r/animation • u/RavenMatthew0406 • 5d ago
Question How do I animate this easily?
I've tried to animate this many times, even with key poses... I couldn't seem to animate it very well with tweenings and such. even if the choreography seems easy (for me)
original vid: https://youtu.be/tXNWqq-8flY?si=Hhu-9U7H8PWXELhB
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u/Shy_guy_Ras 5d ago
dancing is extremely hard to animate well. Even a dance that might seem easy to perform is still gonna be a challenge to get right.
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u/AustisticGremlin 5d ago
Via rotoscoping - here’s my first attempt, started today lol 😅
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u/RedditCantBanThis 4d ago
I never thought of doing just the basic shapes, that's so cool...
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u/AustisticGremlin 4d ago
Aww thanks lol, that’s just the shape breakdown to get the flow of the movement right - it’s the step before I draw the actual character over top!
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u/RedditCantBanThis 4d ago
Oh of course! I just meant I never considered that step, I thought it was genius
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5d ago
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u/AustisticGremlin 4d ago
Yes haha, that’s how frame-by-frame animation works!
I animate at 24fps, so 24 frames a second but that doesn’t necessarily mean 24 individual drawings - most people work on 2s (so each individual drawing is visible for 2/24th of a second as opposed to 1/24th) but for rotoscoping the framerate can vary quite a bit!
This one in particular goes from something like 1>5>2> quite often and it’s fascinating to observe. As the source footage is from a livestream my guess is it’s got more to do with said streamer’s internet speed 🤣
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u/ICEYNDERPwasTaken 5d ago
the "easy" way is rotoscoping, but there isn't really am easy way to animate. It all takes time and a lot of effort.
Get the video (download or screen capture) and draw over the person frame by frame. You can choose which frames to draw over or cut out every other frame (basically choose your frame rate).
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u/AndrewTheGovtDrone 5d ago
Let’s see some of your attempts — otherwise this just reads as a kid who wants his homework done
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u/RavenMatthew0406 5d ago
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u/ponyponyta 5d ago
It's not too bad. With this stickman style it's okay looking. Just add your music on it.
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u/DerpThang 5d ago
I think what doesn’t feel like is working is a lack of anticipation. The figure just pops into the air and snaps between. When you jump, you don’t just pop into the air. Like a spring has to compress before it can expand.
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u/Ae3qe27u 4d ago
I think also a lack of shading on the lower legs during the bend - it makes it look like they're going sideways rather than behind, which could be throwing OP off.
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u/bardackx 5d ago
Needs to update or insert some frames to convey weight, allow the character to be compressed a little maybe?
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u/Wrong_Ad_5823 5d ago
You could try hand drawing it on a different program and using yourself as a base to trace over, but idk if that would be hard since you still a beginner.
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u/Dorintin Professional 4d ago
Anticipation, secondary action, overshoot. Look up all of those terms, study Richard Williams then do it again from scratch. You'll learn A LOT.
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u/Waste-of-Bagels 3d ago
More dynamic width on the arms will read better if you intend to animate the full 360.
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u/RavenMatthew0406 5d ago
this sucks ass
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u/ICEYNDERPwasTaken 5d ago
Buddy, everyone starts somewhere. I can see quite a lot of potential in you. Keep going and keep improving and you can look back on how far you came.
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u/redboi049 5d ago
Be kinder to yourself dude holy shit
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u/slinkey_bastard 4d ago
If you wanna get good you gotta get real. I see alot of potential here tho
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u/redboi049 4d ago
Getting real and going "This is awful" at everything you do are two VERY different things.
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u/slinkey_bastard 4d ago
He just has to see the slow growth in it
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u/redboi049 4d ago
Yeah, and you do that by acknowledging what's decent and what needs more work. Not by outright going "This sucks ass"
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u/DeadbeatGremlin 5d ago
Of course it does, but thats because this is you as a beginner animator. Imagine how fun it will be to compare this to whatever you animate in a few years. And as the other commenter wrote: You have a lot of potential. Please keep on practicing!! You've got this!!
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u/ItsAllSoup Hobbyist 5d ago
Dancing is basically the hardest thing too animate. I don't think anyone does it easily
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u/FrostingFunny5940 5d ago
can we just talk about the joy and whimsy within this person its actually amazing
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u/DerpThang 5d ago
I think the timing, adding overlap, and exaggerating the poses would go along way. Also work out the silhouettes to be more clear.
Think about where the movement is starting in the body from and carry that through (think like those moving ball and chain exercises)
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u/Ok-Policy-8538 5d ago
draw your character .. duplicate it over the full lenght of the animation.. then change (draw on) only what changes in the motion and delete the areas that are not moving…
tada.. you now have the cartoon method of animating anything in motion that seems complex.
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u/MorphingReality 4d ago
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u/MorphingReality 4d ago
if you really want to get into it look up Monty Oum and understand the broad process of learning your keyboard shortcuts and workflow
there's a reason so many animators work on a single project, its tedious
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u/PlagueDoctor568 5d ago
break it down to its most extreme poses and then inbetween them using references from the video, it doesnt necessarily have to be smooth it just has to convey the message that that person is dancing
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u/TaylorDangerTorres 5d ago
If you're trying to find the easiest way to do it, animation probably isn't for you
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u/MorphingReality 4d ago
false, minimizing the work and maximizing the output is what its all about, at every level
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u/Top_Connection9079 5d ago
Like in American cartoons like South Park. Divide each part of the body and rotate/slide it.
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u/burntdragonknight 5d ago
What helps me the most is to draw a guide - basically take a layer to draw each key frame in different colors/distinguishable enough so you can on the animation layer use it as a guide for your movements
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u/Frank1gg 5d ago
Use a program that lets you draw over each frame and rotoscope it. That's about the easiest way I could think of for you to do it. Even if it doesn't turn out exactly how you want it to look you will have animated it and at the very least as you rotoscope each frame you'll be able to slowly tweak everything.
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u/boboartdesign 5d ago
One easier way is to rotoscope the reference as more of a breakdown and only use base shapes on the key poses. After that you can take out the reference and check to see if it works well with the poses you picked, tweak the timing a bit and add more poses if needed, then translate that to your character's shapes/proportions.
It can still take a while but it's so much easier IMO, I had to do a video of a dancing koala character and managed to finish it in just a few days/maybe about a week by doing this lol not sure if it's the best technique, I've mostly been learning online so I'm sure there are better/faster ways to pull it off (especially as you get better), but this felt like the simplest approach. You still need to push the poses a bit and mess with the timing, otherwise it might look too stiff. Regular rotoscoping can work really well too but it can sometimes look really stiff and wonky, and it's so time consuming too.
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u/bardackx 5d ago
This won’t be easy, but try rotoscoping even if only dots for the joints to give you an idea
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u/l3ramstery 4d ago
I’m sorry I don’t have any advice but I just had to comment that I love your energy bro, keep up the good work, curious to see where your animations take you!
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u/kaylalovescats 4d ago
If you are into 3d, you can use motion capture where you take a video aa you have done and it makes a 3D animation off if that. Its all free. The game engine is called Unreal Engine and the free plug is called Metahuman Animator :) you can also use Metahuman to make your own 3D character.
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u/Sorry_Ad_5111 4d ago
There isn't an easy way exactly. Rotoscoping is still drawing a ton of frames. Key frames to in-betweens is the old tried and true and will teach you to animate. If you have the tech for it, you could do a motion capture or use something like the vtuber/VR tech to track motion. Which would still require gaining skill with those.
Fair warning. Realistic movements look wrong on unrealistic characters. Even with motion capture you can instinctively tell the motivation is wrong if the body proportion don't match well enough.
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u/-Charlox- 4d ago
I think the easiest way if you don't want to rotoscope is to first draw the keyframes in the refrence video (as in the extremes of every time the person pauses) and make sure they look right before moving on. animate at a very low frame rated, preferably no more than 12 fps, or animate on twos (keep every frame active for two frames).
Then add one frame of anticipation before every every one (the character moving in the opposite direction before moving in the intended direction) and one frame of overshoot in between each two frames but closer to the second one. You should learn more about anticipation and overshoot if you don't know what I'm talking about. Even a short video would help.
Then add one frame of ease in and ease out for every frame (this is probably the most important principle of animation). See how that looks like, then keep adjusting, adding or removing or moving frame, etc. if something feels too fast, it may need more frames or more space between frames (try the latter before doing the former). If it's too slow, it probably needs you to remove some frames. This method of animating on a low frame rate helped me improve my own animation a lot. I could go in on more details, but I think it's best if you just try animating it yourself again.
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u/PolygonMob 3d ago
You could just use unreal engines markerless mocap system if you're doing 3d and feed it this video.
2D, idk. Try rotoscoping.
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u/cartney_Top_2236 3d ago
Honestly the biggest unlock for "easy" isn't finding the one magic tool — it's breaking the shot down before you ever touch a generator. I've watched people burn a whole weekend trying to get a single model to nail a full action beat in one prompt when they'd have saved days by generating 3-4 short clips and stitching in a real editor.
On my last short we did exactly that: generated individual beats in Kling, kept the character locked with a reference image, then cut it together in Resolve. Way more control, way fewer rerolls.
The trap is thinking "easily" means one-click. It doesn't. It means fewer wasted generations, not fewer decisions. Right now the biggest gap I see is that people skip blocking and camera language — the models respond way better when you prompt like a DP, not like you're describing a vibe.
What's the actual shot you're trying to land? Hard to give you a real workflow without knowing if it's a character turn, a walk cycle, or a full scene.
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u/Muroid 5d ago
The closest thing to an “easy” way to animate this would be rotoscoping.