Sykosan
👤 PersonAppearances Over Time
Podcast Appearances
Yeah, you have to be... Patience is key, absolutely. If you want quick results, it's not a job for you. But I think we take an enormous amount of satisfaction in bringing to life a drawing. I don't know what it is. We'll accept to do that. We'll accept to spend days and hours on just a few frames. And then we'll be just so happy to see it move. I don't know what it is.
Yeah.
Yeah.
Yeah.
Yeah, it's true. There's quite a few parameters that you can look at that make an animation a good animation. In video games particularly, I think one of the things that made Street Fighter II exceptional was the quality of the animation. Because the designs were amazing already, but the way they moved, the impact, the weight, and that was very good animation work.
Yeah, it's true. There's quite a few parameters that you can look at that make an animation a good animation. In video games particularly, I think one of the things that made Street Fighter II exceptional was the quality of the animation. Because the designs were amazing already, but the way they moved, the impact, the weight, and that was very good animation work.
Yeah, it's true. There's quite a few parameters that you can look at that make an animation a good animation. In video games particularly, I think one of the things that made Street Fighter II exceptional was the quality of the animation. Because the designs were amazing already, but the way they moved, the impact, the weight, and that was very good animation work.
It made you feel the power of the characters, and how they moved around. So it had not only style, but it had personality. So I think what makes a good animation is first is a good drawing. If you have a good drawing, you've got a good start. But you can have also a simple drawing or a drawing that's on purpose made to look a little bit unpleasant or even ugly.
It made you feel the power of the characters, and how they moved around. So it had not only style, but it had personality. So I think what makes a good animation is first is a good drawing. If you have a good drawing, you've got a good start. But you can have also a simple drawing or a drawing that's on purpose made to look a little bit unpleasant or even ugly.
It made you feel the power of the characters, and how they moved around. So it had not only style, but it had personality. So I think what makes a good animation is first is a good drawing. If you have a good drawing, you've got a good start. But you can have also a simple drawing or a drawing that's on purpose made to look a little bit unpleasant or even ugly.
But you can have a great animation behind it. Again, the animation will be delivering the acting, will be delivering the personality of the characters. Now, so the second key factor is the key frames, actually. So having good posing. Think about body language. Are you saying something? How are you saying it? What are your shoulders doing? What are your hands doing? How's your face looking?
But you can have a great animation behind it. Again, the animation will be delivering the acting, will be delivering the personality of the characters. Now, so the second key factor is the key frames, actually. So having good posing. Think about body language. Are you saying something? How are you saying it? What are your shoulders doing? What are your hands doing? How's your face looking?
But you can have a great animation behind it. Again, the animation will be delivering the acting, will be delivering the personality of the characters. Now, so the second key factor is the key frames, actually. So having good posing. Think about body language. Are you saying something? How are you saying it? What are your shoulders doing? What are your hands doing? How's your face looking?
So you need to pose your character in a good way. So good keyframes is already half of the way there with a good design. So you could have, on the process of making the animation, you start by those keyframes or some rough thumbnails, as we call them. If they're well made, you can see the animation already. You can feel the character already, even though it's not smooth.
So you need to pose your character in a good way. So good keyframes is already half of the way there with a good design. So you could have, on the process of making the animation, you start by those keyframes or some rough thumbnails, as we call them. If they're well made, you can see the animation already. You can feel the character already, even though it's not smooth.
So you need to pose your character in a good way. So good keyframes is already half of the way there with a good design. So you could have, on the process of making the animation, you start by those keyframes or some rough thumbnails, as we call them. If they're well made, you can see the animation already. You can feel the character already, even though it's not smooth.
There's no in-betweening, so it's just very choppy animation. But the posing is so good that you feel the character's emotions already, and that's already a good start. Then the in-betweening process is a matter of making it more or less polished, if you want. fine-tuning your animation. And that depends a lot on budget. Oh, yeah. They would have the money.
There's no in-betweening, so it's just very choppy animation. But the posing is so good that you feel the character's emotions already, and that's already a good start. Then the in-betweening process is a matter of making it more or less polished, if you want. fine-tuning your animation. And that depends a lot on budget. Oh, yeah. They would have the money.
There's no in-betweening, so it's just very choppy animation. But the posing is so good that you feel the character's emotions already, and that's already a good start. Then the in-betweening process is a matter of making it more or less polished, if you want. fine-tuning your animation. And that depends a lot on budget. Oh, yeah. They would have the money.
They'd be like, OK, I'm going to animate this 24 frames per second. So for every second, you're going to have 24 drawings. And if you have 10 characters on the screen, that's 10 times 24 drawings.