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Re: Frame by Frame animation?

Posted: Sat Oct 18, 2014 3:14 am
by Tradley
GCharb wrote:You can achieve the classical fbf animation with a mix of bones and control point (CP) animation!

Just do the best you can with bones, then start moving points around.

I reproduced 2 seconds of fbf animation from the Princess and the Frog with point animation only, here is the results...



It is also a tremendous exercise in learning animation principles!

Woah! That is impressive tracing work! :D
Though her right arm looks a bit odd from the front, but I guess that can't be helped.

Anyway, I fully agree. While Anime Studio is not necessarily built for traditional frame-by-frame animation, it can still be done well. Almost as well as Adobe Flash (if not, better, depending on the user's talent and skill).

Re: Frame by Frame animation?

Posted: Sat Oct 18, 2014 5:47 pm
by Furpuss
Thanks for sharing this, GCharb, It's very interesting to me because I am experimenting with the same technique. My main question about FBF animation is whether it is cost-effective compared to the traditional technique. That said, can you tell us how long it took to produce this 2 sec of animation?

When I did my FBF test, I used a pencil test that I had done which had timing charts on the drawings so I only had to create key poses and let AS interpolate the in-betweens.
Obviously, there was no way you could access the timing charts so you worked mostly on twos and ones, it appears.

I checked out your file and couldn't find any bones. Is it possible to use bones first and then adjust points Later? If so, this could be very useful.

I look forward to seeing more videos from you and others exploring classical-look animation in Anime Studio.

Re: Frame by Frame animation?

Posted: Sun Oct 19, 2014 3:17 am
by braj
GCharb, I found it interesting how you didn't fiddle with switch layers and just threw assets on the same limited number of layers and translated them as needed in and out of frame. Simple and effective instead of trying to move lines around, which can get weird when something changes. It looks great.

Re: Frame by Frame animation?

Posted: Mon Oct 20, 2014 1:15 pm
by GCharb
Furpuss wrote:I checked out your file and couldn't find any bones. Is it possible to use bones first and then adjust points Later? If so, this could be very useful.
Asd I said earlier, You could do the heavy lifting with bones, then do one or more passes of point animation on top!

I am working on a video tutorial set that teaches the technique I use, among other things, will keep you guys posted!

Thanks braj!

Re: Frame by Frame animation?

Posted: Tue Oct 21, 2014 7:05 pm
by 3deeguy
GCharb, glad to hear from you. I'll be looking forward to your tutorial!

Re: Frame by Frame animation?

Posted: Tue Oct 21, 2014 8:55 pm
by heyvern
GCharb wrote:
Furpuss wrote:I checked out your file and couldn't find any bones. Is it possible to use bones first and then adjust points Later? If so, this could be very useful.
Asd I said earlier, You could do the heavy lifting with bones, then do one or more passes of point animation on top!

I am working on a video tutorial set that teaches the technique I use, among other things, will keep you guys posted!

Thanks braj!
I have done this before when I get frustrated with a particular pose. I use bones exclusively but sometimes I get about 96.437% to what I need in problem areas and just have to tweak annoying points that misbehave. Instead of farting around with additional bones or smart bones in the rig, I just bite the bullet and do point movement where needed.

I could see this as an awesome way to combine bones with FBF. It would be sort of like... bones are the "rough sketch" and then a second pass would be careful point movement. You can see the "pose" based on the rough bone movement and have a better visual reference for tweaking the points.

p.s. My reluctance to use point movement is based on my own "obsession" with controlling everything with bones. ;)

Re: Frame by Frame animation?

Posted: Tue Oct 21, 2014 9:01 pm
by braj
Actions basically allow you abstract out point movements to be controllled by bones

Re: Frame by Frame animation?

Posted: Tue Oct 21, 2014 9:15 pm
by GCharb
heyvern wrote:p.s. My reluctance to use point movement is based on my own "obsession" with controlling everything with bones. ;)
Personaly, I prefer simple bone setup for rough animation, then use passes of point animation on top to smooth things out.

In other words, use what works for you! :)

EDIT : Hello 3deeguy, nice to see you too!

Re: Frame by Frame animation?

Posted: Sat Nov 01, 2014 9:43 pm
by Ronbo
Gilles,

Are you still working on your video tutorial set? I understand your situation and I'm not trying to pressure you, but you haven't been posting on your blog very frequently so it's difficult to tell. Incidentally, I think it would be helpful if you add a date when you do post on your blog so that people have a time frame.

Re: Frame by Frame animation?

Posted: Thu Dec 25, 2014 2:41 am
by GCharb
Ronbo wrote:Gilles,

Are you still working on your video tutorial set? I understand your situation and I'm not trying to pressure you, but you haven't been posting on your blog very frequently so it's difficult to tell. Incidentally, I think it would be helpful if you add a date when you do post on your blog so that people have a time frame.
Hello Ronbo, sorry for the late response, didn't see the post until now.

I have put the video set aside for now, as I haven't recovered my motor skills yet, especially speech, but I am working on these skills every days of my life, but it is very tiring.

In the mean time I am working on a short, perfecting that frame by frame animation stuff I like so much, I should be able to post on my blog soon, will give more updates as well.

Thanks for asking!