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Oddscreen

Animation!

Been working on animation since I last posted and things are finally starting to click, I get the basic gist of it. Again, just the basics. I could have probably figured out some things faster if I looked up videos, but I enjoy figuring it out on my own.

Things I've learned (for myself):

* Color the onion skin in a way that you'll be able to tell easy which is the previous frame, and which is not.

* Make a static separate background on a layer below the animation folder.

* It doesn't need to be a high fps or very long, the one I'm working on and will post is 3 fps and 10 frames total and it still looks good so far (for my first attempt at least and for a loop).

* Don't freak out over every detail! It's an animation, a mistake here and there is okay- heck you're probably the only one who sees it because you drew it.

(These are things I haven't done yet but are what I plan on doing next- hoping it works.):

- Set up a folder for each frame linking them to color and shade?

- Messing with some material layers and filters to pretty up the final product- maybe some chromatic aberration? (This I need to remember- I always forget to pretty it up once I'm done)

- Maybe add more detail to the animation? But more detail means more things to keep track of ughhhh

I think I like it though, but probably not enough to do all the time. I don't have the patience for it, people who do long animations- I feel sorry for your eyes and hand.

I'll probably be done with it soon. (A week maybe) :3
Viewed: 54 times
Added: 5 days, 4 hrs ago
 
beforethefall
5 days, 3 hrs ago
It's not about how many frames you use, it's how you use them!

This Owl House !!!Spoiler!!! is my favorite example about how the framerate can really add impact to important moments, particularly when surrounded by lower framerates.
Oddscreen
5 days, 3 hrs ago
I definitely doubt I'll get that smooth xD

But since I've been trying it out, I'm surprised at how low in fps you can go and still have a good animation.

Quality over quantity for real. :0
beforethefall
5 days, 3 hrs ago
Oh yeah animation at that level is like a whole team of very skilled and experienced animators, LOL. But it drives home the point that the total frame count isn't what's important, it doesn't even need to stay consistent from moment to moment, it's just how you put them together!
Gigafucker
5 days, 3 hrs ago
Glad yer having fun with it!
Oddscreen
5 days, 3 hrs ago
<3

It's surprisingly neat to try out :P
AydritheBat
5 days, 2 hrs ago
Here's a tip for keeping up with details when animating.

Make turntable refs for the subject you're animating. Having a ref for all the angles of a character for example (front, 3/4, side profile, 3/4 from the back and the back) will allow you to quickly animate something without having to think about it's volume on the spot since you can already see how it looks from the approximate angle you want ^w^
Blujie
4 days, 11 hrs ago
That would be cool to see! I’ve always considered animate but the accounts of people saying it takes so much effort kind of dissuaded me, sounds like it’s going well though thanks for these tips!
ShySketch
4 days, 11 hrs ago
I got my software installed again a few weeks ago!

I only had it running for like a week last summer, then my drive froze and it was so difficult to set up I didn't get around to it until recently.

I don't plan my animations and I make them up as I go along.  No background!  The onion skins I only used opacity, I think?  My first animation I made in 2017 in an hour in SAI, and then didn't even know what it would look like until I plugged it into a gif converter at the end.  Having actual animation software was really cool, but it was so difficult to set up and convert the files and everything.

I hope you're doing frame-by-frame 2d animation, no "rigs!" xDc
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