@beginninganimator
Joined on October 4th, 2019, this user has been a member for 2,463 days and is the 26,591st person to register an account.
Has 35 submissions, the first one uploaded on October 9th, 2019 and the most recent on June 16th, 2023.
Of those, 12 have been featured and 24 have won Users' Choice.
On average, each submission earns 5,685 downloads.
In total, they have been download 198,990 times.
Counting every individual stickfigure, including the contents of all packs, this user has technically made and submitted 210 stickfigures.
On average, when this user rates stickfigures, they are 94% positive.
Also, they are typically 100% positive when rating animation spotlights.
Has made 546 comments on non-activity pages of the site. Alternatively, this user has made 14,977 comments on actual activity pages of the site.
This member is not a Users' Choice voter.
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D.O.H.D | Development of Hyper-realism Dynamics.Owner
THE NODIUM | ?Owner
Beauty Is Everywhere - StickFigure Request.Owner
𝗦.𝗡.𝗨 – 𝗣𝗿𝗲 𝗝𝘂𝗹𝘆 𝟮𝟬𝟮𝟮 𝗗𝗮𝘁𝗮𝗯𝗮𝘀𝗲 🚫 [ ᴏᴜᴛᴅᴀᴛᴇᴅ ɢʀᴏᴜᴘ ] 🚫admin
Quesoadmin
#TeamDemonadmin
Rene’s Groupadmin
StickNodes Movies!admin
Big Black Man (changed title cause the original was unbearably cringe, still a dead group tho.)admin
Africa Campaignadmin
The Cat Cultadmin
The role play groupadmin
The Jayingee Youtube Fan Groupadmin
Flamingo YouTube Fan group./Flamingo memesadmin
Achlon Theatermod
The Profile Rankersmod
OCs Battlesmod
Cold weather peepsmod
Chill Boismod
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I don’t speak 12th century Gibbraci Gibberish
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Because you act like it.
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Makes sense
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I have some ideas for the app although they sound ridiculous and will probably never happen.
Maybe there could be different categories on how figures function.
For example, movieclips. You could create a movie clip with a floor figure inside of it. You could change the category of it to water and it will simulate as water. Or if you want glass, you can simulate the object as transparent and glossy. Reflecting. Or, if you want dirt simulation.. In scenes where a car is moving, you could change a floor movieclip simulation to dirt, and it will appear as visible grains being moved by the car.
Categories i would suppose would be:
Grass (being moved by the wind)
Glass
Sand (or dirt)
Water
Gas (moving gases)
Sun (visible rays and lens flares.)
For this next idea i’m thinking of a new lighting system. Perhaps on how light will simulate. For example, you could have different types of filters. Just how you would in app filters, you could change the filter to hazy, koi, maybe grainy, whatever. You could also adjust how the amount of grain in the filter, the focus on one area, or anything.One of the most complicated and unlikely ideas i have is light emitting on an object. You could add glow to an object, and you can have a choice where it could emit light on an object or not. And the object being emitted on will reflect and emit a shadow.
the last idea i have is a new type of stretch.
Basically you could make movieclips, and you could stretch these movie clips into as thin as pancakes or very wide. This could create a sense of perspective. -
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The black one and the white one on the bed looks like a painting
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Do you guys think the stick nodes community should collaborate with other communities? (hyun’s dojo(mainly flash animator), dark demon(mainly pivot animator.)
^^^
- 38%
- 38%
- 25%
8 votes -
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Ah yes, here we have the fuck apartments where you’ll hear moaning and humping 24/7.
Then we have the bank where you can store fake green and broken credit cards.
Then we have the shit storage, we store feces and raw gluteus maximus in here for the cafe.
Then we have the ass cafe where we use feces and gluteus maximus to make the most delicious food you’ll ever have.
Then we have the m69 farm pyramid, aliens are stored so we can take their ass waste and chop off their asses.
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She can see the
Violet – shortest wavelength, around 400-420 nanometers with highest frequency. …
Indigo – 420 – 440 nm.
Blue – 440 – 490 nm.
Green – 490 – 570 nm.
Yellow – 570 – 585 nm.
Orange – 585 – 620 nm.
Red – longest wavelength, at around 620 – 780 nanometers with lowest frequency.infrared, ultraviolet, X-ray, and gamma-ray.
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ZI-craft has like 12 septillion figures.
No wonder they’re one of the best. -
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It kinda depends on what style your looking for.
I mainly focus on space objects, but in terms of oc’s i would say my style is kinda comical.
I think scout trooper.
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This content is flagged by a moderator and under review.
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Sexy
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Man, imagine the amount of lag rendering all of those at once
I usually have ideas of smart-curve, and other stuff but I forgot.
It sounds like a lot of post-processing to me and I’ll be honest it’s better to leave it to programs dedicated to it…
Makes sense
the thing about a lot of what you suggested is it’s getting out of the realm of being an animation tool and rather turning things into specifically “tools for glass” or something, aka something *very* specific where only a small amount of use cases are possible for something so overwhelmingly complex to implement
however the funny thing is, the third suggestion
One of the most complicated and unlikely ideas i have is light emitting on an object
is an idea of toyed around with, and honestly *could* be a future thing in a potential PC version of the app
I remember seeing your pre-sn tweet of toying with sprite illuminator.
normal maps are OP http://www.wholehog-games.com/devblog/2013/06/07/lighting-in-a-2d-game/
Been thinking as to how it should be handled for SN, do you reckon there would be a export map button that would divide all movable parts to a map you could edit? I feel like that would be the best case, however I am cautious of polyfills and curved segments as to how they’d have to behave
i haven’t even remotely thought about it yet, but for a very simple approach, a simple “bevel” could be applied to all objects with those RGB normal map colors (seen in the image above)
those RGB colors to distinguish the edges is all that’s needed, after that, the light source x/y and “z-index” is all thats required to light the scene and have all objects render with lighting
I actually know how sprite maps work but I’m asking how you’d handle this shit on SN without just a simple bevel lmfao