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File: 1419528268535.jpg (90.63 KB, 700x585, 140:117, Deconstruction700.jpg)

 No.182

Can we have a deconstruction thread where we explain how each animation differs from another in technique? for example these animations >>176

 No.191

File: 1419728246600-0.gif (255.89 KB, 480x270, 16:9, 12.gif)

File: 1419728246600-1.gif (6.95 KB, 480x270, 16:9, frame_001.gif)

File: 1419728246600-2.gif (9.06 KB, 480x270, 16:9, frame_012.gif)

File: 1419728246600-3.gif (5.98 KB, 480x270, 16:9, frame_026.gif)

File: 1419728246600-4.gif (5.42 KB, 480x270, 16:9, frame_038.gif)

Let's get cracking!
The gif is composed of 47 frames and has 4 full transformations (Blue, Reindeer, Snowman, Elf) each full transformation holds about 3/4 frames in place then takes 4-6 frames to transform into the other creature.
There are a lot of smooth transitions from creature to creature but mainly focuses on the full transformation.
(I have all 47 frames, will post individually because post limit is only 5 per post)
Each full transformation takes about 10-20 frames apart (look at filename for keyframes)
Some admittedly are longer than others, the one that takes up most amount of frames is the Reindeer and the Elf.
Ask more if need be!

 No.817

Bump


 No.822

This run cycle by Toshiyuki Inoue is made up of only the essential drawings in a run cycle. There are no "cushioning" drawings, nor are there any arbitrary inbetweens where the drawing merely features the parts of the body exactly in the middle or favoring one key over the other of where they would be when going from A to B.

The essential drawings themselves are:

1. Contact

2. Down Position (squash)

3. Passing Position In which the foot in the air from the drawings before now passes the foot on the ground, hence PASSING position. Spoilered cause I just figured that out.

4. Up Position (stretch)

I believe the proper exposure of this animation is on twos at 24fps.

I am certain that any less than these essential drawings per side of the run breaks the run, and therefore this is the bare minimum. Whether any more than these are even necessary (considering how great this looks) is up to your personal animation aesthetics, morals, values, and current project's needs.


 No.823

File: 1458220022893.gif (157.94 KB, 160x240, 2:3, ToshiyukiInoueRun.gif)

>>822

>didnt even post the gif


 No.824

File: 1458220654605-0.jpg (9.07 KB, 160x240, 2:3, tumblr_m8crc7EfDp1rbd8n1o2….jpg)

File: 1458220654605-1.jpg (8.98 KB, 160x240, 2:3, tumblr_m8crc7EfDp1rbd8n1o3….jpg)

File: 1458220654632-2.jpg (9.37 KB, 160x240, 2:3, tumblr_m8crc7EfDp1rbd8n1o4….jpg)

File: 1458220654632-3.jpg (9.37 KB, 160x240, 2:3, tumblr_m8crc7EfDp1rbd8n1o5….jpg)

File: 1458220654633-4.jpg (9.09 KB, 160x240, 2:3, tumblr_m8crc7EfDp1rbd8n1o6….jpg)

>>823

Here are the individual frames.

A fun thing I noticed is that Japanese run cycles tend to start on the Down position, as opposed to my assumption of westerners and/or animation students starting on the Contact position. This gives the beginning of the loop a dash of extra dynamism because it started somewhere atypical. Not that it matters much if you plan to stare at the dang things for more than two seconds.


 No.825


 No.826

File: 1458220833290-0.jpg (8.94 KB, 160x240, 2:3, tumblr_m8crc7EfDp1rbd8n1o7….jpg)

File: 1458220833291-1.jpg (9.65 KB, 160x240, 2:3, tumblr_m8crc7EfDp1rbd8n1o8….jpg)

File: 1458220833291-2.jpg (9.35 KB, 160x240, 2:3, tumblr_m8crc7EfDp1rbd8n1o9….jpg)

>>824

The rest.

>>825

my boner for this thread plus staying up all night caused this ghost post


 No.829

>>822

Nice analysis. I agree with you that the animation looks clean and "essential", and it's difficult to imagine how it would benefit from adding or removing anything.




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