made one explaining limes hair!! theres a method to the madness
Notes from “The Animator’s Survival Kit” book.
[Pg.187 - 209] “Some clarification: A straight In-Between is the middle pose between keyframe A and B. Everything is the middle, the head, the hands and hair. Now sometimes a straight In-B is just fine not everything needs fancy movement. Not in this case the 1st-Ani has an In-B that leans back and pauses. She opens her eyes, lifts her hands and looks startled. Then she swings to pose B, but her head swings down, making her hair swing forward. She moves her head first, then body, then hands, not everything at once. There’s a lot more going on, nothing drastic but it makes a HUGE difference.”
More to come…
——————- Tools: Rough Animator - Ipad + Apple Pen Patreon: [patreon.com/lunaartgallery] Twitter: [@LunaArt_Gallery] Instagram: [@lunaartgallerys]
My animation notes from “The Animator’s Survival Kit” book. It’s basically how I taught myself to animate 4 years ago, and now I’m revisiting it to finish my studies. I highly recommend it to anyone who wants to study animation. I’ll be posting more exercises as I do them. ————————————————— Tools: Rough Animator - Ipad + Apple Pen Patreon: [patreon.com/lunaartgallery] Twitter: [@LunaArt_Gallery] Instagram: [@lunaartgallerys]
Notes from “The Animator’s Survival Kit” book.
[Pg.160 - 170] “The basic things I took away is the importance of change in a walkcycle or any character movement really. Once you get the basics down, you can start adding a lot of small things to make the movement interesting. It’s not just about making something move, but making it come alive. Characters move differently, people move differently, based on how they are feeling, how they look, etc. It’s up to you to make an interesting animation that represents that.”
More to come…
——————- Tools: Rough Animator - Ipad + Apple Pen Patreon: [patreon.com/lunaartgallery] Twitter: [@LunaArt_Gallery] Instagram: [@lunaartgallerys]
Notes from “The Animator’s Survival Kit” book.
[Pg.187 - 209] “Some clarification: When I say counter-position, it means the other stepping pose using the opposite foot to the previous one. When learning the basics the two poses are the same, except the legs are switched. This is quite boring, but you can make it interesting by changing up the silhouette.
Anticipation is very important, for a jump you don’t just start levitating in the air, you bend down and push yourself up. The same thing with running, you don’t immediately start running, you swing your body forward and prepare to sprint.”
More to come…
——————- Tools: Rough Animator - Ipad + Apple Pen Patreon: [patreon.com/lunaartgallery] Twitter: [@LunaArt_Gallery] Instagram: [@lunaartgallerys]
Notes from “The Animator’s Survival Kit” book.
[Pg.259 - 265] This is the end of my book studies. I’m pretty proud to have gotten through it and do a handful of the exercises. But this is only step one, I’m moving onto more advance animation techniques and will be posting those as I complete them. At the moment I’m currently wrestling with Toon Boom, so we’ll see how that goes.
——————- Tools: Rough Animator - Ipad + Apple Pen Patreon: [patreon.com/lunaartgallery] Twitter: [@LunaArt_Gallery] Instagram: [@lunaartgallerys]
Here’s the first half of slides from my comic class on Lettering!
HELLO I HOPE YOU ARE DOING WELL i still love all ur art and everything and i have a question, how tf do you draw noses and mouths?? like i aint able to draw anything other then lines and its painful thank u for humoring me i love u have a good day
Heyo and sorry for the late reply! I hate to repeat myself (do I?) but my first advice would be to draw studies. They don’t have to be great pieces of art, they’re just for learning. I recommend doing self-portraits using a mirror. If you have some clay at home, you could try sculpting too. You’d be surprised how much easier it is to understand the shapes when you’re forced to sculpt them in 3 dimensions!
I was very uncomfortable drawing cartoony human noses for a long time too. Disney-esque and anime styles were too simplified for my taste. When I was in art school, my teachers used to illustrate how parts of the human face were built up by drawing wireframe-esque doodles on the margin of my page, kinda like these:
(Additional “we’re literally just animals” thought lol)
Here’s an older front-facing-Butts nose thing I did. And a lip post. I love @grizandnorm‘s tutorials, so I’ll recommend theirs on drawing teeth and opening mouths, lips and two nose ones too.
I always found it harder to figure out thin lipped mouths on people, since there’s less to define shapes with. Here’s a chaotic blurb on that feat. Buttons:
Sorry for it being all over the place! I hope these help!
Do you have any advice for understanding hands better? I’ve been practicing them for years but feel like compared to other aspects of anatomy it’s the one thing I haven’t seen much improvement in. I draw both from life and images and draw nearly everyday but nothing I’m doing seems to help
I personally get by mostly from remembering poses that I’ve already practiced a ton, like I figure out how to draw it once and am able to file that away in my brain and use it again later, and tweak bits of the pose or the level of simplification to suit what I’m drawing.
I’ve paid special attention to drawing hands for like…. most of my life so I have a LOT of poses I’m easy comfy with now, but when I need to figure out something complicated or new, I can usually work it out by breaking a hand down into shapes, remembering a few key points/”rules” from what I’ve learned about hands in order to help me break it down in a way that makes sense. And if that’s not enough either, then I take photo refs.
^^^ here is a pose I use a ton. I have a quick way of drawing it from various angles. the first time I had to draw a pose like this, I had to think and figure it out, but in drawing it a bunch of times and having to use various angles like this, I’ve eventually come up with a quick, reliable way to draw it from a few of the most common angles that fits the style I like to draw in. I’m blessed with a good memory for observations, so when I see a beautifully posed hand, I can usually really quickly analyze what I like about that pose and why, and that helps me absorb it so I can recreate my saved impression later. But I know not everyone thinks the same way. it might benefit you to quickly scribble down a study in a sketchbook when you see a pose you find beautiful and want to learn from for later.
^^^ here are some poses I had to stop and spend time figuring out, calling up the “rules” for how hands are built to kind of logic-out how they should look from angles I’m less familiar with. results can be mixed, but… if I end up with something expressive that fits the style of the rest of the drawing, I’m usually really forgiving of fudged anatomy or slightly wonky proportions. as long as the thumb is on the right side and there aren’t too many fingers, that’s a great start lol.
^^^ and here are ones I had to take reference-selfies for. I try to use this as a last resort because 1) it’s a lot of trouble 2) interrupts my drawing and 3) if I’m not careful I stick too close to the reference, and the drawing ends up with the hand looking referenced and the rest of the pose not, which is jarring to me. not to mention I have tiny manlet wrists that without fail, look horrific and emaciated in photos, and the lens distortion makes my fingers look scary too… ugh, photo reference has definite flaws. I actually don’t like the look of drawings for which I can Really Tell the artist drew from photo reference, because most often that means they’re taking the ref too much at face value and incorporating ugly lens distortions into their drawing. so I have to think extra hard not only about interpreting the ref, but also might have to make multiple passes just to get the hand to look normal, AND match the style of the rest of the drawing.
Anyway, here are some of the ““rules””” I mentioned earlier that I fall back on to help me figure out more complicated poses:
1. probably seen this before, but basic proportions. the palm is usually half the total height of the hand. obviously you can mess with this purposefully.
2. I think of joints as like, ball joints or hinges. I find that easier than trying to remember bones & muscles. here’s a drawing of the wrist as a hinge. note that when you’re thinking of it this way, it’s a shortcut, but a shortcut is only good if you use it with precision. notice the pin for the wrist hinge is not just halfway, it’s closer to the top of the hand. being precise about that is what allows this shortcut to work. the heel of the palm juts out, while the top of the hand transitions into the wrist quite smoothly.
3. simplified planes. planes are important yo. in super simple terms: top is flat, bottom is round. this works on the fingers too, actually. the tops are bony and tendony, and the bottom is where the fat is, so it’s rounder and soft
thinking of the hand as abstract shapes REALLY helps simplify the task of drawing hands, and is just as helpful even if you are drawing from reference. I can say “the palm is a box” and obviously the palm is not really as simple as a box, but if I think of the palm, wrist, and each finger joint as various shapes of box, then all of a sudden, psychologically, my task is SO much easier. I’m not drawing a Hand, which is hard, I’m drawing boxes, which is easy.
4. that prominent knob some people have on their wrist? that’s on the pinky side.
1. the knuckles aren’t really a flat row on top. the hand is like a cup right, so your palm can hold water and things. so we can think of the hand as a box to make figuring out the pose easier, but when it comes down to it, you’ll want to make it more of a curve. this curve is why you can see multiple fingers in a side view
2. when curled up, the fingers nestle together. the fingernails also turn slightly toward the center. even if I’m simplifying the hands significantly, I usually still draw the fingernails because they are SO useful for communicating the pose of the hand effectively.
3. lots of people suggest to think of the hand as a mitten, grouping the pinky/ring/middle fingers and singling out the index finger. this works great, the index finger is more independent from the other three. on the flip side, those three are really stuck together; if you’re drawing the pinky curled up all the way, then you better not draw the ring finger sticking straight up, cause that would HURT. anyway, singling out the index finger leads to more interesting poses in my experience.
1. this is another illustration of top = flat and bottom = curved. this is a really easy way to organize your line quality. straight lines and sharper angles where there is bone, and soft gentle lines where there is muscle and fat. your drawing as a whole will read very clearly if you find some guidelines like that to stick to, as it means all your lines are intentional and thoughtful.
2. this one’s about overlaps. when forms overlap, it makes a crease, and when you draw that crease you’re communicating which form is in front of the other. in the second drawing I reversed all the creases, and it looks…. messed up. think about how pieces connect.
so when you’re trying to make up a pose without using specific reference, I think it’s good to think about the…. flow of energy through the pose. honestly, I know it’s really abstract, but if I have an ability to make interesting poses that communicate weight and movement, the things that make people say your character feels ALIVE, like they really EXIST in a space… it’s because I started to think of poses this way. imagining streams of energy bouncing through the body, flowing down the limbs and out through the fingers. this is why hands are so important to me, cause they’re where the kinetic energy of the pose ultimately ends up. I talk about it when drawing the torso and arms and legs, but an interesting drawing has a bounce back and forth between opposites: for every curve, an opposing straight line, alternating back and forth down the entire body. if you’re sensitive to the energy of the pose, then even very simple poses will be interesting to look at.
anyway, with regards to hands, I imagine the energy getting sort of cinched in as it passes through the wrist, and then emanating out through the fingertips. I hope my drawing at least SORT of communicates this imagery. it makes sense because that’s BASically how the bones in the hand are anyway. and then the right side of the image above is just demonstrating some highly simplified gestures. see how the fingers fan out and curl in, rarely parallel to eachother. when you’re figuring out the pose, using a line to stand in for the row of knuckles is super valuable.
aaand finally, here’s two hands where I intentionally neglected correct anatomy and proportion because I felt it worked better for the style of the whole drawing. Left side: since this is a really simple and cartoonish style, I was thinking back to kids’ and shoujo manga I have read where the style was very solid and distinctive, but definitely NOT overly concerned with correct anatomy, or even really drawing hands, uh, “well” at all. to me, that sort of approach has a Look that I like to invoke sometimes, since for years I felt like I learned a bunch of anatomy and proportion and drawing from life actually in detriment to the liveliness and appealness of my drawings. this hand is mushy and makes very little sense, but it turned out as intended. Right side: sometimes I like to pretend fingers only have 2 bones in them, cause i am a Queen and i do what i want
and there you go. I hope that helped, like, at all? Look at real hands and photos of hands and hands in motion, but also look at drawn hands as well. find what you like, and work towards expressing that yourself. and remember the hand is part of the whole drawing. not only in the art style like I’d been talking about, but because the angle and placement of the hand is reflected in the angles of the arm, which in turn reflects on the angles of the shoulder, which affects the whole torso, etc etc etc. and the techniques you can use to understand and draw the rest of the body, works on hands too. as you improve everything else, your hands will improve as well.
DISCLAIMER: I whipped up these diagrams quickly, they’re not meant to be good drawings or accurate refs, just diagrams to illustrate my thought process lol
“Spider-Man: Into the Spider-Verse” character-designs by Shiyoon Kim. Pre-order the artbook : Amazon USA / France / Canada / UK
Overshoots and Mini Anticipations lecture from my Complete Introduction to 2D animation package.
https://gumroad.com/l/Introto2DComplete or you can buy each chapters, or my other tutorials: https://gumroad.com/stringbing
memo~
(Pixel Logic is an in-depth pixel art tutorial book) The full book (242 pages) as well as a free preview (37 pages) can be found on the related website: pixellogicbook.com
This book focuses on VISUAL learning and limits text as much as possible, unlike other tutorials. Images > Text.
The tutorials will cover pixel art from start to finish, by studying video-game graphics from the past 30 years; with topics ranging from creating initial line art, to fully animating sprites. These tutorials will not focus on my own personal methods; instead they will combining examples from the past with modern application!
CHAPTERS:
- Ch.0 - Introduction
- Ch.1 - Line art
- Ch.2 - Anti-aliasing
- Ch.3 - Colours
- Ch.4 - Readability
- Ch.5 - Dithering
- Ch.6 - Game perspectives
- Ch.7 - Clean-up
- Ch.8 - Subpixeling
- Ch.9 - Animation
JUST SOME THOUGHTS! I don’t really like the “go from the top up” advice on drapery/clothes - if you’re having difficulty try it like this!
YES I see the typo… I’m so sorry folks… I was in a frenzied rush to make this…… and I’m too lazy to fix it……
Friendly reminder that GIMP does pretty much everything Photoshop does, and it’s 100% free. Fuck DRM and the license culture, we have plenty of open source options available to us as a consumer.
- Lightworks is a freeware video editor on par with Premiere
- Blender is an excellent freeware 3D renderer,possibly better than After Effects
- Lightzone to replace Lightroom
- Inkscape to replace Illustratr
- Audacity to replace Audition (I also received a free version of Pro Tools with my Scarlett Solo audio interface)
If Adobe is going to be greedy shitheads, then fuck ‘em. Don’t use their stuff. Freeware can be just as good, if not better, than Adobe CC.
Firealpaca/Medibang are much better alternative, FREE drawing programs, I need y’all to stop recommending GIMP because it’s bad. It’s very bad.
A while back, it occurred to me that people often draw doctors a little… off. Like, they often vaguely look like what you’d expect a doctor to look like, but that’s about it. Kind of like I was seeing the same characature of doctorhood in media over and over again. So I made this tutorial comic about how I feel that we can portray doctors in a more diverse but also realistic way. And since I recently got quite a few asks about what doctors wear, it kind of just felt like the right time to post it. Anyhow I debated for ages whether this counts as a comic or not, and I’m not entirely sure that I’m finished with it, but I decided to post it here in the end.