Sitting Poses References
A superb fuck-ton of human pose references.
FUN WITH PHOTOSHOP BRUSH SETTINGS is a set of tutorials I’m making, because I realized there’s a lot I don’t know about brush settings :D. I’ve learned so much so far, I hope you guys find them useful as well!
Making more of these as we speak,
- Brush tip shape & Brush Pose (which was supposed to be part 1 but I finished this one first :D) STAY TUNED!
Because attempting to animate in the purgatory that is a midway between Sai and Photoshop is akin to sawing off your dick with a nail file, I got around to this last week.
The goal is to allow for viewing of wip animations being made in Sai without having to load the project into Photoshop, Flash, or whatever your external timeline of choice is. Essentially, you export each frame as a .png into a folder and then just overwrite them in the same way when you want to update a frame.
On load it defaults to whatever directory it’s sitting in, but if you want to keep it somewhere else you can select the folder source post-load.
Images are loaded alphabetically, so all of these are valid:
- a.png, b.png, c.png
- 1.png, 2.png, 3.png
- Frame1.png, Frame2.png, Frame3.png.
It runs off .png files because I don’t see why you’d use any other format in 2014. If anyone desperately wants .jpeg support or something I can add a toggle though.
Image locations are loaded fresh upon each iteration and held within the program so you can add, update and remove frames without stopping it if you want to. This means you can leave it open on a second monitor and have a looping preview without leaving Sai.
Shit runs on .net 4.5 since C# is cakewalk for stuff like this.
[[ Ugh. So instead of writing replies like I SHOULD be doing, I instead wrote a one-shot because reasons. This thing is exactly 1000 words (according to my Google Docs word count anyway), purely because it amuses me for it to be so. XD Anyway, enjoy! Or not. ;) ]]
He’s not sure where he picked up a fondness for origami - maybe from Splinter, patiently teaching his four little charges the art to instill in them creativity, patience and precision - or at least keep them in one place and out of mischief.
Oscar nominees Best Animated Feature 2014
Earlier today this article was brought to my attention, in which it becomes clear that some of the Academy voters have little to no respect for the animation industry. They openly admit not having watched the nominated films and/or claiming that animated films are for kids, so they didn’t vote. Even the ones shown in the article that did vote barely motivated their choice.
I find this extremely disrespectful of the animators who poured their heart and soul into making these movies, only to have their work be pushed aside without a second glance by the judges of one of the most prominent and well known film awards out there. As an aspiring animator, I am deeply insulted.
Please note that in this post I am expressing no opinion on whether Frozen should have won or not. I think it’s a wonderful film, just as all the other nominees. I am simply saying that we deserve better.
What they did is disrespectful to the creators of every single one of these films, even Frozen. By barely motivating their choice, they make it look like they voted for Frozen simply because of Disney’s status in the industry. Because it’s Disney, and it made a lot of money, so it had to be at least somewhat good. To me it seems like some of the voters just defaulted to voting for the Disney film, and nobody likes to win by default.
Don’t get me wrong, I too have been guilty of loving Disney simply because it’s Disney, but there is so much more beautiful animation out there and it deserves to be taken into consideration. And if Frozen won, it should have won because the majority of the voters thought it was the best film, not because part of the voters was too lazy to even watch the nominated films.
But there’s also the simple fact that roleplaying can involve pushing comfort zones, nudging at boundaries, and generally treading carefully around certain subjects. So roleplayers are going to stick with the people who have proven, time and again, that they can roleplay well and do so without taking character actions as personal actions and so forth. People will keep you at arm’s length until they see that you’re on the level, just out of caution. It’s not cliquishness; it’s just a basic level of patrolling your own emotional borders.
As a related aside: If your reaction to a bit of caution is throwing a tantrum, you are justifying that caution.
my dear friend Jessi (lilylilymine) whom i really admire told me she liked the way i draw legs (thank you, btw!) and asked if i would do a tutorial. i feel a little weird having never done a tutorial before, and i don’t feel like i have the authority to really teach anyone about art, but i can’t deny Jessi. ;)
i’m not sure if i have anything particularly revolutionary or exciting to say…i’m sure i missed a lot of important stuff. i guess it’s mostly just an insight into how i personally like to draw legs, so take it with a grain of salt. :)
super cooool :D
A lot of your characters might have weapons they’re proficient at. Unless they’re already pros before the beginning of your novel, you might have to explain their training. This can be difficult, especially if you have absolutely no idea how to use that weapon.
I decided to link to a few articles/websites that might help you with your research. This is also useful if your character is constructing a weapon. Here are a few weapon basics—
Bow & Arrow
An amazing fuck-ton of jumping references.
Note that there are several types of jumps. There’s the “proper” way to jump, where you keep a straight back and a bunch of other anatomical alignment junk that physical therapists tell you to do. There’s the “Wholly shit the building’s gonna blow up!” jump where the limbs are flailing, circling, doing whatever (you see this kind in action movies). There’s the “clearing an oncoming object in a very ninja-like way” kind of jump where the goal is to get as high as possible and tuck the legs in tight to the body. There’s the “I can touch the ceiling ‘cause I’m tall and you’re not” jump where you’re simply trying to reach something, so the legs are typically straight and the arms are stretching upward (also a slam-dunk jump). And there are athletic hurtle jumps, trampoline jumps, volleyball jumps, and the tackling your pursuee jumps. Many many jumps. What I’m leading in to is that you ought to know what the character is jumping for. When you identify the jump type, it’s a great idea to find video clips of it in many different situations (or for a specific situation, depending on how precise you want it for the scene), as this is an action you’re drawing, so the best way to grasp the concept of the movement is to see the movement.
[From various sources]
A wonderful fuck-ton of cartoonizing references.
It annihilates everything about the realistic anatomical structure… but ey.
If you want a more in-depth explanation, go here:
[From various sources]
straighten your back, mate
NOW GO ON
woah thanks i really needed that today
tumblr user demeaniac doing little favors for tumblr one post at a time
FUCK THIS POST HAS SHOWED UP LIKE 10 TIMES TODAY AND I HAVE BEEN HUNCHED OVER EVERY FUCKING TIME
PLEASE KEEP THIS GOING it is the best reminder for me ever and I always need it omg
Just a very rough WIP sketch of something I was working on in Livestream tonight. Fans of 2k3 may recognise the scene I’m borrowing. ;)