5 Reasons your Cutout animation looks really Cutout

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  • Опубліковано 1 жов 2024
  • I've been thinking about what makes cut out look really cut out. From my sources the incredible series Hilda is almost entirely cut out, but looks amazing.
    So what is it that makes cut out look so cut out? Here's what I've come up with . And if you watch the whole thing, there's a secret number 6 I remembered half way through!
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КОМЕНТАРІ • 45

  • @Cletus_Johannes
    @Cletus_Johannes 4 роки тому +10

    I love your channel, I think a very common mistake when animating cutout is to glaze over the extra passes that one has to do to delay elements and make more organic movements. I personally use motion tweens as a basic guide and then turn them to 2's with create keyframes on, that gives a lot of control over every pose you want to show. Cutout is a dicipline on its own and its good to see people interested in the nuance it can offer. great video!

  • @TANIMAYTO
    @TANIMAYTO 6 років тому +10

    This is such a specific but important lesson! Thank you! I think a lot of these problems can be solved by a great breakdown. Very true, too, about the auto tweening. Can't trust it!

    • @bajan735
      @bajan735 4 роки тому

      You should have look a CACANI Software...Better ...fantastic Auto Inbetweening

    • @bajan735
      @bajan735 4 роки тому

      www.google.com/search?q=cacani+free&oq=cacani&aqs=chrome.1.69i57j0l7.3278j0j8&sourceid=chrome&ie=UTF-8

    • @bajan735
      @bajan735 4 роки тому

      ua-cam.com/video/VkBsKvS18L4/v-deo.html

  • @JustoShowCartoons
    @JustoShowCartoons 6 років тому +2

    To sum it up, stop being lazy and stop rushing. Take time and pay attention to the little things.

    • @StylusRumble
      @StylusRumble  6 років тому +2

      Improving fundamental skills like perspective, gesture, will also help, but cutouty stuff is often just people using the software as a crutch.

    • @JustoShowCartoons
      @JustoShowCartoons 6 років тому

      Stylus Rumble thats true! Im learning a lot from you even though this is a hobby for me. I tend to do a lot of cutouty style since i work by myself, but i am getting to a point where i want my animations to be a lot better. Im guilty of rushing just to get something out for my audience and then look back at it like "its trash and could've been better". I need to break that cycle.

    • @StylusRumble
      @StylusRumble  6 років тому +2

      It's super hard to find a good balance between quality, quantity, and just finding any kind of balance as an artist. The reason I don't have any shorts, or independent projects is because I can't find it myself.
      At work they give me a time, and I have to do the best quality I can within that framework. Independently, I have no constraints, and I end up wallowing in perfectionism, doing lots of studies and finishing nothing lol.
      At the end of the day, maybe you're not making the best thing in the world, but you do have to give yourself credit for making a thing! That's not nothing :)

  • @ViridianForests
    @ViridianForests 6 років тому +3

    This was really helpful, thank you :)

  • @thourawc9156
    @thourawc9156 3 роки тому +1

    "That's all animation is guys. It's lies." xDD

  • @bonbonpony
    @bonbonpony 4 роки тому +2

    I think one give away of cutout animation is when characters can be seen only from a couple of angles (like, side view, front view, 3-quarter view, and that's pretty much it). Hand-drawn animations allow for much more flexibility in angles, and it's much harder to fake it with just a couple of predefined angles.

    • @stephanclemens2348
      @stephanclemens2348 2 роки тому +1

      wait another 5-10 years and the Software will be so advanced a Toddler can make Glenn Keane look like a beginner.

    • @bonbonpony
      @bonbonpony 2 роки тому

      @@stephanclemens2348 Looking at the current trends in software development, I'd rather say that in 5…10 years, nothing will work anymore, and there will be no one who would still understand how it works and how to fix it (provided that fixing your own stuff will still be allowed).

    • @stephanclemens2348
      @stephanclemens2348 2 роки тому

      @@bonbonpony 😂 OK, Fair point. But that problem isn't limited to Animation and Software

  • @lapointeariane
    @lapointeariane 5 років тому +1

    This is great stuff!! Simple things we know but haven't really put in the time to break down and really understand. Thanks!

  • @quahntasy
    @quahntasy 6 років тому +2

    Really helpful. Thank you so much.

  • @firmansyahfthesign
    @firmansyahfthesign 4 роки тому +1

    Thank you for this video. It helps a lot

  • @StickyLabDev
    @StickyLabDev 3 роки тому +1

    I like the way you teach

  • @InsaneKatjakai
    @InsaneKatjakai 5 років тому +1

    this is super helpful! thank you!

  • @bajan735
    @bajan735 4 роки тому

    You could ALSO DO A VIDEO of the action, and check it frame by frame

  • @MarkDaviesArt
    @MarkDaviesArt 6 років тому

    Complete respect on your videos, tutorials and rants :) Great Toon boom tutorials, I been using it for years but you are really showing me new stuff that is really helping me.

  • @CoaCoaRowKnee
    @CoaCoaRowKnee 6 років тому

    This is extremely helpful. Thanks a bunch for taking the time to break it down so clearly.

  • @darkotomicic5867
    @darkotomicic5867 5 років тому +1

    How did you manage to put his nose behind his right hand on 18:10 so fast in just a few clicks?

    • @StylusRumble
      @StylusRumble  5 років тому +2

      Just take the time to learn your hotkeys and everything is 1000 times faster. If you select the arm and hit the letter B it will bring you up the hierarchy to the top of the arm chain.
      Than Ctrl + the down key will bring the arm forward on the Z axis.
      When I train people I recommend they pick 2-3 things they do all the time and write the hotkey on a post it note to pin to their monitor and use them until they're second nature. Then pick 3 more. Eventually you'll be speeding through everything :)

    • @darkotomicic5867
      @darkotomicic5867 5 років тому

      @@StylusRumble Thank you very much, keep up the awesome work!

  • @CharlieCanfield
    @CharlieCanfield 4 роки тому

    so when you use envelope defs on both upper arm and on the parented child forearm, are you needing to use a kinematic output INSIDE your upper arm def group, as you showed in your "Can you connect a deformer to a deformer?" flower/stem video?
    and btw, in that flower/stem video, i'm still not sure why you didn't stay OUTSIDE the group and simply put the kinematic output above your petal pegs as is often shown in tutorials...
    a-a-and another question- how do you go so deep into the software; just by experience, experimentation, and tuts from other folks? or trainings?

    • @StylusRumble
      @StylusRumble  4 роки тому +1

      You would use a kinematic output inside the upper arm, if you want the lower arm to connect to the deformer.
      Otherwise, because the peg is above the deformer, you can connect to that without issue.
      Inside the group is just tidier. The groups themselves don't effect the function at all.
      I've been using the software in some form for about 12 years.
      My first job was on a super low budget show, and nobody knew what they were doing. So I had a lot off time to experiment and explore.
      I didn't have someone show me the "right"' way to do things. Often, people learn how to rig a certain way and say "this is how you do it." and they don't pursue anything else. they'll fight you if you offer suggestions.
      I try not to do that.
      In bigger studios if I don't know how something was done, I take it apart. If I still didn't get it, I ask how it was done.
      Then, I take the new knowledge and try to figure out other creative uses for it.

  • @CharlieCanfield
    @CharlieCanfield 4 роки тому

    thanks for all that in your responses. if i may plum your expertise a bit more on a general question: i'm a longtime user of trad'l, digitally-drawn frame-by-frame animation combined with various motion graphic and deformer cheats in TVP, AE, TBH, etc. But i feel like i'm missing an opportunity to maximizing well-drawn keyframe drawings in conjunction with sophisticated use of deformers for fluid in-betweens, augmented with new drawings if needed. i can get by doing limited amounts of it, but... too limited for what i suspect is possible. seems like a lot of techniques use all of the above but they favor multi-purpose posable puppet rigs, but i suspect there's a method for favoring freely-drawn keys, and then deforming art for the in-betweens. also, i'd love to see tuts on how high-end stuff like 'Rick and Morty' is actually animated, not just animatics, style guides, and before-and-after videos i've been able to find online. any advice on resources?

    • @StylusRumble
      @StylusRumble  4 роки тому +1

      I recommend just experimenting with some of the technical techniques you find along the way, or, just play with the things you know how to do already and see if there are different uses that appeal to you.
      Some studios use very technical 360 rigs, where there is a deformer on every single item. Tangled, Lions Guard (basically anything from Mercury) use these rigs.
      Some studios use hybreds.
      But there's no rule.
      360 rigs are like fighter jets. They can do anything the rig needs to do, but the learning curve on them is steep.
      Low budget shows that have a tonne of juniors that use 360 rigs, are shooting themselves in the foot. Nobody knows how they work. Nobody knows how to fix anything, so the TDs are working double time to fix everything, and the rigging takes forever.
      Simple projects benefit from simple rigs.
      I don't know of anything that shows the whole pipeline for shows. I imagine bonus features on DVDs might be the best bet "making of" sort of things.
      My experience in preproduction is pretty small, and I've never done the editing or administrative side of things. I only make videos about things I have real experience with. Otherwise it's a bunch of guess work.

  • @elmsycat3114
    @elmsycat3114 6 років тому

    Hi! I got pointed to your videos from the toonboom forums. I'm definitely learning a lot from them, but I'm curious, do you know very much about animating for games, or harmony's game animation tools specifically? I'm having the worst time finding anything but the most basic information about them. If you don't know anything, but could point me in the direction of someone who could I'd be super grateful! Thanks! :3

    • @StylusRumble
      @StylusRumble  6 років тому

      Sorry but I don't. I've only worked in tv type productions. :/ There doesn't seem to be much info on the game stuff anywhere.
      Your best bet is probably going to be the toonboom learning portal, and the help menu.
      If I find some time to look into it I will make videos, but I can't make any promises on when that might be.

  • @Whimmery
    @Whimmery 6 років тому

    Great video stylus! Do you mind going over animating extreme pose swap positions where it may require another view whenever you get a free time? Like especially 3q to profile/sideview, or sideview to behind/back?

    • @StylusRumble
      @StylusRumble  6 років тому +1

      I have a few videos that are not super extreme but do use multiple pose like here: ua-cam.com/video/eW6JTk-K6oY/v-deo.html
      The general process is the same. I start with the biggest thing first, put down all the poses, then work from the top of the hierarchy down.
      Don't be afraid to completely dismantle the character, use 2 rigs, or just draw over a bunch of stuff if things get really dire lol.
      Meanwhile, I'll try to think of something to do to really break the rig. That would be fun :)

    • @Whimmery
      @Whimmery 6 років тому

      Awesome! Thank you very much for the link on Blocking, Stylus! It is Very helpful, just what I needed! :D
      Curious what you will come up with to really break the rig~

  • @Kenny-dj9rk
    @Kenny-dj9rk 3 роки тому

    Thank you! :3

  • @JTNAnimator
    @JTNAnimator 6 років тому

    That flat rotation issue drives me nuttttsss when I see it. I'm guilty of it too (particularly when I'm on a tight deadline) but I always try my best to foreshorten and pose interesting arms as much as possible.

    • @JTNAnimator
      @JTNAnimator 6 років тому +1

      We call it "windmilling" in Atlanta studios hehe. Because the arms move in a flat circle... like a windmill. Not sure if that's a common term or not haha. Either way it looks horrible.

    • @StylusRumble
      @StylusRumble  6 років тому

      I don't work with the character guys, so I donno what the local popular term is. I hide in my fx place where it's safe. lol

  • @MiguelVargas89
    @MiguelVargas89 6 років тому

    Great!! Thank you!! :)

  • @maggieorr9154
    @maggieorr9154 6 років тому

    Fantastic video! Love this one!

  • @Anonymouse007
    @Anonymouse007 4 роки тому

    at 7:16 - 7:17 how to rotate like that?

    • @StylusRumble
      @StylusRumble  4 роки тому +1

      Ctrl+ Alt+ left click

    • @Anonymouse007
      @Anonymouse007 4 роки тому

      @@StylusRumble thank you so much, I've been through the document and find nothing, maybe I didn't know the word of it. Thank you again.