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๐Ÿงต Untitled Thread

Anonymous No. 847126

is it common that unbalances happen in animating things like biped/quadrupeds between left and right part of the character when doing things like walking, trot, jogs etc?
how do you troubleshoot or prevent in from happening, especially when you do straight aheads than pose to pose,. which then may cause problems since things are done impromptu than planned piece by piece of sorts

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Anonymous No. 847130

follow this diagram

Anonymous No. 847132

>>847130
i cant see a leg there

Anonymous No. 847133

>>847126
>is it common that unbalances happen in animating things like biped/quadrupeds between left and right part of the character when doing things like walking, trot, jogs etc?

Yes it is. But not to the degree in that animation you posted yesterday, that had absolutely extraordinary levels of unbalance.
Make one thread at the time and one thread only if you want any responses from me in the future cris.

I am one of the few that have bothered given you any sort of substantial answers in the past.

>how do you troubleshoot or prevent in from happening

It involves using your eyes and your brain to check if it is happening and correct your animation frames so it is no longer happening.
You have to have developed very keen spatial reasoning abilities to pull it off well, dropping in a plane grid to help estimating trajectories and such.

In your case go rotoscope already, rotoscope a lot, do you know how much you learn from rotoscoping that you then can use when you don't?
No you don't because you haven't even spent a few hundred hours rotoscoping yet.
You are currently trying to climb Mt Everest without oxygen when you're not even fit enough to ascend a small hill.
You need to train yourself by doing exercises that is within the realm of your ability.

At the level you're at, doing what you do, you are playing this game not only on 'Very Hard' but on 'European Extreme'.
One starting out with your innate abilities for this has a snowballs chance in hell to freehand any natural motion.
So for the love of fuck try to be reasonable Op.

Anonymous No. 847135

>>847133
this has been a very abstract effort post, but better than most dungshit on 4chan. i guess

i was expecting something technical...maybe from a book, even scientific perhaps just so i can actually grab something solid about the case since all these, poetic advices hasnt been working well, for me at least.

but i guess my wording of "balance" and "correctness" is too vague, and the connection i require from this conversation is still, unfortunately, indefinitely minimal.

so im just gonna bother this in a much clearer manner, hopefully: would there be a specific book/technique that actually address this,sort of, common, problem?

easier than beating around the bushes...i may not have done roto, but i definitely have passed the hundred hour mark on various subjects traditionally, and somehow im not feeling how the roto will help, when lots of artist i know

didnt really roto.

also im not going for the peak realism so maybe the pict level correct above is enough.

just need to portray minimum level of "pass" actually. maybe not even for "commercial" reason. just theorethical bullshit to reach the minimum wagie standard i guess.

ok maybe that s surreal since all this seems like it s for commercial uses...
yes definitely somethign close enough to realism and commercial and modular enough maybe for multipurpose qualities...
a regular use, after all.

Anonymous No. 847136

don't reply
just ignore it
move on

Anonymous No. 847139

>>847126

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Anonymous No. 847143

>>847136
>>847139
wow hackd

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schizo thread alarm No. 847145

>>847126 (OP)

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schizo thread alarm ( do not reply) No. 847147

>>847126

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schizo thread alarm ( do not reply) No. 847148

>>847126 (OP)

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Anonymous No. 847152

>>847145
>>847147
>>847148
say schizo one more time or please leave 4chan so we can make other chan faster

seriously this place is worthless if not for the speed

Anonymous No. 847153

>>847152
go home cris, your sentences barely make any sense

Anonymous No. 847158

>>847152
>seriously this place is worthless if not for the speed
yet you keep coming back. sad.

Anonymous No. 847170

>>847139
>>847145
>>847147
>>847148
holy shit what is this tantrum that came out of nowhere hahaha

Anonymous No. 847172

>>847170
>>847152
samefag

Anonymous No. 847174

>>847172
Not an argument.

Anonymous No. 847176

>>847174
You're so pathetic you resort to replying to your own messages because no one agrees with you.
Stop shitting this board with your useless threads you colombian nigger monkey

Also where's the schizo alert anon, we need him to flood this thread again

Anonymous No. 847177

>>847176
>the amount of crying you did
hahaha

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Anonymous No. 847179

>>847177
literally look at yourself and think about it

Anonymous No. 847184

>>847179
i like how he immediately stopped replying the moment i posted this

Anonymous No. 847211

>>847184
sorry i just woke up and it s still stupid

Anonymous No. 847225

>>847135
There's no scientific method on animating a walk cycle.
It is as it's always been, use reference and judgement and go from there.
If you can't manage to do that, look into using mocap.
I honestly struggle to imagine what kind of project you're working on where you're still stuck on a single walk cycle for 6 months now. It's like you refuse to do anything else with it until you do that one single thing.

Just do what you can now, and come back later and polish it up more. The best teacher is experience. So just animate the best you can. You'll get better as you go along and get a feel for it, so you'll be able to go back to what you made before and notice mistakes and stuff that you can fix later.

A bunch of theory and random trivia won't make you a better artist, doing what you can do now and improving your senses and eye for things will.
It's like music. People can play by ear and create great songs without knowing at all how to read music. Whereas all the music theory and technical knowledge in the world might not help another create a piece that's just as good as the person who learned by doing.

Anonymous No. 847247

>>847225
ok tldr post incoming
>6months
years actually. i thought walking should be the basic material and stuff. straight ahead... something like that.
goingbasic or whatever the school said

>playbyear
idk, im taking the sort of "boring" route now. i ve been playing by ear for as long as i can. so now im taking the other lame approach and take the "new" advice.

otherwise i m not very confident or excited about the results. lazy, you d say.
i should probably practice in projects maybe, haha.

but im not paid and i have a job so now this is partly a commercial or not at all.
everyone also acts mostly unimpressed so idgaf

Anonymous No. 847251

>>847247
My advice then, should you choose to actually take it, is to find examples of animations that you'd like to understand, and do your best to replicate them.
Like say for instance, the running animation from Super Mario 64. Take a bunch of reference images of each frame, identify the key poses (most animations can be broken down to like 3-5 key poses), and do your best to recreate it on another model.
If you really take your time to do it and pay actual attention to what you're doing instead of just mindlessly going through the motions; like where/when a foot lands, timing, little quirks of the animation, you should start picking up what an animator is thinking when they do something like that.
If you do that as practice, I think you'll be in a good place.

I think right now you're looking at the entire animation as a whole finished piece and getting overwhelmed as to where to start and how things sort of organically fall into place, when animating is just like doing anything else. Like for drawing, you don't spit out a finished piece, you do a sketch of the basic forms (for anims that would be your key poses), refine the sketch and lines (in anims that would be the poses between your key poses), then you polish everything up with shading until it's a finished piece (adjusting and tweaking your anim until it looks "right).

I know people have told you over and over again that practice is what you need to be doing, and personally I think that's sound advice. You just have to be doing the right kind of practice that works. Reading about methods is all good, but reading isn't doing, and you should be doing.

Anonymous No. 847255

>>847251
correct! half of it mostly.
>mindlessly
isnt that how people does it reflexively? i feel like im losing the foundation somehow so i just couldnt "pay attention" or whatever.

not that i understand what you say you say anywsy just now. like, i just dont think even if i notice where the foot land, the whole thing will be in balance.

like, it doesnt make sense, from my experience. or what i imagine at least
then again, people making animation nowadays just, playblast and see if its good i guess.

i am also trying to use this as a ground for other things since i couldnt have that much references either, you get what i mean? and also this is just walk cycle,
pretty basic to be the ground for most things, maybe.

there s abit of clarity just now so maybe we re getting somewhere.

Anonymous No. 847263

>>847251
nvm i should go for sci i guess thank you

Anonymous No. 847264

>>847255
>isnt that how people does it reflexively?
Yeah, but you can't do that yet. Not like you're forbidden to do that, but you just don't have the skill to, which is the point of the thread.

What I'm saying, is instead of just doing the equivalent of tracing, where the end result is the goal, actually make a study of it. Where the nitty gritty is what's important. Not the sum of its parts, but all the parts on their own.
Like if you were to just mindlessly copy an animation pose for pose for the sole purpose of copying it, you're not going to learn anything from it. But if you try to replicate it with the purpose of understanding it intimately inside and out, you'll be able to understand why it works, and how to apply that to your own work. It's like learning to draw in another artist's style, you learn their quirks, their techniques and composition, and you can apply that to your own subject matter.

So when you go into the study, pay special attention to why things are the way they are in the animation you're studying, and think about how that will work on your own character.
Take each key pose and understand why it is the way it is. Look at the silhouette, is there artistic personality in it where you can see the character's motivation in the pose? Or is the pose there simply to mechanically go to the next pose? Is the movement rigid, or fluid? What about timing? How long does a character hold a given pose? Does the character anticipate their next action and lead into it? Where is a character's center of mass in any of the key poses, what's the line of action that drives the pose?

If you can break down an animation into pieces like that, you should be able to start replicating that in your own work with some practice. It's not just something that'll work for just one thing, but for many different styles of animation and motions.

>>847263
You'll find there's a lot more media detailing the artistic/tech side of animation rather than the scientific side.

Anonymous No. 847267

>>847264
well i dont know which tech. There s the muybridge i guess.

If anything modern tool will require sci of sorts, or alot of education seems to suggest. mine at least. where should i look for?

Anonymous No. 847336

>>847264
i mean i dont know how mindful you ve to be since the information you seem to suggests are bare minimum, other than replications and study. so it feels kinda vague for me even thou i am having a solid reference to use when i work with, much like what you suggest.

Anonymous No. 847364

>>847135
>and somehow im not feeling how the roto will help, when lots of artist i know
>didnt really roto.
>also im not going for the peak realism so maybe the pict level correct above is enough.

...The animation you posted where.... *drumroll* rotoscoped. GAINAX used a ton of rotoscoping on EVA and Cowboy Bebop.

Some people don't need to practice any rotoscoping before cranking out competent animation because they posses strong innate observation abilities and sense of timing.
This route is not open to you as if anything you must know by now you come equipped with a strong anti-talent for this type of work.
The fact you still want to do this despite being so mentally crippled for the task is highly disturbing, but I do admire your tenacity.

You have no sense for timing, weight, trajectories etc, you need to build up a library in your head of how bodies move and in what sequence motion occur.
The fastest way to do that using SCIENCE is to record motion on a SCIENTIFIC MACHINAE DEVICE called VIDEOCAMERA.
This marvelous contraption allows you to freeze slices of time into sequential images, allowing to compare motion trajectories from one image to the next
as they occur in the physical reality of the real world by flipping between them.

You then draw in your own characters informed by the movement recorded by the SCIENCE MACHINE.
This scientific approach to animation is known as rotoscoping.

You can make animation with even stronger foundation in science by investing in expensive and tricky to operate motioncapture equipment.

Anonymous No. 847444

>>847126
most animators I know use lots of video refs, that eva was prolly made that way, someone did that walk for a ref video

Anonymous No. 847665

>>847364
yeah it still seems impossible since the body proportion is not something you see in life. like it s build on paper or something.

>>847444
yeah it seems to only done, 1/10 of the job only
even if anyone were to bruteforce it, it may just still be wrong without a solid construction, i think...

Anonymous No. 847666

>>847364
>library
yeah exactly but this particular correctness i d need a big mirror and what?

Anonymous No. 847779

>>847666
>and what?
a normal brain, talent optional

burningbridgeltdpte No. 847872

>>847779
>normal brain
wouldnt know. i didnt get high school physics so...