to stop when the main character flipped the bird and gave this stupid smirk. The lame edginess is just embarrassing to watch.
First animation I've ever done.
It turned out pretty well, but I feel like it could've been way better.
This is my favorite in the thread. Keep up the good work! I know how you feel it could be better, and there are a million way to 'improve' on it, but sometimes it's just about making the right work instead of the best work. This has a sort of charm in it that most of these animations don't have. Considering this is your first animation test, I suggest you stay loose with it. Go for style & idea over technical execution.
I think it's charming imo. It's nice to see an animation that showcases it's technical skill instead of being heavily reliant on writing like most animations are.
His animation is kind of like the John Woo films. They don't have the most unique writing, but they are excellent and enjoyable in technical execution.
I really like how you got the three dimensional rotation of the ball. It's animated well.
I would tell you to space it by following the ease-in/ease-out rule, but you likely know about it. Like, make the ball go initially slow, then make it go fast. Here's a gif to explain what I'm talking about.
I have trouble spacing three dimensional objects and perspective myself.
Is there some kind of invisible force making it go up the angled incline. Or is it a flat area, and the camera is just tilted? Also, why does it disintegrate? If this is just a practice animation that doesn't need logic, what was the point? People draw bouncing balls for practice, not rolling ones.
Consistency with the turning, pretty much. If you look, the turning makes no sense until about half way. Once I felt I knew how it worked, I poof'd the ball. I'll probably do some acceleration practices another time.
at first it is rolling down, but it's not actually rolling correctly, it's just kinda spinning randomly while sliding down.
Then suddenly it unconvincingly starts moving back up for some reason.
It's the kind of animation that
1) doesn't makes sense
2) isn't satisfying to watch (like a bouncing ball or whatever)
3) doesn't teaches you anything about animation because it doesn't follow any rules or laws or any kind of logic.
Still a beginner in everything but I tried a simple run cycle. Trying to ease myself in to animation while I improve on other things
Some feedback from someone who can't even draw.
When his head is down and he's bent over alittle you should have that step drawn out more since it looks like hes tired and has to put more effort into that step
Contributing to cool thread, I've posted this before but it was a long time ago.
Second animation ever. Fuck man it took me a whole fucking day, literally
not bad, but you should not be using any effects/tweening at this stage
it'll build bad habits later and become a crutch.
Do everything frame-by-frame first. then you can start getting into filters/special effects like that motion blur
yes but still animate on 2's at 24 frame rate rather than with 1's on 12 frame rate because it's always better to have a mix of 1's 2's and 3's. if you are animating on 12 frame rate you are essentially limiting yourself only to 2's, 4's, 6's and so on
classic animators are a rare breed now.
all you see now is tween'd bullshit
The term for that is called genga. I find most sakuga stuff from here http://sakuga.yshi.org/ though unfortunately it's not really has that much of a collection since some anon in 4chan have posted some things that aren't even in that imageboard.
First try at this. Did this in Photoshop all I need now is to try some more. Doing this one was fun. Posting on my tablet so sorry if the GIF doesn't post right.
made this in pivot like 3 years ago
not really looking for critique i know where it could improve and i kind of stopped animating so yea.
Does anyone else find it easier to animate with a mouse? I feel like it's easier to keep consistent lines with one opposed to a tablet.
New Glen Keane short, fuckers!
What do you guys think? Am I the next Ludovico Einaudi?
Flash for its convenience, for a while I was doing every frame in SAI and importing them into flash, but found it easier just to do everything in there. It wasn't like I was doing any fancy shading or anything.
he's my goal if I ever do go into animation
REALLY young, extremely fucking good, accomplished life, solid resume
he's gonna go places, but I wonder what he knows, what's the magic behind it. Some really fucking effective learning if he did study, and if it's not all raw talent.
I've heard he sat in an entire summer constantly working on that shithead animation, that's basically how he did it. He also studied lots of sakuga animation, going through them frame by frame on youtube.
also, don't fear feet
I'm on my phone, but I do have a sketch sheet I took a pic of awhile back that has a simple foot structure on it. (It's on the left)
I do feet the same way
does anybody has a good example of 30fps animation and 60fps animation?
Is there really a significant difference between those two?
Just asking since people are saying that our eyes couldn't tell the difference between 30 and 60 frames per second.
I don't have any examples, but nothing I know does 60FPS animation outside of video games. Most people can't tell the difference either, unless they play too many videogames and their eyes are used to 60FPS. Also, even animation on 30FPS is often animated on twos, which makes it technically 15FPS.
>people are saying that our eyes couldn't tell the difference between 30 and 60 frames per second.
It depends on what you mean by eyes detecting. The brain performs interpolation of frames. I can see the difference. The1re's a reason why people said the hobbit looked stranger in theaters.
Just finished "Fun With a Pencil" finally (skipped some of the perspective stuff though 'cuz it's scary). I now want to make a quick animation as an in-joke for a small forum I recently joined. First of all I'm wondering if any pro-bros can critique my shitty cartoon figure I made without reference and then help me with that stage-right foot, second I was wondering if there's any good tutorials for looping animations specifically or if I should just sort of take a closer look at Richard Williams' walk cycles to kind of get a holistic idea of the concept.
I think i asked in one of these threads before but i'd like some more input. Working on a basement made cartoon series, looking to build a system with the episodes that has the least amount of animation possible without being complete shit. I feel the use of unique character drawings and backgrounds and angles for each shot makes up for some of the lack of animation but id like to know how far i can go. Basically at this point it's looking like the only things animated are basic mouth movements and pivotal visual gags when required. I'd just like to have a thing going that allows me to make them at a reasonable pace since i'm working alone.
lol the way he goes to the side looks like he's being dragged or something. Give hime some anticipation before so it look like he meant to do that and he isn't having a little seizure.
I think it's be better if in the frame where he picks up his torso, it gets more off the ground. Like, when he pushes himself off the ground, either make his legs a lil' squatted, or his torso more in the air. It kinda makes it look like it got longer out of nowhere or something the way it is right now. Nah mean?
Just took a crack at the "flour sack kicking a ball" from that list of exercises.
Not done, but yeah. Haven't posted here before, but looking for critique
Th-that's not fair. I learned a lot about construction. I didn't really skip it, I-I was just j-joking. It's just still pretty hard for me. Especially stuff that's at angles like the bottle and the feet and stuff in that picture (>>1812454
). I'm starting his Successful Drawing book now because he goes into more depth. Hopefully that will h-help!
you know what faggot, I'll actually do them because your bitch started talking shit you punk bitch. Im gonna use this negative attitude and push myself to become a better animator and make an attempt to be successful at it you cunt. Your comment didnt grind my gears you slob, im using your reply as an excuse to do these exercises, your reply in no shape or form hurt me and made me lash out. Im going to do these practices because I want to, and you didnt help me realize that I have to do the boring stuff in order to do well in the more complex actions in animating, fuck you anon.
What makes Toon Boom or Anime Pro better tools for animation than Photoshop?
With photoshop all I need is a timeline and layers.
Are their any key animator features I'm missing?
I ain't same as that dude, but I do want to know how long it'd take to make something like that. If you're that unimpressed, how long do you figure it'd take to breeze by that shit-tier doodle?
my first animation ever. It took ALL day cuz I can't draw, and I can't use TVPaint.
I've literally done rotoscoping in this exact style. Outlining the character on each frame, then going back in and doing the detail.
The messed up edges and the fact that there are no internal details in some random frames make it pretty clear that it's the same style - again, speaking from extensive personal experience.
Second one was an accident, I only meant to reply to
Which is textbook rotoscoped anime, they literally taught this exact technique at my school. You outline the character and add the internal details, that's why there's no confidence in the outline strokes - they were traced - and why the internal details vary so much and are even dropped on different frames. I've done this exact thing bunches of times.
Only way to make it even more textbook would be to flood fill areas with color.
I'm starting to think so too. Most of them seem to be copies of scenes from anime. There's the EVA-01 run cycle on 2nd page for example.
Only page 1 stuff on that tumblr seem to be original.