If yur new here im speedrunning learning animation, so that i can learn enough to finish and submit a short to the NGTV halloween special: learn enough AND start and finish an animated short before october
and i think posting in public may help motivate me to really do it
day2: got overwhelmed but im gonna journey on knowing what the future challenges will be [but it'l be tommorow because i wanna stop :3 ]
today time: 4h12min
total time: 12h35min
first... doodles [as will become tradition]
and today they serve the new purpose of reinforcing what we learned yesterday, so it's more people in hoodies
then i tried to do an animated-ey sort of exercise but for a different purpose than animation
we'll get to more animation tommorow: i think but: what this was meant to do was test if i could use my brain to figure out what a hoodie sleeve would look like at every frame in an animation [a simple one] basically stretching and perspective would change things or whatever
i didn't really make a test that tests any of that really well, the test i did isn't something that changes perspective-ly but anyway it's fine :3
also important context is that: despite not learning animation, i have learned a lot about HOW to learn it, i just haven't learned it or done much of the things to learn it, only sporadically over the course of 3 years once or twice then giving up without learning anything
anyway first i did one section of arm, it seems smart to do pieces at a time at least early on: making "reference lines" like the green thing is something i heard about and think would be helpful
something of note: you are NOT supposed to do this many frames, all advice i've seen everywhere points out that looking like smooth motion has nothing to do with having a large number of frames: it's to do with being logical, even if that logic is fantasy logic like stretching etc. it should make sense why the difference from frame to frame is the way it is
to reword that: if it's moving in a curve it shouldn't suddenly jolt away from it for one frame, unless that makes sense in context: it also shouldn't change speed along that curve unless it makes sense like if it's slowing down: things shouldn't be changing size unless it feels logical, perspective, genuine increase in size-- in a fantasy logic where an anime character suddenly gets a giant head, it is still given a reason which is why it works, they are reacting to what the person said by suddenly getting a giant head
and finally one last ramble, talking about the curve example, a curve that jolts for no intentional reason: an analogy for that would be with drawing a line, if you wobble, then well... it doesn't look smooth: so something moving along a line path with a wobble won't look like a smooth motion
these show how you can rotate and stretch copies of frames, and it look fine. potentially can even be done with finished lines in the final product
that red thing is something i made on a separate layer, it's like a "size object": i would duplicate it on every frame turn it and move it into place so that i had a reference for thickness etc of that arm piece: i also could have added more to it to keep length concistant or whatever and...
really. since this animation has no perspective i could have just duplicated the arm piece
but yeah, idk this form of reference object may be helpful for other uses idk
but it was at this point i was annoyed with it and realizing what it's going to be like to do a full person, i did some more doodling and was done for the day :3
what i'm going to do tomorrow is take seriously the idea of minimum frames possible and hopefully that works out better :3
MetalSlayer69
the spacing on that arm is very even, have more 'ticks' bunched up when it's slowing down and speeding up, (the ends of the arc) it'll look more organic. Also try treating the forearm as "limp" until the upper arm is in place, then give it controlled movement (This is called "successive breaking of joints")
ModinSoda
thx i shoulda pushed the spacing more yeah. i'll put more focus on that tomorrow :)