How do I even make proper Animations?

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Post » Sat Feb 23, 2013 8:17 pm

Thanks for the advice, rep for both of you (don't really know how to give rep).

But why would I make a 2D animation in a 3D program like Blender? I've gone through the Interface and Navigation, Modeling and then Animation tutorials so far, I don't see how I can make a 2D animation.


I finished all the beginner tutorials now. I still don't see how I can render a figure running in 2D, let alone 3D...Murad962013-02-23 21:17:17
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Post » Sun Feb 24, 2013 6:19 pm

Bump please
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Post » Sun Feb 24, 2013 6:41 pm

I don't use Blender, so Jojoe will have to fill you in on that method.

I use Anime Studio Pro, which is specifically designed for 2d animation. It's easiest with vector art, but I animate with raster images - hand painting key frames. It takes longer, but the results are far more detailed and accurate. I wouldn't have been able to animate the legs of that wolf well enough with a single piece of vector art broken into individual sections.

So for my method: paint up several key frames in whichever program you prefer (Gimp, Photoshop, etc), then blend together using bone behaviours in a 2d animation like Anime Studio Pro to double, triple, quadruple the number of frames you have. It's up to you how detailed you go with them

Practice makes perfect too. You won't nail it first time.-Silver-2013-02-24 18:42:03
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Post » Sun Feb 24, 2013 9:26 pm

Spriter is a great option too...
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Post » Sun Feb 24, 2013 10:53 pm

Spriter is apparently useless for making walk cycles, no thanks.Murad962013-02-24 22:54:10
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Post » Sun Feb 24, 2013 11:00 pm

[QUOTE=-Silver-] I don't use Blender, so Jojoe will have to fill you in on that method.

I use Anime Studio Pro, which is specifically designed for 2d animation. It's easiest with vector art, but I animate with raster images - hand painting key frames. It takes longer, but the results are far more detailed and accurate. I wouldn't have been able to animate the legs of that wolf well enough with a single piece of vector art broken into individual sections.

So for my method: paint up several key frames in whichever program you prefer (Gimp, Photoshop, etc), then blend together using bone behaviours in a 2d animation like Anime Studio Pro to double, triple, quadruple the number of frames you have. It's up to you how detailed you go with them

Practice makes perfect too. You won't nail it first time.[/QUOTE]

So I should make a couple running animations on Paint.net (I finished the Photoshop trial and that's all I have), then export them to that program? Wouldn't that take out the whole need of an animating program if I paint all the animations in another program? Think I misunderstood.
Murad962013-02-24 23:02:44
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Post » Sun Feb 24, 2013 11:29 pm

@Murad96 do you even know what you are saying?

Spriter was made to do animations. (assuming You already have images to animate)

Blender, Photoshop, Paint.net... are application where you create your content. 3d models or 2d image.
In Photoshop you can make your images and animate them in 2d.
Blender is made for 3d modeling, animation and rendering - you renderwhat you made to 2d images.

I see you have no idea what you are doing or trying to do. and you have no knowledge about that subject.
So first of all, google yourself some tutorial about basics of animation
then study it, try to do simple stuff (like bouncing ball) and after that try to animate your character - if you learn how to make it.

If you never animate anything in your life, you won't be able to animate after watching couple of tutorials. It takes months and years of heavy practicing to understand how it works and how to do it properly.

So you have 3 choices here:
- give it a rest and make your game without animations
- start learning
- pay someone to do all animations you want

and yeah Spriter is 100% fully capable for making walk cycles, like any other soft... even notepad - if you now how to.
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Post » Mon Feb 25, 2013 8:39 am

[QUOTE=Murad96]
So I should make a couple running animations on Paint.net (I finished the Photoshop trial and that's all I have), then export them to that program? Wouldn't that take out the whole need of an animating program if I paint all the animations in another program? Think I misunderstood.
[/QUOTE]

I'd recommend Gimp over Paint. It's still free.

You don't paint all the frames of your animation, just the key frames (so for a walk cycle, between 3 to 6 frames depending on how detailed your sprite is. You then use a program with bone behaviours like Anime Studio Pro (though there are plenty of others) to create additional frames in-between the key frames. You do this by duplicating the key frames and editing them with bones, blending the animation together.

For example, here's two key frames from my wolf:





I have a total of 8 key frames like that for him. If I left it at those eight frames, it would be an incredibly poor animation - you'd easily see when one frame changes to another. So I used Anime Studio Pro to turn it into a 22 frame animation by duplication the key frames and editing the duplicated frames, tweaking leg positions, head position, tail movement etc, so that the key frames blended together better. Much faster than painting all 22 frames by hand, but you'll still need to invest a lot of time painting the key frames:



Animation is not easy, and it is not fast. If you're looking to create one single image of a character and create a walking animation from that, it's not going to look anywhere near as good. It can be done though, using vector art. A lot of flash games use this animation technique. They break their image up into (using a human as an example) torso, head, left arm, right arm, left leg, right leg. And then just move the individual pieces around to create animations. It doesn't look natural though, and definitely looks cheap and rushed. It all depends on your own talents if you're an artist, or on your contracting budget if you're not.
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Post » Mon Feb 25, 2013 5:35 pm

[QUOTE=shinkan] @Murad96 do you even know what you are saying?

Spriter was made to do animations. (assuming You already have images to animate)

Blender, Photoshop, Paint.net... are application where you create your content. 3d models or 2d image.
In Photoshop you can make your images and animate them in 2d.
Blender is made for 3d modeling, animation and rendering - you render what you made to 2d images.

I see you have no idea what you are doing or trying to do. and you have no knowledge about that subject.
So first of all, google yourself some tutorial about basics of animation
then study it, try to do simple stuff (like bouncing ball) and after that try to animate your character - if you learn how to make it.

If you never animate anything in your life, you won't be able to animate after watching couple of tutorials. It takes months and years of heavy practicing to understand how it works and how to do it properly.

So you have 3 choices here:
- give it a rest and make your game without animations
- start learning
- pay someone to do all animations you want

and yeah Spriter is 100% fully capable for making walk cycles, like any other soft... even notepad - if you now how to.[/QUOTE]

I'm sorry but I spent hours watching tutorials and using Blender to practice, so yea I do try every day. Also, why are you telling me Spriter is fully capable? I didn't say it's not capable, I said it's apparently not capable because a guy with years of experience has told me so. It probably is capable, but I definitely find it easier and more fun to use Blender or that Anime Studio Pro. You're not helping, you wrote basically what jojoe wrote. I know it will take years to make proper animations, but it doesn't take that long to animate badly. I couldn't even do anything in Spriter, all I wanted to do was make a bad but usable animation, I'm not planning on making a game. When you re-size a body part the quality of it turns unbelievably low, and resizing really helps.

And I'm sorry yet again but I'm a kid, one in about -100 others in the whole of the UK who is 10-15 deciding to do this early on. You act like I didn't even Google anything, like I'm absolutely clueless. I don't know anything about most of the stuff in Blender, but I think I know the basics.

The whole reason I downloaded Blender was because I find it easier modeling, and it's just more fun to use. It will also help me gain skills with a professional 3D program, not a 2D program that makes it difficult to animate a stick man (which is actually harder to animate than a proper body on Spriter).

And no I'm not gonna use Notepad because I'm clueless with coding, if that's what it even is.Murad962013-02-25 17:40:23
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Post » Mon Feb 25, 2013 5:44 pm

Just put the camera on his profile for a side scrolling game, or above him for a top down game.

Look in the rendering options for the Animate button, or press control-f12.

Your frames will be in c:\tmp


Select all frames in the folder , drag and drop them on the C2 window to quickly load the sprite.

Set the FPS to 24, and you are all set.


EDIT:

Try here for some great tutorials, and a nice community:
http://blenderartists.org/forum/forum.php

I think in the game section there is a sprite sheet exporter too. Search for a user named Solar lune, the guy is a wizzard with 2d stuff, and a really nice guy. He even will do private classes with you if you want to pay a very reasonable hourly rate.

I suggest reading through his posts for the usage of blender in sprite creation.jojoe2013-02-25 17:54:47
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