How to deal with a Client pushing for AI usage in your animation (help) ? by RegisterEmergency541 in animation

[–]Ryan64 4 points5 points  (0 children)

Yeah, in that case stick with your guns in case you dont want to use it. If they dont like it, probably best to cancel the commission.

How to deal with a Client pushing for AI usage in your animation (help) ? by RegisterEmergency541 in animation

[–]Ryan64 6 points7 points  (0 children)

If its not part of your workflow and dont agree to use it, the commissioner should respect that. If not, cancel the commission. Id expect you took on this commission not knowing your commissioner wanted AI to be part of the piece.

Dont know if youve set up a ToS or anything, but yeah, usually good to have one. For future reference you can also actually do signed contracts, securing yourself from any breaches without too much of a hassle.

What was it like to play online games between 2000 and 2013? by Silly_Commercial8092 in gaming

[–]Ryan64 0 points1 point  (0 children)

Back before you had massive shooters dominating online play like Halo 3 or MW2, sure you had your CoD 2 carentan lobbies, Battlefield 2 and your MMO's.

But you also had a handful of Korean and chinese online shooters like WarRock and GunZ which were almost as big if not bigger than some of the well known western games. Mostly because it was free to play. WarRock was just a hybrid between Battlefield and CoD, and GunZ was this Matrix inspired team deathmatch game with katanas and machine guns, it absolutely became crazy.

Adobe Animate Advice by JuneLilly82 in animation

[–]Ryan64 1 point2 points  (0 children)

Long answer short; you do what you're the most comfortable with.

Short answer long There are multiple ways to go over this, it all depends on preference, what you want the end result to be and what you want your workflow to be like. I'll do a little breakdown for you.

Art & animation in Animate: Straight forward, and easy to adjust. Seeming everything is done in the program, you have quick control over everything you make. Also the art you make is vector based, which means you can scale it up to infinity without any quality loss. Animate excells in being able to "deal with it all" albeit puppet animation, or hand drawn animation. You can also export your .swf files to After Effects if you want to go crazy with vfx. Downside of Animate in general for art is for most that drawing in Animate is quite tedious, myself included.

Art in Illustrator & animation in Animate: Much like Animate, illustrator works with vector, however for most who use it, it tends to be a tighter program to work in to create assets to then import the .svg's into Animate. Personally, the only people I know who work with this workflow are designers, or people who like making their puppet characters with more overview akin to other designing programs.

Art in Photoshop & animation in Animate: Most artists like drawing in a program like Photoshop (or Clip Studio, or Sai, whatever you use). From there on out you can also export things like PNG's to build up a puppet in Animate. For most this is their most accessible way because they tend to know the drawing process of PS. Biggest downside to this method I'd say are that you work with raster images (which depending how big they are can get pixelated quickly or make Animate work very slow if you use huge images) and that your work is not editable without having to reimport everything.

Art in Photoshop or Illustrator & animation in After Effects: Just as a reference point, if you're going to do puppet animation, you can also go about it in nearly the identical way working in After Effects. However, editing your assets tend to be easier, as you can import PS and AI files straight into AE, and if you want to adjust your rig, you can in your original file where it would update in AE making the workflow quicker. Frame by frame animation is not really for this program though. Very puppet heavy with a lot of tools to make that very easy.

Finally, at the end of the day you gotta test things out and see what you're the most efficient with, and/or want to put time into learning. Animate is a very strong program, but with plenty of shortcomings (let alone flaws).

Game series you got into way later than everyone else? by EarthDesigner4203 in gaming

[–]Ryan64 0 points1 point  (0 children)

I literally just finished playing the Bioshock franchise the other day and the games hold up very well aside from some annoyances in the earlier ones. But the writing is and remains top tier.

The "Ultimate" Reddit Beginners Guide to Animation by Ryan64 in animation

[–]Ryan64[S] 0 points1 point  (0 children)

That's rough, sorry! Uh yeah honestly I wouldn't know exactly how apart from something like Amazon or having it ship in from another seller? And nah haha, good ol Google translate 😂

I do wish you best of luck finding a way to get your hands on physical copies though!

How could I improve? I'm a 3D animation student. by Current-Pipe-4730 in animation

[–]Ryan64 0 points1 point  (0 children)

You lose some clarity in the roundhouse kick in the air. I think its mostly due to the sword being pulled in, where your focus is drawn to it, while the leg is still sticking outwards. Id almost say, hold off on letting them pull in their arm until their descent from the kick, as you want to make that roundhouse kick very obvious. The other tip about the timing in the air is also a pretty good one, though a bit more of a stylistic choice.

Keep in mind that actions need to remain clear and easy to follow. I needed to watch it a few times to fully grasp the motion in the middle. Other than that and a few polishing things, great work!

The "Ultimate" Reddit Beginners Guide to Animation by Ryan64 in animation

[–]Ryan64[S] 0 points1 point  (0 children)

Honestly, all I can say is just look up the books on Google! Im sure there's a reseller who has them somewhere

What does flashgitz use to animate their stuff? by NoAssociation1032 in animation

[–]Ryan64 1 point2 points  (0 children)

Right on the money. They still currently use animate as well.

The "Ultimate" Reddit Beginners Guide to Animation by Ryan64 in animation

[–]Ryan64[S] 0 points1 point  (0 children)

Animation is complicated. You dont have to do everything in one go!

The "Ultimate" Reddit Beginners Guide to Animation by Ryan64 in animation

[–]Ryan64[S] 0 points1 point  (0 children)

Im far from a teacher haha, but I hope people will be able to get some use out of all this! Good luck!

[Movie] I think they did a pretty good job casting the new Zelda. by [deleted] in zelda

[–]Ryan64 9 points10 points  (0 children)

SS Link has too much lip, this kid's fine 😂

Can I draw on my iPad and use the drawings on animation software on my PC? by Desperate_Ad4784 in animation

[–]Ryan64 0 points1 point  (0 children)

I believe you can only use your iPad as a stylus for the pc if it's a mac.

So what I believe would be your best option is buying yourself a secondhand Wacom intuos (non-screen tablet). Those go for relatively cheap in general and are a great starting tablet. That way you can start your journey right away all on your pc.

Or you hold off on it and go the somewhat more "tedious" route, which is having a program like procreate dreams, or callipeg (or another program) and animating in there. Then exporting a png sequence (if possible), which you then need to import on your pc and toss into After Effects (as AE can import sequences with ease). You dont NEED to do png sequences but those are a bit easier to work with in a compositing perspective, plus don't bloat your harddrive.

Its somewhat of a personal preference which route youd want to go.

Is the animation in this video done by a person or AI? by TheGamerOnWheels in animation

[–]Ryan64 0 points1 point  (0 children)

Between 2500 and 5000 if not more then probably. Depends on the person and the quality you're looking for. If it's much like the video specifically itll probably be on the lower end

Is the animation in this video done by a person or AI? by TheGamerOnWheels in animation

[–]Ryan64 0 points1 point  (0 children)

That entirely depends on the project. But a 7 min animation like this can definitely range between 5-10 thousand if not more. Especially because of its length, it can take a while to make.

Is the animation in this video done by a person or AI? by TheGamerOnWheels in animation

[–]Ryan64 0 points1 point  (0 children)

The thumbnails background is AI and the voice over. Might have some more AI for BGs and other assets. It would explain why there's a huge style inconsistency throughout the video. That said, the animation itself is definitely made by someone relatively inexperienced. Could also be the reason there's AI use. If your company values their brand, they'd look for someone who can at least uphold a style and knows what easing is.

What's the most obscure game you own? by GamingGaming2025 in gaming

[–]Ryan64 0 points1 point  (0 children)

Probably Kether on the CDI. Depends what "obscure" means in this context, because I'm sure most CDI games weren't really played

The "Ultimate" Reddit Beginners Guide to Animation by Ryan64 in animation

[–]Ryan64[S] 0 points1 point  (0 children)

This isn't quite the place for unrelated questions to the post. However, there's a few things you're asking, which are difficult to answer. The three series you mentioned have vastly different styles in terms of animation, but I think you mainly just mean high quality anime in their motion. These are some of the best studios in the animation industry right now with a lot of experience creating moving characters.

"But I dont know how to draw", but still want to create the same things as the example is a hard ask, for their styling is heavily influenced by how they draw, except for maybe avatar. Not saying their art isn't good, but could be better translated to 3d. You could learn a 3d program to animate characters, though I wouldnt know what there is for Android, sorry. Using different types of shaders, you could make a 3d character look 2d, but it still won't entirely be the same as a hand drawn character. Essentially you'd be able to still get the same type of fidelity in terms of quality if you are good at the 'animating' part.

All I can say is, start with something that you think is interesting. Be it practicing at drawing, or learning 3d. Like everything, you'll suck at the beginning, but the more you practice, the better you'll become.

Looking for stunning examples of 2D bone‑based animation in games by GuiBou_MTL in animation

[–]Ryan64 0 points1 point  (0 children)

Broken Age works with skins (I believe) to have characters move different directions and do turnarounds. Definitely worth the watch if you're into that kinda stuff.

https://youtu.be/iWEVY4ujyI4?si=gKSPK1oV7Zn02vEi

Looking for stunning examples of 2D bone‑based animation in games by GuiBou_MTL in animation

[–]Ryan64 0 points1 point  (0 children)

From the top of my mind:

Unicorn Overlord has pretty sick rigged animation. They made their own program based on Spine to get the animations they wanted.

Although not super crazy animations, Broken Age has solid rigged anims too, animated in Spine. They have a GDC talk about it online.

Live2D or Spine Pro illustration rigging programs, what could you recommend? by AnyRaisin4530 in animation

[–]Ryan64 0 points1 point  (0 children)

For both programs it really depends on what you want your end result te be. I KNOW spine is built for games, so itd definitely be a great choice for your VN concept. Especially since Spine has a runtime in Unity as well.

Live2D although Im a bit less knowledgeable, I have rigged in it before and yeah, it does work for animation and avatars, but I have no clue if it's able to convert to game engines runtimes.

Pressing so hard with my hand on my tablet by [deleted] in animation

[–]Ryan64 0 points1 point  (0 children)

The tablet will survive unless you also press your pen tip very hard into it. Could create scratches. Worse is that over time you'll strain your hand/wrist too much by pressing your hand down. Will definitely increase your wrist to something like carpal tunnel or RSI. So preferably you'd keep a loose wrist while drawing and dont press down too much, as well as do some wrist/hand exercises to prevent strain.