Animating in photoshop (for indie games) - Ikeda 8 frame run animation challenge.
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- Опубликовано: 6 окт 2024
- Tutorials/Templates/Brushes - gumroad.com/tr...
Twitter- / trentkaniuga
Equipment I use- www.amazon.com...
I needed a run cycle animation for the game that I'm working on (Ikeda the Scrap Hunter E.P.) and I wanted to share some techniques that I use to animate in photoshop. There is a more detailed breakdown of some frame animation tips in the Gumroad version of the video for this one.
Things I've worked on:
Overwatch (PC, PS4)
League of Legends (PC)
Diablo 3 (PC,PS4)
Hearthstone (Mobile, PC)
Burning Crusade (PC)
Wrath of the Lich King (PC)
Final Fight Streetwise (PS2)
He Man (GBA)
Terminator 3 (GBA)
CannonBallers (Mobile)
CreeD
Twilight Monk
Ikeda
Nova Colony
Galaxy's Edge
SodaPopSoldier
Millenium Actress
Goblins and Gnomes
You make it look so easy brother!
As an animator, I find your tips and hints that you found on your own to be refreshing and wonderful, I want more!!!
This video has some good tips and shortcuts! If anyone wants to know a tip/trick to help an 8 frame run animation look a little bit smoother without adding in extra frames, but still adding that tiny bit of extra magic to it, a piece of advice (from the tricks us animators use to you aspiring indie game makers) is to give the character a bit more force to their run cycle, so it appears more as though your character is pushing off the ground with each step. In animation, everything should be pushed a little further than what looks natural, or it won't having a certain "feeling" to it. To do this, simply stretch the length of the legs a tiny bit in order to place the position of the torso (most importantly, the hips, but also the head) up much higher than in the previous frame (this should be done when your character's leg is fully stretched out, also called the "up position"). When the legs are bent, right before the character pushes off the ground and into the up position, (the down position), position the hips a tiny bit lower than they are in the resting position (which is the position where the hips are in between the up and down positions, and they are also in this position when the character is idling.) A lot of the tricks in the video are great advice, the one thing that was a bit off is that the placement of the hips did not bob up and down during the up and down positions of the legs, rather they stayed in place which makes the movement, which is otherwise great, look a bit flat. (So it looks like he is running inside a box, because his limbs look a little squished in order to maintain the same position for his hips, which looks a tiny bit uncomfortable) So if you want to take it a bit further, try playing around with the position that the hips are in! The flow will look much more natural the more dramatically you push the proportions of the motion. (This is the squash and stretch aspect that he mentions briefly.)
The only thing I notice, and this is true for many game characters, is that there's no transition between 'idle' and 'running'. The character is still, and then his next move is all out running. If there could be a small build up of momentum it would be more realistic. Just my 2 cents. I can animate, but I can't paint or draw to save my life, you make it look so easy. Love all your artwork dude.
Please do more animation tutorials please. I’m currently creating my own indie game and would love more information on this topic 😀 as always keep up the amazing work!
when i first watched this channel i didn't watch any game related topic untill now that i am a game dev im intrested in them again
During the jump it may look more natural if you make the character Spiderman pose when it is falling only. Looking good btw!
Great and easily understood video. As an animator who works in industry at times I don’t see many simple videos about hand drawn animation.
It will help those who think they can. You don’t have to study it to learn it. Trial and error work just fine. I didn’t go to school either. I learned from breaking down other animations.
Good to see someone who isn’t lazy.
Hand animation looks best
I start college in January game development & character animation cannot wait!
this is too good.
This is super sick. I’m down to see more animation work on your channel
Damn. Trent fistbump 👊
Damn, that turned out great, man. Well done!
this is amazing. Watching this, it seems like concept art and animation definitely go hand in hand.
wow learned something new as I am trying to do my first 2D game sprites
Yeah that is from Richard Williams book animator survival kit. I did hand drawn and stop motion for a bit in college. Also I know blender so whenever I create my first game that will help me. Also dragon bones pro is free and will also help you with your animation using bones. Instead of using splines. You can also you animation is your favorite sketchbook pro as well. Krita and OpenToonz are other free animation tool that are pretty good. Your game is pretty clean .
What I'm interested in is how you were able to copy and paste the character's limbs and whatnot
for each frame. That looks like a neat workflow for consistency.
Layers
man what a sick style yours is
I just found your channel and I'm already loving it. Keep up the good work
Love the Preston Blair references! I have those books. What a legend!
Good job here some tips Trent. Do a line drawing first and use the line drawing to get the the animation perfect. That will get rid of the back and forth revisions and will speed you up. It will also make it easier to do the tweens. Then use solid fills to color the character, then use separate layers for shading ,lighting and details.
Thanks Maurice!
2:55 I am surprised. U, sir, are a genius
The "guy" was no other than the great animator PRESTON BLAIR. ;) His book for animators is one of the top 3 ever. ;)
In the course of time, I am becoming more and more fan of you! You are beside Bengus and Tatsuya Yoshikawa as my favourite artists. You seem to be a very nice guy. I have purchased your Photoshop Cheats workshop and I am glad because you are helping me to become a better "concept artist/Illustrator" (in the future I will be able to call myself this hehe).
Let's rock and ride!
i would love to see more animations from you
You're a mazing artist! Greatings from Brazil
Thanks for the tips and especially for the artist cheats tutorials! Just finished the homework and I felt level up! Thanks again Trent!
where to see the cheats tutorials?
@@SAINT777Gamer check his Gumroad
Piece of advice: in my opinion the best framerate is 0.05s. Amazing job, dude!
Good job! If you would like to add more up and downs on the down pos and air time it would add that nice gravity feeling and it all becomes more natural instead of having a "straight line" for all the poses. Hope it helps cheers!
Thanks for the feedback! Its so small on screen, but that might make it look better. thanks!
Really dig the style of the video, first video of seen of the channel looking forward to more
I love this character design
everyones like, yeah that looks really hard. I agree. I used to animate alot, and the onion really helps, and this is much harder. But I will definitely benefit from those animator run cycles. I didnt even think about them, and Im glad you brought it up.
i'm pretty sure i have the book where the second run animation guide comes from LOL, nice video it was cool to see how different people with diff. experiences and knowledge can try to get results they want or need.
WHAT A RELIEF!! I started looking at Megaman Zero's sprite sheet
Accidentally found this video (not that I animate, I've done sprites/tiles for mobile games in the past) and I really dig the style and mood for your game! I hope there's more to see, will check back :)
Very Cool Trent
So smooth ...
Great tutorial. I loved all the detail you put into the character. One thing to note (I animate for a living) is that ironically all that extra polish makes the character a bit "stiff," meaning that the motion doesn't carry through very well between each frame. It's not bad, but it's closer to what you'd get from stop motion.
If this were to go into more depth, what you can do even with the limited amount of frames is have 2 frames closer to the key pose at the top of the stride (easing), but in between draw out the "motion blur" on the landing frame.
Really Cool
I need more videos like this, please make more videos "animating in photoshop" for next ep dude , btw i subs and like for this videos :)
Sounds great. I'd love to hear a deeper cut
This is what I needed.
I can't wait to try some of that. Thanks for the in site.
Awesome!!
The cream rose to the top. I really loved this video, yeah.
Finally i found it. Thank you
this might be my 3d background giving me away but i prefer to use my standard bi-pod to make a quick manual key framed animation in blender and use that as a base to draw over
Freakin sweet!
just what I needed! Thanks!
Recently got a tab and have been trying to indie dev!
For now we have an RPG, but i really do wanna make something like this!
ABSOLUTELY ADMIRE YOUR ART STYLE
Very cool. Thanks for posting.
Great work I would love to see more Photoshop animation s and game maker tutorials.
Like for your magic voice in the end of the video! It was really fun lesson. I saw a lot of videos in Russian and there were no information, but you tell it so simple and interesting. Thanks you a lot!!!
very good
I still think this is amazing my human tablet delivers in two days time to learn some skills
Super talented!! Great video
very good pixelart, i like you process animation bro
just found this today, you are my hero!
Not too shabbyeehhh uhhhh. Gave me a laugh. Thanks for the awesome tutorial Trent!
You Sr. just earned a new Subscriber, Thanks for the video.
Amazingly useful!!!!
Thank you :) x
Really enjoyed watching you animate your IKEDA Sprite. The animation frame overlay method was smart. The result looked good to me. Why wouldn't some animation be handy in Concept Art for showing moving parts on accessories for your characters or some design that morphs into something else when activated?
So envious of all your work >__< i want to check out all your tuts and the box set but im poor, and im not gonna low ball you. Cheers, and keep up the awesomeness!
nice job ^^
you're a legend sir, my respects
Yes first off I'd like to say this was helpful 💯 , and so I'd like to say thank you. I'd also like make a request, and that is can you do a break down of the background art. As I reviewed this, I'm inspired and would like to try something like this. Thanks
The running animation pic that you used for reference is from Preston Blair’s book, I think.
THANK YOU
this is tooo cooolll 😳
I subbed, btw! I like the info! Also maybe get some overlapping action on his hair, head, jacket, and the thing he’s carrying on his back (a can? ).
I love this tutorial
Man Trent this is great. I've always been interested in animation, but i've never felt super comfortable trying it out. You make me wanna keep working on it though. I'd be totally into you making more videos breaking this kind of stuff down. Do you have any tips on keeping the character art consistent? One of my biggest issues is that my style tends to change a lot within a project. Is that just practice?
I got a trick for you to increase frame rate without having to draw every frame. Just do it as you did. But then I got a program you can use where it makes interframes between. So that would make the animation look smoother without having to actually draw it
Interesting, what is the name of that program ?
@@megatopkek its called "hybrid" here a video how to do it using the program. Program does other stuff besides that. But watch the video and where he changes it to smooth you can also change it to animation I think. Link to download is in his video description. If you got any issues figuring it out hit me up. But just an idea. ruclips.net/video/fpVSfM6BX4E/видео.html
@@NostalgicTribe Wow that seems too good to be true, I'll definitely give it a try, thank you!
I love animation, it would great if you show any animation that you do next, please.
Really love your quote
Pro Artist use CHEATS
cooolll think you very much
This was really interesting. I'm an digital 2D frame by frame animator and I use photoshop. I mostly make films but my BF and I have been thinking a lot about games recently so it's interesting to see the difference between game animation and what I do to make short films. I hadn't considered this as a time cutting measure but now it's for sure going to be something I try out ASAP. If you want to learn anything about photoshop animation HMU too!
I was wondering how I can get started in this industry? I am an illustrator, but don't know how to build a game or anything. This was a really awesome video, thanks for putting it up.
I just got the realisation that your voice is very similar to the sims youtuber James :D
art god
great tutorials dude keep it up !!!!!!!!!
Animation timing should be based on 24 frames per second for this type of project. But i mean who knows what the devs will do they will probably just run it as fast as they can like you said lol. For this stuff we time everything on 24s, i mean if you do doubles or quads its whatever but that level of control from the design teams perspective is so amazing. But all that said most people dont know anything about the last 100 years of animation research. sadddd but truuue. Great video overall tho thanks, learned a new thing or 2
Bless your soul senpai! ♥
Good tips
Lol thanks bud!In a week or so I gotta start doing this, but never done it xD
hey trent, these are really looking great! im an animator, although my artwork isnt even nearly on par with yours hahah. im guna try to get some stuff together and maybe try to get in contact about some stuff in the future! keep at it, Love seeing one of your videos pop up on my feed ;3. also, its kinda preference. but there is a really good way to use the other timeline to animate. i have a pretty good workflow for it anyway. its not as complicated as it seems :) id recomend looking into it. ( i havent finished the video yet, so you may talk about that still haha) take care.
Guess whose videos I can't stop watching?
If you want to get into making games and indie development you should watch Brackeys, he is really amazing
Saori hara's?
Dude you are nuts and but nuts I mean amazing how the hell did you make that look so easy cause its not hahaha please make more of these im in dire need and keep running into problems
definitely wouldn't hurt to have 16 frames but looks good.
God. Great help. thx
Not the most detailed animation tutorial but that was pretty cool, how ya showed us a functional use of your animation. Edit: They need to fix that issue with the timeline. I found out pretty quick how you kept selecting multiple layers in a frame. It's very annoying, I can't seem to select another frame, without the layers that I had selected from the previous frame, getting activated in that frame.. Only way that I've found to do it so far is to play the timeline until it gets to the frame that I want to edit, then stop it on that frame; it's not ideal though.
Im suprised you did the color and the lineart at the same time for the animation, I mean it shows that you can pull it off with your incredible artistic skills. Normally you would do the lineart first, then the color in separate layers in case you had to do any fixes, so you can see the motion clear from the begining.
I know. That would be the more effective way to do it, but I was re-using a lot of art from previous frames. If I did this animation today, I'd just use puppet animation on a rig.
Hey Trent, I'm a Game Designer by trade, and work on my own indie projects at night as a hobby, I've been watching your videos and picked up a couple of things from your Gumroad to enhance my visual library. I was going to say though, have you checked out Spine? I'm definitely not an animator myself but found it helped make way smoother animations with a higher frame count and dramatically sped up my pipeline using it's mesh systems for the 2d assets.
Krita best free animation program out there
I would like to see more about this :O Do you have a tutorial about creating games like this :D
That would take about 6 months just to explain.
@@TrentKaniuga haha 6 months of new content. I think the coding part must be the most work right?. :O But really awesome work. I'm trying out the game now, it's nicely done ^^
More please sir
Hey Trent, I’d like some more info on animation. Additionally could you give some insight into how you are building levels? Are you using photoshop for that too?
Also, in terms of being a concept artist, do you know what the differences are between working as an artist on films versus games? I recently graduated and feeling kinda lost in terms of what I can do commercially as an artist.
Any advice would be appreciated. Sorry for all the questions.
That's pretty cool! Btw, I've got a question and I hope it gets your attention. Will it be helpful to have stylized, cartoony designs like this for a beginner concept art portfolio? I see many indie developers adopt this style of art. On the other hand, I try to paint more realistically since being inspired from pros like Craig Mullins, Jaime Jones etc. But it seems that only mainstream AAA game studios like to employ such art which are basically impossible to get into if you're just starting out. I've applied to some indie job offers but they turned me down by saying that they want "cartoony" art.
I personally think it's good to show that you're not just a one style wonder, by showing other styles, it'd show that you're able to fluctuate and open you to broader studios/whoever you're trying to pitch/show to. I also don't know why you're asking him when they literally said they want cartoony art but you continue to not atleast put some in your portfolio?