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I feel like anyone getting into animation would do well to intimately study comics.
At its heart, comics are about deciding which actions in the scene are most salient for the moment in time that a panel represents. This is very similar to plotting out keyframes. Animation is essentially just comics with like 10 billion more panels to fill in the rest of the movement.
Edit to add: Another fantastic book that kind of spans both realms is the book Framed Ink by artist Marcos Mateu-Mestre. Highly recommended!
I know a lot of fans here haven't picked up the Red Wheelbarrow notebook yet, so I thought I'd upload this.
Later in the series we see Elliot and Krista having sessions. In one of them she talks about how it was hard to see him again after what he did. We never really see HOW they reconciled, though.
There's A LOT of content in the book, but here's a draft of the letter Elliot sent to her. It's interesting me to see him trying to make things right, but also to see him fighting to get Krista back so that he can get help.
Anway, it's just a little bit of extra content I thought fit here. Enjoy!
https://www.amazon.com/dp/1419724428/
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And it isn't "books." And it's just extra content to supplement the show.
There are no fucking books for this show.
Rewatch! I promise you'll see SO MANY things differently when you rewatch. It's amazing.
Also, the Red Wheelbarrow book is so worth it! It's amazingly detailed. It's 160 pages of Elliot's stream of consciousness. It's $30 right now, but often dips down closer to $20. (Prime day it was actually about $10.50!)
What's interesting is that he likely couldn't make this kind of splash without having accumulated the following he did via quality content.
This kind of in-and-out joke content (which is funny... but absolutely incompatible with thoughtful content like dunkviews or the TLOU2 vid) would burn out a huge chunk of his audience eventually. Still, you're right: his point would stand. He make more money getting *half* the views of the quality stuff if he chugged out stuff like this everyday.
For anyone interested, <em>Creativity Inc</em> is a solid book that spends a fair amount of time ruminating on this trade-off (from Pixar's former lead, who talks about the logistical balance they had to create between $$$$ sequel movies and the artistic and less financially rewarding films)
Looks like it's up for pre-order on Amazon. It's being released January 23, 2018.
Actually, thank you sir, this is that exact type of feedback I was looking for! Thanks for really reading carefully and walking through the book.
As for to the critic, it's quite straightforward, but I don't see any rudeness.
Clearly the book is more like a pure idea now, there is a long way to go (and I'm clearly settled to walk the walk). I always keep in mind the Pixar movies that are absolute crap at the beginning (according to https://www.amazon.com/Creativity-Inc-Overcoming-Unseen-Inspiration/dp/0812993012) and have to walk through multiple sometimes painful transformations until they finally become the masterpieces they are.
I also have to say, that I need to keep my audience in mind. If I wanted to be pedantic I could just as well print out the :help manual. What I want instead is to create something pragmatic and practical, lite and simple, something people outside of the Vim community could grasp and be productive.
The idea is get more people familiar with Vim, so that they can then go deeper after that, maybe join the /r/vim/ and learn from people like you ;)
Anyway, thanks again for the fantastic feedback!
Once you have finished watching through, and have fallen in love with this show (and you will), you need to buy the 'Go Team Venture!' book to accompany your rewatch.
You can thank me later
https://www.amazon.com/Go-Team-Venture-Making-Bros/dp/1506704875
Heck, if you've ever seen a movie by a company called Pixar, like Toy Story, you've seen seen Ed Catmull's work. ;)
His book is a good read too: https://smile.amazon.com/Creativity-Inc-Overcoming-Unseen-Inspiration/dp/0812993012?sa-no-redirect=1
The Jim Clark credited here also co-founded Netscape, which popularized the World Wide Web we know today.
So many pioneering advances, one after another.
I suppose Gumby was a natural choice for this matter, since the original clay stop-motion slides around. And years later, they could convincingly simulate the impections of organic media in the digital domain. How far we've come.
You can read the full information about what it is at Amazon: https://www.amazon.com/Marvel-Studios-Definitive-Behind-Blockbuster/dp/1419732447/ref=sr_1_1?dchild=1&keywords=the+story+of+marvel+studios&qid=1621286605&sr=8-1
It sounds pretty comprehensive and it took so long that it makes sense it'd be new stuff we hadn't seen before. But I'll probably wait until reviews just to see since it's a lot of dough.
It's going to include Avengers 4 and Captain Marvel, so it wasn't likely to turn up this May. Still worth the wait though? Looks a hell of a beast.
Is anyone here a Venture Bros fan? I find myself with two copies of the Go Team Venture! art book and I don't need both. It goes for about $27 on Amazon, I'm happy to let the shrink wrapped copy I have go for $20.
God do I despise the mods of this subreddit. The reproduced below apparently is a duplicate post that is not permitted, presumably because it could be placed here instead:
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BioWare what's your mailing address? I'd like to donate ten copies of Creativity Inc.
Link here to the amazon page for this book. Written by Ed Catmull, the head of Pixar from before it was even Pixar, Creativity Inc. is essentially a story about Pixar's history and how Ed and the other leaders of Pixar tried to first make a successful animated movie, and then maintain that success. It talks about how one movie they made required a lot of crunch and burned people out, and they resolved to never do it again, and haven't. It talks about growing a company where two different projects are worked on by different teams, and ensuring nobody feels like there is an A team or B team. It talks about making sure the driving force of a movie is the experience, not the technology or pleasing some shitty executive. It talks about giving responsibility and accountability to a single person who owns the project and makes decisions.
It basically talks about how Pixar tried to navigate every god damn pothole BioWare tripped on, and maybe if you read it when it came out in 2014 we wouldn't have this dumpster fire of a game.
Unfortunately this is not the case. You can go to Amazon and see the actual ISBN.
What shows there is ISBN-10: 1419724428, ISBN-13: 978-1419724428. The only reason I think this could be anything is cause it is found on whoismrrobot.com, none of the other RWB pictures include this barcode, and Kor Adana specifically said last week on the Aftershow that if you see barcodes to check them out.
I preordered it from Amazon, but it’s no longer available for preorder. My order no longer has an estimated delivery date.
https://www.amazon.com/Marvel-Studios-Definitive-Behind-Blockbuster/dp/1419732447
For 2D animation, I think the first exercises are;
I'd really really recommend getting your hands on a copy of The Animator's Survival Kit . It's pretty much considered the animators bible, and I'm pretty sure there are PDFs out there if you can't afford it right now.
It goes into a lot of detail on keys and how they relate to timings specifically. In fact, pretty much everything in there shows the keys used and key poses, and how to achieve weight.
Alternatively, if it's mainly the 'illustrating' side of things you enjoy rather than the 'figuring out how to make things move gud' aspect then something else you might want to look into is motion graphics, and starting out with making some of your existing character illustrations move around a bit with After Effects.
Toon Boom Harmony is another software looking into if you get a chance - especially as you already have a grounding in 3D. From my understanding, it's the same workflow as 3D animation only with 2D rigs instead. I'm pretty sure shows such as The Amazing World of Gumball, Rick and Morty, Family Guy and The Simpsons use it - but it's far more common in industry these days than traditional (hand-drawn) animation.
first of all, you are insanely talented. animating characters with realistic proportions like these is super hard so great job!!
I do think some of your walkcycles still look a little rough though. If you would like to learn to improve them, consider buying the Animator's Survival Kit: https://www.amazon.nl/Animators-Survival-Kit-Principles-Classical/dp/086547897X/ref=asc_df_086547897X/?tag=nlshogostdde-21&linkCode=df0&hvadid=430671742064&hvpos=&hvnetw=g&hvrand=7488386459259133356&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=1010659&hvtargid=pla-395340047230&psc=1
Good luck with future projects!!
It's the journal Elliot writes in jall. Hot Carla narrates the audiobook. The attention to detail is really next level.
If you're already painting in photoshop, thats a great place to start animating!
Here's a great tutorial on workflow tips for animating in Photoshop, by a really talented animator named Alex Grigg: https://vimeo.com/80851591
I'd say play around for a bit just making things move around before getting into more technical animation training. Approach it like you would draw flip books in the corner of a textbook. Just make things move around and experiment. Once you've played around a bit, and gotten a feel for using photoshop to work across a timeline, I suggest checking out a book that is one of the standard textbooks for classical animation, "The Animator's Survival Toolkit," by Richard Williams (he was the animation director on "Who Framed Roger Rabbit"). You can find it on amazon here:
Hope this helps!
I just realized that there is an actual notebook for the series, here is a link for amazon, where you can buy it.
Your arms are moving on some nice arcs. But your legs are really poppy towards the end of the loop. The head seems to move at the same rate of the arms and it’s making it feel robotic. When humans run there’s an up and down motion of the whole body. Like so: walk cycle If you’ve don’t have the Animators Survial Kit by Richard Willams, I highly recommend buying it in some form. Amazon link to paperbackIt has all sorts of useful information.
overall its a solid start. you just need to brush up on the 12 principles of animation.
hope it helps!
Is anyone here a Venture Bros fan? I find myself with two copies of the Go Team Venture! art book and I don't need both. It goes for about $27 on Amazon, I'm happy to let the shrink wrapped copy I have go for $20.
Read the 12 principles of animation (ideally get a copy of The Illusion of Life, DO NOT SKIP THE BASICS!, animate bouncing balls until you’re dreaming about them, watch and study various types of animation- frame by frame if possible, and, above all else, practice, practice, practice.
This really helped me when i learned animation.
I think what you're wanting is visual storytelling. I would recommend independent comic books, they're story boards that show generally what shot you're looking to move thru. Also try this book, it's almost like a for dummies starter. http://www.amazon.com/Framed-Ink-Drawing-Composition-Storytellers/dp/1933492953
I guess the only tip I can give from my recent SFM experience is to have some sort of anticipation before the character does an action. It's little stuff like that which makes the animation better. I also recommend getting this book
Hope this helps.
the great bible about animation: The Animator's Survival Kit http://www.amazon.com/Animators-Survival-Kit-Principles-Classical/dp/086547897X
buy it, read it, praise it༼ つ ◕_◕༽つ
edit: or borrow it from the library
Marcos Mateu-Mestra has several great books on designing for visual storytelling,the First Being Framed Ink
Marco Bucci has a great series called "10 Minutes to Better Painting" that i recall covers your exact question in the first episode - the other 9 episodes are great too tho