No.1003615 [Last50 Posts]
The last time we did this we got some clay-mation, interesting perspective work, and some neat little edits. I know what I did is crap but we have to start with something. Have fun and take a crack at it.
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No.1003661
don't let my terrible scribbles dissuade you.
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No.1003683
here's some awkward still fresh trash
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No.1003731
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No.1003736
>>1003685
danke
>>1003731
I know it's a test, but that arm raise needs more snap.
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No.1003741
>>1003736
Yeah he seems a bit drunk and I ended up not using it for anything.
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No.1003806
screwing around with krita, might actually make something interesting soon enough.
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No.1003868
>>1003806
>this file cannot be played because it is corrupt
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No.1003990
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No.1003992
>>1003868
Download/convert them to WebM.
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No.1004348
Here's something with actual form and motion. Bad motion and changing form, it's bad but not a lie.
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No.1004422
>>1004401
>>1004406
I have no idea why you put in the effort to such crap tests.
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No.1004483
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No.1004880
Needs some in-betweens, but I feel like I the general motion's wrong. Any advice? and what can she do out of this pose?
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No.1004881
>>1004880
Needs anticipation, make her lean forward first and then make her roll back
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No.1004884
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No.1004921
Anyone want to make a request? I have no ideas.
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No.1005062
>>1004921
Why not something active, like a leap, or a speeding bullet?
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No.1005146
>>1005062
Does this seem at all interesting?
I also made smaller Bosco since I notices the original was stupidly big.
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No.1005157
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No.1005161
>>1005157
I haven't participated in this thread before, so I don't know if it's just for fun or serious improvement.
But I have come critique if you want it:
Don't know about funny, anon, but you need some to focus on 'pacing'. All your frames look/feel like they're all shown for the same amount of time. But some actions are, in reality, shorter or faster. The wind up to the throw should be slower than the actual motion of the throw itself, or the bottle flying through the air. Slower sort of means existing on screen for longer than other actions (not the best way to put it but I'm having trouble writing it better). A bottle slowly moving through the air may take multiple seconds, so 48 frames for 2 seconds, but faster would mean it's on screen for as little as 1 frame. Its the relation of each drawing to the drawing preceding and succeeding it on the canvas.
This is why pacing is one of the first things in the Animators Survival Kit. Practice 'pacing' on a simple ball, and you'll get a better understanding for it before you can do it with more complex forms.
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No.1005190
>>1005161
Here are some tests for pacing a pendulum. I really should actually read through that boo one day. I've had it on my hard rive for years but I've only ever leafed through it on occasion.
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No.1005195
>>1005190
Good, anon! That's exactly the kind of thing to begin practicing pacing, and you can already see the improvement. I like the squashed pendulum in the 4th pic, gives it a nice cartoony speed.
And yes, read that book, since you have it. If you literally go through it and practice the things it has in its pages you'll improve quickly.
Also, are you animating 'straight ahead', as in just drawing one frame after another, or plotting out the keyframes, then breakdowns, then inbetweens?
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No.1005223
>>1005195
I haven't done anything that requires me thinking a few frames a head yet. In the case of the >>1005146 and >>1005157 I drew five frames, (beginning, middle, end, middles) and then filled in between, but it's only 16 frames in total so that's not much in any case.
I think it is next to impossible to animate 'straight ahead' if you want to consider camera movement so I have to avoid it.
Also what are 'breakdowns'? Their definition just sound like less important key frames
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No.1005224
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No.1005227
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No.1005244
>>1005146
That's definitely the kind of action I'm looking for. Nice camera work.
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No.1005250
>>1005223
>I think it is next to impossible to animate 'straight ahead' if you want to consider camera movement so I have to avoid it.
Yeah, more or less. You can animate straight ahead sometimes, if you've got the eye and skill for it, but usually doing it straight ahead is not advised, especially for beginners.
>Also what are 'breakdowns'? Their definition just sound like less important key frames
Exactly. You put your keyframes in and then break down the frames between. They're the step between keyframes and inbetweens. You could also say they're more important inbetweens.
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No.1005251
>>1005250
>>1005244
Thanks. This is a learning experience and I hope to improve. Maybe even use firm lines and color one day.
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No.1005254
>>1005251
No problem, anon.
I actually hate clean up. While in University wasn't worth it I submitted my animations without even cleaning it up because it takes so long and it's so boring. Sketchy animation is more fun, in my opinion.
Good luck improving, and remember to read the Animators Survival Kit. It's a great book, and practically all you need to animate other than life drawing, do that too.
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No.1005259
>>1005254
Well that's the old 50 10 rule. 50% of your time will be spent on making a 10% improvement on the final piece. Most people won't really care but you'll know.
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No.1005350
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No.1005351
>>1005350
Anon… did you really think I wouldn't notice that panty shot at the end?
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No.1005353
>>1005351
Can't be a panty shot when only 1 frame that has a skirt, ya dope!
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No.1005354
>>1005353
For a skirt it sure was transparent, and for a kid her ass sure does stick out a lot…
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No.1005409
One has to do all the basics to get timing and spacing down but I also have to keep myself interested.
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No.1005416
>>1005353
Here a new lesson about ones, twos, threes and continue in animation. This is the core into tradional hand drawn animation and gets overlooked everytime.
https://www.lifewire.com/what-are-ones-twos-and-threes-4057778
I would suggest a anticipation movement between 1 and 2 frame.
If you ask what animation programm I am using: TVpaint.
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No.1005485
>>1005416
Ah timing. That'll be my bane, but thanks for reminding me of the power of "holds!" When it comes to punctuating an action, the difference is subtle, but there's a helluva lot more punch to it. I'll be sure to try and keep that in mind in the future.
>I would suggest a anticipation movement between 1 and 2 frame.
Which frames would those be? Bit confused since the ordering in my post and the ordering in the actual frames are off.
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No.1005552
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No.1005692
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No.1005709
>>1005690
Nice to have stop motion, any reason for the grid background?
>>1005692
Tomato?
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No.1005724
>>1005485
>Which frames would those be?
Draw a anticipation frame before the smear frame. In your screen, between ut1 and ut2 frame there you draw a anticipation movement to ut2.
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No.1005731
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No.1006355
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No.1006558
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No.1006698
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No.1006700
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No.1006701
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No.1006702
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No.1006757
>>1006702
Carrot is solid. The cat could use a frame or two of build-up. It doesn't benefit from secondary movement like the carrot's leaves so the inertia built up from the squashing looks like it disappears. It would be less jarring if the squashing was less pronounced horizontally, as well.
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No.1006762
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No.1006770
>>1005552
Altered the timing a bit
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No.1006809
>>1006762
Hey that's pretty good, I love the "whoosh" effect you added.
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No.1007491
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No.1007596
>>1007491
Good conservation of mass and consistent proportions. Feels like a frame is missing between standing up and the start of the movement, feels a bit like a jump cut, but the movement itself is pretty smooth. The rotation is all good - head/hair, arms, torso, legs. You get a sense of the 3D shape and the bending torso. Looks like it was doodled from a reference or something.
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No.1007626
>>1007491
Nice, but it could use frames for an antic, as well as easing in and out of keyframes. The motion looks too uniform.
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No.1007686
I think I posted this before elsewhere but here it is again, something I made a while ago after getting lots of inspiration from watching Glen Keane videos about animation.
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No.1007706
>>1007692
Do you really think that this board moves that fast?
No, I posted it in the drawthread along with a few other drawings.
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No.1007714
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No.1007925
>>1007626
So this is the longest animation I've ever made, it's small and crude and made with only one layer for no good reason. Enjoy.
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No.1008052
>>1007626
These are actually relevant to picture
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No.1008095
>>1008052
Looks like you have antic and overshoot right. The line doesn't really settle though, it stops obeying those animation physics and slowly returns to being straight. The impression is that the elasticity needed to overshoot has disappeared and the line is now a fixed length slowly retracting like a seatbelt or something.
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No.1008096
>>1008095
On the first pic, that is. 2 is pretty much on point but could do with fewer "settle" frames. 3's antic doesn't really build up enough.
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No.1011048
So I've been reading through the survival kit, looking over my past work, and I've realised I don't really have any talent for animation, or drawing as a whole. It makes me feel like I should give up. But at this point I don't have a reason to stop making things, I'll just keep making things for myself even if I know other people will never think their any good. As long as I like making them it should be good enough.
I know this post is dead and there was little submission by other anons to begin with but don't let that deter anyone. I have faith in you're ability to make something, that in the very least, will bring you joy.
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No.1011055
>>1011048
Having a 'talent' for art/animation is a load of crap. I guess maybe you could have a better eye for it than other people, but it's just about slowly getting better with practice and learning. No one's first drawing looks amazing. Anyone you look up to started out with art that looked like absolute fucking shit. You just don't realize that because the only art you're really going to see is the stuff that looks great.
Pics related: My art, five years apart. The 2nd one isn't finished yet, but I think it shows enough of what I'm trying to get across.
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No.1011104
>>1011048
>So I've been reading through the survival kit, looking over my past work, and I've realised I don't really have any talent for animation, or drawing as a whole
Talent don't mean shit! Art takes years of dedication and perseverance! No great artists started off being great, it took them decades! Even if it doesn't look like you're improving, you probably are, but most people improve slowly, and yes it can be incredibly frustrating. But you gotta keep at it, because that's the only way to get better.
And yes, it can be daunting and intimidating when you look at other people and see their better work, but that should propel you forward, to strive to greater heights, rather than discourage you.
Though yes, it is a good mindset to make things for yourself.
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No.1011133
>>1011055
>I guess maybe you could have a better eye for it than other people
That is also a skill you develop over time. Ideally it develops faster than your ability to create art because that will push you to make better stuff.
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No.1011278
I feel like I could do better, but this is all I have for now.
Watch out for other shit I might make.
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No.1011343
been watching too much animu.
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No.1011346
>>1011278
GOOD SHIT
I feel bad for the dude's back
>>1011343
Is the figure dodging backward or is that camera movement? Can't tell without a background. Good motion on the punches for sure.
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No.1011347
>>1011346
could be either or. It was supposed to be more of a float back, but it ended up looking more like a camera shift. This was done real quick though as a warm up so not a huge deal. Took about five minutes.
As of now I'm heavily debating using Toon Boom to tween my animations creating something similar to Tangled(animated series) or Wakfu
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No.1014080
YouTube embed. Click thumbnail to play. >>1014078
You should have kept it man, those little stick figure animations can be really amusing. Who knows, maybe you could pick it back up and make something of it like dick figures.
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No.1016894
here's some lazily made junk
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No.1016899
>>1016894
Those are good, especially the first one its animation is fluid despite the simple art.
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No.1017062
I just scribbled these out to test things. I also made the worst animated youtube video with a couple of friends if anyone wants to see that.
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No.1017134
trying to get into animation, but I don't know shit about video formatting/conversion yet.
Anon in the share thread recommended handbrake for conversion.
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No.1017136
>>1017134
I just wanted a simple gif
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No.1017142
>>1017134
What are the source images made in/from?
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No.1017145
>>1017142
Autodesk express and windows live movie maker from my pc that still has 7 on it.
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No.1017146
>>1017145
Autodesk Sketchbook Express*
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No.1017150
>>1017146
So you are drawing out a series of images, possibly in layers, and then rendering individual images before combining them all in movie maker?
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No.1017154
>>1017150
Yes, which I've read that you can do that all in one go with just photoshop or gimp but for some reason this was the path I chose.
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No.1017155
>>1017154
I used to use gimp for making little gifs but it isn't really optimal.
Krita has onionskin, a timeline, multiple layers (with their own timelines), and with an addon can render to gif or video (in which case you can add audio). You might want to switch.
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No.1017159
>>1017155
Thank you for the recommendation Anon, anything that helps me understand better ways to try and generate OC is appreciated.
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No.1019590
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No.1020222
i might maybe fix this needlemouse's tailslap later
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No.1020367
>>1005709
It's a shame it got deleted.
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No.1020512
Ehh just some little shit i did awhile back, i forgot about the clean-up so its kind of a mess
>>1011278
Dayum that looks fucking great!
Keep on it anon
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No.1022633
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No.1022635
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No.1022650
>>1022633
I like it. The cycle works pretty well. I'd probably exaggerate the walk to be more aggressive, to 'really' sell how tough and mad this guy is, but he's looking pretty tough already with that strut.
That's pretty cool that you're demolishing forests with your animation. I think Paper/Pencil animations are a bit of a rarity outside of the old guard
got any contacts?
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No.1022653
>>1022650
Thanks for the feedback dude
Only the most environmentally unfriendly methods will suit my needs
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No.1024125
>>1022633
Good work and sense of momentum. Like >>1022650 said exaggeration might communicate the character better. Your anticipation is good but it could use more over-extension (after the foot lands). I'd also put some kind of effect on there to make the heel striking a bit smoother. Not sure if it's intentional because it's pretty subtle but the way he seems to sway left and right (away from and toward the camera) adds to the sense of space he takes up and how powerful he is, and exaggerating that some would be good.
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No.1025688
was studying pr0n and I took a few notes.
>There's always a 4-7 frames of anticipation before penetration.
>Eases in eases out for 5-7 grames, a little bit of squash and stretch
>takes at least 10-12 frames to penetrate in and out
>There's at least 30 frames per penetration.
There's a lot of animation principles.
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No.1025724
>>1025688
>posting actual porn
Are you fucking stupid? Newfags i swear the only solution to them is to mass report there ass.
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No.1025739
>>1025688
>3 minutes of benis in bagina
w h y
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No.1025742
>>1025724
>>1025739
Wanted to provide research
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No.1025754
I've been playing too much Sengoku Rance recently. It's a good game and Rance is definitely the best eroge protag i've ever seen
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No.1027605
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No.1027722
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No.1027738
Retard who has never successfully made a walk cycle tries to make a skip cycle
>>1025754
I like it. Has some power to it.
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No.1027877
>>1027738
It looks really fucking good, but like someone is doing a very happy walk rather than skipping.
Here, I split the "up" frames into 3 and moved the middle one higher so the character is getting airtime. Your sense of timing was spot on; you just didn't do enough vertical movement.
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No.1028147
>>1027877
Thanks my dude, that perked me up.I'll be sure to keep momentum/gravity in mind with that kind of motion
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No.1034633
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No.1034673
>>1005157
It has tons of potential
Stealing that idea m8
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No.1034911
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No.1034914
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No.1034962
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No.1034972
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No.1035240
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No.1035319
Might as well post my progress…
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No.1035321
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No.1035322
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No.1035325
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No.1035326
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No.1035327
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No.1035328
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No.1035329
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No.1035330
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No.1035331
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No.1035332
>>1035331
That's all i did since i started a month ago…
sorry…
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No.1035397
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No.1035493
>>1035325
Those are some ugly pom pom motions. Sometimes they act like one stiff mass that instantly reacts to being shoved forward, sometimes they have a slightly more natural trailing motion, and I don't even know what's going on when they vibrate lengthwise.
Still pretty neat otherwise, though.
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No.1035521
>>1035493
Yeah, as expected from an earlier animation. In all honesty they shouldnhave been done on 2's but i was honestly just having fun with the animation.
Then i just went on with another one.
Which animations are yours? What are you doing to study? books? Experimenting?
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No.1035530
>>1035521
I don't really animate or draw, I just like good animation. Some of those older Disney fucks sure knew how to make characters feel heavy, all the inertia and momentum just felt on point and real, masses dragging masses around. Fuckin' magical.
My singular venture into animation thus far has been >>1034911 . The gait isn't exactly even with the knee pops and the back leg occasionally looks like it's slanted inwards, but it's something, I guess.
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No.1035532
>>1035521
Neat concept but wow those feet on those legs are uncanny. They are a weird mix between hand-hands and ape feet-hands.
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No.1035533
>>1035532
>>1035521
Here's a human foot for comparison. From the front it looks like you chopped off the big toe, got rid of the metatarsal, and stuck the phalange to the talus. From the back it looks like you also removed the calcaneus entirely, or just replaced human foot tarsals with hand tarsals. It's the wrist part of feet (tarsals) that are elongated, not just the metatarsals.
I don't mean to be overly critical. The rest of the drawing is good in concept and execution.
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No.1035546
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No.1035580
>>1035533
Thanks, was trying to actually have the feet be just straight up hands. But a mix between human and ape feet is good too.
>>1035546
K
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No.1035591
>>1035532
>>1035533
Spoiler that shit mang
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No.1035600
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No.1035614
>>1035600
awww yeah, spooky skeleton party!
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No.1035629
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No.1035859
>>1035600
>>1035614
>not animating the skeletons yourself
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No.1035876
>>1035629
oh hey, it's the no fun allowed SAGE fag here to shit all over people having fun on an image board again.
>>1035859
maybe if I had an animation program and some art skills I would, but since I don't have either I have to rely on pre-existing gifs from one of the better classic cartoons for the time being.
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No.1035888
>>1035876
>shit all over people having fun on an image board again
>maybe if I had an animation program and some art skills I would
>I have no skills whatsoever but I'll act like a tumblr retard anyway
>being this obvious of a shitposter
You're making your case worse each day for yourself.
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No.1035891
>>1035876
>image board
>not imageboard
I dont know where you come from but you need to go back.
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No.1035892
>>1035876
Use Pencil2D or Krita. They're both free.
Check out >>>/loomis/
>>>/art/
and
>>>/ani/
as well.
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No.1035893
>>1035892
Don't feed the shitposter Anon.
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No.1035922
>>1035893
It could be helpful to someone else.
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No.1035923
>>1035922
>It could be helpful to someone else.
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No.1035924
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No.1035989
>>1035892
thank you anon. that's just what I needed. time to get gud and make some quality OC to make up for my shitposting.
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No.1035997
>>1035989
>>1035892
Anon stop talking to yourself.
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No.1036098
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No.1036131
>>1036098
I like the rotating view.
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No.1036254
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No.1036799
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No.1037290
Me and my friend whipped this up in a couple minutes. Not sure what it is exactly but we thought it looked cool
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No.1039241
Realized I never posted this here.
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No.1039264
>>1037290
2 giant starfish in a raincoat sneaking into an 18-rated movie.
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No.1039547
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No.1049054
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No.1057693
One Question…
>How many of you here use a mouse for this?
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No.1061386
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No.1061499
>>1061386
For a second there I didnt think anything would happen.
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No.1061544
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No.1062058
>>1039241
You still alive?
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No.1062237
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No.1068694
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No.1068792
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