I hope it works this time...
Category Artwork (Digital) / Miscellaneous
Species Unspecified / Any
Size 500 x 338px
File Size 148 kB
Listed in Folders
Well saving a gif animation isn't too hard but it depends on the software. In GIMP each layer is a frame and you can change the time on it by adding a (80ms) on the end of the layer name. It defaults to 100, which is a tenth of a second. When you save it though, select gif and make sure 'animation' is checked.
In photoshop though it's a little different - I only know how to animate using the timeline - it's probably best if you play around with it to figure it out. Basically though you have these boxes in the timeline which represents your frames, and you select which layers are visible during those frames.
ahh I'm not so good at explaining it and I'm not sure what the best tutorials are but they're pretty easy to find.
I don't tend to go about things in any set way - I guess this one started off as a little doodle, then I added more doodles and picked out the poses I liked most then strung them together in PS, editing them so that they worked together. Lots and lots of tweaking though.
In general though animation can get a little more complicated than you might first expect - but despite that once you see something you've drawn moving it's totally worth the effort.
I don't know how much you know about animation but things change depending on the speed the character is travelling, their anatomy etc. A walk is maybe easier to start on - either biped or quad - mostly because it would be a good way of introducing some terms like 'contact', 'passing position', 'weight' and the highest point. You see those things more clearly in walks - especially bipeds.
Contact refers to the moment where both feet touch the ground - one foot is about to lift, the other has just come down. Weight is when the character's head and torso will be at the lowest point - but anything loose - like a scarf or tail will be raised
Passing position is when one foot is on the ground and the other is mid-step - the highest point for the head is right after this, when the character begins to loose their balance (well... put it this way you could pose for the other three steps but not this part without falling over. x3) Quads would be different again...
There's loads of books and tutorials online for all kinds of animation - this is from the animator's survival kit by Richard Williams: http://empaht.files.wordpress.com/2.....reference1.png
Then there's some really cool cartoon dog cycles that Preston Blair has done - type his name into google images and there's no end to character walks, etc.
aasfgdsgjsfl there's just so much I could mention and point out. It's a pretty big question, but it you really are interested then I recommend just messing around with it - even copying the poses these guys have drawn just to get a feel for it and experimenting by changing the position of the limbs, etc and see what happens.
ummm... sorry for the huge reply.
In photoshop though it's a little different - I only know how to animate using the timeline - it's probably best if you play around with it to figure it out. Basically though you have these boxes in the timeline which represents your frames, and you select which layers are visible during those frames.
ahh I'm not so good at explaining it and I'm not sure what the best tutorials are but they're pretty easy to find.
I don't tend to go about things in any set way - I guess this one started off as a little doodle, then I added more doodles and picked out the poses I liked most then strung them together in PS, editing them so that they worked together. Lots and lots of tweaking though.
In general though animation can get a little more complicated than you might first expect - but despite that once you see something you've drawn moving it's totally worth the effort.
I don't know how much you know about animation but things change depending on the speed the character is travelling, their anatomy etc. A walk is maybe easier to start on - either biped or quad - mostly because it would be a good way of introducing some terms like 'contact', 'passing position', 'weight' and the highest point. You see those things more clearly in walks - especially bipeds.
Contact refers to the moment where both feet touch the ground - one foot is about to lift, the other has just come down. Weight is when the character's head and torso will be at the lowest point - but anything loose - like a scarf or tail will be raised
Passing position is when one foot is on the ground and the other is mid-step - the highest point for the head is right after this, when the character begins to loose their balance (well... put it this way you could pose for the other three steps but not this part without falling over. x3) Quads would be different again...
There's loads of books and tutorials online for all kinds of animation - this is from the animator's survival kit by Richard Williams: http://empaht.files.wordpress.com/2.....reference1.png
Then there's some really cool cartoon dog cycles that Preston Blair has done - type his name into google images and there's no end to character walks, etc.
aasfgdsgjsfl there's just so much I could mention and point out. It's a pretty big question, but it you really are interested then I recommend just messing around with it - even copying the poses these guys have drawn just to get a feel for it and experimenting by changing the position of the limbs, etc and see what happens.
ummm... sorry for the huge reply.
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