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This is resource HLL87XD, an Archived Thread.
Discovered:14/1 -2016 04:49:03

Ended:14/1 -2016 05:24:16

Checked:14/1 -2016 10:28:51

Original location: http://boards.4chan.org/f/thread/2998586/i-suck
Recognized format: Yes, thread post count is 14.
Discovered flash files: 1





File: Quality_Animation.swf-(72 KB, 222x289, Other)
[_] Anonymous 01/13/16(Wed)22:43:00 No.2998586

  I suck

>> [_] Anonymous 01/13/16(Wed)22:44:24 No.2998587

  needs at least 1 more frame of the ball hitting the ground imo

>> [_] Anonymous 01/13/16(Wed)22:49:37 No.2998592

  Where'd all that horizontal movement come from?

>> [_] Anonymous 01/13/16(Wed)22:51:18 No.2998594

  >>2998592
  got lazy

>> [_] Anonymous 01/13/16(Wed)22:59:39 No.2998600

  >>2998587
  You're supposed to decrease the frame count the faster the object is falling.
  So there actually should be less frames before and after the point of contact.
  >>2998586
  The ball shouldn't be squished that much along the X axis before falling or at the point of
  contact.
  When it's falling it needs to be going faster as it's coming closer to the ground and during that
  process the X axis should be squishing inwards and Y axis outwards slightly as if the ball is
  getting thinner.
  Then it squishes x outwards, y inwards during the point of contact.
  Then the "thinning" of the ball happens again but rotated in regards to ball direction and angle.

>> [_] Anonymous 01/13/16(Wed)23:02:43 No.2998602

  >>2998600
  thx for advice, will take this to heart next time

>> [_] Anonymous 01/13/16(Wed)23:04:16 No.2998603

  >>2998602
  You're welcome.
  Looks great though, most of us animators started with the ball animation and for characters the
  jumping animation.
  If you're going into this kind of work you'll thoroughly enjoy it :)

>> [_] Anonymous 01/13/16(Wed)23:04:43 No.2998605

  yo my senpaitachi, I'm sure y'all know the name of the song in this vid

  https://www.youtube.com/watch?v=6iOj3QwYx2k

>> [_] Anonymous 01/13/16(Wed)23:07:22 No.2998606

  >>2998603
  I suck at animation and i suck even more at drawing. I figure if I keep fucking doing it every
  day I'll eventually get better. Peer review really helps get the job done though.

>> [_] Anonymous 01/13/16(Wed)23:11:21 No.2998608

  Draw your shit to scale... that means time too. Graph out what (9.8m/s)^2 looks like when you
  drop the ball, then draw the ball on those positions on the keyframes.
  And yeah, dwell one more frame on the ball contact, draw it flattened to give the impression of
  deceleration and spring.

  The timing lends accuracy, but the squash adds liveliness.

>> [_] Anonymous 01/13/16(Wed)23:11:29 No.2998609

  >>2998606
  Practice makes perfect.
  I was completely horrid myself, I even got too dependent on drawing by hand.
  When I had to use Photoshop for professional work it took me a long time to get better using that
  - but most of the time now I only do it for quick storyboards for 3d animation.
  And don't even get me started on animation in 3d programs, that's a whole other story lol

>> [_] Anonymous 01/13/16(Wed)23:14:44 No.2998610

  >>2998608
  Yeah it depends what kind of animation you're going for.
  Exaggerating the animation poses for something more abstract or not too much exaggeration for
  something being realistic.

>> [_] Anonymous 01/13/16(Wed)23:16:09 No.2998611

  If you're actually serious about the art, "The Animator's Survival Kit" by Richard Williams is a
  MUST HAVE resource. Easily found on the interwebs. Agood torrent will have the book AND the
  example files. Everything you need to understand is in there.

>> [_] Anonymous 01/13/16(Wed)23:20:17 No.2998612

  >>2998611
  Heard about that one, meant to buy one but I'm a poor fag.
  Torrenting seems like a good option



http://swfchan.net/32/HLL87XD.shtml
Created: 14/1 -2016 04:49:03 Last modified: 25/4 -2017 07:39:59 Server time: 16/05 -2024 20:28:08