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Marcanimation

@marcanimation / marcanimation.tumblr.com

Marc Hendry; Scottish forest troll and animator ✍️
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Back in 2020, I animated this 2D test while in pre-production for @whittlewoodshop and @nathan.engelhardt ‘s short film, “Forevergreen”, to experiment with how a wood carving could move in animation.

Based on @whittlewoodshop wood sculptures and Jin Kim’s drawings, this test was used to figure out details like how the wooden dowel eye would function in animation and how the bear sculpture design would stand up-right. On top of all the technical, I was having fun animating and discovering the cub’s personality. :)

To view Jin Kim’s character designs and more amazing behind the scenes, check out @forevergreen_short_film on Instagram every Friday for “Forevergreen Fridays”.

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Fangs, Steel and Stolen Honour

Illustrations for one of the new SCURRY! adventures from Stout Stoat Press, now available on backerkit! If you ever wanted to play as a little woodland animal getting into big, big trouble, I highly reccommend this system and these stories!

i think people get so used to their own creative work that they forget how amazing it is so i’m making this post as a reminder You are the only person capable of making art the exact way you make it. nobody else on earth can do that. there are always going to be those little habits and intricacies and details that simply cannot be replicated whether it’s in writing or painting or textiles and you make life all the better for it i love my friends’ art i love art from strangers im trying to love my own art I LOVE YOU!!! THE PERSON READING THIS!!!!!!! YOU ARE A PART OF THIS WORLD NEVER EVER STOP MAKING THINGS THAT CAN IMPACT IT

The art journey so far has been kinda like I'm a monkey bashing a coconut against a rock for 15+ years, and only gotten a little bit of the juice out.

But I continue anyway because A: bashing the coconut is a fun little enrichment game in my enclosure, and B: I know there's good coconut flesh in there once I reach it

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NEW TUTORIAL! Today we're talking about using roughs and rigs together, with the goal of improving 2D rig animation. This is how I personally like to do it

The goal: make rig animation better. You may have seen or heard about this technique, but it is still mysterious for several reasons. 1; each project and animator does it differently, 2; The work in progress material isn't often approved for portfolio use, or 'making of' material , 3; studios/publicity sometimes lie about it 4; it's locked within an expensive software. Anyway, this is how I like to do it, when I get the rare chance. There is still a lot to explore and improve with these techniques, so I want to encourage people to do their own versions

Nobody asked, but I just wanted to explain a bit about the BG, because I think it turned out well despite my very limited painting skills. So it may be helpful to others!

The key to it was planning the colours in advance, keeping it simple, and using gradient maps to adjust everything into the right colour.

So the images above here are my little plan for the colours (I went with the bottom-left in the end), and the BG with just plain colours (local colours). With that plan, I knew that so long as I didn't go too far from the plan, it would turn out as intended.

Then, I used gradient maps to make separate dark and light versions of the scene.

And the FX animation all ended up as a black and white matte, used to combine the two.

I got the idea from The Iron Giant, where the flashlight effect is done by masking between 2 BG paintings.

blue animalia

[ID: An illustration of several knolled sea creatures and sea shells, in watercolors with shades of blue, red and gold, over a wavy matte background of similar but very dark hues. There is a crab, a scallop shell, a sand dollar, a sea horse, a venus comb, an oyster shell, and a nautilus. The crab’s shell has a symmetrical floral design. The illustration is signed in gold lettering: Ivy Teas. /end ID]

NEW TUTORIAL! Today we're talking about using roughs and rigs together, with the goal of improving 2D rig animation. This is how I personally like to do it

The goal: make rig animation better. You may have seen or heard about this technique, but it is still mysterious for several reasons. 1; each project and animator does it differently, 2; The work in progress material isn't often approved for portfolio use, or 'making of' material , 3; studios/publicity sometimes lie about it 4; it's locked within an expensive software. Anyway, this is how I like to do it, when I get the rare chance. There is still a lot to explore and improve with these techniques, so I want to encourage people to do their own versions

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