Oh! One more thing that I had to cut out for the Twitter video that I probably should've mentioned somewhere in here is that you can find and download all the CD-i GIFs through this LuigiBlood video. To get the CD-i accurate colors, I just look through the different animations to find the color I'm looking for, screenshot the frame, and import it into GIMP to get the color through the color picker tool. ruclips.net/video/itc5R5bzebE/видео.html
Very helpful tip: you can use the Palettes in GIMP to really make it easy. You can right click on the palettes tab → import palette → image, then select which image you want to import. You can then pick colors from that generated palette to use. Hell, since the GIFs you linked are indexed by default, GIMP automatically generates a colormap for them so long as you have them open in the program in another tab or whatever, so no need to manually import.
As someone who dabbles in 8-bit animations every now and then for his NES covers, I have to appreciate such a desire to stick to the hardware limitations. It's so essential for authenticity.
It should be noted that the CD-i's original resolution was 384x240; LuigiBlood's rips of the cutscenes have a missing row of pixels at the bottom of the frame, reducing the height. In contrast, Spriter's Resource's rips of the cutscenes retain that row, as well as possess a more accurate palette.
Another important note: that's the pixel resolution, but the actual _display resolution_ was 4:3. The CD-i would output to 4:3 CRT television screens, so the stretching of pixels wasn't noticeable. Weirdly, the only modern RUclips pooper who uses the correct 4:3 adjusted resolution (that I've seen, anyway) is Quentoxy. This is why the CD-i characters always look stretched horizontally. Because technically they are.
@@gnbman 384x240 would be a 8:5 aspect ratio. So to do this right you need to start by stretching your source image (which can be a rough sketch if you're drawing something original) and stretch it from a 4:3 ratio to an 8:5 ratio. Then draw your CD-i version on top of the reference image. At the end, while upscaling your drawing, unlock ratio scaling (so you can adjust the horizontal and vertical scaling independently) and upscale to a 4:3 ratio.
I find it funny how there are rules about resolution, palette and framerate, but the only rule about the actual art style basically amounts to "outlines must look like old Microsoft Paint art."
GIMP gang! I too use an older version, the newer ones actually don't perform well for me. GIMP's Python-Fu is incredibly useful for automating tedious operations like recolors. I also use indexed color mode when I want to keep added assets from other games in the same pallete. And my last tip that's saved me oodles of time, putting all my most common tools on WASD and surrounding keys. Includes things like toggling layers and moving between layers.
@Youdubham I'm not sure what I was doing wrong then because it was extremely slow for me last I tried, but that was a year ago. I'll have to try it again and see.
Whoa how do you do python fu?? Also, I'll add that the export layers plugin is a godsend for exporting animations as frames, and I custom keybind "crop to selection" to Shift+CTRL+C because I use it a loooot
@@Alzter0 I use guides to figure out how to build the script I want and run it through the console, just copy paste the script. And for exporting layers you can also export as OpenRaster ".ora". The file is openable by 7zip and contains all the layers as individual files.
For the actual boring nerdy stuff, I noticed that the CDI animations don't really highlight key poses all that much. If you wanted to animate a punch you would make sure that the animation "snaps" to the punching pose and draw in-betweens that sell that hit and make it feel powerful. What the CDI animations would do instead is make in-betweens that are mechanical and lazy as if a robot was intepreting motion between two poses and just drew a pose that's exactly dead center between them. What you would end up with is stiff, mechanical motion that feels kinda lifeless. Throw in some extra overly-ambitious perspectives and awkward timing and you're good to go! Morshu's scenes are great examples of that. It looks like they drew some key poses that look amazing on their own, but then outsource the in-between work to some random newbies who can barely animate. Compare this to the RTX Morshu animation and you can see the movement is better emphasized and timed in the 3D version, even though it still aims to capture some of the charm of the original.
That there is arguably the biggest defining feature of those animations. Don't heed any actual animation rules, just make some wildly different keyframes and then make some really linear in-betweens and you have successfully made a monster / Morshu.
1 year late but finally someone said it. This was one of the key aspects i thought up when observing cdi animation is that you make those keyposes then disregard the remaining animation principles, they just interpolate with no sense of natural movement.
i never thought the CD-i had a limited color palette, just an odd choice of colors for things. like for being limited it still has a nice array of colors to use. although its quite clear they used flat solid colors for characters a lot to make cutscene animation easier.
I would love to make CD-I cutscene visuals, but I'll probably use any other Pixel Art Software if it supports the resolution. Unless I stick to GIMP, Photoshop, Clip Studio Paint, or Krita.
As a gimp user myself I never thought I'd be possible to be used for animation, but you have proven time and time again that your CDI animations you've done has set the bar high and what the program is capable of doing.
The resolution and framerate are the important bits here. The CDi is actually capable of playing smoother video and displaying far more colors, but the early games had to compress the video in a different way and use the CPU to decode it on the fly (no FMV module as in later models), so they often had simpler colors and no shading to allow for more efficient compression of video.
i remember finding this channel in 2015 and watching those veggietales ytp videos. im really happy to see your channel blow up. your videos just keep getting better.
The effort you put up with to create such works of art is a true testament to your dedication and talent for all these animations. Keep up the good work!
Pro tip for GIMP users: You can use multiplication in the transform tool to easily scale images by a multiple of 2,4,8 and so on. Simply add "*2" to the size X or Y of the image (click the lock icon first to constrain the X and Y proportions) then hit enter and the image will become twice as big.
It sucks because I'm no artist and even these kind of tutorials don't help me lol. But I always appreciate what people can do, and I've always been a fan of your work. That's enough for me.
I'd like to share my thoughts on this video, when I saw the moist critical animation I didn't really think how he done it. And after watching this video, I was kinda surprised that he uses GIMP, why? I use GIMP too and for a similar purpose: trace saved or snipped photos and interpret into shitposts, but I don't compose it into an animation. An additional thing to note for the channel is yes, I do recommend updating GIMP, but it might take a little while to get used to.
Good tutorial. I like it, when ever you morph a cdi-charakter in a no-cdi Charakter, but still in the same format. It makes your YTP more allife, then most other videos.
So it really is just an extension of pixel art with traditional animation. Maybe even a bit of Lexileff-Parker Pinscreen since the transitions occur over less than 24 frames.
My god idk if I asked already but if I did, it's worth repeating: where were you back when I was doing this shipt!? Lol jk but yeah this was very informative. I'm glad you told us because there was a part of me that wanted to know how I could've gotten mine to look more crisp like it actually came from the original source anyway. And I know I wouldn't have been alone in it either. But yeah I see this to be a big help for current and future CD-i poopers and animators!! Thanks so much Jimbo!
Another Thing To Note Is The Fact That The Background Doesn't Move At All Or Zoom Actually Another Thing Is That The Background Sometimes Changes While Sometimes It Doesn't Also After A CDI Cutscenes Is Finished They Will Have A Freeze Frame Before Disappearing And Bringing The In Game Characters Back It Is What I Saw In A Zelda CDI Cutscene
Having bad outlines, inconsistent anatomy between frames, and miscolored areas also helps it feel more at home in CD-I. Seriously, that iconic frame of Morshu is filled with errors.
I've thought about doing a sentence-mixing tutorial, but I'm not sure if I'd end up with any interesting advice. It mostly just boils down to "practice".
Yeah, that was one thing that I was going to mention, but had to cut out to get the video down to 2:20. It hardly makes a difference either way, so it's not all that important anyway.
This video astonish Me... Despite the CD -i low quality, You manage to ACTUALLY study it and replicate it perfectly. Maybe in the future, People could see this artstyle like a underrated and unique one, just like some other styles like Art Deco.
Hi Jimmy, have you considered using the frames you made for the King Cr1tikal video as keyframes in an EBSynth project, with the original video as the source? I think it'd be interesting to see if it could successfully produce a higher-fps version of the video, and I'm sure with that many keyframes the result could be almost seamless. Loved the video
That probably would get some interesting results, but it'd also probably take a lot of work to get to it pieced together. Or at least more work than I'd want to devote to something like that right now.
I also use Gimp 2.8, as all of the newer versions I have tried have issues. Once I installed a new version of it and the color picker didn't even work. And the new UI is terrible
So thats how u became a legend like the smooth Animations u do today I gotta say that must have taken u awhile to do that alone its worth the achievement after its done at least right?
Oh! One more thing that I had to cut out for the Twitter video that I probably should've mentioned somewhere in here is that you can find and download all the CD-i GIFs through this LuigiBlood video. To get the CD-i accurate colors, I just look through the different animations to find the color I'm looking for, screenshot the frame, and import it into GIMP to get the color through the color picker tool.
ruclips.net/video/itc5R5bzebE/видео.html
Very helpful tip: you can use the Palettes in GIMP to really make it easy. You can right click on the palettes tab → import palette → image, then select which image you want to import.
You can then pick colors from that generated palette to use.
Hell, since the GIFs you linked are indexed by default, GIMP automatically generates a colormap for them so long as you have them open in the program in another tab or whatever, so no need to manually import.
There's a cd-i palette on lospec that may be accurate. If it isn't, one of us has to get on that!
Are you going to do a Peter man 3 collab?
As someone who dabbles in 8-bit animations every now and then for his NES covers, I have to appreciate such a desire to stick to the hardware limitations. It's so essential for authenticity.
Yeah. A lot of people make NES sprites with colors that don’t exist on the hardware (like red) and also break the color palette limit.
@@beanthebeanytps9574 Nintendo themselves tend to be guilty of this, even. When I saw Pikachu in Mario Maker I instinctively cringed.
@@beanthebeanytps9574 the color palette limit can be bypassed
@@t0biascze644 Oh really? How. Explain.
i like your funny words magic man
It should be noted that the CD-i's original resolution was 384x240; LuigiBlood's rips of the cutscenes have a missing row of pixels at the bottom of the frame, reducing the height. In contrast, Spriter's Resource's rips of the cutscenes retain that row, as well as possess a more accurate palette.
Oh so that's why it's like that; I thought 384x239 was a weird resolution
Another important note: that's the pixel resolution, but the actual _display resolution_ was 4:3. The CD-i would output to 4:3 CRT television screens, so the stretching of pixels wasn't noticeable. Weirdly, the only modern RUclips pooper who uses the correct 4:3 adjusted resolution (that I've seen, anyway) is Quentoxy.
This is why the CD-i characters always look stretched horizontally. Because technically they are.
@@gnbman 384x240 would be a 8:5 aspect ratio. So to do this right you need to start by stretching your source image (which can be a rough sketch if you're drawing something original) and stretch it from a 4:3 ratio to an 8:5 ratio. Then draw your CD-i version on top of the reference image. At the end, while upscaling your drawing, unlock ratio scaling (so you can adjust the horizontal and vertical scaling independently) and upscale to a 4:3 ratio.
@@Greywander87 Exactly.
@@Greywander87 so it has to be resized twice? Also the uploader should read and pin this
Glad to see someone showing GIMP some love! The editing kind, not the sex kind.
Both!
I find it funny how there are rules about resolution, palette and framerate, but the only rule about the actual art style basically amounts to "outlines must look like old Microsoft Paint art."
That's the resolution part. If you followed everything about this tutorial but did the animation in 1920x1080, it just wouldn't look right.
This is unironically crazy helpful, I’m trying to do EXACTLY this for a project of mine.
Thank you for sharing your bases knowledge, Jimmy D!
If only this art style can return to games someday
"You can say that again Aunt Olivia"
@@TheGuyWhoIsSitting maybe indie game devs would be interested
@@TheGuyWhoIsSitting Well Dash, we're in recently discovered pyramid
Have you seen Ena temptation stairway?
If you mean hand-drawn animation, there's plenty of games that do that.
GIMP gang! I too use an older version, the newer ones actually don't perform well for me.
GIMP's Python-Fu is incredibly useful for automating tedious operations like recolors.
I also use indexed color mode when I want to keep added assets from other games in the same pallete.
And my last tip that's saved me oodles of time, putting all my most common tools on WASD and surrounding keys. Includes things like toggling layers and moving between layers.
It is the glorious one!
@Youdubham I'm not sure what I was doing wrong then because it was extremely slow for me last I tried, but that was a year ago. I'll have to try it again and see.
Whoa how do you do python fu?? Also, I'll add that the export layers plugin is a godsend for exporting animations as frames, and I custom keybind "crop to selection" to Shift+CTRL+C because I use it a loooot
@@Alzter0 I use guides to figure out how to build the script I want and run it through the console, just copy paste the script.
And for exporting layers you can also export as OpenRaster ".ora". The file is openable by 7zip and contains all the layers as individual files.
For the actual boring nerdy stuff, I noticed that the CDI animations don't really highlight key poses all that much. If you wanted to animate a punch you would make sure that the animation "snaps" to the punching pose and draw in-betweens that sell that hit and make it feel powerful. What the CDI animations would do instead is make in-betweens that are mechanical and lazy as if a robot was intepreting motion between two poses and just drew a pose that's exactly dead center between them. What you would end up with is stiff, mechanical motion that feels kinda lifeless. Throw in some extra overly-ambitious perspectives and awkward timing and you're good to go!
Morshu's scenes are great examples of that. It looks like they drew some key poses that look amazing on their own, but then outsource the in-between work to some random newbies who can barely animate. Compare this to the RTX Morshu animation and you can see the movement is better emphasized and timed in the 3D version, even though it still aims to capture some of the charm of the original.
So basically, make your key poses as readable and impactful as the ones in Nickelodeon All Star Brawl
That there is arguably the biggest defining feature of those animations.
Don't heed any actual animation rules, just make some wildly different keyframes and then make some really linear in-betweens and you have successfully made a monster / Morshu.
@@Alzter0 lol
1 year late but finally someone said it. This was one of the key aspects i thought up when observing cdi animation is that you make those keyposes then disregard the remaining animation principles, they just interpolate with no sense of natural movement.
Not to mention they contort too. I feel like they are all improvised
As an animator myself, I probably would have never figured that out myself. Well done, very well done!
myself
This will help me with art in general. Knowing how to imitate other art styles, even in very specific contexts like this, is an invaluable skill.
I use a more recent version of GIMP and I can confirm that everything Jimmy does in this video is still entirely doable directly from the tutorial.
Whatever your doing, you sure know how to create your own YTP Nostalgic Magic!
Now this is a CDI moment
Name dropping Lumpy Touch. Greatness recognizes greatness. There's gotta be some way to bring you two together.
i never thought the CD-i had a limited color palette, just an odd choice of colors for things. like for being limited it still has a nice array of colors to use. although its quite clear they used flat solid colors for characters a lot to make cutscene animation easier.
I would love to make CD-I cutscene visuals, but I'll probably use any other Pixel Art Software if it supports the resolution. Unless I stick to GIMP, Photoshop, Clip Studio Paint, or Krita.
You truly are an expert at your craft jimbo. Love your stuff so much 💙
As a gimp user myself I never thought I'd be possible to be used for animation, but you have proven time and time again that your CDI animations you've done has set the bar high and what the program is capable of doing.
The resolution and framerate are the important bits here. The CDi is actually capable of playing smoother video and displaying far more colors, but the early games had to compress the video in a different way and use the CPU to decode it on the fly (no FMV module as in later models), so they often had simpler colors and no shading to allow for more efficient compression of video.
This is a nostalgic tutorial for us! I like it!
i remember finding this channel in 2015 and watching those veggietales ytp videos. im really happy to see your channel blow up. your videos just keep getting better.
I love this just because how it shows Lumpy's video out of context.
The effort you put up with to create such works of art is a true testament to your dedication and talent for all these animations. Keep up the good work!
Pro tip for GIMP users:
You can use multiplication in the transform tool to easily scale images by a multiple of 2,4,8 and so on. Simply add "*2" to the size X or Y of the image (click the lock icon first to constrain the X and Y proportions) then hit enter and the image will become twice as big.
This job looks perfect for me as an accurate pooper and also a digital artist!
Thanks for the guide Jimmy! I hope I can put this new found knowledge to use in some future videos.
Awesome! It's always cool to see the behind the scenes on stuff like this.
You draw with a mouse? Mad respect their already.
It sucks because I'm no artist and even these kind of tutorials don't help me lol. But I always appreciate what people can do, and I've always been a fan of your work. That's enough for me.
I'd like to share my thoughts on this video, when I saw the moist critical animation I didn't really think how he done it. And after watching this video, I was kinda surprised that he uses GIMP, why? I use GIMP too and for a similar purpose: trace saved or snipped photos and interpret into shitposts, but I don't compose it into an animation.
An additional thing to note for the channel is yes, I do recommend updating GIMP, but it might take a little while to get used to.
I hope I can animate like you someday.
He gave us the forbidden knowledge
Very impressive! I hope this helps a lot of people, because this opens up a lot of possibilities.
This is a really fascinating video, an look into how you animate your videos. Very cool
Good tutorial. I like it, when ever you morph a cdi-charakter in a no-cdi Charakter, but still in the same format. It makes your YTP more allife, then most other videos.
Damn, I hope this style of animation cathces on for a small while. It's really nice.
Thank you. I will keep this in my notes. 📝
BRO I WAS LITERALLY THINKING ABOUT THIS LIKE 2 DAYS AGO
So it really is just an extension of pixel art with traditional animation. Maybe even a bit of Lexileff-Parker Pinscreen since the transitions occur over less than 24 frames.
I have no idea what that last part is, but otherwise yeah. That sounds about right.
I love how I got an ad for alcohol on this video on how someone comes up with ideas.
Truly a legendary game era.
The CDI nintendo games had animation so bad
That its incredibly impressive to perfectly recreate it.
My god idk if I asked already but if I did, it's worth repeating: where were you back when I was doing this shipt!?
Lol jk but yeah this was very informative. I'm glad you told us because there was a part of me that wanted to know how I could've gotten mine to look more crisp like it actually came from the original source anyway. And I know I wouldn't have been alone in it either.
But yeah I see this to be a big help for current and future CD-i poopers and animators!! Thanks so much Jimbo!
Thank you so much for teaching us Jimmy Davis :)
Another Thing To Note Is The Fact That The Background Doesn't Move At All Or Zoom Actually Another Thing Is That The Background Sometimes Changes While Sometimes It Doesn't Also After A CDI Cutscenes Is Finished They Will Have A Freeze Frame Before Disappearing And Bringing The In Game Characters Back It Is What I Saw In A Zelda CDI Cutscene
Having bad outlines, inconsistent anatomy between frames, and miscolored areas also helps it feel more at home in CD-I. Seriously, that iconic frame of Morshu is filled with errors.
YEs BABY THIS IS WHAT I BEEN WAITIN FOR!
Jimmy help,he gonna jumpscare me .
Thanks Jimmy Davis, very cool!
😄
Very epic! Thanks for sharing my dawg brother
I think this is really good and I want to know how you make sentence mixing so smooth that it’s understandable
I've thought about doing a sentence-mixing tutorial, but I'm not sure if I'd end up with any interesting advice. It mostly just boils down to "practice".
@@JimmyDPooper well ok then if you think about it then do it
Awesome, thank you so much for sharing!
Cool to see that one of my favorite RUclipsrs uses GIMP. It's so under-appreciated.
Thank you King Har- Jimmy Davis.
Thanks jim !
1:00 If only GIMP's updates made it more user-friendly...
Dry Luigi's gonna chase you even into the CDi realm.
Yeah, it looks awesome.
That sweaty luigi video was the best thing i've ever seen.
CD-I was ahead of it's time
Finally, another artist who uses GIMP
I remember when I was trying something on Aseprite and was like "This looks like a CD-I frame-"
Kinda reminds me of jack staubest who transfers all of his music two vhs then back , it’s the best way yk
I realized lately the CD-I sprites lineart, specially from Zelda games, isn't pure black color.
Yeah, that was one thing that I was going to mention, but had to cut out to get the video down to 2:20. It hardly makes a difference either way, so it's not all that important anyway.
so simple, so amazing!
*Mah Boi, CD-i Look is what true animators strive for!*
This video astonish Me...
Despite the CD -i low quality, You manage to ACTUALLY study it and replicate it perfectly.
Maybe in the future, People could see this artstyle like a underrated and unique one, just like some other styles like Art Deco.
Thanks for this! I wanna recreate the style for fun at some point!
GIMP: the best photoshop alternative and a way to anger adobe
Let's recap:
- GIMP
- 384 by 239
- CD-i color palette
- 10fps
Awesome!
Amazing
I just so happen to have Gimp and do similar animation so this is a very helpful video.
Hi Jimmy, have you considered using the frames you made for the King Cr1tikal video as keyframes in an EBSynth project, with the original video as the source? I think it'd be interesting to see if it could successfully produce a higher-fps version of the video, and I'm sure with that many keyframes the result could be almost seamless. Loved the video
That probably would get some interesting results, but it'd also probably take a lot of work to get to it pieced together. Or at least more work than I'd want to devote to something like that right now.
I wanna indeed to create cd-i animation look.
"You end up with some decent-looking CD-i animations"
Well... You end up with animations that are entirely fit for their purpose :P
Yes. That's what was implied by the sentence.
"If you have no knowledge of how to use GIMP..." *darn*
i was always curious about this, n how u managed 2 figure this out is really really smart. i have full respect 4 u lol
._.
@Смерть Фашизму! imagine caring about the way some1 types online XD
thx 4 the heart
I also use Gimp 2.8, as all of the newer versions I have tried have issues. Once I installed a new version of it and the color picker didn't even work. And the new UI is terrible
Great! I'll grab my GIMP!
Another win for Gimp users
very cool!
Very educational. 👍
So thats how u became a legend like the smooth Animations u do today I gotta say that must have taken u awhile to do that alone its worth the achievement after its done at least right?
That outta do it!
Ahh at last we see the secrets
Good stuff my dude
This is nice
Nice tutorial.
So i can get bad animation if i just... draw and paint, but do it badly? Not something I'd ever have personally thought of myself, thanks for this! 👍
You have no taste nor class if you can call CD-i "bad animation".
Thanks.
Why did Hotel Mario and the first 2 Zelda CDI game's cut-scenes only run at 10fps?
I would assume mostly to save on time and disc space
I’m unable to spend hours on an animation and then just throw it out in the wild like it’s nothing, very good tutorial tho!
finally an important tutorial
1:00 You'd think that, wouldn't you?
"How I recreate the CD-I look"
Spongebob: Write that down! Write that down!
Makes sense
Can you also provide a link to a CDI color palette for other people to download in the description?
Y'know, he sounds like J's Reviews
2014 wasn't tha-
Uh... oh.