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NAveryW
Nicholas Walstrom @NAveryW

Age 33, Male

Student, sometimes.

Texas or something

Joined on 5/20/05

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Comments

I like your little stop motion at the end.

and I lol'd at the mention of 29.97.

Thank you.

Yeah, 29.97 is a pretty funny number.

That was an interesting insight into your thinking, and scarily it is very close to my own realizations about animation over the past ten years. I've only ever animated paying close attention to model sheets once, and it was both the least enjoyable experience I've ever had in drawing and the shittiest wooden-looking final result.

I believe in animation as a medium capable of anything. The only limits to it's range of expression are the limits we impose on it as animators, and the limits of our imagination. Television programs like The Simpsons and Family Guy openly talk about using animation because it is cheaper than live action, and are therefore fuck faced bean counting butt holes who have no notion of the artform at their disposal.

Thanks for raising and discussing this, it's like a free therapy! :D

Your animation is nice. I'm curious, have you seen this?:

http://www.youtube.com/watch?v=Bt om_0dkggE

Can't believe I just read all that.
Very interesting though, my personal preference is 24fps.

Do you mean you prefer animating at 24 FPS or you prefer watching animation at 24 FPS? I'm sure everyone would prefer the animation they're watching to be as smooth as possible, but not many independent animators take it upon themselves to do 24 FPS animation on ones unless they're heavily utilizing automatic tweens.

I only animate on 2s unless what's going on is just too fast for that, in which case I still try to imply it on 2s to the best of my ability before I resort to it (like how puppeteers will just sometimes do one mouth flap to a quick two syllable word)

The problem with your walkcycle might be because everything is moving at a very steady rate, and in that case it's much easier to discern where the frames are located.

Japanese animators, as you said, can mix in very jerky animation on 4's and crazy stuff like that, and it ends up looking pretty good if the keys are strong enough. Implied movement is a part of strong artistic skills (how you can sense movement in a still image is an example) and the better at implied movement you are the lower framerate you can work at while still looking okay.

Your drawings are very rigid and the frames are very straight forward. You don't break limbs and it doesn't look like you do a lot of easing or anything of that nature. Have you read the Animator's Survival Kit? If you haven't I think you'd appreciate it, Richard Williams has his own opinions on 1's and 2's that you might like.

Anyway best of luck to you bro

Thanks for your advice; I'll look the book up now.

The crazy thing is I eased the bejeezers out of that walk cycle (whenever I used an automatic tween, I split it between 100% out and 100% in). The limbs actually do bend... or probably more accurately, curve in a sort of rubber-hose style... but it's not all that easy to tell with the arms because it happens so subtly.

I do think the walk cycle looks wooden, though, and I need to find a way to make it look better without looking too jaunty, which would seem weird in context.

Also I just realized you're the dude who made Saunich so fucking ultra highfive to you.

I change my "best of luck to you" to "I hope you succeed in every aspect of your life"

Hooray!

Girlchan in Paradise is probably the funniest thing on Newgrounds, so your compliments mean a lot to me.

Oh shit, that's what I thought too.

Animation is basically just an illusion. Don't take it that seriously.

Freedom is an illusion and people take that pretty seriously...

One frame per drawing is great for fast movements, but two frames per drawing is easier on the eyes.

Easier on the eyes, eh? Interesting, I've never seen anyone say that before. I think it can be the case if the movement is jittery/scratchy, which makes me feel like I'm looking at individual drawings instead of something moving.

that pilot was cringeworthy not because the animation was "off model" but because the animation was shithouse. All the overlapping actions were wrong and the characters didn't have bones or structure. I use a model sheet for my characters and have a strong understanding of their structure, but I don't strictly stick to the model sheet to the point of limiting the characters expression. Spongebob would be an example of my view on how model sheets should be treated. I know a local studio here where the director is a complete nazi, writing OFF MODEL on every second drawing. The resulting animation is strict and stiff, and you can see that the animators aren't enjoying their work while watching the finished product.