Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.23 / 5.00 3,881 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.93 / 5.00 4,634 ViewsSo, I thought this thread was over and done with a long time ago haha.
I've learned a good bit from your discussions here. Unfortunately I don't know very much about animation and can't contribute much to the more learned side of the debate. But I was actually debating on whether or not to pick up the Animator's Survival Kit. I've only heard phenomenal things about it so far. (But it's also a lot of money so I'll probably wait for my paycheck >.>) However I will say this: I've started the inbetweening for my walk cycle and it is looking much nicer and smoother on twos as compared to fours. But I can also imagine that because it is a static walk cycle with a predetermined rhythm and purpose, that animating it on twos would be the ideal way of going about it. Then, in favor of the "anything that works for you" side of the debate I have seen animations wherein a depressed character slumping through a hallway with heavy steps was animated on something like fours, to emphasize his heaviness. I've also looked at the short clips that Dylan has posted concerning emotion, and it seems to have direct parallels to what KhanhCPham is saying.
At 4/10/14 07:42 PM, KhanhCPham wrote: I remember analyzing an anime film doing a frame by frame snapshot of a 24fps anime and it’s timed using all 1s, 2s, 3s, and 4s in one scene. It was overwhelming to analyze. Heck I'd say they just placed drawings to see if it looks right without thinking whether to use 1s, 2s, 3s, and 4s.
So the inclusion of different kinds of timing can have a completely different effect, apart from doing just twos or just fours. I can see real world applications to this because in my animation, I want to have the character trip and fall and bounce around on the ground and inject a little more emotion and interest into the scene. So keeping a frame still for a bit as he reaches the height of his bounce seems like it might work, adding more frames as he flails his arms in the air could also work. It seems like everything just works on a "whatever is good for you purpose".
On another note, because I am relatively new, I have just naturally gravitated towards Flash, but I have been looking at specifically Toon Boom as a "better" alternative. Is it really that much better than Flash? I would rather make this decision now while I'm not totally used to Flash just yet than wait 17 years and then make the switch anyway haha.
Hey, I'm Toushinu and I do weekly comics on a blog called Hack 'n' Sketch which centers mainly on gaming and comedy. So far I really haven't had much feed back as to whether my comics are all that funny or not so I would love it if you guys could critique some of them like my latest one that I have below. Although, the quality might not be so great because of the restrictions the forums put on the size of your images.
What I'm looking for in these critiques is less on the side of, "Does it look pretty" and more in the realm of "Is it easy to read?" "How can I make it funnier?" "How can the facial expressions be improved?" "Is it enjoyable to read?" All those kinds of things.
ALSO! how can I get more people to see these things for feedback? So far I'm just slapping these up on appropriate subreddits, and that's getting me a lot of views but next to no feedback on whether people enjoy them or not. And the amount of views it gets isn't consistent at all because of that.
Thanks again guys c:
Okay so basically sketch in fours and work up to twos as you see fit, then. That makes sense. Then its almost mindless work doing the inbetweens and smooth sailing from there. Thanks guys c:
So I'm in the process of learning how to animate a walk cycle, but I'm also doing it as a kind of fan project for something so i stay interested, so I have a question on frames.
Since it is me trying to learn a walk cycle, I probably want to maybe animate it on two's I suppose. But because it is my first walk cycle and a little fan project I wanted to maybe keep it on fours as it is now since there are more things that I want to do within the cycle like having the character move his head and arms around doing extra little things. Also because I don't want to spend too too much time on this one animation (probably something really stupid to think when it comes to animation in general ha). On the other hand because I am learning I probably want to get the most out of this and do it on two's and if it's good include it in my portfolio for the time being.
So I'm torn between these two thoughts. What should I stick to?
TL;DR : Should I animate my first walk cycle in two's or four's?
Hello. So I've recently gotten interested in doing some animation and thought that I should start off small with something simple enough, yet engaging to follow through on. So I attempted a fighting game style idle animation.
So I'd appreciate so much it if you guys let me know the areas in which I could improve. The reason I did this is because I wanted to actually do another animation that would last about 4 minutes as opposed to the one second that this animation runs, and I didn't want to go in it without having done something to warm up to the process.
Things i learned:
-this takes quite a while '___'
this was only 24 frames and I was animating on two's (if my phrasing is right) but it took about a week of working for about an hour or two a day to get this done.
-even though frames appear for a fraction of a second, details still matter
when I was doing certain things like the clumpy hair, I disregarded the necessity for consistency even in abstract forms. but after watching it back during the later stages of production, I realized that structure in that kind of thing still matters. the hair is going ALL over the place :x
-there are alot of "drawing the same thing slightly more to the left" situations
especially when you want things to look like they're bouncing slightly from recoil or whatnot
Hey. So I'm new to animating and all that shat, so maybe I'm missing something, but my eraser tool in Flash CS6 is acting weird. Basically, it's outstandingly laggy. When my eraser nib makes contact and the erasing starts, it goes REALLY slow for a second, then from there it lags behind my strokes by about a second. So it makes it really annoying for trying to be delicate with the erasing. I have a fairly powerful computer, and the problem doesn't exist in Photoshop so I don't think its a hardware issue. Any and all help is appreciated :D