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/loomis/ - Art Gains

Art, Animation, Agony
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Moved to 8chan.moe/loomis

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 No.7045 [View All]

Animation Thread

↑←↑ edition

Post your animation

Resources:

AMB Animation Academy

https://www.youtube.com/user/eubasaban

Aaron Blaise

https://www.youtube.com/watch?v=AgkjrFL398c

Kinovea video file frame-by-frame analysis

https://www.kinovea.org/

Software:

https://krita.org/

44 postsand36 image repliesomitted. Click reply to view. ____________________________
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 No.7949

Anyone doing the 51 animation exercises or has tried to? I see a lot of balls in this thread and it reminded me of the exercises list, that starts with those.

http://www.animatorisland.com/51-great-animation-exercises-to-master/

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 No.7952

>>7949

I don't want to sound too negative but I don't take that article very seriously, it serves very well as clickbait more than anything and I'll tell you why I think that.

Despite being marketed to beginners it's noteworthy that less than 10 of the 51 exercises have any examples for someone to follow along with-and the examples given aren't exactly the pinnacle of the craft either (though perhaps that's unfair). If you want to animate you have to understand the 12 principles of animation (https://en.wikipedia.org/wiki/12_basic_principles_of_animation) before anything else, you don't just go from a ball bouncing in place to complex character animation like it does in that article without having a single clue about timing, spacing, arcs of motion, anticipation etc.-things that are learned through much simpler means; balls, pendulums etc.

Once you understand those 12 principles even a little the "51 exercises" basically become redundant, as at that point it's just a matter if you're adept at drawing enough to capture the poses and environment of the intended motion.

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Post last edited at

 No.7953

>>7952

I mean think about it, many of those exercises are just completely arbitrary actions.

"a character eating a cupcake"

"a character reaching their arm out"

etc.

You could literally call anything a character could conceivably do an exercise by that logic.

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 No.7971

>>7953

>>7952

Those exercises expect you to apply the 12 principles.

My first animations weren't going to be good, so it was good for me to use those exercises to evaluate my weaknesses. To each their own though.

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 No.8074

File: 092489c301e71d6⋯.gif (91.28 KB,600x600,1:1,feathering.gif)

Bump

>>7953

>>7971

I'd like to use that list to orient my practice, at least the first few. A couple of them are very interesting, like the falling brick vs the bouncing ball, that both require very different treatment in acceleration and particularly when they hit the floor. I think the flour sac is a famous exercise in animation schools also.

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 No.8084

>>8074

I know you've been told this before but your art is so French I'm expecting a croissant to fly out of the screen and hit me whenever I see it.

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 No.8092

>>8084

Isn't it great? It's like he was created in a lab from out of Michel Ancel and HR Giger's genetic material.

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 No.8135

File: 329d2decddffe6f⋯.gif (241.98 KB,1024x768,4:3,Pendulum 2.gif)

Been a while. I've been spending more time desperately trying to solve my problems with ToonBoom than animating. Krita seems a lot more stable when exporting animation now though so that's good.

>but remove frames is broken so I've had to literally move frames I want to delete away from the rest of them instead of getting rid of them entirely

JUST

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 No.8136

File: 7cfea70f84266b3⋯.jpg (53.73 KB,736x694,368:347,hell.jpg)

>>8135

I spoke too soon. Not only is Krita screwing up now but I just noticed I accidentally added an extra frame at that lowermost position.

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 No.8137

>>8136

Okay, I see what that problem was anyway.

Because I named the updated file "Pendulum 2" instead of "Pendulum 2.gif" Krita assumed that meant I wanted to save each frame as an individual file on my desktop. Wonderful.

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 No.8139

>>8137

Is that what happens with v4.0? I think I'll stay with 3.x for now.

>>8135

I feel like the string jerk is a bit too pronounced. It's as if someone was gently yanking the string when the ball is at its apex. Maybe a more subtle movement would look more like something that happens on its own (unless you were going for that effect to begin with). Actually now that I think about it is that phenomenon that happens on its own with a pendulum? I always have in mind the very stable pendulum courses.

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 No.8140

>>8139

For what it's worth the inability to delete the frames was already happening to me in the previous version, I think the file itself may have gotten glitched somehow. I believe the exporting is actually more stable as long as you pay attention to what you're doing.

>Actually now that I think about it is that phenomenon that happens on its own with a pendulum? I always have in mind the very stable pendulum courses.

I'm not sure if that actually happens.

Most pendulums use a stiff string like I'd done earlier in the thread, this was just recommended by AMB. He cautioned that it wasn't realistic necessarily rather just for practice-maintaining the length of the string despite the erratic figure-eight movement of the ball and working out the timing.

He definitely stressed the importance of studying timing and spacing itself independent of reference footage, it sounds like he believes you should know how to do impressionistic stuff like this first and then seek reference out when you understand the concepts themselves more thoroughly.

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 No.8141

>>8092

Thanks man, they're amongst my greatest inspirations, especially Giger.

>>8084

I've been told this a few times, yes, sometimes because of the body types I default to. I guess I'm a product of my surroundings.

>>8140

>He definitely stressed the importance of studying timing and spacing itself independent of reference footage

I like that advice. In terms of timing I think I'd have slowed the ball at the highest points to emphacize the overall movement, though that's purely out of personal taste.

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 No.8142

File: a135e3992b02cd7⋯.gif (717.82 KB,1024x768,4:3,Pendulum Stop.gif)

Oh boy, I really fucked this one up six ways from sunday. Going to move on to the next one but I'll probably try and tackle this one again some time soon.

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 No.8143

>>8142

Yeah, it doesn't lose energy fast enough.

Maybe it's a pendulum on the moon

t. physics major

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 No.8168

File: 6e3b75a37008e4b⋯.gif (747.26 KB,1024x768,4:3,Drag and Drop.gif)

Fuck me I need to start zooming in to get those "slow in" movements. Eyeballing it (and using a fat-ass brush) isn't going to cut it.

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 No.8190

File: cc195a85ee263f7⋯.gif (468.47 KB,1024x768,4:3,Pendulum Drop.gif)

Trying again, not perfect, I think this one is a bit more successful.

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 No.8196

>>8190

Forgive my awkward wording for English is not my native language. When something like that gets a force pulled back on it it doesn't softly react, it quickly and violently tugs back. Around 18 you can see it doesn't react how it should, it moves to the left instead of being thrown to the left.

Around 22-24 you get it right.

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 No.8199

>>8196

I think I see what you're saying; you mean more the orientation of the head of the pendulum than its position right? Or perhaps I misundestood

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 No.8212

File: b5a54a0feb8f2bc⋯.gif (448.38 KB,1400x1100,14:11,Pendulum Settle Final.gif)

I think a big problem with the previous attempts was the low resolution and the big brush I was using, it makes slowing-in to the degree required of this test basically impossible.

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 No.11612

File: 5388051f7fb94c3⋯.gif (191.42 KB,740x400,37:20,test.gif)

File: a8af90e066b4ae9⋯.gif (59.34 KB,500x400,5:4,ball.gif)

File: 80fa70bbcbc8449⋯.gif (79.96 KB,700x400,7:4,run.gif)

If you guys want a basic animation tool, try Pivot Animator. It's a very barebones tool, but you can use it to learn about 2D animation and you have potential to make some great stuff. Personally if you're starting out making 2D animation I'd recommend it you can learn more about the fundamentals and how to make a smooth motion as it takes a helluva lot less time to animate since you're pivoting stickfigures rather than drawing from scratch.

You can find all the crazy shit people made by looking up "darkdemon" or "droidz"; both of those websites have dedicated forums specifically for people showing their animations as well as tutorials. There's also a bunch of collaboration videos on YouTube you can find.

I'm gonna share some very, very basic stuff that I made that're primarily me practicing "easing" I don't know what the actual term is, but it means starting slow, then gradually moving faster to make the animation more smooth.. Stuff like the floppy arm helps emulate "physics". If anybody's still here any of you want, I can post some of the things that I learned from this though to be honest I've never made any crazy shit, I just dicked around with this program so much as a child and tween that everything I learned is ingrained into my memory. So ingrained in fact that this is the shit I made after a 5-year gap.

Having dabbled in 2D animation years ago but not seriously getting invested, I know that a lot of what I learned does transfer over.

https://pivotanimator.net/

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 No.11613

>>11612

Post away. I’ve always been here but for various circumstances I haven’t uploaded anything to this board for like months ;-;

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 No.11614

File: bf567e655211314⋯.gif (102.59 KB,700x400,7:4,dropkick'.gif)

>>11613

If you have it downloaded, you can view what I did with this one to see how I made it smooth, as well as if you can notice some of the mistakes I made in it. I animate in 24fps, so set it to that.

https://my.mixtape.moe/hcoscw.piv

I'm bad at explaining stuff, but I'll try my best

I'm sure you already know this,but one of the basic foundations for animation is something called "ease-in ease-out", basically meaning that you want to move your object slow at first, then gradually start accelerating it. The easiest example is that ball gif I posted. No matter what you're animating, that's something that'll always be applicable.

I'm kinda drawing a blank when talking about this stuff, as I mostly learned shit by just constantly animating rather than reading or watching how to better.

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 No.11853

File: b7d67e128037f24⋯.gif (148.75 KB,800x600,4:3,export.gif)

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 No.11856

>>11853

What a weighty bottom.

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 No.11865

>>11853

Now try adding some slow-in/slow-out with inbetweens, fella

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 No.11963

YouTube embed. Click thumbnail to play.

Why don't people 'get' what makes combat choreography good? The thing that for some reason only Southeast Asians seem to have communities for? The thing that made Monty Oum famous? The weight, timing, and dynamism that can make fucking stick figures exciting?

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 No.12291

File: 8bc97cf49b7ac1a⋯.gif (76.57 KB,800x600,4:3,export.gif)

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 No.12292

>>12291

Add a couple inbetween frames to the top arc and it's looking good

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 No.12293

File: 30412122c90f084⋯.gif (34.09 KB,800x600,4:3,export.gif)

Why does the halt look weak?

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 No.12294

>>12293

Because you have it stop dead and then lean a few frames later, try and have it lean and then snap back instead…maybe

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 No.12296

File: eb5a533782ec80f⋯.gif (51.13 KB,800x600,4:3,exportii.gif)

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 No.12297

>>12296

Better, keep experimenting

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 No.12358

File: 092cd4d27f6d539⋯.gif (101.57 KB,800x600,4:3,export.gif)

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 No.12359

>>12358

Not bad. You're already half-way to working in a Korean sweatshop as an inbetweener heh.

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 No.12640

File: b0a5364d00702d0⋯.gif (505.66 KB,1107x891,41:33,stepnfetchit.gif)

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 No.12648

>>12640

Very nice gondola.

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 No.12666

File: 1d9a4b21dcf25d6⋯.webm (5.86 MB,1600x1200,4:3,gondola_grave2.webm)

File: c8221d38e074bf3⋯.png (346.04 KB,1600x1200,4:3,gondola_stars.png)

I'm not exactly a very good animator, and right now I'm more interested in improving my drawing skills first. But I did make an attempt with one of the gondolas I made a little while ago, webm related. Critique is welcome. The second pic is a work in progress. I want to be able to have a few constellations fade in/out, and the fireflies to move around and blink on/off. Is there a convenient way for me to do this with Krita? I'm not very familiar with the animation tools it offers.

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 No.12681

>>12666

It follows the gondola webms' codes, good job Satan.

I could almost see the clouds move.

>Is there a convenient way for me to do this with Krita?

I don't know of anything else than animating the fireflies frame by frame. For the fading there's the tweening you can look into the documentation. Change the workspace to the animation one and fiddle with the controls, you'll learn fast

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 No.12729

>>12681

>I could almost see the clouds move.

shit that would have been a very nice touch. It's too bad that krita doesn't have any tweening though. I think photoshop has some more fleshed out animation stuff, so I might look into that instead.

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 No.12912

Would it be possible to bring cel animation back? im sick of digital shit

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 No.12915

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 No.12937

>>12912

Do it yourself. It's never coming back as an industry because normalniggers wouldn't appreciate it.

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 No.13804

Newbie question: is it better to animate on paper and then scan it, or to do it directly on digital? I suppose the latter is easier, but I'm also concerned about the end result. I don't like how modern cartoons look, they're too sterile compared to the old school stuff…

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 No.13805

>>13804

Try both, report back.

I've only ever tried digital because it's so convenient.

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 No.14009

File: 6924cd2e780a863⋯.gif (99.28 KB,800x600,4:3,export.gif)

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 No.14019

>>14009

>ghostblowjob.gif

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 No.14582

File: e1beefdaaa689ad⋯.gif (124 KB,800x600,4:3,box-stomp.gif)

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 No.14644

File: 36e550a7b918866⋯.gif (71.85 KB,800x600,4:3,export.gif)

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 No.14732

File: 6a33f2d5027aa2f⋯.gif (94.48 KB,800x600,4:3,export3.gif)

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