• Replying to comment by: Nick CromptonSo I should include tiny movements in each frame, that's ta

    You outta check some pivot tutorials. By the way, the Tupilluis’ tutorials are very great

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  • Replying to comment by: StickNinjasThe stick nodes demon, open SN at 2am to see him

    I saw it on a half past one p.m. ‘-‘

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  • Is it only me or there’s a horror Easter egg at the 240th opening of SN milestone???
    Dann you Ralph

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  • Replying to comment by: Ralph (Developer)I've always been a tweener, just like the smothness but I

    I got you, thou. A few months back I preferred tweening too, but there’s just too much work in between the frames. As also, the liberty is higher in non-tweened animations

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  • Replying to comment by: Shadow AnimsOK, THAT’S GOING TO TAKE A WHILE. First things first: Stretc

    Btw, the gif is right after aall this biblic text

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  • OK, THAT’S GOING TO TAKE A WHILE.
    First things first: Stretching. “Stretching” is a property of animation, oftenly used at the drawed traditional animation. I usually give “Stretchy” for both of the Arms and, sometimes, the legs. Even though you will keep the node stretched, mind that you have to maintain an equilibrium between the normal node sequence (ex.: arm), basic physics, and flow. Experience will give you this notion. (Actually, one of the “punch” parts looks very weird. Sadly, a good movement might get a very strange pose. You just have to keep faith and follow those frames, trust me 😉 )
    Second things second, arcs. “Arcs”, for us, is mostly a roundy pose between the node sequences, like in the example. In the first frame, the red guy has arcs between the body and both of his legs, both with different arcs; and both arms, with the neck. (Pro tip : Draw the arcs in your mind, in a fashion that looks pleasant to you)
    Now, some pro tips for general animation:
    Don’t tween;
    FPS between 11-16 only;
    Always stretch;
    Mind the flow and the easing;
    Take simple BG and floors, just like those Ralph gave to us (love you for that, thou);
    FOOTING. Take care with it. Do make the desired corrections for these, even though it gives a lot o’ work;
    Stop using FNAF/Undertale/Anime/Scarfie characters. Use a simple yet good base, just like mine (“Fat guy” from Fearios, with some tweaks) and work only with it. Remember: “the best animators uses normal characters, not demons”.

    Good luck!

    2
    • Btw, the gif is right after aall this biblic text

      2017-08-17 02:06:57 UTC 0
    • I personally use tween, but for the really detailed parts, I untween the frames.

      2017-08-17 03:36:55 UTC 1
    • I’ve always been a tweener, just like the smothness

      but I have recently become woke to how non-tween can, idk how to explain it, make the animation look better + easier to animate in a way

      might do it for my next animation

      maybe

      2017-08-17 11:44:47 UTC 1
      • Replying to: Ralph (Developer)I've always been a tweener, just like the smothness but I

        I got you, thou. A few months back I preferred tweening too, but there’s just too much work in between the frames. As also, the liberty is higher in non-tweened animations

        2017-08-18 15:46:29 UTC 0
  • Replying to comment by: Nick CromptonHello I've known about stick nodes for sometime and love th

    Try checking out some tutorials for Pivot in StickPage, or other tutorials on YouTube about Pivot. It helps a lot!!

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  • Replying to comment by: // Flashlock AnimatorHow? I Don't Have YouTube... Any Other Way? ._.

    Send it via message

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  • Replying to comment by: // Flashlock AnimatorYeah, mine wasn't that good... ._.

    Show me!

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  • Replying to comment by: KiritoKing100What do you guys think of these?
    588_0-5334580

    Pretty neat

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  • Replying to comment by: Shadow AnimsSome guy asked for a tutorial about walk & punch with st

    OK, THAT’S GOING TO TAKE A WHILE.
    First things first: Stretching. “Stretching” is a property of animation, oftenly used at the drawed traditional animation. I usually give “Stretchy” for both of the Arms and, sometimes, the legs. Even though you will keep the node stretched, mind that you have to maintain an equilibrium between the normal node sequence (ex.: arm), basic physics, and flow. Experience will give you this notion. (Actually, one of the “punch” parts looks very weird. Sadly, a good movement might get a very strange pose. You just have to keep faith and follow those frames, trust me 😉 )
    Second things second, arcs. “Arcs”, for us, is mostly a roundy pose between the node sequences, like in the example. In the first frame, the red guy has arcs between the body and both of his legs, both with different arcs; and both arms, with the neck. (Pro tip : Draw the arcs in your mind, in a fashion that looks pleasant to you)
    Now, some pro tips for general animation:
    Don’t tween;
    FPS between 11-16 only;
    Always stretch;
    Mind the flow and the easing;
    Take simple BG and floors, just like those Ralph gave to us (love you for that, thou);
    FOOTING. Take care with it. Do make the desired corrections for these, even though it gives a lot o’ work;
    Stop using FNAF/Undertale/Anime/Scarfie characters. Use a simple yet good base, just like mine (“Fat guy” from Fearios, with some tweaks) and work only with it. Remember: “the best animators uses normal characters, not demons”.

    Good luck!

    1
    View
  • Some guy asked for a tutorial about walk & punch with stretching. Thought it was a good idea to post it here, so there you have it

    0
    • OK, THAT’S GOING TO TAKE A WHILE.
      First things first: Stretching. “Stretching” is a property of animation, oftenly used at the drawed traditional animation. I usually give “Stretchy” for both of the Arms and, sometimes, the legs. Even though you will keep the node stretched, mind that you have to maintain an equilibrium between the normal node sequence (ex.: arm), basic physics, and flow. Experience will give you this notion. (Actually, one of the “punch” parts looks very weird. Sadly, a good movement might get a very strange pose. You just have to keep faith and follow those frames, trust me 😉 )
      Second things second, arcs. “Arcs”, for us, is mostly a roundy pose between the node sequences, like in the example. In the first frame, the red guy has arcs between the body and both of his legs, both with different arcs; and both arms, with the neck. (Pro tip : Draw the arcs in your mind, in a fashion that looks pleasant to you)
      Now, some pro tips for general animation:
      Don’t tween;
      FPS between 11-16 only;
      Always stretch;
      Mind the flow and the easing;
      Take simple BG and floors, just like those Ralph gave to us (love you for that, thou);
      FOOTING. Take care with it. Do make the desired corrections for these, even though it gives a lot o’ work;
      Stop using FNAF/Undertale/Anime/Scarfie characters. Use a simple yet good base, just like mine (“Fat guy” from Fearios, with some tweaks) and work only with it. Remember: “the best animators uses normal characters, not demons”.

      Good luck!

      2017-07-25 03:44:48 UTC 1
  • Replying to comment by: Stick EndCuld u give me a tutorial video on how to punch and walk wit

    sure

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