Word, it's better to have a system that's fast to set up new features than trying to pre-fabricate a complete solution. Maintaining rigs for YEARS on my last project was very tedious.
One of my favorite parts of hand-drawn animation is how the lines are slightly inconsistent when a character is moving because it's impossible for the artist to draw the character exactly the same way. Like when a character's arm is moving. The body would stay exactly the same but the arm and hand would be drawn slightly differently in each frame. I think the line shake helps give the illusion of more movement.
There was a Disney show (can’t remember what it was called) using Flash (I think) which had rigged heads and hand drawn bodies. Nice to see an example of this sort of working method in practice. It’s weirdly obvious, but not at the same time! A great vid as always!
I think Toon Boom themselves coined this term. I believe the original use case for it is funnily enough a FULL traditional workflow, just that you're using a tablet and software rather than literally animating on paper. When TB started its main purpose was to scan in pages for digital colouring. So when drawing directly into software became more normal there needed to be a term to separate the two methods. These days we tend to throw it all under the umbrella of traditional.
In Moho, animating by moving around the vector points is called point animation. Moho can interpolate the points and you also have the option of fixing areas that look weird when you rig by animating the points correctively.
This was great!! I've been increasingly curious about hybrid workflows for rig/traditional and there is very little information on it. I thought this was fascinating and helpful to watch your process. Very inspiring. Thank you for making it. "wet vector" is an interesting but gross term for that style. I think I've heard Gregzilla simply call it "copy and paste animation" before. Dunno.
Came across this by chance. I did this method for my anime work recently. Cacani does a good job using essentially shape tweens for line work but the program lacks some key transforming tools so it can be tedious. So for my latest project, which you can see posted on my channel, I opted to create a rig for the full body shot and tween and mask certain parts using shapes in animate cc. This also included the shadows. You can achieve traditional work by being smart in how you optimize the workflow.
Great technique if you're doing a personal project. Studios won't let us touch anything that isn't already rigged and ready to go. But, I do enjoy this wet-vector marriage between tradigital animation and cutout animation. I also prefer do all of my cleanups with the pencil lines and a mouse (and all of my animatics in Storyboard Pro with a Cintiq).
@@DatRUclipsGuy Over time, sure, but $400 up front just to learn a new software might not be worth it if the income stream doesn't support it. I'd personally learn Moho because I don't have previous experience with either software and it'd be cheaper over time, but if I had been with Toonboom for a long time (and it's been industry standard), I might not consider it to be worth it. Honestly I don't know in this situation 😅
Let's frigging call it wetcor. It can stand for "wet correction", but in actuality it's just a way to say "wet vector" without thinking about Zone Sama. Sorry to all the dyslexics out there, it's probably way too close to the word "vector".
I always called this process Vector Animation. It was pretty popular in Flash back in the day. After all, a tween isn't what defines a vector, personally I find the manipulation of lines the more important part of a vector. (Other than how it's data rather than pixels like raster)
'Rig as you go' is basically how I've operated for my animations for the past 5 years. I haven't reused a rig in a very long time to be honest.
Do you use blender? Or are you using these concepts in different software?
Word, it's better to have a system that's fast to set up new features than trying to pre-fabricate a complete solution. Maintaining rigs for YEARS on my last project was very tedious.
One of my favorite parts of hand-drawn animation is how the lines are slightly inconsistent when a character is moving because it's impossible for the artist to draw the character exactly the same way. Like when a character's arm is moving. The body would stay exactly the same but the arm and hand would be drawn slightly differently in each frame. I think the line shake helps give the illusion of more movement.
There was a Disney show (can’t remember what it was called) using Flash (I think) which had rigged heads and hand drawn bodies. Nice to see an example of this sort of working method in practice. It’s weirdly obvious, but not at the same time! A great vid as always!
Motor City is possible?
@@IcedDrinkAre you drunk?
Snow White & 7 dwarf yes that's the movie
Yep think Motor City did this
I vote to call this process "tween-up" cause it aint only cleanup and it aint only tweening
For the term you're looking for, I just use "Tradigital Animation"
Cool term 🤟🫠
I think Toon Boom themselves coined this term. I believe the original use case for it is funnily enough a FULL traditional workflow, just that you're using a tablet and software rather than literally animating on paper.
When TB started its main purpose was to scan in pages for digital colouring. So when drawing directly into software became more normal there needed to be a term to separate the two methods. These days we tend to throw it all under the umbrella of traditional.
I am so silly for not doing this more! Love this thank you
In Moho, animating by moving around the vector points is called point animation. Moho can interpolate the points and you also have the option of fixing areas that look weird when you rig by animating the points correctively.
Disney did that in the 90s and early 2000s!!
In Blender, I don't rig my 2d animations, but when I can get away with it, I'll draw on like fours and use the sculpt tool for tweening.
Yo that’s sick.
I love animating with voxels for this reason. 3D but with a stop motion mind set
This was great!! I've been increasingly curious about hybrid workflows for rig/traditional and there is very little information on it. I thought this was fascinating and helpful to watch your process. Very inspiring. Thank you for making it.
"wet vector" is an interesting but gross term for that style. I think I've heard Gregzilla simply call it "copy and paste animation" before. Dunno.
Came across this by chance. I did this method for my anime work recently. Cacani does a good job using essentially shape tweens for line work but the program lacks some key transforming tools so it can be tedious.
So for my latest project, which you can see posted on my channel, I opted to create a rig for the full body shot and tween and mask certain parts using shapes in animate cc. This also included the shadows. You can achieve traditional work by being smart in how you optimize the workflow.
Great technique if you're doing a personal project. Studios won't let us touch anything that isn't already rigged and ready to go. But, I do enjoy this wet-vector marriage between tradigital animation and cutout animation. I also prefer do all of my cleanups with the pencil lines and a mouse (and all of my animatics in Storyboard Pro with a Cintiq).
Something like this would be so much more easy and efficient in Moho tbh.
Moho is pretty costly
@@fledgeking Not as costly as Toon Boom
@@DatRUclipsGuy Over time, sure, but $400 up front just to learn a new software might not be worth it if the income stream doesn't support it. I'd personally learn Moho because I don't have previous experience with either software and it'd be cheaper over time, but if I had been with Toonboom for a long time (and it's been industry standard), I might not consider it to be worth it. Honestly I don't know in this situation 😅
Sick! I'll try to show this to my fellow animator buddies, they should know about this!
Very nice, what you’ve shown here could probably be achieved in Adobe Animate cc.
There's a lot of potentials mixing deformers and constraints with frame by frame
Let's frigging call it wetcor. It can stand for "wet correction", but in actuality it's just a way to say "wet vector" without thinking about Zone Sama. Sorry to all the dyslexics out there, it's probably way too close to the word "vector".
Awesome!
You deserve to be hired by Toonboom for these videos!
omg god you read my mind : i was working on a similar workflow
How long did you take on this one? How much time do you spend often animating?
IDK who you are and haven't watched yet, but I've been animating for quite a few years and I expect a very based take. Purism is a non-useful fantasy.
So was my take based? I need closure.
IZ ME
I am honored
Don't make the animation look cheap.
Don’t come back until you can make this look expensive.
I always called this process Vector Animation. It was pretty popular in Flash back in the day. After all, a tween isn't what defines a vector, personally I find the manipulation of lines the more important part of a vector. (Other than how it's data rather than pixels like raster)