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๐Ÿงต 2D Mesh Animation

Anonymous No. 987398

Is there a better software to do stuff like pic-related yet? Surely with all that AI talk, there's at least one software that automatically breaks up the parts, creates the meshes or at least rigs the assets.

Anonymous No. 987401

Never heard of one but also havent looked. I bet you could but I also bet it'd be shit. There's so little you really need to do to achieve this look and wouldnt you rather have all of the control that comes from drawing and animating your own meshes?

Anonymous No. 987407

>>987401
>There's so little you really need to do to achieve this look
creating the meshes is really painfully slow.

Anonymous No. 987408

>>987407
Isn't garbo like that just alpha mapped grid-planes linked together? seems like it would be pretty simple to do

Anonymous No. 987409

>>987408
https://www.youtube.com/watch?v=WaoeZkm92t8

It's a lot of work

Anonymous No. 987410

>>987409
Yeah that's exactly how I thought these where made, what's the issue?

Anonymous No. 987411

>>987410
It's a lot of work

Anonymous No. 987413

>>987411
If that looks like 'a lot of work' to you: change hobby.

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Anonymous No. 987414

>>987413
It's OBJECTIVELY a lot of work. 21 hours for a single illustration (without counting the process of painting it in the first place). Imagine how long it'd take for video game assets, plus cutscenes.

Anonymous No. 987418

>>987414
nigger i sculpt high poly video game characters for 2 weeks straight with a full time job. 21 hours is nothing.
3d is work, if you wont put the time in go back to /v/ and consoom games instead.

Anonymous No. 987420

>>987414
This >>987418 The thing I've been working on atm is something I've been at for approaching 100 hours since 2 weeks ago.
Just 21h for a finished piece of artwork is quick turn around. you can knock one of those out in just a day or two.

Prob less once you've done a few and gotten the groove of how to be effective with it or doing something with less details that needs to be layered and rigged.

Anonymous No. 987422

>>987409
she farts butterflies, wouldn't bang, for my own safety

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Anonymous No. 987423

>>987414
>21 hours
You're on the wrong board bud

Anonymous No. 987427

>>987422
actually it's divine to plug up her ass and come within seconds from nothing but the butterflies inside her colon teasing your foreskin and sensitive glans. cutfags will never know this feeling

Anonymous No. 987429

>>987414
I'm actually going to agree with you that 21 hours times my hourly rate is something the average person can't afford as a commission, it's really in the domain of corporate clients or people with big budgets. Anything to do with animation is always a shock to people when I tell them how much work is involved. This is coming from someone who has regularly worked on animation projects that take most of the year to complete. Projects like this mesh are something I might do for a friend and charge them $200-$300, but it depends on how much I like them and how interesting the project is.

Anonymous No. 987521

>>987407
extrude?

Anonymous No. 987522

>>987521
What did you just call me??

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Anonymous No. 987523

it takes
a long time
to 3d model
anything
in old
entish
which is
why we dont
3d model
anything
unless
its
worth
taking
a
long
time


to

3d

model

Anonymous No. 987541

>>987523
Here's the difference from traditional 3d modeling tho: there are many different ways to model something. Some fun, like sculpting. Some are not, like going triangle by triangle. To make 2d meshes, all you can do is go triangle by triangle. See the problem?

๐Ÿ—‘๏ธ Anonymous No. 987542

>>987522
Chud.

Anonymous No. 987925

>>987541
Yeah sounds gay and dumb and in the end your results arent very interesting, or not as interesting as a fully 3d model.
On the otherside, there's very little actual modelling you have to do. In that last scene in the OP where she's on the floor. What's that? 7 different meshes moving? They just trace poly cuts onto dense planes. You can draw a spline using a stylus. Super fast. Here' I'll go do it.

Anonymous No. 987933

>>987925
BTW. While doing this I quickly discovered the 3D part is way simpler than I thought. This is a compositing project not a 3D one. You just have to have an alpha channel on each of your pieces and you can apply them to totally square planes. Then a normal skeletal rig. If you make your own 2D image from scratch you can make it optimized for the job. I've gona ahead and sliced up a picture I already had so it's gonna look like shit but the procedure is super easy

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Anonymous No. 987935

>>987925
An hour and 20 minutes. From an non optimized source. A good amount of time was doing things over again because I was improvising this whole thing.
Have an optimized source image with well painted occluded areas, quality alpha channels, actually render it to a sequence instead of screen record it. Making the 2D assets would probably take 80% of the total production time, and since the problem here is that drawing polies is boring, 2D asset creation is fun. So there's your motivation.

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Anonymous No. 987937

>>987935
Whole joint structure. Could have had way more for controlling volume adding jiggle. every individual hair strand. Adding mere minutes to production time. The more individual images you use the easier it is to rig.

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Anonymous No. 987938

>>987937
See my point? these are just planes. I cut little sections around where the hands are close to the thighs. If I had split them into seperate images like the hair and tits it would have been unnecessary. Otherwise, specially shaped planes might add functionality. You could go crazy but you dont have to.
80 minutes

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Anonymous No. 987939

to be extra lazy i didnt even crop the sections I bothered to make. Just gave them all the same 2048x2048 space so I had to do 0 uv mapping.
Could you tell I painted bullshit under the tits?

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Anonymous No. 987940

>>987939
nearly 50% of the time it took me to paint this was tools lagging from having photoshop and maya open at the same time.

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Anonymous No. 987941

>>987940
Verts around the top of the tits where they connect to the body I gave 100% bone weights to the spine joint. The boobs are then driven by 1 joint that just translated and rotated. 2 boobs on seperate planes? Multi joint rigging for complex behaviors?
How about multiple frame like in the OP? all very easy and accessible.

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Anonymous No. 987986

Anonymous No. 988696

>aaaaah oh my god this is sooooo hard
endless discussion
>oh wait no its easy. heres proof
silence

Anonymous No. 988716

>>987935
What program did you use to make this? I would like to try this out

๐Ÿ—‘๏ธ Anonymous No. 988730

>>987418
G8 larp. Talentless hack has no idea how much work it is. Post your work.

Anonymous No. 988749

>>988716
He used ai for the image, Photoshop for the assets and Maya for the rig.
You can use blender too, this shit is not so complicated, it takes a bit of time to make all the assets.

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Anonymous No. 989516

>>988716
The other anon is right. photoshop, maya, and a source image. IDK if it was made with AI. I dont know where it came from.
You should. You should do it right now. It's easy. And then post what you made

Anonymous No. 991068

>>987941
speaking of tools, what did you use to do this? I've always wanted to do this sort of live 2d type animation but ive never looked too hard into it. Seems fun

Anonymous No. 991070

>>991068
Maya and photoshop
Nothing special that gimp and blender couldnt do.

Anonymous No. 991072

>>991070
oh interesting, alright thanks. Any tutorial recommendations to get me started?

Anonymous No. 991118

>>991072
Yeah this thread

Anonymous No. 991119

>>991118
-_-

Anonymous No. 991120

>>991119
I've been keeping this thread alive just to show people how to do this. It took me less than 2 hours to just BS it together. I posted animations and explanations of every step.

Anonymous No. 991121

>>991120
I see that, it's very useful, and I appreciate it. I hope you continue to keep this thread alive. I just like to collect as much information as possible when learning something new.

Anonymous No. 991855

>>991121
quit stalling

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Anonymous No. 991856

>>987523
>We have...
>Yes?!
>We have subdivided the cube.

Anonymous No. 991860

>>987398

It's worth noting that there ARE tools expressly meant to do this job, they just aren't as widely known because they're so specific.

off the top of my head, both Creature and Spine can do this specific thing pretty easily, and I believe DragonBones also has mesh animation functionality, but I don't remember because I never really used it.

For a long time Spine was the go-to for this, and was used in Darkest Dungeon (though Dragonbones could also export to it with fan-angling.) But it's a rather costly program and has alot of annoying quirks, needs it's own runtime attached to your engine of choice, and good luck having anyone else able to edit your work without training them yourself.

At the end of the day, You're kinda just better off doing it in Blender or whatever software of choice you have, but if you really want to you could try any of the programs I mentioned. I used Spine before for multiple jobs and it does what I need it to do pretty well.

Anonymous No. 991864

>>989516
How did you handle alignment? I wanted to use this method for something more involved at one point, which ended up with a lot of unique variants of hands, etc., which were painful to even attempt to properly align in blender.

Anonymous No. 991867

>>991864
Well for this one I was trying to maximize laziness to prove a point. So one of the things I did was keep every cut out piece on the same canvas in the same position. Then I used identical planes with identical UV maps. Everything lined up automatically. I wasted a lot of pixels and geometry doing it that way but I can't really see a reason why that would be a big deal.
So If I were going to make an animation like this and lets say I needed to transition through multiple 2D images. I would have all of the 2D images already aligned to each other.

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Anonymous No. 991868

>>987398
Fool just do it the old fashioned way: cut out pieces of paper and animate them with stop motion.

Anonymous No. 992023

>>987418
/v/ plays games?

Anonymous No. 992030

2d mesh isn't worth the trouble when every internet comment says your hard work looks like a Newgrounds flash game

Anonymous No. 992055

>>987398
how do you do the head swap ?

Anonymous No. 992083

>>992055
animate the texture as well as deform the geometry