Forrest|20|Girl| I'm an animation major at SCAD and this is my blog of mostly text posts, cartoons, my dum art, and other junk. My oc tag is #OC! Dream Address: 4C00-0020-F5F2
Don't wanna be here? Send us removal request.
Text
āThe Beastā¦It must be the Beast out there. The obsidian cricket of our inevitable twilight, singing a requiem.ā
Happy Over the Garden Wall season everyone šŖµš
4K notes
Ā·
View notes
Text
steven's experiences with his new paldean baby <3
218 notes
Ā·
View notes
Text
Every friend group should include:
A himbo

A mean bisexual
An even meaner lesbian

She/theys

He/theys
A token straight that's on thin ice
An astrology bitch who has everyone's birth chart memorized

And a short king
503 notes
Ā·
View notes
Note
hello!! i know youve already done a tutorial on eyes but are there any tips you can give about?? eyes in?? different angles?? i always have a lot of trouble making them look right ; - ;
IS THIS WHAT U MEAN ANON omg im not suure ;;

or do u mean like in ¾ viewā¦

i HOEP THIS HELPS!!
1K notes
Ā·
View notes
Text
Thinking about the old gsc designs

278 notes
Ā·
View notes
Text

'jeans + shorts, sneakers + platform sandals, london 1970' in pants: a history afoot - laurence benaĆÆm (2001)
6K notes
Ā·
View notes
Photo
it doesnt even look like him wow pisses on tablet
37 notes
Ā·
View notes
Text


gerard in the studio be like yeah thats gonna make people lose their minds drop it
2K notes
Ā·
View notes
Photo
Animator Tim Rudder shares some great insight and research on how to break up movements to avoid āstiffā animation. Head over to his site for more! Link here: http://www.timrudder.com/animationmeā¦/breaking-up-movements/
19K notes
Ā·
View notes
Text
(3) 2d character animation - Keying
One of the most important things you need to worry about when you create an animation is the keyframes. Keyframe animators, are usually considered senior animators (in a professional studio) that decide on critical aspects of the animation. Each studio has different roles that keyframe animators have to fill, but generally speaking they are in charge of translating the storyboards into a fluid animation. Depending on the size of the studio, you may also find āregularā animators and in-betweeners. Since I come from a position of someone who does everything from the beginning to the end, youāll be getting a more holistic view. Going into the animation hierarchy is really beyond the scope of this mini-lesson. Iāll be focusing on how you would want to handle yourself when you are creating keyframes for your animation, specifically keyframing characters.
 First you would ideally have a character sheet (to make your life easier, to make it more accurate to the vision of the designers or directors or⦠to yourself)
Ā I didnāt make one, but youāll have to forgive me.
Ā I like martial arts, so I wanted to try animating a ājump spinning hook kickā.
The first thing you need to do is to make the ākeys,ā or keyframes. For those who donāt know what keyframes are, they are just points in the animation that define major movements and/or change in movements of objects (in our case characters).
So here we have the character:

We definitely want the point of contact to be a key.

And the landing.

Now that we have the major keys down, we can start breaking them up into smoother and more refined movements. We have to ask ourselves how does the human body move when performing this kick and to answer that question you would have to get references!
Keep adding keyframes at important positions in the movement, this you really need to develop a feel for.
I added another element to the animation to have the character seemingly be reacting to something (just to make it more interesting).
Expand on what the element is by laying out important keys (as you did before)
Now as a key animator you are in charge of laying out the length of exposures each frame has. If youāre working in a professional setting, you will probably get an X-sheet (or exposure sheet). This is a good time to start thinking which frames need to be extended and which need to be shortened.
I wanted to exaggerate the kick so I extended the exposure of the kick.
Now that you have a blueprint of where you want to go, you can start filling in the spaces where extra frames are needed.
Really once you have your point A and point B set, itās fairly simple to fill in the blanks. The important part is getting point A and point B just right. Having a smooth animation is not as important as having good movement (imo). Part of the charm that Japanese animation has is the interesting choice of shots/angles/poses that make up for the lack of frames (in comparison to the fluid frames you would normally see in a Disney animation).
Keyframes can also be used for changing the backgrounds, and perspective lines more broadly. Although seeing hand-drawn backgrounds has become rarer and rarer these days because of how much easier it is to generate it with 3d software.
Hope that helps, I realize these are very basic but hopefully I can expand into more complicated stuff in the future.
10K notes
Ā·
View notes
Note
What advice do you have for a 14 year old who's trying to learn how to animate?
Thereās a LOT of things that go into animation and I definitely canāt cover everything all at once (im sure you dont want me to either) so Iāll try to keep it simple!
But for forewarning, I take animation very seriously and canāt help but info dump.
1. Your animation isnt going to work immediately. itās going to be awful. accept that and move on.
2. Donāt give up when your animation doesnāt work!!! i swear ive seen people try to animate for their very first time with like a walk cycle and immediately after the first test shoot they played they just dropped it and i was like honey!! honey no you made half of a single step and didnt in-between it. You arenāt done, thats why it looks bad! You donāt say a drawing sucks and throw it out halfway through drawing a single eye, you draw the rest of the face and see how it looks in the end. thatās how you have to look at making animation.
3. Itās a lot more work than you think itās going to be. animation runs at 24 frames per second, thatās 24 drawings a second. some people do it 12 drawings or even 8 drawings a second, but no matter what itās a lot of dang drawings.
4. Rough drawing rough drawing ROUGH DRAWING! when you start animating things, donāt even THINK about detail! for example, if you want to animate someone walking, animate a circle for the head and a rectangle for their body, thatās all the detail you need to start with. once that is COMPLETELY and i mean completely entirely animated to a point where you are satisfied, THEN you can start to add detail.
5. References!!!! theyāre everywhere! and you need to use them! if you want to animate a bird flying, you either look out your window, find a video on youtube, or get a diagram but donāt just try to guess or it wonāt work, i promise you
6. Try as many different methods as you can!Ā everyone animates differently. maybe my advice wonāt apply to you at all, these things are just what works for me! I have friends who animate from the roughest of rough drawings and others who start every drawing completely detailed. some friends animate from major pose to major pose and others animate frame by frame.
7. HAVE FUN! if you arenāt having a fun time animating, then what are you doing? Ask yourself this question and then figure out what you need to do to MAKE it fun! It makes the work better for everyone in the end!
Now get ready for a link dump!
other animation advice from yours truly! which will be somewhat repetitive
tips for beginners
basic tips
12 principles of animation
living lines library: archive of old animation tests for many movies
really good animation books (links to amazon)
animators survival kit
the illusion of life: disney animation
cartoon animation
elemental magic: the art of special effects animation
animation programs
tv paint (indefinite free trial, does not allow saving or exports)
toon boom has 21 day free trials
pencil 2d is free to use
adobe photoshop and flash also work
if you have any other questions, feel free to ask! some things here might sound like nonsense to someone with no prior animation knowledge and I will GLADLY explain in better detail
9K notes
Ā·
View notes
Photo
When I asked for suggestions for video ideas, there were a lot who asked about timing charts and inbetweening. Hereās a little preview of what could be the next entry for the SB Workshop! Also, I am open to using other peopleās character designs (these designs are actually my friend Thahn Dangās designs) to keep the diversity of drawing styles up! This is another way I can interact with my followers. So yeah, hit me up with some of your original character designs in the future! Iāll probably make an update on how to prepare model sheets!
9K notes
Ā·
View notes