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/ani/ - Animation

Very niche but lots of fun!


Winner of the 80rd Attention-Hungry Games
/otter/ - Otter For Your Soul

May 2019 - 8chan Transparency Report
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Still alive! Just very, very slow. This board moves at less than a frame per day.

File: 1463918434419.png (873.59 KB, 1280x720, 16:9, ClipboardImage.png)


What are your favorite softwares?

I personally use Anime Studio because I got roped into obscure software and now its basically the only one I know my way around

I honestly wish I knew flash better (but my shitty pc likes to lag with lines when I try to use my tablet with it), because support is limited for AS and work interrupting bugs and crashes are frequent but I'm mentally stuck with it

2 posts omitted. Click reply to view.


File: 5724f8d573e9e3e⋯.jpg (41.6 KB, 500x315, 100:63, 113f742a146b130eb3ff2a937a….jpg)


More control over each individual process, and cheaper. That, and though I do things by eye in the composition and it takes a while, the end result looks more traditional and cinematic… Like I actually put effort into it. No cheap looking tweening. Plus it makes rotoscoping easier.



Plus I'm probably autistic when it comes to my favorite hobby.


File: 5ba7aaae99e25bf⋯.png (4.13 KB, 426x364, 213:182, 1420190506620.png)


If you weren't autistic about your hobby, it would be kind of half-hassing it, wouldn't it?


Question; do any of you know what program Murdoch Murdoch use to create their show? It seems really simple and quick to use for creating my own agitprop.


Request: Looking for a crack for CACANi.

File: e7f6e4f3f96da91⋯.jpg (188.48 KB, 1920x856, 240:107, sexy scared elsa.jpg)

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Is she the sexiest woman in animation history?


File: b791883f66f75ca⋯.png (100.36 KB, 300x207, 100:69, Jessica_Rabbit.png)

nope that belongs Jessica Rabbit


would be sexier if she was naked

File: 1415172882137.gif (163.86 KB, 416x288, 13:9, animation thread.gif)


This is a thread for posting your own animation and for giving useful feedback. Feel free to post whatever you're currently working on, wip or finished, it doesn't matter.
153 posts and 98 image replies omitted. Click reply to view.


File: f52cc607641ae87⋯.gif (2.54 MB, 1920x1080, 16:9, Animation.gif)

know this place is currently dead, but it doesn't have to be.


File: 43e9bb4b574541a⋯.gif (3.57 MB, 1280x1024, 5:4, fuk.gif)


People are just busy with school and work is all, dropping a gif or two, even a new thread might encourage people to join inn.


Hi BO, you met me at the /v/ meet in 2015, I was the guy that was killing it in CAH and we played Ace of Spades together this evening


File: 5c841b09f4e49e3⋯.gif (3.11 MB, 800x600, 4:3, ubetternot.gif)


Happy Lunar year



Check out rough animator, it's both mobile and pc, and you can export projects to the 3 main animation programs

File: 4d44e22082e33ca⋯.jpg (23.11 KB, 326x326, 1:1, 05950209.jpg)


I have some scripts written for a animated mini-series I want to do on youtube. The pilot averages to about 8 minutes, and in terms of what the animation looks like, think of goblin slayer. How much would this cost?



If you plan for 3d cgi, I would recommend looking at mmd for free stuff, else if your looking for people to commission work, you would need to commission a 3d modeler and an animator(some folks do both). Prices vary. If you want 2d animation you should look for people well versed in 2d. But either way commissioning an 8 min animation would be around 2 weeks to a months of work. Not to mention sound editing and voice over, those are separate fees, but honestly all prices depend on the artist and the skill you willing to pay for.

Invidious embed. Click thumbnail to play.


I'm studying 3d animation for games, and reading through Richard William's Animator's Survival Kit.

What makes bad 3D animation look bad or too mediocre?

The most obvious one I can think of is how much weight a movement should have, coupled by what the object is made out of, what shape it is, etc.

Like this indie game trailer for example,

The models, to begin with, don't look really great. There's not much fundamental knowledge shown in them. I think the creator just simplified things because "it's easier" rather than having purpose. It doesn't help that the game dev uses unflattering angles for his cutscenes (which don't work well with 3d animu).

Good models that are stylized follow a 2D example, so the modeler can emulate it. What I'm trying to say is that those models look good because they do their best to look like their 2D counterpart.

And for the movement, like I said, there's no weight, and it feels lifeless. I don't know if it's because there's no weight, but I think animations that look "lifeless" play a role to bad animation too. But I can't really pinpoint what lifeless means.

I talked more about models/still visuals because I know them more.

What does /ani/ think? Help me become autistic about every frame of animation.

Also any animation is welcomed, I wanna know what makes them bad too.


File: a8697572977f351⋯.png (105.67 KB, 255x201, 85:67, firefox_2018-12-10_18-35-5….png)

>What makes bad 3D animation look bad or too mediocre?

it boils down to "efficiency" (laziness)

there's a lot of things wrong with 3d but it mostly depends on the artist

and since they havent traditionally learned in the art of 2d they will fail more in the realm of 3d.

just as a side note though, when i made this statement it isnt about how superior drawing in 2d is. it's more of entering the state of the ``true artists world``. where one begins to observe the world in many eyes except their own. its why some may find it easier to develop a style in 2d and make it work despite not following the true to life standard of realism.

>The models, to begin with, don't look really great

models are too rigid. When a model is made it is cast forever in that specific dimension.

some have tried to fix this by implementing either physics, more joints, and other technologies but so far none have worked.

>the movement

this requires the knowledge of both the basics and understanding of how things operate. synthesizing why it works and why some things doesnt. since this guy in embed related is most likely a beginner he just does what he 'thinks' does best and probably follows the philosophy of a youtube tutorial.

>pic related

the mark of an amateur is to have your models y-symmetrical. its a nitpick but it makes your models look like absolute dogshit

Moral of the story: Study from life more and increase your mental library. Don't do things because it looks right.


File: 3a2ae19ec73e50b⋯.jpg (1.34 MB, 1280x720, 16:9, 020.jpg)


>and since they havent traditionally learned in the art of 2d they will fail more in the realm of 3d.

I agree. I think like with how important realism is, 2D drawing/animation knowledge is essential to 3D art/animation.

>When a model is made it is cast forever in that specific dimension.

I should look into how different 3D animation's spacing/timing is compared to 2D later on.

In the Guilty Gear Xrd presentation, they mentioned how they tired to make everything "look 2D" as possible, and I think they said that they made the spacing/timing the same as 2D animation. The game emphasizes on the 2D anime look so they have that to look to as reference for their animations. I think other 3d games just rely on the knowledge they have from life drawing with the limited time/resources in their studio.

>the mark of an amateur is to have your models y-symmetrical. its a nitpick but it makes your models look like absolute dogshit

That's interesting and I see it now. I know the import part of gesture is asymmetry (for example when humans move, stay idle, or just exist that their gestures are asymmetrical- and most things that are part of and are organic do too), and with this it makes the models look even more lifeless/unnatural. It's also important in general character design too. I assume this is what you mean, but correct me if I'm wrong.

>it boils down to "efficiency" (laziness)

The creator of the game said he was a generalist in game development in his profile. It's the common pitfall with 3d indie games from what I've seen, being a jack of all trades and master of none.




>The creator of the game said he was a generalist in game development in his profile. It's the common pitfall with 3d indie games from what I've seen, being a jack of all trades and master of none.

there's nothing wrong with dipping your toes in to each field to understand how each part of game devving works. if you want to be a creative director or someone who leads a project you obviously need to learn how the entire process is and to adjust accordingly. it's not hard to get good at a specific specialization i think the biggest constraint most people face is the management of time.

> It's also important in general character design too.

yes but if he were just to put a little bit more effort it'd step up his league by a mile. all it takes is a little bit more effort to improve something drastically.

File: dc5862083cb115f⋯.png (28.16 KB, 1093x642, 1093:642, screenshot1b.png)


New idiot here. I have a question, can i post a story of mine which is NOT an handmade animation but an animated TEXT STORY? Dunno how to explain it.


Sure. Go right ahead!

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how does /ani/ feel about him?

he hasn't made a single animation in over a year and even that was just his minimal contributions on that starbomb shit that studio yotta made

4 posts omitted. Click reply to view.


His animations were a part of a handful of stuff on Newgrounds I watched as a kid that actually introduced me to animation.

Even though it bums me out that he doesn't animate anymore, I still gotta respect the guy for getting me interested, in the first place.



Metal Gear Awesome was gud.


he worked for a day at a studio i'm at. couldnt handle dailies (ie. supervisor criticism with the animation team) and ran outside, cried to his mommy on the phone, and quit.



Thats bullshit but I believe it.



true story

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Anybody else like limited animation unironically?
Because I always see people talking about muh framerates and muh fluidity but mostly people dislikes limited animation because of the desings.

I love it and i even have a collection of UPA films on my hard drive.
10 posts and 1 image reply omitted. Click reply to view.


Full limited animation is pretty great though:



Trying to create the greatest amount of expression from limited animation is always interesting.


What is the minimum number of frames per second possible for it to appear animated?

Basically just getting the essential frames in such as the keys and extremes. Further pushing the question when is the right time to break down and when not to.



I've seen things animated on fours 23.97 fps) that looked pretty good, but that's pushing it.


>Because I always see people talking about muh framerates and muh fluidity but mostly people dislikes limited animation because of the desings.

fluidity and expressiveness of animation can be achieved without a high framerate. plenty of anime is done on a far lower frame rate (3's or 4's) than your pic. It's all in the timing - i.e. choice of what stage of the movement you choose to draw, and when. your pic looks like it suffers from a lack of strong drawing ability and a good grasp of timing. I could imagine that 'demasking' being done brilliantly in about 6 or 7 images, rather than the 15-20 it seems to be on there

File: 1429311619528.gif (2.45 MB, 500x500, 1:1, 1429307916992-2.gif)


What makes animation so lively and good looking?
Is it the number of frames? The way you arrange them(The perfect timing and techniques)? The action in itself? What?

Educate me, /ani/.
2 posts omitted. Click reply to view.



The smoorhness is very unique. Not even Disney looks so smooth. Not even 3D animation. I wonder what program he used.



looks like flash, brah.


Honestly dude, these are all awesome questions. I could give you a break down in my drunken dialect, or I could direct you to a book called "The Animator's Survival Kit".

That'll give you a pretty legit and complete rundown of every thing you need to know about making animation look good and keep the audience disbelief suspended. Check it out!


File: 215a8efe084848b⋯.png (504.55 KB, 496x638, 248:319, Screen Shot 2018-06-28 at ….png)

for character animation..

key skills:

1. drawing ability. practice. know how to draw your subject 360 degrees.

2. acting! characters are people with faces, hands, and bodies. whether they're talking or in an action-scene, body language and acting are absolutely essential. film yourself doing the scene. lipsync the line. watch a movie. get some reference. when youre starting out learning to draw, you can usually push something further than you already have it. don't be afraid to exaggerate.

3. timing is absolutely key in animation. study up on timing charts. your keyframes can last for any number of frames (most common 1, 2, 3, 4) depending on your needs. study the distance between 2 key poses, and how one arrives at the other. charts are key for understanding this.

4. secondary animation. this means parts that are attached to our main body move slightly before or after. this can be a head lagging behind a body, or fabric, etc. look out for what the primary source of movement is, and see how attached objects follow its lead.

5. squash and stretch, smears, multiples. Animation doesn't have motion blur like film does. so it has several ways of getting around it. An object moving quickly can stretch, appear super smeared (pic related), or there can be multiple of that object for a single frame. the viewer's eye will see this as a smooth and expressive motion.

Similarly, a surprised facial expression can cause a head to elongate or stretch. It's animation – there are limitless avenues for artistic licence depending on your style and needs. But if you study the aforementioned, you should have a strong foundation to begin creating expressive and lifelike character animation.



OP's post looks like it was animated on 1's. meaning a new keyframe every 1 frame. this is why it looks so smooth and clean; it is unpractical for feature length or even tv animation, though. It will have taken him an absurdly long time.



…and tbh, the same exact effect could have been achieved on perhaps 2's. the 1's approach gives a nice glossy smoothness, but it is totally irrelevant to the timing of the movement.

File: 27c625b5589b320⋯.mp4 (504.37 KB, 640x338, 320:169, 27c625b5589b3204cd7a53fdc4….mp4)


I just got a piece of software called Gifox, which can screencapture gifs. Good stuff. Let's post reference gifs in this thread – I mostly collect acting, anatomy references. Some effects.

First: insane water effects from classic disney

3 posts and 8 image replies omitted. Click reply to view.


File: f61e3fbcfd148e6⋯.gif (1.96 MB, 720x408, 30:17, f61e3fbcfd148e64e572563d64….gif)

crazy and very creative creature / transform effect from Parasyte.



^^ beautiful timing in this one, which i think is the main reason i saved it. the timing is ace


File: ab6f132e1f35982⋯.gif (882.41 KB, 500x358, 250:179, ab6f132e1f3598283e8318123c….gif)

nice key animation of facial squash-n-stretch here.


File: f52190a2f64088f⋯.gif (100.53 KB, 640x200, 16:5, f52190a2f64088f9b7a8c89610….gif)

File: ffe33673cc3b6a5⋯.gif (116.73 KB, 640x200, 16:5, ffe33673cc3b6a59d9a2311226….gif)

cool generic splash. water is a weird one to get your head around.


File: eaa577de4a38f40⋯.gif (1.77 MB, 540x292, 135:73, eaa577de4a38f4001d76a54986….gif)

gorgeous water from what looks like a Ghibli flick

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some of the most important but hardest parts of the body to draw. Post em!


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childlike hands and feet from Lilo & Stitch I believe.


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Some good anime screencaps I've collected


File: f52177324ba56cd⋯.jpg (303.44 KB, 864x1180, 216:295, f52177324ba56cd94b3fd71030….jpg)

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more of a realistic style


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File: a48e6fd4a2438cc⋯.jpg (80.45 KB, 959x832, 959:832, a48e6fd4a2438cce50e0d48e48….jpg)

great realistic feet references


File: a9fc2b20acdfbdd⋯.jpg (156.73 KB, 850x1169, 850:1169, a9fc2b20acdfbddcb2e2a63ada….jpg)

File: a2e552f9af7fb6d⋯.jpg (296.35 KB, 648x900, 18:25, a2e552f9af7fb6d620dfc561dc….jpg)

and a couple more

File: 9e2afa0e5aae83d⋯.png (1.9 MB, 400x257, 400:257, ClipboardImage.png)


Been binge watching some oldies


File: ea28a67790ded60⋯.jpg (548.28 KB, 1596x1262, 798:631, ea28a67790ded60dc4766fc82e….jpg)

why would you want to rotoscope them? if you want to learn animation proper, study their timing, create timing charts, do studies of the character design, and so on. Rotoscoping it completely pointless

File: daf73a4c2813808⋯.jpg (248.15 KB, 1000x1000, 1:1, Murdoch_Murdoch.jpg)


Question; do any of you know what program Murdoch Murdoch use to create their show? It seems really simple and quick to use for creating my own (and other anons) agitprop. Thanks and pic related.

If you don't know who I'm talking about, check their section of this site: https://cheekyvideos.net/



After Effects

YouTube embed. Click thumbnail to play.


Post some good fuckin' shit you've seen.


Well shit, that was great. I certainly didn't expect the scenario to go these routes. And that voice acting is top tier.



I quite liked that. Good sense of humor, whoever made it.


File: a65221291232c30⋯.webm (11.03 MB, 720x576, 5:4, Boooooooooo.webm)








File: 6c09e5a6fb0a700⋯.jpg (9.21 KB, 300x168, 25:14, index.jpg)


Stash of animations concepts and wips

CLIPStudio files.

Was shown during a live stream.




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File: d66c5f6cbc24964⋯.jpg (11.26 KB, 255x222, 85:74, 1462182832001.jpg)

The first episode was lacking so many in-betweens and was actually pretty rough. Don't get me wrong, I am still impressed with the ambition, scope, and progress of this project with only a small team at the helm. But I have seen better results from single artists (who, granted, spent more time).


I'd like to know, did Saitama keep his promise? i have not checked out the series yet, growing up & watching things like Ed, Edd n Eddy makes us be okay to lacking animation, what i am asking is, is the animation good enough according to tiny budget he had? well cause i can try to believe the story to be good already.



can't say you are wrong, infact you make a good point, some of the people just are better and doing things that require skill.

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