File: flappy eye1.swf-(19 KB, 998x570, Loop)
[_] Anonymous 01/31/14(Fri)22:10 No.2275635
animation practice kill me
>> [_] Anonymous 01/31/14(Fri)22:18 No.2275639
It's nice, but the way the eyeball moves between blinks is a bit weird.
>> [_] ℛℯℳ¤ !PHANTOM2V2 01/31/14(Fri)22:30 No.2275656
Are you the guy that made the butter hello?
>> [_] Anonymous 01/31/14(Fri)22:56 No.2275685
>>2275656
No, that isn't me.
>> [_] Anonymous 01/31/14(Fri)22:59 No.2275689
This is terrible. Unless you want to make a psychedelic flash, in which case it's good enough.
>> [_] Anonymous 01/31/14(Fri)23:09 No.2275698
>>2275689
>>2275639
Okay I guess it's hard to tell but it's isn't supposed to be just blinking. It's a half eye-roll
and at the peak of it, the person shuts her eye like a curtain so nobody can read how unimpressed
she is.
>> [_] Anonymous 01/31/14(Fri)23:10 No.2275701
Please make more cartoons about Flappy The Eye.
>> [_] Anonymous 02/01/14(Sat)00:42 No.2275780
>>2275701
Someone start a kickstarter. I want to fund the shit out of this.
>> [_] Anonymous 02/01/14(Sat)01:22 No.2275808
TEH EYES DUNT FLAP RITE.
Srsly though, its decent but this is how someone might "manually" blink their eye, it feels very
even.
Don't be afraid to have in-betweens be only one or two degree's off of the keys, then just
suddenly magically appear almost entirely near the other keys. It will give a lot more "pop" to
your animation. And don't be afraid to use anticipation and follow through, even on something as
simple as an eye blink.
But a lot of it is what feels right. If you start playing every card on every motion things can
feel very disney-like.
>> [_] Anonymous 02/01/14(Sat)01:29 No.2275812
>>2275698
>>2275808 here, I didn't read that before posting. That's a fairly nuanced thing to portray, most
of that probably wont come from the eye itself so its hard to tell...you're on the right track
tho cuz I picked up that "manual" quality.
I'll say from experience though that animation works best as animation...its native form is
caricature. Super detailed, super nuanced movements get very easily lost, and beyond a certain
point if you're getting that detailed you might as well be rotoscoping, and if you're rotoscoping
you might as well not be animating, we got computers to do that now.