Animators’ Guide
From King of the Hill Archives
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Animators’ Guide
From King of the Hill Archives
How to make your silly little guy into a wobbly animation
Guide dedicated to @ohai-there bc they asked how I did that and I was like, "Oh it's super easy!! Let me show you." Then decided to make an actual fr guide to send them. Yippie!!
First, Draw your silly little guy. Once your done with the lineart, just trace it so you have two almost identical versions.
Second, Color them in! You can totally just color in one version then duplicate and touch it up to fit the second, but in this example I did both separately. It's up to you tho
Try to make them match as well as you can manage, but don't stress too hard— they'll end up looking naturally different anyways, just because it's almost impossible to replicate them to a perfect pixel.
Third, using literally any form of video editing software, line them up an even space apart to loop endlessly. Maybe add a background shape or color of you're feeling fancy
Export it as a GIF and there you have it, your own silly little wobbly guy to stare at lovingly!!
I would actually recommend using 3 frames, not 2, for a smoother wobble— I was just lazy w this example bc I'm making a bunch for art fight and am already tired. 3 is definitely preferred tho
I used clip studio paint for both the art and the animation, but you can use literally anything for either part of this tbh. If your video software doesn't have a good quality GIF conversion option, I recommend exporting it as a video then just using an online video to GIF converter
Anyways, have fun y'all !! If anyone actually uses this, put ur silly wobbly little guys in the reblogs, I wanna see them
animatings actually easy as shit heres how to animate a quick movement in 5 frames
(works better with small things, if there is larger movement, then you probably should have more than 5 frames but whatever):
key frame 1 (start position):
key frame 2 (end position):
now we have the start and end, we make a middle stage:
the pink and green are the previous and next frames showing. its called onion skin and is good for drawing inbetweens 👍
here is the middle stage without onion skin:
and then, using the first frame, we make an ease in frame, which is just the first frame with a teensy tiny bit of movement towards the goal (onion skin showing frame 1 on the left and no onion skin on the right):
then we get an overshoot frame, which is the final frame but extended a bit further so when it plays, theres this spring-like bounceback effect (it makes it more realistic). (onion skin showing last frame on the left and no onion skin on the right):
now make sure that the key frames (first and final frames) are on for multiple frames since they are when the movement is still. the program i use, FireAlpaca, has an option to change the amount of frames a frame is onscreen for, but you can duplicate frames manually if needed
or
the amount of frames the image needs to be onscreen for depends on the framerate of the whole animation (how fast each frame is onscreen for). note that higher framerate does not necessarily equal smoother animation and an animation can still be pretty darn smooth even with 8 fps (frames per second) but the standard for animation is 24 fps. its all a matter of how you animate. i like to do 8 or 12 fps cuz i dont have to draw as many inbetweens teehee
here is the animation on 12 fps:
^ i have put the key frames on for half a second, which is half the framerate, so the key frames here are on for 6 frames
this is the animation on 24 fps:
^ i have increased the key frames frame count to 12 frames since the framerate was increased.
the movement is faster in 24 fps because the amount of frames are the same, but the more inbetweens you add it will be slower. this is a tutorial for animating with 5 frames, though, so who cares. plus if this is the effect you want then whatever
lasty, here is one on 8 fps:
much slower than the previous two. duh (the key frames are now on screen for 4 frames in this version)
anyways reblog with your tries if you find this, dear animation babies and theres another example below:
Hex Codes - Sailor Moon
Created with Procreate
𝙵𝚒𝚊𝚝 𝙻𝚞𝚡 𝙸𝚕𝚕𝚞𝚜𝚝𝚛𝚊𝚝𝚒𝚘𝚗
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Gijoe cartoon animation guide
Western Saddle horse riding positions
This is for animation, drawing, and writing, but can also be used to help people learn what riding a horse is like. Use this information for whatever you want.
I made this guide immediately after riding a horse so it’s pretty accurate, but I am not a professional horseback rider. I took five summers of lessons, but that was a around decade ago and also three of the five years were spent training on an english saddle, not western. I am currently taking western lessons, and will be updating this guide as I become better at horseback riding.
Please double check and use other sources before you use this as a reference to anything.
I’ll redo this and add reference images so watch out for that too
Basics:
-To turn the horse, gently pull reins to in the direction you wish to turn
-If the horse doesn’t turn at first, grab the reins by the horse’s neck with your other hand on the side you want to turn to and pull hard
-To stop, pull the reins towards you
-Don’t hold the reins too short, or the horse will think you want to stop. It will eventually move backwards if this doesn’t change
-Don’t hold the reins too long, or the horse won’t be able to tell when you want to stop or turn
-Feet must be planted in the stirrup sturdily, with the ball of the foot resting on it, the toe pointed upwards, and the ankle pointing downwards
(Here’s a video to help you better understand the basics of horseback riding, plus tips on horse grooming)
Standard Walking:
-Rider’s back is straight
-Hips sway from side to side in saddle but head mostly remains in the same spot
-One hand is holding the reins slightly away from their body and above the horse’s neck
-Reins are held “like an ice cream cone”
-Empty hand is holding onto the horn of the saddle to steady the rider
-Feet are placed into the stirrups with the ball of the foot steady on them, heels are down, and toes are pointed upwards
Relaxed Flat:
-Horse is walking on a straight, flat path, that is most likely familiar to the horse so they don’t need much guiding
-Rider’s back is slightly slouched
-Rider sways from side to side in rhythm with the horse
-Rider’s empty hand is by their side
-Rider’s hand that’s holding the reins is resting on the horn of the saddle
-Balls of feet are in stirrups, toes are slightly pointed up
Relaxed Upwards:
-Horse is walking up an elevated surface
-Rider is leaning forwards
-Rider sways less as they get closer to the saddle
-Empty hand is holding the horn to stay steady (not recommended to hang by side, feels unstable)
-Hand with reins is resting on top of the horn
-Feet are more sturdy in the stirrups as to not slip out, ankles are pointed more to the ground
Relaxed Downwards:
-Horse is slowly walking (slower than a regular walk) down deescalating surface
-Rider is leaning farther back to steady themselves in the saddle
-Empty hand is relaxed and sitting on the rider’s leg or hanging by their side
-Empty hand could also be holding onto the horn (it depends on preference)
-Hand holding the reins is resting on top of the horn
-Feet are relaxed, but toes are still pointed upwards
Trotting:
-Rider’s back is straight
-Rein is shortened in hand as to slow and stop easier
-Either both hands take the reigns or one remains by their side, depending on preference
-Weight is put into the rider’s butt to reduce bouncing in the saddle
-Rider bounces in saddle, so feet are planted into stirrup strongly with toes pointed upwards and ankles are pointed at the ground
(Here are tips on how to properly trot on a western saddle)
Cantering:
-Rider can take reins into both hands to have more stability, or can keep one hand by their side depending on preference
-Rider bounces less but slides more, so feet need to stay firmly planted in the stirrups with ankles facing down and toes pointed upwards
-Chest is pointed outwards and the rider is leaning forwards slightly, and all weight goes into their butt and knees.
-Rider does a “scooping” motion with their hips on the saddle, sliding from the back to the front (imagine the motion of scooping ice cream)
(Here’s a video to help with walking, trotting, and cantering/loping)
Galloping:
-Rider hardly bounces anymore, but feet are still planted into stirrups securely with toes upwards and ankles downwards
-Rider preforms a more drastic “scooping” motion with their hips as they ride
-Reins are usually taken into both hands
-Rider is hunched over in saddle to be more secure on horse
-In racing, the rider/jockey doesn’t sit in the saddle, and is now standing while hunched over so that they’re more aerodynamic
Note that there are different levels of each speed as a horse transitions from one speed to another, like a walk to a trot will be somewhat slow, but a trot to a canter will be faster. Also note that I am still inexperienced, and am urging you to use other resources alongside this one
I hope this guide helps! I will be updating it as I become more advanced in my riding lessons. Also, if you use this guide in anything, please let me know! I’d love to see it :)
Pandora Hearts Official Animation Guide Book
Là cuốn sách về bản chuyển thể anime của Pandora Hearts. Bên trong có nhiều dữ liệu cũng như thiết kế nhân vật của anime.
DOWNLOAD: Scans
Hex Codes - Sailor Moon
Created with Procreate
𝙵𝚒𝚊𝚝 𝙻𝚞𝚡 𝙸𝚕𝚕𝚞𝚜𝚝𝚛𝚊𝚝𝚒𝚘𝚗
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