🧵 Untitled Thread
Anonymous at Thu, 19 Oct 2023 16:52:43 UTC No. 961681
how do I into animation? I'm especially shit at timing/spacing
Anonymous at Thu, 19 Oct 2023 16:58:16 UTC No. 961682
try doing simple animations like a waving flag or a bouncing ball
Anonymous at Thu, 19 Oct 2023 17:12:30 UTC No. 961684
>I'm especially shit at timing/spacing
Try applying to netherrealm, they can always use a guy like you
Anonymous at Thu, 19 Oct 2023 18:23:03 UTC No. 961686
I'd recommend looking into learning the 12 principles of animation, Alan Becker's video on it is quite good
Anonymous at Thu, 19 Oct 2023 20:01:07 UTC No. 961690
>>961681
>how do I into animation? I'm especially shit at timing/spacing
you can only learn by doing what is interesting to You
Anonymous at Sat, 21 Oct 2023 21:43:54 UTC No. 961830
>>961828
nobody would swing a sword like this. This is shit tier animation
Anonymous at Sat, 21 Oct 2023 22:05:08 UTC No. 961834
>>961828
How "NOT" to do animation. Too many frames for the game, unreasonable attack patterns and your "arc" is fake human pose.
Anonymous at Sun, 22 Oct 2023 02:50:09 UTC No. 961845
>>961830
Yeah when you start studying how people actually move in disciplines, esp fighting the '12 principles of animation' needs to fly right out the window because you don't wind-up telegraph or follow thru.
This seems to be for something super cartoony tho, but people do silly shit like that even with realistic styles.
Anonymous at Sun, 22 Oct 2023 06:52:47 UTC No. 961861
>self learned in animation
>never liked pose to pose
>just saw the animation in my head and animate it piece by piece continuosly
I've been animating for like 10 years now, still don't like pose to pose. Redpill me.
Anonymous at Sun, 22 Oct 2023 08:50:44 UTC No. 961866
>>961861
Probably works for you, but the cost is that you waste a lot of time. I don't know though. Usually when I have my own methods for things, they're just a slower and often worse version of the proven mainstream method.
Anonymous at Sun, 22 Oct 2023 10:55:39 UTC No. 961872
>>961861
OP here, that's whan I've been doing for over 2 years and now I'm finally trying to learn how to animate properly as my usual method is good for short animations but I struggle at longer complex scenes and like 80% of the time I'm just fixing bad timing.
Anonymous at Sun, 22 Oct 2023 11:21:44 UTC No. 961873
>>961872
>and like 80% of the time I'm just fixing bad timing.
That's normal, OP. No matter what ways you use that's just the reality of animation work, the same as it's normal that most artists re-draw 80% of individual elements in their drawing 2-3 times (at least) before they get it right
The only exception is when you perfectly trace reference, but even then you'd usually want to add your own flare to the movements.
Anonymous at Tue, 24 Oct 2023 01:15:41 UTC No. 962009
>>961690
>you can only learn by doing what is interesting to You
meaningless if you don't have the fundamentals down
Anonymous at Tue, 24 Oct 2023 01:16:42 UTC No. 962010
>>961828
Yeah I am thinking this autistic shit is not for me lmao
Anonymous at Tue, 24 Oct 2023 03:17:23 UTC No. 962014
>>961828
Ugh this is that obnoxious bugs bunny type league of legends shit, where nobody can be realistic anymore, everything is extremely exaggerated floaty bubbly bullshit.
Anonymous at Tue, 24 Oct 2023 06:35:11 UTC No. 962019
>>962014
It's pretty necessary for zoomed out top down games because realistic animations would not really convey what's happening to the players
Even third person games like dark souls that are all about responding to telegraphed oneshots do it because gameplay > realism
Anonymous at Tue, 24 Oct 2023 11:11:39 UTC No. 962033
>>962019
No, you are thinking about cut off during animation. When you press a button, the developer can make a choice of either cutting the animation midway or have iframe/no frame. Dark Souls has animation with iframe and cut off times.
There is no looney tunes animation, it’s why people call it hard because the playerbase never experienced such realism in 3D games. Older 3D games had given you way too protection for gameplay to move forward. Dark Souls didn’t give you protection.
Anonymous at Tue, 24 Oct 2023 20:14:06 UTC No. 962062
Just practice. You will suck at first, for many months, maybe years, but you'll improve.
It's the same with rigging or anything else. The basics are simple, but the basics are 99% of the work. When you say you want to get good at animation, you're saying you want to get good at the things you learned on day one but still suck at. Go practice. Worry about the 1% when you yourself know why you need it.
There's always someone in the MMD, SFM or other simple software threads
>you must use industry software!! You're wasting time!
but those programs have the fundamentals. You can animate entire films in them. The quality is mostly dependent on your skill, and you're not going to get that any quicker depending on what software you use, when you can get that skill from even just scribbling in the corner of notebooks. You have to do the work.
If you don't, you'll end up like Cris and other porn obsessed third worlders, making jak faces at things and gimmicks that are of greater interest to people who actually have the skills than they help people without the skills pretend for a few frames that their work isn't trash.
Anonymous at Wed, 25 Oct 2023 23:00:37 UTC No. 962159
>>961861
So you just do straight ahead? Nothing wrong with that either. Honestly there is no "right way" to animate as long as you get the result you wanted.
Only thing I can think of with pose to pose is that you can plan it out easier. I just do a mix of it but usually like to do pose to pose then hit spline and just go nuts on straight ahead