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raging bullwinkle
Jun 15, 2011

That link doesn't work for me.

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raging bullwinkle
Jun 15, 2011

redjenova posted:

Basically it's a ten second emergency icon/news ticker type project and I'm trying to animate a circular icon with a sort of concentric-circle 'ping' effect (I have different frames of this in Illustrator).

I think I know what you mean.

The easiest way would be to create a solid, then go Effect > Generate > Radio Waves. In the Effect Controls you get options for lifespan, frequency, fade-out time of the circles, etc.

raging bullwinkle fucked around with this message at 07:36 on Nov 5, 2011

raging bullwinkle
Jun 15, 2011
Working on a little motion graphics project with a friend of mine. Still very much in the planning stages. I'd forgotten how fun after effects was.

http://vimeo.com/33027528

raging bullwinkle
Jun 15, 2011

redjenova posted:

FFFUUU I could use some tips on this. Everything I do in After Effects is tedious, slow, and boring.

I don't know how far along you are, but it pretty much all happens in the graph editor.

http://i.imgur.com/g1FYY.gif
Pink = scale, blue = rotation.

Not a particularly great example, but you can at least see how the curves affect the the animation. The steeper the curve, the quicker things happen. Just take what you already know about traditional animation (anticipation, etc.), and apply it to the curves. Clicking the easy-ease button isn't enough—this has to be done manually.

If you want me to elaborate on something, or if I didn't help at all, please let me know.

raging bullwinkle fucked around with this message at 14:27 on Dec 4, 2011

raging bullwinkle
Jun 15, 2011
Glad I could help.

Also, I don't know if you've heard of GreyscaleGorilla, but he has some pretty great beginner tutorials. They're actually what got me interested in motion graphics in the first place:
How to use simple shapes and masks to make an entire animation

raging bullwinkle
Jun 15, 2011

Matty D posted:

You mind telling me exactly how you animated that sunburst that is being the cog and the ribbon? I'm sure it's a shape layer and a repeater - but I always have issues achieving exactly what I'm looking for with shape layer stuff.

It's actually not a repeater. It's about 50 shape layers controlled by a couple of sliders. One slider adjusts the time offset and the other slider adjusts the rotation.

This tutorial will teach you pretty much everything you need to know: http://vimeo.com/19668371 (he doesn't make a sunburst, but all the same principles are there).

raging bullwinkle
Jun 15, 2011

neonnoodle posted:


a little film

I've watched this all the way through multiple times now. It's great.

Thanks for making it!

raging bullwinkle
Jun 15, 2011
I was about to say that their illustration style is very similar to Sachin Teng and then I clicked the link and it is Sachin Teng.

He is one impressive dude.

raging bullwinkle
Jun 15, 2011
That's some mighty nice work (heh)

raging bullwinkle
Jun 15, 2011
I'm down.

scarycave posted:

I'll be glad to give you feed back, I'm just not really good enough to actually submit anything though.

It's a training exercise, dude.

raging bullwinkle
Jun 15, 2011

redcheval posted:

Nope, that's awesome!



Congrats on the dribbble front page.

I didn't manage to finish my 11 second club, but it was a good learning experience. A month really isn't much time at allwhen it comes down to it.

raging bullwinkle
Jun 15, 2011

redcheval posted:

Oh holy cow really? How can you tell when that happens? I had no idea. If so that is super cool :ohdear:

If you go to dribbble when you're not logged in it defaults to the most popular shots of the day. I went there at work and yours was there. You'll just have to trust me I guess. :ohdear:

raging bullwinkle
Jun 15, 2011

Omi no Kami posted:

When making 3d animations for games (e.g. posing mannequins in Maya), I'm constantly hitting situations where the keyframes are acceptable and the timing looks humanlike, but the pose-pose motion looks jarring and robotic because I'm starting off by animating each key and only tweaking tween frames if they do something explicitly yucky-looking, which means that most of the body is completely still most of the time. Is the recommended path towards correcting this just mimicking my character's motions in front of a mirror and looking at what the non-key body parts are doing? It seems like that could quickly lead to situations where non-essential body parts have 10-15 keys across a 30-frame animation just to add humanlike imperfections, which would in turn make adjusting the key poses nightmarish.

I'm finding it difficult to picture what you're talking about. Do you have an example?

If you're only setting key poses and then letting maya do all the interpolation then your animation's going to look robotic, yeah. You gotta add in your own breakdowns, and then breakdowns for your breakdowns until it looks right. I normally start with stepped keys and then convert to spline once everything is basically there. Then that usually fucks everything up and I'll have to go back through and clean up all my keys in the graph editor.

It's not unusual to have heaps of keys in the blocking phase (https://www.youtube.com/watch?v=FM8fXYZ-6u0&t=82s). And yeah, that means adjusting key poses is difficult. But that's animation, baby.

Disclaimer: I'm not a very good character animator but I've worked with some good ones.

Duck Party posted:

I animated something dumb and made a how to video on it.
https://www.youtube.com/watch?v=1n1cCuGiHcQ

I saw your loopdeloop entry and I liked it and it made me laugh. Nice work!

raging bullwinkle
Jun 15, 2011

Elsa posted:

here's a keyframe exercise I did. I emphasized the anticipation with a long linger and then an abrupt finish to each movement. It can be better of course, but just as an example of the linger-linger-linger-fast look.

https://i.imgur.com/FewFuOt.gifv

Nice one! This looks really natural. Do you use any animation plugins/tools for Maya?

Omi no Kami posted:

am I correct that for 3d, the general workflow should be polished and finalized key poses, then curve editing/moving keys around, then adding breakdowns as the final pass?

I've never worked as part of a pipeline, and my understanding is that everyone does things differently, but a common workflow that I learned from watching others is this (it looks like this has already been mentioned but I wanted to do my own punching guy as a learning exercise anyway. I'm still kind of a newbie myself).

1) Key poses
https://giphy.com/gifs/xUA7b6SWQSKiQT44vu/html5

2) Blocking. Use stepped keys to plan out your animation. This is where you add your breakdowns and anticipation etc. Stepped keys let you plan out your timing and arcs without interpolation getting in the way.
https://giphy.com/gifs/xUA7aXbeNbIgWAoPAY/html5

3) Spline. Convert your tangents to 'auto' in the graph editor, and then tweak handles and delete keys as necessary.
http://i.imgur.com/UKWecDG.gifv
(everyone please critique btw as I always have trouble making stuff like this feel like it has power behind it).

Another thing that I missed when I was starting out was setting my timeline to playback at 24fps (instead of the default, which is 'play every frame'). Sorry if you already know this.

raging bullwinkle fucked around with this message at 10:33 on Apr 17, 2017

raging bullwinkle
Jun 15, 2011

Elsa posted:

Do you use plugins? (which ones!)

I only use one (tweenMachine), but I suspect I should use more.

http://justinsbarrett.com/tweenmachine/

It helps you create breakdowns. Like, if you have key poses on frames 1 and 10, and you want to make a breakdown pose on frame 7, but you want to favor the first pose by 70%, you just select frame 7 and drag the slider to -70 (obviously you'll still need to tweak the breakdown it created but it speeds things up a lot).

raging bullwinkle
Jun 15, 2011

Chin posted:

Cool to see activity in this thread.
I'm no pro and it's probably pedantic, especially in an exaggerated/toon context, but the source of the energy behind the motion (particularly from frame 6 to 7) is not clear to me. I get that the right knee coming forward in frame 6 is probably a bit of anticipatory action, it just reads strangely to my eye. Like his knee is buckling and he's falling/rocking forward rather than the trailing leg extending and providing a strong basis for the movement and power behind the punch.

I like the subtle secondary stuff on the hands. Very natural.

Yeah, thanks for this. I went and watched some reference of a punching guy. It looks like the back leg should launch the whole body forward and the front leg should stop it from falling over. So much for guessing how physics works.


Elsa posted:

I think some follow-through motion would add to the momentum.

This too.

Now here's a dumb thing I made.

http://i.imgur.com/dX3NaEg.gifv

raging bullwinkle
Jun 15, 2011
Thanks guys!

I had a go at another punching animation after watching some youtube videos. I learned a trick where you invert the curve of the body to create a whipping sensation and it feels like it's working. It kind of looks like he's snatching something off somebody but I think there's def more energy than last time at least.

http://i.imgur.com/E8Q0HDd.gifv

raging bullwinkle fucked around with this message at 09:02 on Apr 22, 2017

raging bullwinkle
Jun 15, 2011

Elsa posted:

I think the right leg should come forward slower, as in a lunge. It looks like there's an invisible force propelling the right leg.

HOWEVER there is definitely a "look" that is working here.

Yeah, looking at it with fresh eyes it does seem too quick. It's a bit like he's on a planet with 2x gravity.

I have a bad habit of watching an animation over and over until it looks normal. I think I need to take more breaks or something.

raging bullwinkle
Jun 15, 2011

Duck Party posted:

My Nickelodeon Short was finally released! watch it! (pretty please)

https://www.facebook.com/NickAnimatedShorts/videos/123510338373741/

(could not embed because the video was published on facebook)

This was so loving good! I put off watching it because facebook videos are annoying to watch, but I'm glad I did. Well done.

raging bullwinkle
Jun 15, 2011
Probably against the rules, but I'd add a string to the top of both balls that disconnects. The string attached to the heavy ball snaps upwards, and the string attached to the light ball barely moves.

Also that sounds like a bad place to work. I'm sorry.

raging bullwinkle
Jun 15, 2011

Nude posted:

Only animation community I've found are 11 second club, and cartoon brew (I guess). Not sure why finding an active animation community is so tough.

Mixed Parts is another one.

https://mixed.parts/

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raging bullwinkle
Jun 15, 2011

bitmap posted:

Because my ban seems to be taking forever I have a squillion mixed part invites if anyone wants one. PM me I guess.

Just fyi I've always been heaps inspired by your work and will be sad to see you go. But I also understand why you're leaving since it took me years to reign in my own internet addiction. So yeah good luck with the whole logging off thing.

also here's a thing I made to demo a technique for a friend which made me want to do more frame by frame stuff. I feel like I rely too much on dragging the ease handles way out and calling it a day. Gotta get back to the fundamentals.

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