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i wanna try to make animations without interpolation between keyframes, making more poses
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>>659530
i mean i dont know if this is even possible ....but if its...it would be so cool
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>>659530
Yes, it's possible, but it looks like shit unless you manually make every frame's pose.
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>>659537
yes yes, thats the idea!, i use 3d max, you know how to do it there or what software are you in?
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>>659539
In Blender you do it by selecting the keyframe(s) you want to disable interpolation for, and then in the graph editor, selecting Key->Interpolation Mode-> Constant. Not sure how it's done in Max, but it's probably similar.
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>>659542
Thanks a lot Anon!
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>>659542
ill take a look on the graph editor on max, else ill try on blender, anyways i wanna learn it too (pretty great software, it have everything , even sculpt tools)
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>>659530
So... stopmotion, essentially?
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>>659563
In a sense. It's also wise to have a good look at 2D animation techniques.
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>>659565
yes, like stop motion, in fact, the idea came to me when i was watching a sketch animation in 2d, and i wanna mix that, to see what i get ...
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>>659530
Of course it is possible. Your software will have a graph editor where you tweak the interpolation curves between keyframes. You just set them to step hard there.
It'd be near impossible to make good animation if you could not edit them interpolation curves, as an animator you'll be editing interpolation curves all the time.

There are many examples of 3D animation done as tho it's 2D, shot at a virtually low framerate with most of the movement happening on 4's.
I've seen it used to great effect in some fighting games like Guilty Gear and I know it was used extensively in the 2017 spiderman cartoon, haven't watched that one tho.
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>>659530
>>659574
I've done something similar once a few years ago due to anime autism. The way i achieved it was to use interpolation to make the animation traditionally at first, then bake the necessary keyframes, then remove the interpolation afterwards. One thing you should look up if you do this is the framerate they use in animation. I think it was 24fps but the characters only move at 12 or something, but they use some kind of blending technique where they display the next frame at 50% first and 100% in the second frame, which is why if you watch anime and pause it you sometimes see some kind of ghosting or transparancy. It's pretty interesting to learn how they trick your eyes.
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>>659530
You could just let it interpolate and animate normally, then just set a frame step.
For example have it step 2 frames. So a 48fps animation would go down to 24 and have that choppy look, because it's rendering every other frame.
I don't think it'd look quite perfect, but it should be a quick way to get there. Something like that should be in any animation program.
Plus you get the benefit of having the normal animation too in case you don't like the stepped look. I think it's similar to what they did on the Lego Movie.
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>>659570
You'll get the same results, but it will take 30 times longer.
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just do the main poses, bake it and then pass the curve to blocking.
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>>659530
I've heard common opinion voiced from seniors that at some point in really precise, small and snappy performances(stuff like eyedarts small subtle movements etc), interpolation is the devil, should be avoided and done traditionally
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>>659530
You'd essentially be making a stop motion in cg at that point
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>>659530
Either make a new pose for every frame, or use clamped tangents for every other frame.
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Noob here

I have no clue what this thread is about, do you mean something like this:
https://youtu.be/YjYAR6BYbXo
@8:00 the way the walking animation looks unsmooth and blocky?
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>>660020
I noticed that one primary reason to avoid interpolation, mainly from weebs, is that it's actually impossible to interpolate between some transitions, and that it's better to just let the viewer fill in the transition themselves.
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https://www.youtube.com/watch?v=yhGjCzxJV3E

I think into the spiderverse also uses a similar technique here and there
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>>659530
you could with a gmod plugin but I'm not sure about other softwares
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>>659893
>but they use some kind of blending technique where they display the next frame at 50% first and 100% in the second frame, which is why if you watch anime and pause it you sometimes see some kind of ghosting or transparancy

no,that's from shitty video rips. watch bluray/dvd anime and it's crisp
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>>659530
If using blender, change the frame step to 12 for example if at 24 fps and wanting a frame every half second. Animate and render the animation like a "normal" ani. Then slow the video down by 12 in a video editor.



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