animation experiments at 48 frames per second
Автор: Mayde
Загружено: 11 апр. 2021 г.
Просмотров: 4 884 350 просмотров
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I've had the idea to do high framerate 2D animations for quite some time, but I never had any reason to do it at all, nor did I have anything to even try it with. Although when I was finished animating the first clip in this video, I decided to go right into it. Why not?
For these animations, I did the balancing test in Animate CC 2021 quite a while ago [you can see it at 24FPS in my demo reel], and the runcycle in Macromedia Flash 8. I started both of them out at 24FPS, and when they were completed on that framerate, I bumped up to 48FPS. With 48FPS, I can just double the exposure of each drawing and punch in new drawings at every open spot to put the animation on ones. I didn't choose 60FPS because 24 doesn't divide well into 60, so I'd have trouble with getting the right spacing when I would start manually inbetweening. If I were to go higher than 48FPS, it would either have to be 72FPS spaced on thirds, or 96FPS spaced on halves.
Why? I guess mostly to see what PROPER high-framerate animation would actually look like. I'm sick and tired of seeing all these garbage "60fps anime" videos and awful AI interpolation videos that I just figured I'd just try and see what actual high-framerate animation would look like if it was done manually. None of those awful interpolation artifacts, no messy spacing, no deleted arcs, and to keep the "human" element of 2D animation. Without the use of DAIN or any AI interpolation software, I've done animation on ones at 48FPS and it's been a pretty interesting experiment. It was definitely quite an ordeal to even get these done. I wouldn't recommend doing this unless you REALLY knew what you were getting into, or you needed some incredibly fun inbetweening practice. In terms of it being practical, it is VERY MUCH NOT AT ALL. Animating at higher framerates takes way longer than people would expect. The runcycle in this video initially took an hour and a half to animate at 24FPS on ones. When I bumped the framerate to double, I spent several hours inbetweening it and fixing issues that would be very obvious in 48FPS.
2D animation doesn't need high framerates, leave it to video games.

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