• Animation Taboos

    1. Quit & Complain
    Frequently quitting projects and complaining why they haven’t done anything.

    2a. Time =/= Quality
    Thinking that more time spent in a project = more quality. That 10 frame walk cycle you spent weeks on does not determine the quality of your overall project.

    2b. Length =/= Quality
    30 minutes of nothing happening is 30 minutes of nothing happening.

    3. Difficulty =/= Quality
    Doing something unnecessarily difficult does not makes it better. If you made a blur effect with all gradients that took you 3 hours… neat. I used blur filter and took me 3 seconds.

    4. Overly Detailed Sketches
    No one is going to see / understand / care about your notes.

    5. Sketches =/= Finished Animation
    Unless that’s the style, you better make sure it’s polished, pretty, and purposeful.

    6. No Breaks =/= Best Results
    It’s good to patient, but it’s better to know when you’ve had it. Unless you’re used to it, non-stop constant work will hinder your overall quality. You’ll start to glance over some errors you may not bother going over. TAKE AT LEAST 3 MINUTES to stretch or get water or lie down on a bed. Seriously, lie down on a bed for like 3 minutes and you’ll feel like you just started animating again.

    7. One draft is not fine
    Refine, refine, refine. A first draft may be good but a final draft is better. Going through it once and not editing some previous frames will most likely give you bad results.

    8. Not Knowing “that sucks”
    IF IT LOOKS SHTTY, IT IS SHTTY.

    9. Repetition =/= Good Progress
    Repetition can only get you so far. If you’re animating the same thing over and over, let’s say animating a punch. You may be good at animating a punch.. but that’s it. Try something else.

    2
    • IF IT LOOKS CRAPPY, IT’S CRAPPY… Yep!

      2018-10-22 05:52:35 UTC 0
    • *Looks at #6*
      Well, I have school…

      2018-10-22 11:35:10 UTC 1
    • Detailed sketches can be helpful atleast in the western cartoon industry, because if you’re drawing these sketches, 9/10 you aren’t the person actually animating the show. One of the biggest examples of ā€œWhy you should draw your story-boards properlyā€ is Steven Universe

      Steven Universe’s story-boards are half assed and terrible, and the people who animate most western cartoons, Rough Draft studios, are a no-non-sense type company. If the story-boards are sh!tty, then the animation is gonna be sh!tty, and that’s exactly the case with SU.

      Difficulty isn’t always the way yes, but difficulty proves skill which is exactly why difficulty modes in video games exist. Sure it might be pointless in theory why you would be playing a harder difficulty for no extra reward when there are easier modes, but for the player it shows prestige, and ability. It’s like how we’ve already figured out a lot of ways to simulate shadows in a simple effective way, but we’re still trying to figure out different ways to make it crisper and cleaner even minimally.

      Also not everyone has Pro ffs

      2018-10-22 17:56:32 UTC 0
  • Alright here’s the sht..
    I wanna try building up you guys’ animation skills. Right now all I see is all you guys focus more on your figures rather than animation. It’s great if you have good figs and good animation skills. Now trust me when I say this.. you guys suck at animating, not even half decent (except for people with nontween, explosive, cosmy, rai ,heck , Ralph. Anyways you know who you are)
    So here’s animation tourney!
    Here I’ll set a bunch of animation prompts for you guys to animate. This will give yourself a title as best animator here or worst. Before that I’ll place some tutorials to get you guys started.

    Read desc for more.
    -Vint

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