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Dalton draws for ya

godo156

All Hail the Glow Cloud
  • 69
    Posts
    14
    Years
    I am Dalton (whoot! Captain Obvious is here XD), and I can draw for any of ya if ya want me to.
    Umm... I'm not sure what would be considered a appropriate opening post here, so I'm just gonna tell y'all what I can do and show some pictures.

    I can:
    -sketch
    -shade
    -color, both digitally and traditionally
    -line
    -animate (though I just begun)
    And that's about it there.

    Here are some examples of my work* (*my art may or may not have improved since these pictures):
    Spoiler:


    Request anythin' that could fall under what I could do or throw somethin' unexpected to test me.

    Go ahead y'all, start requstin'!

    Filled spots
    _______________
    _______________
    _______________

    A sidenote: this'll also be my art dump thread.

    Wolf lineless:
    Spoiler:
     
    Last edited:
    I don't have any requests, per say.. but as a professional traditional animator, I would say that it's really valuable for you to draw with structure. Something you can do to improve your sense of animation, if you REALLY want to be an animator, is the bouncing ball animation.

    [PokeCommunity.com] Dalton draws for ya


    Just get some regular 8.5 by 11 paper, holepunch it.. and flip your drawings to animate. You can also try it in flash.. then set up your cam to shoot your animation and upload the frames. I use digicel flipbook but you can use other programs.
    Here's an example this one isn't mine though:



    Once you have the basics, then you can move onto character animation. I do not recommend going straight to character animation until you've found them out. If you really want to give your characters life, you need to focus on hitting those tone beats and breaking down your dialogue properly.

    I'm not BSing you. I know doing the technical stuff is boring, but I had to do it. Once you do, you can start having a better understanding of how to incorporate spacing and timing into your later animations, for example, even with stick figures you can really get a sense of character:



    This little animation was done by my friend Nik, and he's now working at Capcom as a character designer. The basics are important with anything. Professionals who see this know you'll have the talent to apply to their style, and you're more likely to be hired by them.

    I am not sure if you're just animating for fun, but I figured I could at least help you out and give you some perspective on the professional world of animation. (Since you are offering your skills to other people.)


    If you're practicing lip sync only.. you need to get your mouth shapes correct. Right now your transitions are off:
    [PokeCommunity.com] Dalton draws for ya


    "HOWDY" would translate to "A-O-D-EE" which is 4 mouth shapes. You need to plan it properly before you start, otherwise others won't pick it up and it wont match properly.

    I recommend you try the exercise again. Look in the mirror and see what mouth shapes you make when you say "HOWDY" but don't over-move your mouth. Say it normally and see. "OW-DEE" is what you'd say if you were talking fast, so use that as per example.. remember that sometimes less it more.

    Good luck! If you need more help or simplification, feel free to VM me.
     
    Last edited:
    Thank's ma'am, as always. I'll start usin' these tutorials. Like I said, the animation was just a test, I was tryin' my best to mimic my mouth saying "howdy", and I don't have flash ^^;
    But I've drawn some more pics
    Spoiler:
     

    It's not bad for a first attempt! You have the squash and stretch priciples down, however, your ball looks more like it's floating more than bouncing. The fact that it doesn't convey weight has to do with both your timing and spacing. I think that with your timing, it seems that you have it on either 12 frames per second one 1s, or 24 frames per second on 2s, am I correct? (At 24fps, you have the drawing held for 2 frames, or for 12fps you have the drawing held for 1 frame.)

    Therefore, since your timing is even, we need to focus on your spacing.
    I'm willing to bet that you did all your shapes approximately evenly spaced apart, am I correct? It seems so as I watch this video.

    I'm guessing this exercise didn't take you too long, yes? So I'd recommend doing it another time, only this time.. draw more "frames" at the top of the arc, closer together, (maybe 4-5) and then as the ball is dropping down, draw only 1 or 2 of those positions. Then on the hit, draw maybe 3. Experiment with the spacing of these drawings.. instead of having them evenly spread apart.

    You can watch this to see what I mean about spacing:



    Try that out, it'll help you a bunch <3 Other than that, it was a good first attempt! Keep at it!
     
    Is this better?
    I just realized how much I hate Windows Live Movie Maker XD.
    https://s1213.photobucket.com/albums/cc463/Godo-kun/Animations/?action=view&current=BouncinBall2.mp4
    I linked this to photobucket because I thought it was usesless to upload another Ball animation. WMM made everything rough. On PAP, it looked good -_-'.
    I don't know where to buy software for animating, and I think I don't have enough money for something good. (And saving for a laptop kinda leaves nothin' for anythin' to buy)
     
    It is better!! Good stuff Dalton!
    Your spacing is much improved! Now to work on your timing! As you see, the last bounce your ball accelerated, yes? In reality and with physics, it should be decelerating. If you look at the preview image on my post above, you can see that not only are the drawings closer together at the points where the ball goes slower.. but that there are a lot more drawings there, too.
    In basic sense, if we're going by all drawings being on twos (held 2 frames every 24 frames per second) then yes, the more drawings you have in a certain place, the longer your elapsed time will be.. therefore making the ball move slower.

    I PMed you about premiere and after-effects programs.. and also with using flipbook, too! try those out! With flipbook it is awesome, because you can remove drawings on new layers, and also change the timing and order of your drawings to play around with how fast or slow you want it to go.


    I also recommend you get this book:
    [PokeCommunity.com] Dalton draws for ya


    You dont need to get the expanded edition or anything (I have the regular edition) but it'll reeally visually show you how stuff works, and I think it might also come with a DVD too that you can watch and learn.

    [PokeCommunity.com] Dalton draws for ya

    Just really good at explaining arcs of movement and all the principles and different variations you can take with your animation too!
    It's also very good for 3D animators, since it talks about breakdowns <3

    :3 Good luck, Dalton!
     
    Hey, Love the animation work man! Keep it up!
     
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