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Anonymous No. 898301

So, I'm a beginner at animating things. I face the same problems like in this video aka stiff animations. How do I fix it?
Tips and tricks please.

Anonymous No. 898302

>>898301
follow the 12 principles of animation

Anonymous No. 898303

>>898301
offset keyframes

Anonymous No. 898312

>>898302
Mostly this, and a ton of practice, and some books/videos to help guide you, so you practice the right things, instead of wasting your time.

Doesn't matter if the learning material is 2D oriented or not. The way to good animation is mostly the same regardless of your choice of format.

Anonymous No. 898314

>>898301
>webm
software?

Anonymous No. 898392

>>898314
Blender

Anonymous No. 898415

>please teach me to animate porn thread #231238
fuck off cris

Anonymous No. 898417

>>898392
Are you kidding me?

Anonymous No. 898421

>>898301
Check out the animation course "alive" if you use blender. It's very in depth with basically no animating prerequisites

Anonymous No. 898424

>>898301
Learn your graph-view and ease-in ease-out to mimic how mass accelerate in real world.

Unless you're doing some really deliberate intentionally smooth motions you rotate and translate at a fixed pace from one movement to the next
you move your arm or you move your head your muscles pulls the mass up to speed and you use the angular and translational inertia to let it swing
into place and use a combination of the tension in your ligaments, the orientation of the limb to the gravitational field and muscle to make it stop in the desired location.
It doesn't have to be correct in a physical sense to look correct, but it needs to be in the rough ballpark of correct to look weighty and realistic.

You have to think about the mass/weight and the plane of motion and what forces are pulling what where.
To do this you can act out the motions yourself to get a feel for how the loads are distributed and what wants to move where
and in what order along the kinetic chain that makes up your skeleton this happens. Do this infront of a mirror helps.
Knowing a bit of basic high-school physics also helps, understand inertia, 'moment of inertia' and torques, Newtons laws of motion etc.
You don't have to be able to sit down and do the math with them but you need to know what they mean, because they'll help demystify everything you observe for you.

Finally just spend a lot of time observing how people naturally move, take some video and go frame by frame analyzing what moves and in what order
while contemplating why that is the case. Do this long enough you'll eventually gain a feel for what to do (unless you are a certain 'animation schizo' from this board that is).

Anonymous No. 898426

>>898424
first line in second paragraph should read:

>"Unless you're doing some really deliberate intentionally smooth motions you never translate at a fixed pace from one movement to the next"

I dunno wtf I wrote but I must've been distracted by something mid-sentence constructing something that confusing.

Anonymous No. 898472

>>898424
>>898426
All of that is useful as well, but none of that will teach you good use of pacing, acting, setup, timing, anticipation, proper arcs, when to exaggerate and when to not, and so on. Some of these can be learned by just observing real life to some extent, but probably not truly understood,
there's no shame in taking advice from prior masters in the field. And good animation is not just imitating real life. Yes it's important to understand it, but don't rely 100% on observation. Start with something simple, like geometric shapes, those bouncing balls are a thing for a reason. It helps you understand what the other guy typed, and the principles, in a more limited easier to digest fashion, instead of going directly for something as complex as a human body.

Here's a decent video on the 12 principles, any animator should start from there, and properly understand how to make use of them. They are all relevant, to some extent, regardless of what kind of animation you are doing.

https://www.youtube.com/watch?v=uDqjIdI4bF4