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Anonymous No. 999712

How to learn to animate like ZZZ?

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Anonymous No. 999717

>ZZZ
Find a better inspiration. Those fuckers at Sucker Punch still didn't make an Infamous remastered, so I'll do it myself. Its been almost 20 years now SP, finish Ghost and remaster Infamous 1.

Anonymous No. 999720

>>999712
Quickest way is to open your software, start animating, and figure it out along the way

Anonymous No. 999725

>>999712
You have to watch Deadpool 100 times

Anonymous No. 999736

>>999712
Years of experience. While the direction is not the best, and they tend to be quite over acted and busy, they are top tier from a purely animation skill standpoint, and not something that many can do well. If I were to put it in simple terms, the animations in ZZZ feel like they're flexing with their animation skill, more than trying to create a good overall end result.

Anonymous No. 999744

>>999712
same way as you do any animation

Anonymous No. 999750

You mean like shit? Just open Blender and fuck around with keyframes until you get it.

Anonymous No. 999771

>>999736
Yeah ZZZ animation work is equivalent to the 2D age of Disney, where multiple key animators would add ridiculous flourishes just because it was impressive to other animators.
I may not be a big fan of this type of game, but I am so impressed by ZZZ that I can often overlook that. They also just have great male characters, which feels so rare now.

Anonymous No. 999775

>>999712
Less is more. All those spastic gestures are like the visual equivalent of somebody describing a scene by packing every word he can find in a thesaurus.

Anonymous No. 999784

>>999712
Asian genes
Neuroplasticity

Anonymous No. 999802

>>999712
Motion capture combined with a ton of spline ik to exaggerate stretching and bending.

Anonymous No. 999828

>>999712
exaggerate movements to scratch the itch in the broken brains of autists
this is only good animation if you're autistic

Anonymous No. 999840

>>999712
When you get as good as this you pretty much have a secured job.
I am mediocre in 3d, not even average; I acknowledge that there's people with genuine gifts for things.
Hard work can carry you so far, you'll eventually came across someone able to destroy you without even trying.

Anonymous No. 999841

>>999802
>>999828
But could you yourself?

Anonymous No. 999843

>>999802
>>999841
This is not motion capture, it's very clearly manually keyed pose to pose.
>>999784
Style wise this is western animation. This is literally Asians imitating western exaggerated pose to pose animation.

Anonymous No. 999887

Forced animation is goyslop.

Anonymous No. 1000322

>>999712
just dont be lazy and animate all the extra parts and little movements. when it looks "good enough" youre halfway done. literally spend as much time going over it as you did getting it started. then sleep. then go over it again.

Anonymous No. 1000337

>>999712
over animate and dont clean up your mocap so much

Anonymous No. 1000397

>>999712
this makes me feel violent

Anonymous No. 1000399

>>1000337
>>1000397
Idiots thinking this is mocap makes me feel violent.

Anonymous No. 1000401

>>999712
looks like exaggerated overlaps, nothing special. we have a maya script that creates them for you

Anonymous No. 1000402

>>999843
>This is not motion capture
https://youtu.be/9bx8EGZ9Gb4?si=r9f87c2yYvQxGv3k&t=13
its motion capture, the most they done it is change and adjust some thing

Anonymous No. 1000403

>>1000402
mocap is useless in stylized animation, it's way easier to keyframe it than to cleanup and tweak mocap for exaggerated cartoon poses. only way mocap is used for these might be for a timing / anatomy reference but a good animator doesn't even need that

Anonymous No. 1000479

>>1000403
hence the wave to bland "realistic enough" games polluting the market all using cheap mocap.

Anonymous No. 1000528

>>999712
is there a BTS?

Anonymous No. 1002856

>>999712
This looks fucking horrendous.

Anonymous No. 1003197

>>999712
They start with mocap and get a rough idea of what they want.

Once you have the mocap it's easy to rip some key frames out of it and add in a bunch of flourishes

Anonymous No. 1003311

Looked a lot like a mocap animation I saw once before. I think the biggest thing is just patience and understanding key frames and locomotion.

Anonymous No. 1003312

I feel like trying to get an actor in a mocap to look like that would be more work than doing it directly

Anonymous No. 1003313

>>999712
Experience, lots of practice, learning rigging and using blendshapes/morphs for certain keyframes in order to get cleaner silhouettes if the rigging system doesn't cut it.

Anonymous No. 1003630

>>1000402
damn she cute

Anonymous No. 1006363

>>999712
First, you need to be a lolicon and be into interracial.

Anonymous No. 1006369

>>1000403
>mocap is useless in stylized animation,

lol. almost all of it is mocap. they just use more simple skeletons rendering animations into more stylized moves.

Anonymous No. 1006383

>>1006369
Prove it. And no, some sped up imitation videos by cosplayers don't count. Using mocap on something like this is a waste, if not even detrimental to the overall process, unless it's just for some key poses or rough drafts/reference. Most of the work will still be manual keyframe animation.

Anonymous No. 1006419

https://x.com/SephticMI/status/1884414389123703291

https://youtu.be/XF0XePG1p4E

how do you actually make THIS in ten fucking days?

Anonymous No. 1006437

>>1006419
There is nothing impressive about this. Literally rooster teeth level juvenile slop. It's only roughly 30 seconds. Flashy fast paced fights like that are relatively easy to animate and make since you can get away with a lot of subpar animation, as long as your timings and camera work are somewhat on point. I'd be more impressed if it was a well animated scene of them sipping tea an talking about the weather. Mundane everyday stuff like that, is where an animator's skills truly show. 10 days is up to 160 work hours, or more if you're really crunching. That's a month's work basically at a studio, assuming 40h works weeks. Literally any junior level animator could do this in the same time frame.

Anonymous No. 1006438

it looks like a lot of exagerrated elastic movement before rest, like the joints are springs. it's a cartoony kinda effect but done in 3d. you can emulate it easily if you're able to do space switching on your rig.

Anonymous No. 1006439

>>1006437
If this is "juvenile slop", I am geniuely curious now. Can you show an example of a high quality animation, in your opinion? Made by one person, in a short (month or less) timeframe, and around 30 seconds long

Anonymous No. 1006440

>>1006437
funnily enough, author stated that he learned a lot from Red vs. Blue

Anonymous No. 1006441

>>1006419
>>1006439
It’s really not the best example of a fight. You don’t see contact, hair is a mess and over reliance on SFX with camera scenes going to the next scene without reason. I know it’s from MMD models because the hair never stops moving so the noob never plan ahead or post edit the video.

Here is another MMD example but better animation: https://www.youtube.com/watch?v=jwrARjyPvdI

Anonymous No. 1006442

>>1006439
You're missing my point. I'm not saying it looks overly bad. Juvenile slop means it's made by a man child for children or others like him. As far as fights go, it looks fun enough. But it's basically power fantasy porn as far as substance goes. My point is, that flashy fights like this, similar to plapping animations, are not that hard to make appealing, and a month for footage like this is pretty standard, and not particularly note worthy. For examples, look at any slightly higher quality weekly show. Those are usually animated at a faster pace than 30 seconds per month, per animator. A good example of this is actually the absolutely abysmal RWBY anime from rooster teeth, and how horrible it looks, despite how amazing some people seem to find rooster teeth's standalone fighting animations. Flashy fights are easy, animating the subtle, everyday mundane things on the other hand is hard, since we see those every day constantly, while on the other hand no one has ever seen a fight like this outside of movies and games, so there's no real point of reference, which means you get away with a lot more cut corners, than you would in something more subtle.

Anonymous No. 1006459

>>1006442
>made for children or (man)children

this is true for, like, the whole animation industry
not a lot of boomers or serious "buisness" people are interested in "silly cartoons", lmao. Animation in general is for (man)children.

You can spend a lot of effort animating characters drinking tea, but no one (bar some pros who can recognize the work) are going be impressed by it. They will just "oh okay, she drinks tea, cute", and that's all, despite all the hours you put into refining the movement. If you make an animation, your goal is to impress and to make people feel emotions. Work smart, not hard, basically.

Also, I never watched RWBY, but I googled it, and the reception seems very positive, and people say that general animation quality became much better in latest seasons? Why is it abysmal?

Anonymous No. 1006465

>>1006459
Well RWBY was own by Roosterteeth that then got sold to ATT who demands stuff that no one wanted in RWBY. The world building and characters were great but you can clearly see ATT influence when they got sold off. The plot itself became a heroic journey instead of hunters helping people. Evil bad guy plan changed. Characters changed from amateur hunters to doing impossible fleets, etc etc. The whole thing became predictable, combat was not animation enough, errors in video and plot. It got canceled mid journey and that’s where it stands now.

Anonymous No. 1006475

>>1006459
We were discussing whether it was impressive that the clip was made in 10 days, which it isn't, not its merits outside of that. Some people will enjoy it, that alone makes it worthwhile to the creator.

That said, most absolutely will notice poor animation if it's something mundane, they might not be able to say the exact reason why it looks weird/bad, but they will very likely feel it, if the action looks off, since they see it in real life constantly. How they walk, subtle facial expressions and body language etc. People absolutely notice that stuff if it's off.

🗑️ Anonymous No. 1006486

>>1006442
>>1006475

>whether it was impressive tha the clip was made in 10 days, which it isn't

Okay, so. First of all, I animate stuff myself, and I rewatched his video frame by frame and I have no fucking clue how he did 95% of FX in his animation. I myself can animate a figure in Blender, can do a pretty good walk-run cycle and such, but I have no idea how to do any of the effects he does. He works purely in Blender, and his animation has so much effects, impact frames and post-effects in needed moments, which are applied correctly, and which you need big work to create as well. Combination of often complex shaders, geometry nodes and post-processing nodes. This is a work too, and a big one, and I have no fucking idea how he did that just in Blender. Not to mention, you need to apply them correctly, since they transform your jittery mess into something epic and impressive.

Second, in your example, you mentioned "that this is 16 hours each day", my boy, working for 16 hours every day is insane. You need to get up at like 8, work till midnight and then sleep, without any breaks, food or whatever.

And third - this guy has many animations, and he constantly participates in Genshin competition. He almost always gets first places (his Sam vs Acheron got second, losing to a collective team project). So if "making this animation is not impressive", then why not gajilion of people did not make the same stuff and win the money? There are many participants in Genshin competitions, but he wins all of them.

Anonymous No. 1006488

>>1006442
>>1006475

>whether it was impressive tha the clip was made in 10 days, which it isn't

Okay, so. First of all, I animate stuff myself, and I rewatched his video frame by frame and I have no fucking clue how he did 95% of FX in his animation. I myself can animate a figure in Blender, can do a pretty good walk-run cycle and such, but I have no idea how to do any of the effects he does. He works purely in Blender, and his animation has so much effects, impact frames and post-effects in needed moments, which are applied correctly, and which you need big work to create as well. Combination of often complex shaders, geometry nodes and post-processing nodes. This is a work too, and a big one, and I have no fucking idea how he did that just in Blender. Not to mention, you need to apply them correctly, since they transform your jittery mess into something epic and impressive.

Second, in your example, you mentioned "that this is 16 hours each day", my boy, working for 16 hours every day is insane. You need to get up at like 8, work till midnight and then sleep, without any breaks, food or whatever.

And third - this guy participated in various Genshin competitions, and his animations get 1-st and 2-nd places, while competing with dozens of other animators and artists, sometimes even teams. So if "making this animation is not impressive", then why not gajilion of people did not make the same stuff and win the money? There are many participants in Genshin competitions, but he wins all of them.

Anonymous No. 1006491

>>1006488
>dozens

oh wait, not dozens, hundreds actually

Anonymous No. 1006494

>>1006488
Hey, if you find it impressive, feel free to be impressed. I'm not going to take that away from you.

As for 16 hours work being insane. Nonsense. For a long period? Of course. But for a short 10 day burst, when you know you can rest after that, it's perfectly doable, if you set a goal for yourself that you want to reach. Having said that, I doubt they spent 16 hours a day on it, it was just the maximum that I feel someone could work for per day, for a couple weeks.

Anonymous No. 1006506

>>1006494
Feel free to impress us.
Or fuck off, "tough guy".

Anonymous No. 1006517

>>1006506
No thanks, I get all the validation I need from peers I respect. I don't need it from someone who gushes at some dime a dozen anime fight sequence as if it's some miracle of god.

Anonymous No. 1006523

>>1006488
I am in the Genshin Impact community, I never seen this guy win anything nor did he even enter at the Hoyoverse events at the time: https://act.hoyoverse.com/puzzle/hk4e/pz_GHoTG2ipoR/index.html?hyl_auth_required=true&sign_type=2&authkey_ver=1&auth_appid=e202412111211

He’s just uploading videos and using MMD. Nothing suggests it was Blender or such.

Anonymous No. 1006533

>>1006523
https://www.youtube.com/watch?v=g1gZBIltRtY - second place and judge's choice

https://www.youtube.com/watch?v=wiKQI6DtZfU - first place

In the event you posted - search W009879 in long vids, and W007868 in short vids. Or just "Sephtic" (he actually made two animations in three weeks).

>>1006517
I am not that anon. The miracle of god is not just "dime a dozen" anime fight sequence, its how he applied complex effects to it correctly and in short timeframe, to create something everyone is awestricken with (judging by how this animation blew up, considering his 1k followers before and 2k followers after he posted it). But if this does not impress you - he also made this segment from 5:15 to 5:50: https://youtu.be/i1CQXIRP2ss?t=315

There are much less effects obstructing the view and much more clear action, if this is what you want.

Anonymous No. 1006536

>>1006533
This has got to be bait. I refuse to believe anyone could think these look good. The first one at least made an attempt to hide their lacking skills behind all the flashy effects and camera movements.

Anonymous No. 1006537

>>1006533
The judge is fake anime fan known in 4chan, Trashtaste doesn’t know anything about anime or animation. Video once again shows back and forth SFX clash. No effort been done. Should’ve not been 2th when someone else with drawing skill did better.

He was not first or anywhere in top 10 as results showed: https://m.hoyolab.com/#/contribution/404

And the last video was made in collaboration with other artists, once again you can see major differences between people who have actual experience with animation vs people who put SFX to hide mistakes. I also remind you, he used MMD models. The hair is very dead give away because people like me who worked on it know it’s not something you can stop. It won’t be surprising if we do learn he used MMD fight data, fakers can convert it to BVH and no one would know. Unless someone calls them out and recreate it exactly like it.

Anonymous No. 1006546

>>1006537
https://act.hoyoverse.com/puzzle/hkrpg/pz_sAvJn6SI8f/
Short videos section.

And there is a plugin for Blender, which allows you to import MMD models in it, and not just that, but to attach rigify rig to it, to comfortably make your own animations: https://github.com/UuuNyaa/blender_mmd_tools/releases

>>1006536
Alright, why do you think those are bad, and what kind of animations, in your opinion, are good? Considering he makes stuff for Genshin-Honkai btw, so he has to match the style, and he does it very well.

Anonymous No. 1006555

>>1006546
No matter how much you want to believe he isn’t using MMD software, the matter is that he is using it. Rigidity doesn’t copy hair physics or clothing. I re-rigged Elysia in Maya with all physics matching close to the original. Material doesn’t magically convert into the original form either. Stages aren’t fast things to make, took me a week to handle good enough lighting scenes to be acceptable.

This here is an example of animation, they took a long time to build everything but looks great: https://www.youtube.com/watch?v=1CXZr1s0pyY

Anonymous No. 1006580

>>1006441
i'm a boomer but im not so impressed with this. perhaps it's recency bias. perhaps i'd feel different when this came out. i do have fond memories of the bad apple OP tho.

honestly the new shit coming out of china is impressive

Anonymous No. 1006582

>hurr durr chinks gacha anime slop

You fucktards joke how shitty and simple their animations are but if you had even 1 animation like that in your portfolio you would land any animation job.

Anonymous No. 1006607

>>1006582
Yeah, no. This might get you a junior animator position at best. Probably not even that, if your portfolio is nothing but fighting animations. To get an animation job, your reel needs to showcase a wide set of skills, with different animation styles, and all kinds scenarios, from mundane to exciting. Animating a fight, is a very different thing to do, compared to an acted out scene with dialogue for example.

Anonymous No. 1006611

>>1006580
It’s not just me, everyone in Reddit just saw one of his clips and saying it’s cringe. “Childe can beat her lore wise”, “Elemental energy can’t do that”, “Slow down and see Childe disappear from frame”,etc. This should tell you, he’s not the best, just some YouTuber.

https://redlib.privacyredirect.com/r/Genshin_Impact/comments/1ie9wdj/genshin_impact_sephticmi_childe_vs_clorinde_fan/

Anonymous No. 1006617

>>1006611
I haven't played in almost 2 years. I didn't realize there was a debate over a fan animation. I think it looks good. It's not meals on wheels or kung fu panda, but hey it's an exciting sequence of combat. Good job to whoever made it.

Anonymous No. 1006737

>>999712
Record some motion capture and edit the details yourself.

Anonymous No. 1006797

this thread is 50% people calling the animation shit
and 50% people repeating trite banalities like "practice more" because they have no idea how to animate either

Anonymous No. 1006803

>>1006797
That's because to learn to animate, a ton of practice and patience are the main thing you need. It's a heavy grind of several years to gain experience, and still you will find yourself lacking. But a good place to start is properly learning and understanding the 12 principles of animation, and checking out books like animator's survival kit to help with on what you should actually work on. Online schools like animation mentor are also a recommended option, since the classes are run by industry professional. But even then, at some point, once you're good enough, you'll probably want to do some free internship at some studio, since there's nothing more valuable than receiving feedback from more experienced seniors.

You will not learn to animate from tutorials, you will learn the tools of course, but not how to actually animate properly. You need to put in the work to become good.

Anonymous No. 1006805

>>1006803
Dude your post is useless, check this out:
>That's because to learn to cook, a ton of practice and patience are the main thing you need. It's a heavy grind of several years to gain experience, and still you will find yourself lacking. But a good place to start is properly learning and understanding the 12 principles of food and cooking, and checking out books like On Food and Cooking to help with on what you should actually work on. Online schools like Jonathan Weissman are also a recommended option, since the classes are run by industry professional. But even then, at some point, once you're good enough, you'll probably want to do some free internship at some kitchen, since there's nothing more valuable than receiving feedback from more experienced cooks.

>You will not learn to cook from tutorials, you will learn the tools of course, but not how to actually cook properly. You need to put in the work to become good.


>That's because to learn to drive, a ton of practice and patience are the main thing you need. It's a heavy grind of several years to gain experience, and still you will find yourself lacking. But a good place to start is properly learning and understanding the 12 principles of engine mechanics, and checking out books like Dude, Where's my Car? to help with on what you should actually work on. Online schools like Lando Norris Weissman are also a recommended option, since the classes are run by industry professional. But even then, at some point, once you're good enough, you'll probably want to do some real driving at some track, since there's nothing more valuable than receiving feedback from more experienced drivers.

>You will not learn to drive from tutorials, you will learn the mechanics of course, but not how to actually drive properly. You need to put in the work to become good.

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Anonymous No. 1006807

>>1006805
Cooking is art, always has been. Literally takes ages to learn how to make tasty food.

Anonymous No. 1006809

>>999771
>where multiple key animators would add ridiculous flourishes just because it was impressive to other animators
Source? Examples?

Anonymous No. 1006811

>>1006807
That's because to learn to shitpost, a ton of practice and patience are the main thing you need. It's a heavy grind of several years to gain experience, and still you will find yourself lacking. But a good place to start is properly learning and understanding the 12 principles of trolling niggers, and checking out boards like /b/ and /pol/ to help with on what you should actually work on. Online forums like Kiwifarms and SomethingAwful are also a recommended option, since the boards are run by industry professional. But even then, at some point, once you're good enough, you'll probably want to do some shitposting in some general, since there's nothing more valuable than receiving feedback from more experienced posters.

You will not learn to shitpost from tutorials, you will learn the tools of course, but not how to actually post properly. You need to put in the work to become good.

Anonymous No. 1006836

>>999717
>OP posts some of best realtime 3D animation in the world
>you reply with a static image of some almost certainly mocapped western slop

Anyway, the answer is 'just learn the 12 principals of animation bro', but the reality is that your real enemy in animation is is not skill or artistry, but time.

A team put those 14 seconds of animation together. A team of probably four or five people, and it probably took them 6-8 hours. And then one or two of them probably tweaked it for 4 more hours the next day.

I'm pulling these numbers out of my ass of course, my point is that you are but one man. If you shoot for that kind of quality, you can do it on maybe one, two character models, and it'll take you an entire month to animate 30 fucking seconds.

Most solo animators who are actually getting anywhere stick to 24fps, with most movements depicted at 12, 8, even 6.

Anonymous No. 1006837

>>1006805
If you want more in-depth advice, you go to a school or pay for a tutor. Teaching is a full day job. You can't expect more from internet strangers, than to point you in the right direction for where to start learning. And for that, what I mentioned is the correct path. Any successful animator will agree, that animator's survival kit is basically the equivalent of the bible for animators.

Anonymous No. 1006965

>>999712
That animation relies on fast and many transitions, and I really do think its inspiration is those accelerated tiktok videos.
If you watch it at 0.75x speed, it will look more "normal". Also, they aren't afraid of deforming the 3d model to try to match what you would do in a more 2d like animation.

Anonymous No. 1007372

I like this one more than ZZZ:
https://youtu.be/ty4r4982ev4

The fight seems much clearer, with less cuts. I wonder if anons here think the same.

Anonymous No. 1007377

>>1007372
Just like people with questionable taste in music, you too suffer from questionable tastes in battle scenes.

Anonymous No. 1007427

>>1007377
you just lack the vision due to a shallow plebian mindset.

Anonymous No. 1007439

>>1007427
There’s literally 50 cuts, so many zooming effects, Inconsistent falling, characters disappearing and you can clearly see the monster using the same animation. This is the kind of stuff that makes people think FF7 Reborn is the worst thing to happen.