๐งต 2D Mesh Animation
Anonymous at Wed, 19 Jun 2024 18:35:23 UTC 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 at Wed, 19 Jun 2024 18:39:17 UTC 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 at Wed, 19 Jun 2024 19:03:19 UTC No. 987407
>>987401
>There's so little you really need to do to achieve this look
creating the meshes is really painfully slow.
Anonymous at Wed, 19 Jun 2024 19:13:45 UTC 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 at Wed, 19 Jun 2024 19:27:29 UTC No. 987409
>>987408
https://www.youtube.com/watch?v=Wao
It's a lot of work
Anonymous at Wed, 19 Jun 2024 19:34:05 UTC No. 987410
>>987409
Yeah that's exactly how I thought these where made, what's the issue?
Anonymous at Wed, 19 Jun 2024 19:37:15 UTC No. 987411
>>987410
It's a lot of work
Anonymous at Wed, 19 Jun 2024 20:00:21 UTC No. 987413
>>987411
If that looks like 'a lot of work' to you: change hobby.
Anonymous at Wed, 19 Jun 2024 20:03:58 UTC 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 at Wed, 19 Jun 2024 20:12:19 UTC 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 at Wed, 19 Jun 2024 20:22:32 UTC 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 at Wed, 19 Jun 2024 20:48:22 UTC No. 987422
>>987409
she farts butterflies, wouldn't bang, for my own safety
Anonymous at Wed, 19 Jun 2024 21:15:09 UTC 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 at Wed, 19 Jun 2024 21:45:21 UTC 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 at Thu, 20 Jun 2024 11:31:39 UTC No. 987521
>>987407
extrude?
Anonymous at Thu, 20 Jun 2024 11:33:52 UTC No. 987522
>>987521
What did you just call me??
Anonymous at Thu, 20 Jun 2024 11:47:29 UTC 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?
๐๏ธ Anonymous at Thu, 20 Jun 2024 11:51:13 UTC No. 987542
>>987522
Chud.
Anonymous at Sat, 22 Jun 2024 23:02:09 UTC 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 at Sat, 22 Jun 2024 23:59:09 UTC 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
Anonymous at Sun, 23 Jun 2024 00:24:16 UTC 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.
Anonymous at Sun, 23 Jun 2024 00:28:12 UTC 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.
Anonymous at Sun, 23 Jun 2024 00:29:47 UTC 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
Anonymous at Sun, 23 Jun 2024 00:31:09 UTC 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?
Anonymous at Sun, 23 Jun 2024 00:33:46 UTC 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.
Anonymous at Tue, 2 Jul 2024 01:19:28 UTC No. 988696
>aaaaah oh my god this is sooooo hard
endless discussion
>oh wait no its easy. heres proof
silence
Anonymous at Tue, 2 Jul 2024 05:34:30 UTC No. 988716
>>987935
What program did you use to make this? I would like to try this out
๐๏ธ Anonymous at Tue, 2 Jul 2024 09:40:19 UTC No. 988730
>>987418
G8 larp. Talentless hack has no idea how much work it is. Post your work.
Anonymous at Tue, 2 Jul 2024 17:21:04 UTC 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.
Anonymous at Thu, 11 Jul 2024 18:21:05 UTC 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 at Tue, 30 Jul 2024 19:56:45 UTC 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 at Tue, 30 Jul 2024 20:02:24 UTC No. 991070
>>991068
Maya and photoshop
Nothing special that gimp and blender couldnt do.
Anonymous at Tue, 30 Jul 2024 20:44:23 UTC No. 991072
>>991070
oh interesting, alright thanks. Any tutorial recommendations to get me started?
Anonymous at Wed, 31 Jul 2024 05:49:09 UTC No. 991118
>>991072
Yeah this thread
Anonymous at Wed, 31 Jul 2024 06:01:02 UTC No. 991119
>>991118
-_-
Anonymous at Wed, 31 Jul 2024 06:06:53 UTC 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 at Wed, 31 Jul 2024 06:19:50 UTC 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 at Thu, 8 Aug 2024 21:01:05 UTC No. 991855
>>991121
quit stalling
Anonymous at Thu, 8 Aug 2024 21:32:11 UTC 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 at Thu, 8 Aug 2024 23:01:22 UTC 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 at Thu, 8 Aug 2024 23:39:12 UTC 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.
Anonymous at Sun, 11 Aug 2024 16:56:50 UTC No. 992023
>>987418
/v/ plays games?
Anonymous at Sun, 11 Aug 2024 17:45:05 UTC No. 992030
2d mesh isn't worth the trouble when every internet comment says your hard work looks like a Newgrounds flash game
Anonymous at Mon, 12 Aug 2024 06:44:42 UTC No. 992055
>>987398
how do you do the head swap ?
Anonymous at Tue, 13 Aug 2024 04:30:21 UTC No. 992083
>>992055
animate the texture as well as deform the geometry