* Guideline- Only for the floor/platform
* LineTool- I excell in using this tool cuz it's fucking beautiful for making movements look even more smooth than brush; If I used brush, I'd be choppy as fuck.
* Angles- Fucking. Yes. I do these the best more than anything else; I love when they turn out even more dynamic than I actually hoped.
* Backgrounds- I have every means to make exotic, vibey backgrounds, but my finished animations lack this because I most of the time just wanna get the animation done; After I fiinish, I don't feel the motivation to go back and do refining.
* Effects- Same situation with the background; Im perfectly capable of producing good shit, but lack the motivation to go into real detail.
* Tweens- I admit I use these alot, but when done right with the correct placement, it can look cool as fuck.
* 2-D- I struggle with this shit; I can do it, but I lack the confidence to try the fast paced, and dynamic choreography I plan in my head, so it usually turns out dull.
* FPS- 27. All day.
1. The best thing I see of my anims straight off the bat is my angles; it's either they exceed my expectations, or they're cut out completely.
2. Choreography. I fucking envy pro animators like monty oum who can make this shit look easy; hell, even people like Cozen make me look at my choreography and say "Fuck it."
3. I want to see how far "I" can go; I used to Idolize neon-drane and aim to surpass him, but I guess to pass him I gotta pass me.
PS: I never grow Rust; Rust is an excuse for not trying.
What animation style do you do?
Started by: Mirandez | Replies: 27 | Views: 1,709
Apr 11, 2013 5:36 PM #943787
Apr 11, 2013 6:01 PM #943808
Guidelines
I prefer not to use these, because I tend to focus more on the overall aesthetic of my animations rather than the perfection or overall correctness of the proportions.
I feel like, the way the animation looks in the end is the most important thing.
FPS
27/30 fps is what I use. I like a faster paced fight, and 24 is just not my cup of tea when it comes to that.
Angles
I use angles literally in almost every animation I have ever created because,
a) If excecuted correctly, it makes for an extremely interesting and visually appealing animation
b) I'm good at it, so its what I tend to do most of the time
c) If animating professionally is something you actively aspire to get into, this is a skill that you NEED. Period. It is the method of animation used in all proffessional animation, and is therefore detremental to know.
Head/Body First
I use both of these methods interchangeably depending on the situation. Depending on what kind of angle I'm using, or which of these takes precedence in my animation as a whole in that particular moment, I'll animate either one.
Tween
I only really use tween for my backgrounds. I'm not one that much likes slow-motion, so I don't use it for that.
My backgrounds usually get pretty intricate though, so that results in a shit ton of tweens strewn randomly around my animation.
Fuck a shape tween though, never does what I want it to do. Rarely use them.
Tools
I feel you should never limit yourself to using one tool exclusively (although I have not always felt this way)
I use any tool that is necessarry for anything I'm trying to accomplish at the moment.
However, even though I say this, mostly, I use the line tool for core animation, since I feel the smoothness and fluidity you can get from line can't be achieved by any other medium.
Questions
1) I usually don't try to look for the good things in my animation, I prefer to dwell on the bad so I know what to improve on.
2) The biggest issue I usually have while I'm animating is a lack of dedication. Not for completing the animation, I can do that just fine most of the time, I usually lack the dedication to make an animation as legitimately good as I could make it, and tend to cut corners a lot in order to get it finished faster.
3) This
www.youtube.com/watch?v=TulclL4yvFo
I prefer not to use these, because I tend to focus more on the overall aesthetic of my animations rather than the perfection or overall correctness of the proportions.
I feel like, the way the animation looks in the end is the most important thing.
FPS
27/30 fps is what I use. I like a faster paced fight, and 24 is just not my cup of tea when it comes to that.
Angles
I use angles literally in almost every animation I have ever created because,
a) If excecuted correctly, it makes for an extremely interesting and visually appealing animation
b) I'm good at it, so its what I tend to do most of the time
c) If animating professionally is something you actively aspire to get into, this is a skill that you NEED. Period. It is the method of animation used in all proffessional animation, and is therefore detremental to know.
Head/Body First
I use both of these methods interchangeably depending on the situation. Depending on what kind of angle I'm using, or which of these takes precedence in my animation as a whole in that particular moment, I'll animate either one.
Tween
I only really use tween for my backgrounds. I'm not one that much likes slow-motion, so I don't use it for that.
My backgrounds usually get pretty intricate though, so that results in a shit ton of tweens strewn randomly around my animation.
Fuck a shape tween though, never does what I want it to do. Rarely use them.
Tools
I feel you should never limit yourself to using one tool exclusively (although I have not always felt this way)
I use any tool that is necessarry for anything I'm trying to accomplish at the moment.
However, even though I say this, mostly, I use the line tool for core animation, since I feel the smoothness and fluidity you can get from line can't be achieved by any other medium.
Questions
1) I usually don't try to look for the good things in my animation, I prefer to dwell on the bad so I know what to improve on.
2) The biggest issue I usually have while I'm animating is a lack of dedication. Not for completing the animation, I can do that just fine most of the time, I usually lack the dedication to make an animation as legitimately good as I could make it, and tend to cut corners a lot in order to get it finished faster.
3) This
www.youtube.com/watch?v=TulclL4yvFo
Apr 11, 2013 7:38 PM #943865
Beginner style, I guess.
Apr 11, 2013 8:03 PM #943888
Guidelines: I use these all the time since I don't want any resizing. I can re-size really easy and it bothers me a lot, and I feel like using guidelines are the only way to really prevent this.
FPS: The usual 24, I'm a boring person T^T
Angles: Angles are something I really like and wish to keep using, it makes everything more appealing to the eyes than just plain 2D (though I do use 2D as well, I prefer to use angles more) If I'm aiming for a full length animation, there will be angles in it.
Head/Body first: Body is always first if I'm going for a 2D look, with angles its always the head first.
Tweens: Will use this for idle stance animations and for background movement eg: clouds (shape tweens are complete shit, I can never use them properly)
Drawing style/tools: I use both Brush and Pencil, but brush is considered to be my main core animation tool. Line seems too time consuming for me (though I have used it a couple of times)
extra questions:
1. All in all, the main animation is what I really look at, if it doesn't seem satisfying I redo the entire scene or whatever needs redoing, anything else I would usually ignore or just semi-fix it
2. I lack modivation, and usually will just stop making something if I find it hard to continue with, essentially its: giving up and restarting the entire thing all over again
3. Anime
FPS: The usual 24, I'm a boring person T^T
Angles: Angles are something I really like and wish to keep using, it makes everything more appealing to the eyes than just plain 2D (though I do use 2D as well, I prefer to use angles more) If I'm aiming for a full length animation, there will be angles in it.
Head/Body first: Body is always first if I'm going for a 2D look, with angles its always the head first.
Tweens: Will use this for idle stance animations and for background movement eg: clouds (shape tweens are complete shit, I can never use them properly)
Drawing style/tools: I use both Brush and Pencil, but brush is considered to be my main core animation tool. Line seems too time consuming for me (though I have used it a couple of times)
extra questions:
1. All in all, the main animation is what I really look at, if it doesn't seem satisfying I redo the entire scene or whatever needs redoing, anything else I would usually ignore or just semi-fix it
2. I lack modivation, and usually will just stop making something if I find it hard to continue with, essentially its: giving up and restarting the entire thing all over again
3. Anime
Apr 12, 2013 1:49 AM #944090
@Xero, now I see how you do le awesome animations
@Drone, wow, I see, Drone HATH SPOKEN
@Radon, lolwut
@balisiik, O_O, goal is anime too!? Wow, mostly it is my goal
Cool posts guys
@Drone, wow, I see, Drone HATH SPOKEN
@Radon, lolwut
@balisiik, O_O, goal is anime too!? Wow, mostly it is my goal
Cool posts guys
Apr 12, 2013 2:53 AM #944142
Guidelines:
Rulers to avoid re-sizing.
FPS:
24.
Most of 30 fps animators are just 24 fps animators that turned the fps up to hide all their issues in the speed achieved by this method.
Shame on all of them.
Zoom:
400%
Tool:
Brush, round, 4th from the biggest to the smallest.
Although I can animate with Line and Pencil too.
Anatomy:
My heads are know to be big in comparison to my bodies.
My heads are 38.5 px wide, and 38.5 px tall, being the height peak of my sticks 84.3, including the head.
Way to animate:
I animate head first, then body + legs, and lastly arms, but sometimes I do the arms before the body and legs.
Particles:
I'm not exactly fantastic at these, I just understand how to make them and pull them off correctly with my style, however they require a lot of time and I'm lazy.
Tweens/Other techniques:
I never use tweens, I barely use double frames.
I sometimes draw the stick's limbs individually as objects, and move them with the free transform tool.
Angles:
I animate from a 2D point of view, however I explore the 3D space within this 2D perspective.
Some feel like I should know how to animate angles to pursue professional animation, I don't doubt that, but truth is that if you cant even hold a proper second in 2D animation, then your chances are even slighter.
So, until I can, I will not jump into angles as a full.
Physics:
I consider my gravity to be a little lower than it is in real life in my animations, however, I still keep everything according to that value change I made to the gravity.
Backgrounds:
Too lazy to even consider them.
1. Nothing. When I animate, I usually get repeatedly disappointed at myself by my mistakes. Even after correcting them, I never achieve what I was really looking for.
2. The time it consumes.
3. My dream is to be an animator professionally, but truth is, I'll never even get close to it.
Rulers to avoid re-sizing.
FPS:
24.
Most of 30 fps animators are just 24 fps animators that turned the fps up to hide all their issues in the speed achieved by this method.
Shame on all of them.
Zoom:
400%
Tool:
Brush, round, 4th from the biggest to the smallest.
Although I can animate with Line and Pencil too.
Anatomy:
My heads are know to be big in comparison to my bodies.
My heads are 38.5 px wide, and 38.5 px tall, being the height peak of my sticks 84.3, including the head.
Way to animate:
I animate head first, then body + legs, and lastly arms, but sometimes I do the arms before the body and legs.
Particles:
I'm not exactly fantastic at these, I just understand how to make them and pull them off correctly with my style, however they require a lot of time and I'm lazy.
Tweens/Other techniques:
I never use tweens, I barely use double frames.
I sometimes draw the stick's limbs individually as objects, and move them with the free transform tool.
Angles:
I animate from a 2D point of view, however I explore the 3D space within this 2D perspective.
Some feel like I should know how to animate angles to pursue professional animation, I don't doubt that, but truth is that if you cant even hold a proper second in 2D animation, then your chances are even slighter.
So, until I can, I will not jump into angles as a full.
Physics:
I consider my gravity to be a little lower than it is in real life in my animations, however, I still keep everything according to that value change I made to the gravity.
Backgrounds:
Too lazy to even consider them.
1. Nothing. When I animate, I usually get repeatedly disappointed at myself by my mistakes. Even after correcting them, I never achieve what I was really looking for.
2. The time it consumes.
3. My dream is to be an animator professionally, but truth is, I'll never even get close to it.
Apr 12, 2013 3:31 AM #944165
Might as well display my way of animating. Should be fun and interesting to type.
Guidelines:
No, I don't use those anymore. I have in the past when I had started in animation, but I just animate freely without guidelines since it's what I enjoy doing.
FPS:
I've always animated at 24 frames per second. Always. When I had started out I had animated at 12 fps, then realizing that most collaborations that were accepting parts at the time wanted you to animate parts at 24 frames. I had simply adjusted to 24 fps, and it pretty much stuck. It's what I'm most comfortable at.
Angles:
Sometimes. I normally cringe when it comes to animating with angles, since I'm not the best at 'em. I enjoy animating 2-D fight scenes much more than angles, but I'm not afraid to take them on if I believe they'll help an animation of mine look better visually.
Head/Body First:
I normally animate the body first for a set of frames, and then go back to the first frame, zoom out, and place the heads. This way, I feel like I have more control over what the stick figure could do, and I can basically go all out if I wanted to. It just gives me that little tweak of freedom. It's as if the animation has a mind of its own, and it's enjoyable to see what I'll animate next.
Tweens:
I only use tweens if I'm animating angles or animations that I've specifically created a cinematic background for. Motion tweens are normally done to fade a black screen in or out or to move a background I've created on the canvas. Shape tweens are only used in slow motion scenes towards my stick figures, and I make the stick figure a movie clip and draw all of the limbs on separate layers.
Drawing Style/Tools:
I've always used the brush tool from the beginning of my hobby of animating, and I don't plan on stopping anytime soon. However, I may use the line tool if I decide to focus on angles for once. I've always found animating with line time-consuming, so I normally avoid it unless I wan to make an animation real snazzy.
-Extra Questions-
1. Nothing really. Like Hidro, I have the urge to get disappointed whenever I mess up while animating. There have been several times where the disappointment had gotten so major, I've quit entire full-lengths altogether.
2. I've been criticized time and time again of my lack of easing in my attacks, even though it's pretty much my style and many people don't find anything wrong with it.
3. I don't really have a set skill level I'd like to reach. My only objective is to improve with every animation. This has always been my goal while sitting down with my tablet pen in my left hand and my mouse in my right, and I continue trying to improve to this day.
Guidelines:
No, I don't use those anymore. I have in the past when I had started in animation, but I just animate freely without guidelines since it's what I enjoy doing.
FPS:
I've always animated at 24 frames per second. Always. When I had started out I had animated at 12 fps, then realizing that most collaborations that were accepting parts at the time wanted you to animate parts at 24 frames. I had simply adjusted to 24 fps, and it pretty much stuck. It's what I'm most comfortable at.
Angles:
Sometimes. I normally cringe when it comes to animating with angles, since I'm not the best at 'em. I enjoy animating 2-D fight scenes much more than angles, but I'm not afraid to take them on if I believe they'll help an animation of mine look better visually.
Head/Body First:
I normally animate the body first for a set of frames, and then go back to the first frame, zoom out, and place the heads. This way, I feel like I have more control over what the stick figure could do, and I can basically go all out if I wanted to. It just gives me that little tweak of freedom. It's as if the animation has a mind of its own, and it's enjoyable to see what I'll animate next.
Tweens:
I only use tweens if I'm animating angles or animations that I've specifically created a cinematic background for. Motion tweens are normally done to fade a black screen in or out or to move a background I've created on the canvas. Shape tweens are only used in slow motion scenes towards my stick figures, and I make the stick figure a movie clip and draw all of the limbs on separate layers.
Drawing Style/Tools:
I've always used the brush tool from the beginning of my hobby of animating, and I don't plan on stopping anytime soon. However, I may use the line tool if I decide to focus on angles for once. I've always found animating with line time-consuming, so I normally avoid it unless I wan to make an animation real snazzy.
-Extra Questions-
1. Nothing really. Like Hidro, I have the urge to get disappointed whenever I mess up while animating. There have been several times where the disappointment had gotten so major, I've quit entire full-lengths altogether.
2. I've been criticized time and time again of my lack of easing in my attacks, even though it's pretty much my style and many people don't find anything wrong with it.
3. I don't really have a set skill level I'd like to reach. My only objective is to improve with every animation. This has always been my goal while sitting down with my tablet pen in my left hand and my mouse in my right, and I continue trying to improve to this day.
Apr 12, 2013 4:03 AM #944181
Guidelines
No guidelines.
FPS
24 to 30 FPS. I do 20 on occasion but only once or twice ever.
Double Frame
I double frame often but only to keep flow. Sometimes i'll triple frame but only if I'm working with 30FPS.
Brush
Pretty much always brush. 100% zoom largest brush for the head, and 200% zoom with either 8th or 7th largest brush sizes.
Line
I've used line once... I didn't like it.
Backgrounds
Textures, or just a black line, I've never taken a shot at making an ambitious background.
Effects
I tween alot of my effects but I FBF particles like blood or liquids.
Motion Tween
Intro's Vcam and Slow-motion shots. Tweening is handy.
No guidelines.
FPS
24 to 30 FPS. I do 20 on occasion but only once or twice ever.
Double Frame
I double frame often but only to keep flow. Sometimes i'll triple frame but only if I'm working with 30FPS.
Brush
Pretty much always brush. 100% zoom largest brush for the head, and 200% zoom with either 8th or 7th largest brush sizes.
Line
I've used line once... I didn't like it.
Backgrounds
Textures, or just a black line, I've never taken a shot at making an ambitious background.
Effects
I tween alot of my effects but I FBF particles like blood or liquids.
Motion Tween
Intro's Vcam and Slow-motion shots. Tweening is handy.
Apr 12, 2013 4:05 AM #944183
Guidelines:
NOPE :D
FPS:
Before.. I was using 24 FPS but now I'm using 28 FPS cuz my character is a fast-shogun type... fisrt time on using swords... :(
Tools:
I'm still confused on what tool I'm gonna use... :(
Drawing:
First I do the legs then the body then the head.. Or I do the body then the head..
Onion-Skin:
I only use onion skin by 1 frame and if I need to place another frame at the middle.. I'll expand the onion skin's left side by one... that's all :D
Motion tween:
Can't explain but I use this in Lazy cases...
Shape tween:
Nahh..
Angle:
Like as if watching in anime :D
Gold Question:
Question #1:What is the first thing you see that is good for your animation that you didn't even notice?
When I play my animation back and back and back again... And I will use my pessimism to perceive my work on how terrible it is... :(
Question #2:What is your problem in animating?
Mainly practicing running... NP on combos...
Question #3:What is your desired level goal of animating like:
LIKE ANIME STYLE!!! But with more and more special effects :D
POTATOE!
NOPE :D
FPS:
Before.. I was using 24 FPS but now I'm using 28 FPS cuz my character is a fast-shogun type... fisrt time on using swords... :(
Tools:
I'm still confused on what tool I'm gonna use... :(
Drawing:
First I do the legs then the body then the head.. Or I do the body then the head..
Onion-Skin:
I only use onion skin by 1 frame and if I need to place another frame at the middle.. I'll expand the onion skin's left side by one... that's all :D
Motion tween:
Can't explain but I use this in Lazy cases...
Shape tween:
Nahh..
Angle:
Like as if watching in anime :D
Gold Question:
Question #1:What is the first thing you see that is good for your animation that you didn't even notice?
When I play my animation back and back and back again... And I will use my pessimism to perceive my work on how terrible it is... :(
Question #2:What is your problem in animating?
Mainly practicing running... NP on combos...
Question #3:What is your desired level goal of animating like:
LIKE ANIME STYLE!!! But with more and more special effects :D
POTATOE!
Apr 12, 2013 4:22 AM #944192
1. ALL the guidelines
2. 24 fps
3. right now, just 2d stuf
4. whatever is leading the action gets animated first
5. classic tween only for vcam
6. brush tool
7. trying for style (failing miserably ;n; )
1.What is the first thing you see that is good for your animation that you didn't even notice?
nothing...
2.What is your problem in animating?
doing more than 30 frames in 1 sitting (I'm so ADHD), slow stuff, force, gravity
3.What is your desired level goal of animating like:
anime style
2. 24 fps
3. right now, just 2d stuf
4. whatever is leading the action gets animated first
5. classic tween only for vcam
6. brush tool
7. trying for style (failing miserably ;n; )
1.What is the first thing you see that is good for your animation that you didn't even notice?
nothing...
2.What is your problem in animating?
doing more than 30 frames in 1 sitting (I'm so ADHD), slow stuff, force, gravity
3.What is your desired level goal of animating like:
anime style
Apr 12, 2013 6:07 AM #944227
ITT: Everyone has a huge hard on for anime.
Apr 12, 2013 6:24 AM #944235
Cause anime rocks and is tempting to animate
Apr 12, 2013 2:13 PM #944521
Quote from NuranoxYou seem dedicated, and have a strong desire for it.
Good luck
Thank you ^^ I love to read it ^^