Friday, April 25, 2014

daily animation

I did my first "daily" animation practice today. I just rushed through a lot of the details that would normally take up a lot of time, otherwise it would be a time sink to do these every day. Even simple poses like this take a while if you're making sure everything (like the arms) are moving correctly down to the line.

Though really, that's the point of these. Ideally once I start animating more I'll be able to do finished pieces in the time it takes me to rough it out now.


Though, I'll probably focus on the motion more next time, since I sort of messed it up with this one -__-

Also, if you're wondering about the line quality, the brush tool in Flash is awful, so I just animate with the pencil tool since it has the least line smoothing/correction. I don't need pressure sensitivity, since in a finished animation I'd be doing the lines in something else, like so,


I'll be animating every day, but I don't know if I'll be posting it every every time. It depends what I end  up with that day. I'm assuming nobody wants to see faceless  guidelines having sex -__-


35 comments:

  1. "nobody wants to see faceless guidelines having sex -__-"

    You'd be surprised man *huff puff*

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  2. I'm open to the experience of seeing Slenderman sex ( ͡° ͜ʖ ͡°)

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  3. Even if it doesn't matter now, it'd be cool to have for reference.

    In the future, we'd look at your art style and then go back from the beginning to see how far you've come.

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  4. " I'm assuming nobody wants to see faceless guidelines having sex -__-"

    I'm down for it. If nothing else, we'll know you're not dead yet.

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  5. NEVER underestimate the power of rule 34, my friend.

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  6. "I'm assuming nobody wants to see faceless guidelines having sex."
    Oh Kyrieru, it's like you don't know me at all.

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    Replies
    1. Well, for starters, you're anonymous...

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  7. Like everyone else so far, I'd love to see everything you I'm interested in animation, too, so I actually love seeing the guidelines and stuff. Thanks for posting this one, too..good stuff!

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  8. As anon party said, you should post the guidelines too. They can be useful for people who want to see your progress and you can also get more feedback

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  9. Kyrieru, I think that, as a western developer, you've done a really good job at appealing to Japanese players.

    Most western adult games are completely ignored by eastern audiences. Yours on the other hand have been pretty successful.

    Keep it up.

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  10. i fucking love seeing faceless guidelines having sex -- and i mean that, haha

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  11. Demo soon? Maybe?

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    Replies
    1. Demo? Demo!:')

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    2. Still waiting for the voice clips -__-

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    3. It shouldn't take that long I would figure... I could make like 10 or 20 moans easily. :\

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    4. Don't blame your voice actress, you slowbro! X'D

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    5. Battlecries and hit sounds require the right tone of voice and inflection, otherwise it ends up sounding terrible. You also need variations of every action so that they don't get repetitive.

      What makes it take long is the fact that you could do 3 different takes of 70 sounds, and still only 20 of them might be usable. Voices are very scrutinized by players, especially in a hentai game. The right voice makes a big difference.

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    6. That's one of the reasons why I have playing Marimo games with sound. The voice acting in many of their games is so terrible.

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  12. Come on people! Don't settle for faceless guidelines, you can take two dolls and slam them against each other and say, "pow, bang, pew, swoosh" lol.

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  13. Any chances of having one of the CGs done for the demo?

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    Replies
    1. Dear God, please just let him release the thing already. No requests! Get outta here! X'D

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  14. If you're doing hand-drawn animation rather than semi-cutout animation (hand drawn + vectorized animation), TVPaint might be a good alternative to Flash. The UI isn't excellent, however it's built for hand-drawn animation, have a lot of cool features, and the brush works like in Photoshop.

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  15. Dear Kyrieru,

    Sorry for the randomness, but have you tried making sprites with long hair? And not just "long" but "really long", as in a ponytail that's almost as long as the character is tall? What would be your best advice for that? Animate it as part of the sprite? Or make it a separate sprite that's connected to the back of the head?
    Which is more effective?

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    Replies
    1. Hair is what you would call "secondary animation", meaning it moves based on how everything else moves, such as clothing or hair, etc.

      For that reason, you animate it last, after you've already animated the body. It would be a part of the same sprite.

      Delete
  16. Nope, just like I said, I've been animating every day. But I'm only going to post things that are worth posting.

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  17. ...why? Everyone here said they'd love to see whatever you come up with. What's the point of hiding your sketches? You'll only miss out on some critique, and you'll lose an easy way to keep yourself motivated.

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  18. ...and your box man is hilarious and rad. Thanks for posting. :)

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  19. With animation, I'm motivated just by animating. I enjoy doing frame-by-frame work.

    I'm not really looking for critique by posting these. I'm at the stage where I'm generally aware of things that can be improved, and at that stage it just comes down to practising them. There aren't really any tips that are going to substitute for experience once you're already aware of the basic principles. (Unlike 3d, where there are more software and workflow oriented tips)

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  20. ...I knew you'd say that. But unless you're a sociopath, having other people look at your work will make you work harder and more consistently. People like to be praised, and hate letting other people down. It's human nature. As for being beyond needing help, conceptart.org is full of artists better than both of us combined who seek help from each other every day. Nobody is above critique. There will always be things you miss yourself.

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  21. I don't know why but I find the left girl cuter than the other one.

    Why do always try to make everything perfect, Kyrieru? For inner statisfaction or do you believe that we won't like it? (You remind me to a french guy I know from skype who is absolving his master in maths..)

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    Replies
    1. The eyes are different, and I added terrible looking eyelashes. -___-

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    2. Every human has different eyes. And in my objetive opinion her eyelashes looks pretty good.

      There is no reason to be so pessimistic. Everything you do looks much better than you think. And the more you work, the better you get.
      And if it doesn't looks so great, be a man and say "Fuck it. At least I tried"

      Delete
  22. Yes, but criticism isn't really useful in a lot of cases unless you're practising something specific.

    For instance, I know that I need to draw better hands, but saying "the hand looks off" in a quick animation where I wasn't focusing on hands isn't really helpful. To improve at drawing hands, I need to sit down one day and work to find better methods, make observations, work out my flaws, and practice drawing them consistently from then on.

    Only when I'm satisfied myself would I seek further advice, because only I know what's more important to me as an artist. No off-hand comment is going to change what I have to do to improve, and generally anything short of watching someone draw while explaining concepts isn't that useful.

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  23. "off-hand"
    ahahahahaha

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