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/ani/ - Animation

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Still alive! Just very, very slow. This board moves at less than a frame per day.

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

 No.1093[Reply]

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?



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

 No.51[Reply]

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.
152 posts and 97 image replies omitted. Click reply to view.

 No.1058

File: c70606dd482cf3b⋯.gif (344 KB, 560x420, 4:3, 7-80.gif)

>>1057

same here


 No.1083

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

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


 No.1084

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

>>1083

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.


 No.1087

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


 No.1092

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

>>51

Happy Lunar year




Invidious embed. Click thumbnail to play.

 No.1088[Reply]

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.

 No.1089

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.


 No.1090

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

>>1089

>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.


 No.1091

>>1090

>>1090

>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)

 No.1085[Reply]

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.

 No.1086

Sure. Go right ahead!




File: 1449323365966.jpg (44.39 KB, 848x375, 848:375, egoraptor[1].jpg)

 No.743[Reply]

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.

 No.807

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.


 No.818

>>743

Metal Gear Awesome was gud.


 No.1060

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.


 No.1081

>>1060

Thats bullshit but I believe it.


 No.1082

>>1081

true story




File: 1419627694513.gif (474.65 KB, 400x275, 16:11, tumblr_lpyrrmn8Xs1qko4x4o1….gif)

 No.186[Reply]

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.

 No.889

Full limited animation is pretty great though:

https://www.youtube.com/watch?v=iounOj1VRUU


 No.948

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


 No.1016

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.


 No.1020

>>1016

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


 No.1080

>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)

 No.501[Reply]

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.

 No.816

>>501

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


 No.854

>>816

looks like flash, brah.

>>501

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!


 No.1077

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.


 No.1078

>>816

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.


 No.1079

>>1078

…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)

 No.1062[Reply]

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.

 No.1066

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

crazy and very creative creature / transform effect from Parasyte.


 No.1067

>>1066

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


 No.1068

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

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


 No.1069

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.


 No.1076

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

gorgeous water from what looks like a Ghibli flick




File: 2d6e4d2801cf03c⋯.jpg (251.77 KB, 1600x1051, 1600:1051, 2d6e4d2801cf03c693f5648684….jpg)

 No.1070[Reply]

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

 No.1071

File: 823335220f04ca6⋯.jpg (272.08 KB, 1600x1066, 800:533, 823335220f04ca6054afa45a82….jpg)

childlike hands and feet from Lilo & Stitch I believe.


 No.1072

File: 1822c1527ed6f28⋯.png (120.49 KB, 386x245, 386:245, 1822c1527ed6f2863ea629331e….png)

File: 38366403dc18b97⋯.png (2.95 MB, 2524x2056, 631:514, 38366403dc18b97b36beb1b391….png)

File: c9548e50da1ac97⋯.png (1.79 MB, 1608x1096, 201:137, c9548e50da1ac9719790fb65da….png)

File: ef80faed46ad69f⋯.png (2.79 MB, 2378x1646, 1189:823, ef80faed46ad69fb48954f0309….png)

File: f798ef4a417bdfc⋯.png (77.3 KB, 253x252, 253:252, f798ef4a417bdfc3a1621fd203….png)

Some good anime screencaps I've collected


 No.1073

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

File: 6434ca9ce281234⋯.jpg (72.44 KB, 500x708, 125:177, 6434ca9ce281234880447436c5….jpg)

File: 0658e3179611aa4⋯.jpg (146.73 KB, 900x1176, 75:98, 0658e3179611aa49d75d62017c….jpg)

more of a realistic style


 No.1074

File: 9bdf0b5b7ab08c5⋯.jpg (102.75 KB, 854x935, 854:935, 9bdf0b5b7ab08c53df5203ac25….jpg)

File: 950df4a0a949fa9⋯.jpg (255.93 KB, 730x1095, 2:3, 950df4a0a949fa9c5a40ce7f68….jpg)

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

great realistic feet references


 No.1075

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)

 No.1059[Reply]

Been binge watching some oldies

 No.1061

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)

 No.1051[Reply]

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/

 No.1052

>>1051

After Effects




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

 No.901[Reply]

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

1 post omitted. Click reply to view.

 No.982

I loved Flash when I still was on Windows, especially because of AS scripting and interactivity.

I've used Pencil2D for a while which is rather simple (think MSPaint with a timeline) but now I exclusively use Krita because of its brushes.

Maybe I should look into an equivalent of Flash for Loonix, or just use wine.

>>977

That sounds pretty convoluted. What are the advantages of doing this?


 No.983

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

>>982

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.


 No.984

>>982

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


 No.989

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

>>984

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


 No.1050

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.




YouTube embed. Click thumbnail to play.

 No.1019[Reply]

Post some good fuckin' shit you've seen.

 No.1021

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


 No.1036

>>1019

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


 No.1041

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


 No.1043

>>1041

GHOST JIGGLE

WOO-HOO


 No.1046

>>1041

Nice.




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

 No.997[Reply]

Stash of animations concepts and wips

CLIPStudio files.

Was shown during a live stream.

http://sta.sh/2apt3giqb53

http://sta.sh/227bivliu64e

 No.998

File: 487744ee23ecb1e⋯.gif (111.33 KB, 560x312, 70:39, cut_0036_by_glarenegade-da….gif)

File: 01413ff97b1041c⋯.gif (350.09 KB, 560x312, 70:39, cut_0040_c_by_glarenegade-….gif)

File: 2b25e49c6d232f1⋯.gif (171.98 KB, 560x312, 70:39, cut_0022_c_by_glarenegade-….gif)

File: f55f56e2ceb1944⋯.gif (341.48 KB, 560x312, 70:39, cut_0023_c_by_glarenegade-….gif)

File: 832900f64677a81⋯.gif (443.06 KB, 560x312, 70:39, cut_0024_c_by_glarenegade-….gif)

neat


 No.999

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).


 No.1044

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.


 No.1045

>>999

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.




File: 1448479335875-0.png (180.62 KB, 1837x1058, 1837:1058, ani.png)

File: 1448479335875-1.gif (59.16 KB, 812x616, 29:22, 2353.gif)

 No.721[Reply]

This shit is a fucking dream come true.

>very comfy and capable frame-by-frame animation tools

>better brushes than photoshop

>muh freedumbs software

Takes a short while to get used to the timeline stuff, but it already feels amazing to me.

38 posts and 16 image replies omitted. Click reply to view.

 No.1025

>>1023

Well it works on my machine :^)

Have you tried a previous release?


 No.1030

Might be useful to someone so I'm posting it here.

Sometimes when exporting Krita downright refuses to encode frames (it gets stuck at n%).

To my knowledge it often happens when you try rendering a heavy animation (many frames, many colors, etc), i.e., especially when the optimizations and whatever they perform on the gif is interesting.

However, exporting frames individually still works.

You can use gifcicle and Imagemagick's convert to make optimized gifs, using the following command.

convert frame00*.png GIF:- | gifsicle --delay=12 --loop --optimize=2 --colors=256 --multifile > output.gif


 No.1032

>>1030

Krita just uses a script and ffmpeg. You can simply use ffmpeg manually if it's not working with the default script.


 No.1039

Anyone having a good time with Krita?


 No.1040

>>1039

Yeah.




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