From what I've seen so far of DAIN and general frame interpolation it's really nice, but depending on the starting frame rate it can REALLY work or REALLY flop. That's not very surprising, though. I think frame interpolation is more suited to being a tool for footage or animation that plans to use it in post production and plans the directing around it. Extended Thoughts/Why Interpolation Looks Weird(long): I think the mathematics definition of "to interpolate" is the most accurate for this kind of tool: "insert (an intermediate value or term) into a series by estimating or calculating it from surrounding known values." If you record a fast moving object (like a baseball being thrown) with a low frame rate you get motion-blur. This is fine if the recording is presented at it's captured FPS, but it can get exaggerated and sometimes look like it's a lower frame rate than the presented one. (Check out some 60FPS Lord of the Rings and look at fast moving objects) With hand-drawn animation it's a bit different. Artists/animators can use a wild variation of frame rates to animate at depending on the medium(GIF, internet video, etc.) and at what speed they intend it to be presented. There's also the infinite amount of artistic styles and stylistic choices: blurring to exaggerate motion, CG, realistic, cartoon, etc. DAIN is by far the best FI so far, but for art/video not created with interpolation planned in post can still look really off-putting, and this is a combination of both the original FPS and art style described above. If a video was shot in 30fps and interpolated to 60fps then there might be some artifacting but it won't be bad. For every frame of the video, a new frame is created, and the program creates an image that is an in-between image. (1---2---3---4 versus 1-a-2-a-3-a-4, but it happens with the same amount of characters) But if you shot the same video in something like 24fps, the program has to create an extra one and a half of a frame(60/24=2.5) versus the extra single frame which can lead to even more distortion. With an animation that plays at less than 30fps, artifacting happens a lot the lower the frame rate is. Check out 0:40 and watch her legs(slow it down if you need to). There's no blur in the frames to indicate motion, and check out how far her legs move between each frame. Because simple interpolation can only infer what's going from the frames, it can only create an image that is an in-between of the two, it can't draw a new frame like the original artist can. DAIN is better at this because it's an AI that can learn, but it's still a program that can't tell you what looks right or wrong. That's why there's so much smearing, fading, and artifacting in the interpolated version. Look at 0:32 and watch the feet(again, slow it down if needed). Notice the way some of the feet just kind of fade out instead of moving as it should? In the original, the leg is there one frame and then gone the next. The AI doesn't know what a cat is or how it's body works and should move, it just knows what the frame was before and after, so it just tries to fill in the gap with what comes next, which is just white space, thus the fade-out. This is why I think it has more potential as a tool to output a desired frame-rate while only drawing half of the intended frames, or maybe even a quarter(30fps playback speed, but only 15 frames drawn). Animators could learn through experience how their art-style gets interpolated and what details to change so the experience and finished product come out very smooth without spending hours or days drawing an insane amount of pictures for one second of animation. (If I got something wrong, please feel free to correct) Still curious? Definitely watch the Slow Mo Guys' video ("Why aren't Slow Mo Guys videos 60fps?") about FPS(not interpolation, but it could help understand it and the differences between play-back speed and FPS) Thank you for coming to my TEDx talk.
After reading this I rewatched and came my ratio of which version I liked more drastically increased in favor of the original arts. Some 60fps did look great but yeah those subtle imperfections compared to the original just made me lean toward the originals more
This. I was exactly thinking about how just because it’s higher frames, doesn’t mean the animation will be any better. The greatest films of all times use a combination of 1s, 2s, and 3s and by sticking to only one can make the animation feel mechanical as shown within some parts of this video.
Especially if it’s still a rough animation. The detail could be added later. This could save time with inbetweens... but the running animation looks rough when slowed down so it’s probably better with small movements.
Is very recomendable for to archieve some efects like, alucinations, hd camera, or slowmotion. But cut the effect of ' too fast for the eye' in dinamic actions. Is nice for the girl with the shotgun becuse the camera is traveling at high speed and helps the effects of following the character while the camera is doing it's own movement. But not that nice, at least to me, with the other girl running.
I feel like DAIN did a incredible job because in 60FPS it looked pretty good. But I feel like it did lose some of it’s impact with the frame rate increase because the gun recoil just felt way too smooth. Might just be me but yeah definitely agree with you
While it really makes action scenes richer, i'd say DAIN could spark up tons of ink-like animations. The swimming silhouette looked gorgeous and i'm sure it would ease the process, it's such wonderful technology!
Yes it look off and janky when you can see it in detail but when a fight is going it’s to determine what exactly the animation is doing all you think is “Damn”
Some things work perfectly, whereas most things look unnatural and don't have that rustic charm. It would interest me to see a film that incorporated both frame rates.
Might not be exactly what you mean, but in Spiderman into the spiderverse there's a couple shots where the 2 Spiderman are on screen together while they are animated at different FPS, Miles uses 12 frames as he's still young and inexperienced while Peter has 24 and feels more secure and precise
Both ideas are similar but not quite what I was thinking of. Have you seen the film Pan's Labyrinth? There's a scene where a man has been heavily drugged and he is stumbling through a chaotic battle around him. If this was an animated movie, it would be really trippy and cool if the fighting in the background was in 60fps and the person was in 30, or even the other way around.
no, fluidity, timing, principle and style does. using a slightly grainy brush ain’t changing anything. unless i’m completely missing the point of op’s comment.
@@hystericallover5989 think they meant that the roughness/choppiness of some of the animations is what gives it more character than if it was perfectly smoothed out
@@Antank8 they would still get work, even with this technique you still need people who check the animations every now and then when the AI makes a mistake to correct it, especialy for longer or higher budged proyects, my comment was more along the lines for people who don't have the resources to hire one of those companies and as such they have to do all the inbetweens themselves which is a huge pain in the ass
@@Antank8 not really, look at it this way now that the prices of animation are lower and you require less people to accomplish the same end result what do you think it would happen, there are going to be the same amount of animations with less people working as animators Or There are just going to be a higher number of independent animated projects with now animators being capable of creating their own series or movies at the level of high quality productions in a fraction of the time and money Historicaly the second one has held true, just for example compare the amount of animated TV series or animes that where being released during the late 80s compared to today, computers really helped to reduce the time and effort that was required to create one of this projects compared with the old method of celuloce paper that was a pain in the ass to animate, as a result there are a fuck ton more animations being created right now than 20 or hell, even 10 years ago with far more animators today, but even with the advent of computers animation its still an extremly hard and expensive endeavor, i have seen some really good animators like terkoiz (really recomend his work he is amazing) that to create even a single 10 to 20 minutes animation on his own can take him up to 9 months of non stop work Now lets compare animation with another art form, with videogames, right now is easier than never to create a videogame from scratch, the tools are more accesible than ever and the raw power of modern systems mean that games that 10 to 20 years ago required a budged of millions and computers with the highest specs available to run now can be created for a couple thousands dollars at much and run on basically every system from a high end gamer rig to your grandmas computer she just buyed yesterday to check facebook, as such the videogame world has seen an exponential increase on indie developers creating their own ideas, sometimes a single develper with a lot of willpower can create a videogame capable of competing with AAA productions, and big corporations with the resources to spare are creating bigger and bigger proyects with more and more stuff cramped into them, what this means is that the are more videogames on then market and even if you don't find the game that you want you can probably create it yourself if thats what you desire to do Imaginé that something like that happening to the animation industry, where basically any single indie animator could create their own series, how many independent high quality animations do you expect could be created by a team of three or four experienced animators if they don't have to draw every single inbetween but let the AI do the hard work and they just need to make corrections, then you have another AI that helps with the coloring with again the human only having to give the AI the raw data and correct it's mistakes, eventually you would probably see a spike of series, movies, etc all showing high quality animations at the level of current AAA but made by just a couple of people on their spare time So basically instead of believing that this technique will let people without work, think of all the people that could suddenly work for themselves without needing to slave themselves to a big corporation Thanks for comming to my Ted talk
Agreed. For some hand drawn animation looks miles better. It truly depends. For some charming comic-style animation 60fps looks odd as hell and just doesnt fit. For fantasy and anime animations 60fps looks pretty good and arguably better
60 fps makes everything look like a video game. Too smooth and jelly looking. Nothing moves like it has weight and moves like a robot is controlling it
absolutely agree. it always made the animation smoother, and smoother did look better in some styles, but in others it rounded off hard, intentional edges and details that were part of the style’s visual appeal. This will be a good tool for the post production of some types of animation, especially when the style is planned around it or if a final version of the system gets multiple selectable modes optimized for different styles, but even the, won’t work everywhere.
Yeah,I really like the look for a lot of these,but some don't work I think if it's used in a project,or film,certain scenes and parts should only use this as it can look very out of place sometimes
It's because the less draws per second they have, the more of a "jelly effect" they'll also have. The more draws per second they have, the more natural their 60fps will feel.
I feel like, when it fill in the frames it gives things such a fluidity and bounce to it, that it loses some of the weight behind the drawing. Somethings are designed to be choppy or to hold for a second or two to give it umph. But when you just have the image constantly moving, that weight is lost and it's like the image is dancing in a void
I definitely feel like something gets lost in the process. The jitteriness of hand drawn animation adds a lot pf charm. The technical achievement of this though is fantastic
Completely agree. The action shots in red especially demonstrate this charm that you can get in traditional animation, a type of edge that's smoothed out in this. Not only does the quick and sharp attitude of the animation get lost, but it makes the transition to 60 FPS look pretty bad.
I mean the goal doesn’t have to be 60fps. Maybe this technology can one day be used to help artists with inbetweens for keyframes in animation and thus make 2D Hand-drawn animation more Profitable again. without making it 60fps but ending on 24 or 30, keeping that traditional animation vibe intact.
I think everyone is seeing the flaws more than the actual fact that this is promising technology - a computer is literally guessing motions (very accurately) in-between frames based on complex math. It's not a human quickly drawing more frames in between or a type of motion blur. We can make statements about how it should be used and how it shouldn't be used currently, but technology always improves - the fact that stuff like this even exists is huge.
Yep! This has great potential in helping animators get more bang for their buck without breaking an arm and a leg to get there- if not overused it can do wonders to help the animation industry and AI similar to this have already been used in things like puppet animation (i.e. tweening) so it has loads of helpful uses
The thing about A.I. is that most of the time it guesses correctly, but sometimes it guesses Toronto. I don't want to be there when A.I. is controlling something important and it guesses Toronto.
It looks so 3-D because it basically is. The program takes the info it can from the existing footage to essentially create an entire model of what's on screen and uses that to generate in-between frames, resulting in a hypersmooth and 3-Dimensional look.
@@Keaze It’s not the hammer but the carpenter. Even the shittiest tool can produce something great depending on the efforts and skills of the creator. The crap you’ve seen were most likely not well to suited for this tool
Someone doesn't know what tweens are... They are the frames that tie key frames together, they are already present in the originals, you could say it's adding more though. If you were to put an animation with only key frames through this program it would look awful. It can look bad, but quite a few of these look more than passable. Also what are you talking about when you say it's been around for years? Maybe a different process, but not AI extra tween generation.
The tippy feeling is common. That's because most people process movement close to 24 frames. That's why it's used. Some people are more sensitive to it then others. This video hurt my head a little...but I know a few people who see 24 as choppy. Its actually pretty cool, there's a test you can do to see how sensitive your brain is to movement. 60 frames is used for things that wanna seem more real or where time is crucial. Video games are in 60 frames.
0:31 Original: Cute cat animation. 60 FPS: Someone just recorded a cat and put a filter over it (These would be my reactions if I didn't know it was the same image. Holy crap.)
That one specifically does looks kinda weird actually, like if you see closely the AI sometimes confuses the details of the cat and kind of merges lines with one another which is extremly weird, it's still awesome thou
The cat has a lot of solid blobs of colour, so the morph-and-blur approach works pretty well on it. The very next example, the runner, shows how this technique is completely ignorant of lines. Sometimes it interpolates a pretty good motion-blurred version of an original frame, but 75% of the time it's a total hash. In UA-cam's Web interface, you can frame-by-frame your way through paused video with the . and , keys (also marked > and < on a US 101 keyboard).
I think atheist original concept was to make every frame unique instead of making it look smeared, the outline should move smoother, but the insides should look rough instead of smoke
The one I think that looks weird is the skeletal Deer, it looks like the legs are snapping back like a rubber band where as the original is so much smoother.
the "chunkiness" in the originals is on purpose to add weight to the movement, it's like a timing thing. the 60 fps is very smooth, but not all movements are perfectly smooth, if that makes sense
I second the feeling, though I can't place it... I think it's the AI getting slightly confused what goes where around the finer details like the bubbly bits at 0:28
@@silverseth7 I think this clip demonstrates the possibilities and its limits. Seems to need a "proper" selection of keyframes to make sure, the AI does know, how to deal with it. With time artist will find a way to work with that in consideration and awesome results! Can't wait for it! I think, I will give animation a try and begin to experiment a little bit. Time to get my old wacom into action agian. :)
it only works on animation with little to no weight , otherwise it looks wrong and takes the weight and energy out of the animation (which you call slithery ) walkcycles are a great example for this messup , the ai is not trained for 2d animation specifically but real video instead
the AI needs more drawn frames since the animators skip some spacing between frames to animate movement, so its just a little extra work for extra smoothness, rather making it look hella slithery
After seeing this I can say with absolute certainty that AI is not advanced enough to successfully transfer a hand drawn animation to 60fps. The drawing seems solid and stable but the AI creates 60fps one seems like what ever the original was but made of jello. It seems way too inconsistent.
@@default632 But,,, animation and any art is not a matter of outperforming, it's how art can capture attention, emotions, and societal issues. AI, used properly, can amplify art. If used on its own, it's useless, frankly.
99.9% of the comments: I like the original better! 0.01%: Seriously, is no one gonna talk about how good the animation is in general? Like god, people are so talented.
imagine if The Thief and The Cobbler had access to this technology... they wouldn't have wasted so much time and effort animating every single frame of animation on ones and avoid the end result of several decades worth of work being ultimately unfinished
It’s simple once you learn how it works. Even for the running one they only had about 9 fps which compared to pretty much any any animation is a walk in the park
yes, most scenes where there is fast motion and action look very nice, it actually makes it look more life like with the animation. Personally though, there are some animations which don't feel right. The technology is very cool either way.
Because the in between frames crated by ai is making the motion more fluent. If you are thinking of using it on already polished work it wouldn't make a diffrence. However, in a rough animation it will make a big diffrence.
I think the only things i dont like about the generated animation are the bottom tube/leg things glitching out Edit: spelling and grammar for I have the dumb
Swordbird same. Hand drawn animations are just so much better. As much as I love the technological advancements and realism of scenery in movies like Frozen 2, they just don’t have the same charm or entertainment value as hand drawn movies
Everyone: *Sharing their thoughtful opinions on how the technology can be used and pointing out notable achievements of a new, possibly work-efficient animators' tool.* Me, a comic artist and story-boarder who can't animate for shit and loves hand drawn animation: *Hehe. Pretty lines go wheee...*
Idk i like both. The originals have a certain charm to them, almost kind of rustic compared to the new. The news ones are obviously really great and smooth. It's amazing what AI can do.
I Personally think some Anime scenes like Naruto & Sasuke vs Momoshiki or One Punch Man Vs Genos look better in 60Fps. The Flashier the scene is, the better it looks. As long as they keeep the rest of the episode in 30fps though.
It’s like the slower the animation that it’s transferring is the better the 60 fps ones looked. Like, some of them barely moved and so it looked great as it was probably easier for the Ai to make it smooth
One thing that's interesting to me is how even though they're still moving the same amount per second, the amount of frames effects how fast or slow the animation feels. I mean this is something I've learned in my animation class, but even still this is an interesting example of that
This probably has something to do with the 12 principles of animation, though I'm not sure exactly how it ties in. Framerate definitely effects how weighty or weightless something feels. This AI is essentially taking in shots animated on twos and threes and spitting out shots animated on ones. Sometimes it works, sometimes it doesn't.
0:08 really shows how timeless well-drawn and consistent animation is. Forty-seven years old and the AI process throws into even sharper relief how dimensionally well-drawn the proportions are and how well the motion arcs were executed.
The traditional animators at Disney were masters at their craft. James Baxter and the dude who imagined thief and the cobbler are/were one of the best at fluid, consistent, and realistic animation. True art right there. they put their heart and soul into every single frame they did and made it look easy while doing it.
@@RETROMAN-UA-cam-Channel well to be fair to Miramax, the man wasn't very cooperative when it came to showing progress and reaching deadlines and had an obscene budget. But then again idk if these deadlines were considered unreasonable or not.
@@Kimmie6772 Yeah, that makes sense. It's still a huge shame most of those hand-drawn 3D camera movement shots went to waste. That stuff is the best animation I've ever seen!
As we get more and more sample the algorithme will get better and better. It might become a norm But! It might be changing which frame animators choose to draw, if they don't need transition frame anymore they will need to do more key frame and at strategic point. Hyped to see an anime entirely drawn to be smooth with this technologie
@@nicolasroure4589 This looks like it will probably be mainly used for in between frames if anything. It makes most of these look like video games or cheap CG, clearly inferior to their hand drawn counterparts, but you probably won’t notice that if it’s for less than a second long.
Interpolation makes the motions "flow" into eachother. This will be fixed when AI is expanded to clean up visible interpolation frames and work with mixed frames on critical spot to trick our eyes (slow fast slow fast). When this is achieved the 60FPS will be less strange and more appealing
Definitely a tool with powerful potential in the case of giving animators their "cream of the crop" interpolated inbetweens. But just going straight into 60 with no oversight to timing ends up giving the majority a heavily "tweened" look (for obvious reasons, it is essentially tweening without vector data) Would personally go 15 -> 30, clean up favorites then do 30 -> 60, but that's so many free frames without ever having to guide a vector path :O
I would go manualy to around 30 fps, then use it to make it up to 60 fps. This is good tool, but needs quite some materials to work with... But also, some types of animations( like some fightinng scenerios with lot of shaking) work bether with lower fps, which makes it looks sharper, so sometimes higher fps is not necesary bether.
Imagine converting a whole episode of an anime into 60 fps Thank you for all the likes. I’ve never gotten this much and checking back on this comment really made my day, thanks!
@@koooolk. Actually, it kind of does, he is saying that AI is only good if it actually helps individuals - not just something cool. I, personally, disagree completely. Every little milestone can and will add up to a greater cause.
This technology is really amazing. Both the original and the DAIN versions are quite good, and the DAIN can really add a whole new aura to the original animation. Of course, the interpolation won't always work (that last gif is a perfect example) but when it works, my god it works.
I know it’s not just me that feels the originals always have better timing and are snappier. Every footstep feels more certain and deliberate where the interpolated animation feels baggy and indeterminate. All the life kinda gets smoothed out and you’re left with syrupy, wobbly, plastic.
I did like it at 1:30 and 2:13 though! Seems a certain type of style looks better when smooth. I didn't mind he angel either, but both versions looked cool in that one
The fact that it doesn’t only create a middle frame between every two frames, and understands the acceleration like when does the animation supposed to go faster or stop, is just AMAZING
It is trying to make frames blend together but the rougher the animation the more obvious the blend effect is going to look. Thats why some things look like jelly.
You're absolutely right, it is slower. You can see towards the end that they're out of sync. Nonetheless I loved that animation, it looked like a camera photo filter.
@@jetpackdog3427The deer was pretty bad. It's the abrupt legs that do it in for me. If you want 60fps animation, you have to draw it so that the AI can handle it. Quality in, quality out!
@@jetpackdog3427 I think there was an anti-aliasing effect with the ribs because if two adjacent frames had more or less ribs on one side of the leg it would try to interpolate by *Squashing & Stretching* the ribs instead of by moving rigid bodies. that’s how characters with flesh move (especially in more exaggerated animation styles), not how bones do, and you can immediately tell it’s doing it wrong.
It looks smoother but 60 should be only for games not animation, you don't feel the weight on these, when the girl was running you didn't really feel the weight of her feet hitting the ground same goes for the girl with the big metal arm.
True it does make everything smooth butttttttt original will always be better its the memories of memories it is those childhood memories the origina is way better then that 60 it just can’t compare it’s like original is Like a thicccc bitch with four cs 60 it’s just a thicc bitch just only two i’m saying it’s not bad but preferably I’m a take the 4 cs if that do not make sense to you you’re uneducated swine love you muah 💋
@@CinnaMae420 Yeah I agree but.. There is a difference between a heavy feeling, and just looking at an animation and feeling like it would be better if it just had more frames to make it smoother, the vast majority of these if not all I liked the concept but not the execution, just felt like they liked frames and weren't smooth enough
*Original:* old cartoons like Teen Titans, Batman, Disney movies, etc. *60FPS AI:* Teen Titans GO, The Lion Guard, new Mickey Mouse series, etc. They're two distinctive styles and give off different feels, it's not a replacement.
You just know what you did? You just compared two diferent eras of animation, of course in old cartoons they have to use 30 fps because of the tecnology or/and time do it. It's the same thing comparing Nokia to Blackberrie, both have diferent tecnology, but Nokia still good even nowadays, but Blackberrie is really awfull not because of the tecnology, it's because it was made poorly, Blackberrie and Iphone have the same tecnology, just try to know which one is better? Longstory short: It's NOT a style, is can be used as a repleacement, one the bad cartoons is using this tecnology, but imagine a ghibi studio like uses this tecnology? It would be amazing.
@@insanemokey1025 still disagree. Look at this comparison of old vs new Johnny Test: ua-cam.com/video/BNdNsZpkN7E/v-deo.html I'm a semi-animator so I know this stuff. The "original" in the video would be called *frame-by-frame animation,* while the "60FPS AI" looks like 2D vector animation with digital puppets (especially the 60FPS version of the red girl shooting downhill). A lot of new cartoons now use digital puppets to make animating easier, and honestly, when done right, it looks really good. When not, characters look static, lifeless and flat. Think old Simpsons animation vs new Simpsons animation. Look at Arthur's animation before and after: ua-cam.com/video/FOcdagXLvt8/v-deo.html I'd rather Ghibli NOT use this as a replacement -- just look at the video, the frames "morph" into one another, and if you pause, you find lots of artifacts (floating limbs and parts). Another big issue is that it messes up the *pacing* of the animation. The impact of a hard punch blow might be lessened with this technique. However, they might be able to pull it off by carefully applying this where it works, especially if they already have tons of in-between frames, which would make this tool work much better. More realistically, this can be used as a *_visual guide_* for the animators and inbetweeners. If Ghibli needed help visualizing more frames in-between, they chould use this tool to get a better idea and hand-draw new frames on top of it. Imagine if Ghibli _hand-drew_ 60FPS animation: ua-cam.com/video/TqERSuGN8xI/v-deo.html It's easy to spot the difference between lovingly hand-crafted animation and poorly automated animation.
Call me old fashioned but I actually like the original more, the 60fp still looks good though Edit: turns out I’m right if you pause throughout the video you’ll see how the art in 60fps is glitched and wrong. Also watch this if you don’t agree with me ua-cam.com/video/_KRb_qV9P4g/v-deo.html
I’d personally say it was only messed up because it didn’t have enough keyframes in the original to determine spots to put the leg in between 2 of the frames. But I could definitely see it too. Either way, all of these are insane.
Videos like these are so interesting! I’d love to see how this could be implemented into animation but in don’t think it should be used too often because sometimes a lower frame rate is part of what makes it cool :)
Yep there are plenty of animations that doesn´t look better at a high framerate because some of them lose their style.I think one great utility of this ai will be using it to make the in-between frames of repetitive animations, saving a lot of time that could be used to focus on most important scenes.
I was thinking of how the developers of Guilty Gear actually make fully 3D characters but they lower the framerate on purpose to make it look and feel more like an old fighting arcade game. It's hard to believe they aren't hand drawn.
@@RevolutionaryLoser Because they want the aniamtions to still have the effect of impact and speed. Some speed effects are made in post production with that tipical solid clor lines.
0:08: Actually, that one looks pretty good 0:16: This looks kinda stiff, but I can take it 0:24: Okay, this is actually passable 0:32: I can see a few flaws, but I think I’m gonna say that Noodle might actually be wrong 0:40: Oh, No, he was right 0:56: This one doesn’t even look different 1:04: Oh, God, *WHAT HAVE YOU DONE?!* 1:12: Okay, this ain’t too bad, actually 1:20: This one sparks joy 1:28: Hey, this actually looks quite nice 1:40: This looks exactly the same either way 1:50: Well, in spite of a few flaws, this one actually stays faithful to the original 1:58: Maybe, some of these actually work 2:06: This looks okay actually, but only because it’s about the same 2:14: Yeah, this looks quite nice 2:22: It got a few things wrong, but it’s passable Overall, I didn’t expect for most of these to actually be good Edit: what was I thinking? This looks like dogs hit
The 24 fps makes it feel more hand-drawn and, as weird as it sounds, cozy. The 60 fps makes it feel smoother and makes the subject of the animation feel more 3D, like it has more volume.
From what I've seen so far of DAIN and general frame interpolation it's really nice, but depending on the starting frame rate it can REALLY work or REALLY flop. That's not very surprising, though. I think frame interpolation is more suited to being a tool for footage or animation that plans to use it in post production and plans the directing around it.
Extended Thoughts/Why Interpolation Looks Weird(long):
I think the mathematics definition of "to interpolate" is the most accurate for this kind of tool: "insert (an intermediate value or term) into a series by estimating or calculating it from surrounding known values."
If you record a fast moving object (like a baseball being thrown) with a low frame rate you get motion-blur. This is fine if the recording is presented at it's captured FPS, but it can get exaggerated and sometimes look like it's a lower frame rate than the presented one. (Check out some 60FPS Lord of the Rings and look at fast moving objects)
With hand-drawn animation it's a bit different. Artists/animators can use a wild variation of frame rates to animate at depending on the medium(GIF, internet video, etc.) and at what speed they intend it to be presented. There's also the infinite amount of artistic styles and stylistic choices: blurring to exaggerate motion, CG, realistic, cartoon, etc. DAIN is by far the best FI so far, but for art/video not created with interpolation planned in post can still look really off-putting, and this is a combination of both the original FPS and art style described above.
If a video was shot in 30fps and interpolated to 60fps then there might be some artifacting but it won't be bad. For every frame of the video, a new frame is created, and the program creates an image that is an in-between image. (1---2---3---4 versus 1-a-2-a-3-a-4, but it happens with the same amount of characters) But if you shot the same video in something like 24fps, the program has to create an extra one and a half of a frame(60/24=2.5) versus the extra single frame which can lead to even more distortion. With an animation that plays at less than 30fps, artifacting happens a lot the lower the frame rate is.
Check out 0:40 and watch her legs(slow it down if you need to). There's no blur in the frames to indicate motion, and check out how far her legs move between each frame. Because simple interpolation can only infer what's going from the frames, it can only create an image that is an in-between of the two, it can't draw a new frame like the original artist can. DAIN is better at this because it's an AI that can learn, but it's still a program that can't tell you what looks right or wrong. That's why there's so much smearing, fading, and artifacting in the interpolated version. Look at 0:32 and watch the feet(again, slow it down if needed). Notice the way some of the feet just kind of fade out instead of moving as it should? In the original, the leg is there one frame and then gone the next. The AI doesn't know what a cat is or how it's body works and should move, it just knows what the frame was before and after, so it just tries to fill in the gap with what comes next, which is just white space, thus the fade-out.
This is why I think it has more potential as a tool to output a desired frame-rate while only drawing half of the intended frames, or maybe even a quarter(30fps playback speed, but only 15 frames drawn). Animators could learn through experience how their art-style gets interpolated and what details to change so the experience and finished product come out very smooth without spending hours or days drawing an insane amount of pictures for one second of animation.
(If I got something wrong, please feel free to correct)
Still curious? Definitely watch the Slow Mo Guys' video ("Why aren't Slow Mo Guys videos 60fps?") about FPS(not interpolation, but it could help understand it and the differences between play-back speed and FPS)
Thank you for coming to my TEDx talk.
Thats why the results can be so different, is basically a combination of the style and how the frames are distributed.
That makes a ton of sense, I noticed a lot of artifacts and stuff in the 60 fps version
1:28 is one of the ones that worked crazy good imo.
After reading this I rewatched and came my ratio of which version I liked more drastically increased in favor of the original arts. Some 60fps did look great but yeah those subtle imperfections compared to the original just made me lean toward the originals more
This. I was exactly thinking about how just because it’s higher frames, doesn’t mean the animation will be any better. The greatest films of all times use a combination of 1s, 2s, and 3s and by sticking to only one can make the animation feel mechanical as shown within some parts of this video.
if the drawing is consistent and not so dependent on detail, this can really work out.
If you used this and just polished it, you could probably do a ton for most of these short animations.
it is
Especially if it’s still a rough animation. The detail could be added later. This could save time with inbetweens... but the running animation looks rough when slowed down so it’s probably better with small movements.
Is very recomendable for to archieve some efects like, alucinations, hd camera, or slowmotion.
But cut the effect of ' too fast for the eye' in dinamic actions.
Is nice for the girl with the shotgun becuse the camera is traveling at high speed and helps the effects of following the character while the camera is doing it's own movement. But not that nice, at least to me, with the other girl running.
kesinlikle 👍
The sliding down the mountain one was actually pretty smooth
To be fair the original was already smooth as fuck! Crimson Alpine is God tier animation!
@@DoubtlessCar0 yes
yeah i could barely see a difference hats off to resh for that
That was one I didn’t notice a difference in lol. The cat spinning in circles looked the best to me. Looked 3D
I feel like DAIN did a incredible job because in 60FPS it looked pretty good. But I feel like it did lose some of it’s impact with the frame rate increase because the gun recoil just felt way too smooth. Might just be me but yeah definitely agree with you
The DAIN really shines in action-rich, fast-paced scenes where a lot is going on.
yes agreed, i noticed it struggled with bones.
Yeah, it has the chance to generate some eye-watering sakuga.
While it really makes action scenes richer, i'd say DAIN could spark up tons of ink-like animations. The swimming silhouette looked gorgeous and i'm sure it would ease the process, it's such wonderful technology!
Yes it look off and janky when you can see it in detail but when a fight is going it’s to determine what exactly the animation is doing all you think is “Damn”
Like a cat chasing its tail
Some things work perfectly, whereas most things look unnatural and don't have that rustic charm.
It would interest me to see a film that incorporated both frame rates.
Might not be exactly what you mean, but in Spiderman into the spiderverse there's a couple shots where the 2 Spiderman are on screen together while they are animated at different FPS, Miles uses 12 frames as he's still young and inexperienced while Peter has 24 and feels more secure and precise
Both ideas are similar but not quite what I was thinking of.
Have you seen the film Pan's Labyrinth? There's a scene where a man has been heavily drugged and he is stumbling through a chaotic battle around him. If this was an animated movie, it would be really trippy and cool if the fighting in the background was in 60fps and the person was in 30, or even the other way around.
Nah. Most of them are better in 60
@@zakr1187 I said I'd be interested to see it, not that it would necessarily be better.
Owl house
*Sometimes the rough texture is what brings the animation to life*
Apparently to some people :T
no, fluidity, timing, principle and style does. using a slightly grainy brush ain’t changing anything. unless i’m completely missing the point of op’s comment.
I was searching this comment
@@hystericallover5989 he’s talking about the “roughness” of an animation, how an animation being just slightly imperfect can make it feel more alive
@@hystericallover5989 think they meant that the roughness/choppiness of some of the animations is what gives it more character than if it was perfectly smoothed out
honestly, the 60 FPS animations are so smooth that it may look like they're boneless.
1:09 brrr
Edit: Lmao 280 likes
THE BONES DONT HAVE BONES
They are flacid
That's a good way if putting it
@@effretibooyag7837 are you sure about that?
If this ai can suceesfully fill the gaps between keyframes, that's definitely dope.
Yeah, no longer needing a small army of badly payed taiwanese animators to do all the inbetweens would be a blessing
@@carso1500 yea, but where would they work then?
@@Antank8 they would still get work, even with this technique you still need people who check the animations every now and then when the AI makes a mistake to correct it, especialy for longer or higher budged proyects, my comment was more along the lines for people who don't have the resources to hire one of those companies and as such they have to do all the inbetweens themselves which is a huge pain in the ass
@@carso1500 I figured,but it's still less jobs overall going around
@@Antank8 not really, look at it this way now that the prices of animation are lower and you require less people to accomplish the same end result what do you think it would happen, there are going to be the same amount of animations with less people working as animators
Or
There are just going to be a higher number of independent animated projects with now animators being capable of creating their own series or movies at the level of high quality productions in a fraction of the time and money
Historicaly the second one has held true, just for example compare the amount of animated TV series or animes that where being released during the late 80s compared to today, computers really helped to reduce the time and effort that was required to create one of this projects compared with the old method of celuloce paper that was a pain in the ass to animate, as a result there are a fuck ton more animations being created right now than 20 or hell, even 10 years ago with far more animators today, but even with the advent of computers animation its still an extremly hard and expensive endeavor, i have seen some really good animators like terkoiz (really recomend his work he is amazing) that to create even a single 10 to 20 minutes animation on his own can take him up to 9 months of non stop work
Now lets compare animation with another art form, with videogames, right now is easier than never to create a videogame from scratch, the tools are more accesible than ever and the raw power of modern systems mean that games that 10 to 20 years ago required a budged of millions and computers with the highest specs available to run now can be created for a couple thousands dollars at much and run on basically every system from a high end gamer rig to your grandmas computer she just buyed yesterday to check facebook, as such the videogame world has seen an exponential increase on indie developers creating their own ideas, sometimes a single develper with a lot of willpower can create a videogame capable of competing with AAA productions, and big corporations with the resources to spare are creating bigger and bigger proyects with more and more stuff cramped into them, what this means is that the are more videogames on then market and even if you don't find the game that you want you can probably create it yourself if thats what you desire to do
Imaginé that something like that happening to the animation industry, where basically any single indie animator could create their own series, how many independent high quality animations do you expect could be created by a team of three or four experienced animators if they don't have to draw every single inbetween but let the AI do the hard work and they just need to make corrections, then you have another AI that helps with the coloring with again the human only having to give the AI the raw data and correct it's mistakes, eventually you would probably see a spike of series, movies, etc all showing high quality animations at the level of current AAA but made by just a couple of people on their spare time
So basically instead of believing that this technique will let people without work, think of all the people that could suddenly work for themselves without needing to slave themselves to a big corporation
Thanks for comming to my Ted talk
Is nobody going to mention how talented the artist must be who created the original? ‘Cause all of the animations have very nice drawings.
Artists. All of these come from different sources
Honestly, it entirely depends on the aesthetic you’re aiming for. Sometimes 60fps looks better, sometimes it doesn’t! This is amazing nonetheless.
Agreed. For some hand drawn animation looks miles better. It truly depends. For some charming comic-style animation 60fps looks odd as hell and just doesnt fit.
For fantasy and anime animations 60fps looks pretty good and arguably better
Stfu and watch the video boomer
60 fps makes everything look like a video game. Too smooth and jelly looking. Nothing moves like it has weight and moves like a robot is controlling it
absolutely agree. it always made the animation smoother, and smoother did look better in some styles, but in others it rounded off hard, intentional edges and details that were part of the style’s visual appeal. This will be a good tool for the post production of some types of animation, especially when the style is planned around it or if a final version of the system gets multiple selectable modes optimized for different styles, but even the, won’t work everywhere.
@@veronicaeatmon8725 oh look who just learned a new word
Honestly,the 60 fps feels kinda weird because of how 'jelly' it looks
I feel the same
Ikr
I like the charismatic vibes the originals have ☺️
I like the smoothness.. but say to smooth
Eh
it definitely doesn't suit everything, but some looked better in 60fps
Yup! Sometimes it made the original look like jelly or a filter. But, overall, pretty smooth and cool!
Yeah,I really like the look for a lot of these,but some don't work
I think if it's used in a project,or film,certain scenes and parts should only use this as it can look very out of place sometimes
Exactly what I thought
And some didn’t even need it
It's because the less draws per second they have, the more of a "jelly effect" they'll also have.
The more draws per second they have, the more natural their 60fps will feel.
Me watching on a 30 FPS device: ahh yes *smooth*
Wouldn't it be 30hz?
@@kiwimarshall3937 yes
Well maybe, it is about lower than 720p is not 60fps on youtube.
Do 30 hz devices even exist in this age ?
Stop lying there's like literally no screen out there that is 30, it's rare af
Original be like: - - -
60 FPS: -
Xdddd
Lol
0.0018310546875 FPS: *Error, the spaces go to the side of the page now*
0.003662109375 FPS: - - - - - -
0.00732421875 FPS: - - - - - -
0.0146484375 FPS: - - - - - -
0.029296875 FPS: - - - - - -
0.05859375 FPS: - - - - - -
0.1171875 FPS: - - - - - -
0.234375 FPS: - - - - - -
0.46875 FPS: - - - - - -
0.9375 FPS: - - - - - -
1.875 FPS: - - - - - -
3.75 FPS: - - - - - -
7.5 FPS: - - - - - -
15 FPS: - - - - - -
30 FPS: ------
60 FPS: -
120 FPS: -
@@alexandergreene461 That problem is due to how low the input fps (15 FPS) is. 30 FPS to 60 FPS looks better than this sample.
0 FPS:
there’s just a certain... charm to the originals, seeing animation being so _fluid_ kinda freaks me out
I feel like im high somewhat 😀
Ikr
Yea...
I thought the same thing
@@commanderleo calm down Jamal
Animators:
“Finally, now it will only take 2 weeks to animate instead of 3”
@Chilly Weathers -Imposter- yes but 60 fps can really help
@Chilly Weathers -Imposter- downhill... Like in the example with the girl sliding down the hill? ;D
@@randori- no absolutly 0 animator us 60fps
@Chilly Weathers -Imposter- exactly
@Chilly Weathers -Imposter- I think they mean that it takes more time to animate really smoothly, so this helps reduce the time lmao
I feel like, when it fill in the frames it gives things such a fluidity and bounce to it, that it loses some of the weight behind the drawing. Somethings are designed to be choppy or to hold for a second or two to give it umph. But when you just have the image constantly moving, that weight is lost and it's like the image is dancing in a void
I definitely feel like something gets lost in the process. The jitteriness of hand drawn animation adds a lot pf charm.
The technical achievement of this though is fantastic
Completely agree. The action shots in red especially demonstrate this charm that you can get in traditional animation, a type of edge that's smoothed out in this. Not only does the quick and sharp attitude of the animation get lost, but it makes the transition to 60 FPS look pretty bad.
It smooths out a lot of the more subtle movements and animation, making it look bad.
I prefer using it for stop motion videos, works well.
I mean the goal doesn’t have to be 60fps. Maybe this technology can one day be used to help artists with inbetweens for keyframes in animation and thus make 2D Hand-drawn animation more Profitable again. without making it 60fps but ending on 24 or 30, keeping that traditional animation vibe intact.
This could refined someday I'm sure for letting less hard work at postproduction.
For what's it's worth this is extremely impressive.
I can only imagine how much this can improve in the future.
An original persona fan? rare to see you lot out in the wild
@@F4nta5y lol
300th like
Yeah, animation studios will can just spit out 24 or 30 fps animations then use this. They can literally only use half the budget for animation
@@F4nta5y funny, I came into the replies to comment on goblin's pfp too lmao
I think everyone is seeing the flaws more than the actual fact that this is promising technology - a computer is literally guessing motions (very accurately) in-between frames based on complex math. It's not a human quickly drawing more frames in between or a type of motion blur.
We can make statements about how it should be used and how it shouldn't be used currently, but technology always improves - the fact that stuff like this even exists is huge.
True and I tried slowing the video down to 0,25x and you can actually kinda see the difference
Yep! This has great potential in helping animators get more bang for their buck without breaking an arm and a leg to get there- if not overused it can do wonders to help the animation industry and AI similar to this have already been used in things like puppet animation (i.e. tweening) so it has loads of helpful uses
Appreciate the sentiment but hasn't this been out for years? Sorry if it's a stupid question.
The thing about A.I. is that most of the time it guesses correctly, but sometimes it guesses Toronto. I don't want to be there when A.I. is controlling something important and it guesses Toronto.
Maddalena L’episcopo 🚇🚖🚗🏎🚚🚋🚋🚉✈️🚀🛸🚑🦯🚀🛵🚀🛵🛵🚲🛵🛵🛸🛵🛵🛸🛵🛵🚆🚆🚜🚆🚜🚒🚙🎻🚔🚔🚨🚠🚝🚞🚂🛰🚄🛳⚓️🚢🛶
0:28 Double animation is so smooth
Nice icon
@@nyaw1215 Nice icon too xD
@@nyaw1215 Derpixon lol
Bruh
men of culture.
Everybody: "Oh, that's so advanced!"
Me, not an animator: *"Ah yes, moving lines"*
As an animator, I can say it's complicated. If you look at my latest vid, you might know why XD I spent hours to get SMOOTHNESS on flipaclip.
@@LynxPlaysYT I don't have Instagram my mom would never let me get it. Also I'm not even done with the animation
@@TheTroggler yeah keep going with the animating you will get better
@@LynxPlaysYT I think I have been doing speedpaints and animation for about a year now so I'm still learning
@@eluartee cool. My animations kinda take longer because I usually animate dragons and stuff
it’s so smooth that it almost looks like a 3d model. personally prefer the hand-drawn but this could be quite useful for animators
It's just auto-tweening. It's been around for decades now, and it looks like crap. There is nothing new about this.
@@Keaze There’s more going on here than just tweening.
It looks so 3-D because it basically is. The program takes the info it can from the existing footage to essentially create an entire model of what's on screen and uses that to generate in-between frames, resulting in a hypersmooth and 3-Dimensional look.
@@Keaze It’s not the hammer but the carpenter. Even the shittiest tool can produce something great depending on the efforts and skills of the creator. The crap you’ve seen were most likely not well to suited for this tool
Someone doesn't know what tweens are... They are the frames that tie key frames together, they are already present in the originals, you could say it's adding more though. If you were to put an animation with only key frames through this program it would look awful. It can look bad, but quite a few of these look more than passable. Also what are you talking about when you say it's been around for years? Maybe a different process, but not AI extra tween generation.
Most of them look somewhat "trippy" to me with the AI, but the cat one at 2:00 is quite lovely and so is the girl sliding down the mountain.
oh yes the mountain sniper is where the AI did best imo
I noticed that when the front leg goes back the most the ai merges it with the ribs
The tippy feeling is common. That's because most people process movement close to 24 frames. That's why it's used. Some people are more sensitive to it then others. This video hurt my head a little...but I know a few people who see 24 as choppy. Its actually pretty cool, there's a test you can do to see how sensitive your brain is to movement. 60 frames is used for things that wanna seem more real or where time is crucial. Video games are in 60 frames.
I love the one of the cat going in circles in 60 fps
I don't think this AI did a convincing job at all, but give it like, 4 days, and it will be far better at it.
Cool it works as intended! Now let´s just never do that. :)
exactly :D
Yes
Good tool for the wrong type of animation...
I like it
Yes exactly! It’s the wrong type of animation! So to the creator of this video, Don’t use it that way!
The point of this isn't to like either version better, it's to show the algorithm.
Still cool as heck
Yeah it shows what ai could do to animation it could make it better
@@seantaggart7382 But something will be gone, like the charm that it gives you when its handrawn
@@rythemoire Wait, but those are still hand drawn...the computer just makes them basically smoother..
@@fredericksaxton9782 I thought an AI did it? So for me it's basically not handrawn anymore, (atleast I don't consider it)
1:19 the 60 fps looks real, a bit.
i agree
That was definitely one of the cooler and more effective ones.
If someone showed me just the 60fps version I'd think it was done over someone in a motion capture suit. Its too smooth.
1:27 the gauntlet lost its weightiness from the original animation :(
Definitely. Everything gets so smoothed out that the intentional stutters in movement put their by the animators get erased.
@@gremlinchet well, its an AI. its not perfect
@@EmeraldLegate_ that's why you don't use it for animation.
@@EmeraldLegate_ Which is why we are critiquing it, so that people can realize this is not meant for animation.
@@idkhonestly7163 but it looks cool imo
0:31
Original: Cute cat animation.
60 FPS: Someone just recorded a cat and put a filter over it
(These would be my reactions if I didn't know it was the same image. Holy crap.)
That one specifically does looks kinda weird actually, like if you see closely the AI sometimes confuses the details of the cat and kind of merges lines with one another which is extremly weird, it's still awesome thou
The original one is probably rotoscoped anyway so you aren't completely wrong in that case
The cat has a lot of solid blobs of colour, so the morph-and-blur approach works pretty well on it. The very next example, the runner, shows how this technique is completely ignorant of lines. Sometimes it interpolates a pretty good motion-blurred version of an original frame, but 75% of the time it's a total hash.
In UA-cam's Web interface, you can frame-by-frame your way through paused video with the . and , keys (also marked > and < on a US 101 keyboard).
The paint brush woman swimming looked totally different and 10x better. Felt like she was made of smoke
@Slava Gorbunov I think in this situation the smearing actually made it better. Felt very fluid and like a small bit of motion blur
1:19
It made it look like a video of a person edited to look like a drawn animation rather than a drawn animation that looked realistic
I think atheist original concept was to make every frame unique instead of making it look smeared, the outline should move smoother, but the insides should look rough instead of smoke
1:20
In some cases I'd rather have the original because with the interpolation it smears it and ruins the feel for me.
Nah, its because you have a feeling like your crush is just using a filter on her facebook account but if you doesnt know, you will compliment it!
@@shirleendalman3975 LOLZ
The 60 fps thingy just ruins the entire timing of some of this animations
It only ruins it for Drawings, for Undertale anime’s and Swordfight things it’s better.
i mostly feel that for a lot of the rougher animations cause its too obvious and some frames just make it look weirdly jittery
0:32 Damn, it's so smooth that it just looks like a filter...
Ikr?
Ikr
Ikr!
Man why are you following me?
@@Itsfarrel Lmao Ikr?
I love how everyone is giving their honest opinion but no one's being rude about it. I think some of them look better and some of them don't.
That I do agree. with some of them looking really good and some of them look like ‘jelly’
The one I think that looks weird is the skeletal Deer, it looks like the legs are snapping back like a rubber band where as the original is so much smoother.
Yeah definitely
Forgot I was on UA-cam for a second
It depends on how natural it is like the skeleton deer look odd but something fantasy blends in well
Original: Simple Animation
60 FPS: Looks like a 3D animation
301 likes, and not a single comments.
It looks odd
@@nitrixflex2622 whats the problem
I wouldn’t call it simple animation to be honest
the "chunkiness" in the originals is on purpose to add weight to the movement, it's like a timing thing. the 60 fps is very smooth, but not all movements are perfectly smooth, if that makes sense
idk how to properly articulate this but I've noticed Dain makes it look a bit "slithery" for lack of a better term.
perfect for hentai
I second the feeling, though I can't place it... I think it's the AI getting slightly confused what goes where around the finer details like the bubbly bits at 0:28
@@silverseth7 I think this clip demonstrates the possibilities and its limits. Seems to need a "proper" selection of keyframes to make sure, the AI does know, how to deal with it. With time artist will find a way to work with that in consideration and awesome results! Can't wait for it!
I think, I will give animation a try and begin to experiment a little bit. Time to get my old wacom into action agian. :)
it only works on animation with little to no weight , otherwise it looks wrong and takes the weight and energy out of the animation (which you call slithery ) walkcycles are a great example for this messup , the ai is not trained for 2d animation specifically but real video instead
the AI needs more drawn frames since the animators skip some spacing between frames to animate movement, so its just a little extra work for extra smoothness, rather making it look hella slithery
The 60 fps takes away the impact & weight of the objects
YES. YES. THANK YOU.
After seeing this I can say with absolute certainty that AI is not advanced enough to successfully transfer a hand drawn animation to 60fps. The drawing seems solid and stable but the AI creates 60fps one seems like what ever the original was but made of jello. It seems way too inconsistent.
Thats kinda the effect of 60fps. Its too much.
the 60 fps with the sniper girl looks better ngl
AI is not perfect, but its advantage to hand drawn animation is that AI can be adjusted and optimized. It won't take too long for AI to outperform.
@@klaviergavin5401 Yes. More training data for the AI and it'll storm the world
@@default632 But,,, animation and any art is not a matter of outperforming, it's how art can capture attention, emotions, and societal issues. AI, used properly, can amplify art. If used on its own, it's useless, frankly.
99.9% of the comments: I like the original better!
0.01%: Seriously, is no one gonna talk about how good the animation is in general? Like god, people are so talented.
imagine if The Thief and The Cobbler had access to this technology... they wouldn't have wasted so much time and effort animating every single frame of animation on ones and avoid the end result of several decades worth of work being ultimately unfinished
It’s simple once you learn how it works. Even for the running one they only had about 9 fps which compared to pretty much any any animation is a walk in the park
Zeldagirl Yes, but the time and effort put into it is what’s really interesting. I can only dream of drawing like that someday!
i think the animation in the second one is amazing, i just personally have a soft soft for the way the first ones are animated
yes, most scenes where there is fast motion and action look very nice, it actually makes it look more life like with the animation. Personally though, there are some animations which don't feel right. The technology is very cool either way.
Hentai artist: interesting...
Lmao 💀
Bet
Hentai in 60fps :0
Minus....
Shup up and take my money
The big problem I see with a few of these is that they make hand drawn stuff look like it was rotoscoped, which is really heckin weird
*heccin
*fucking
The problem is that the timing is lost because the AI is trying to fill it in with extra frames which result in weird looking animation
One of the reasons that I heard is that this AI is used for live videos, which is why the website has its examples for live photoge
this should just be called “disney to cuphead converter”
what. they're both animated at 24fps, I don't get what your point is
T.K.A. Animations oh shit true lol
@@spaghettini268 didn't the cup head devs have to animate at 60?
@@voidofspaceandtime4684 no
They set the game to run at 60fps, but it was hand drawn at 24
I wonder how some of the epic stick fights would look after having this done.
same
Because the in between frames crated by ai is making the motion more fluent.
If you are thinking of using it on already polished work it wouldn't make a diffrence. However, in a rough animation it will make a big diffrence.
Might harm the impacts of the fights since over fluid animation could just make a attack lack any impact
@@temkin9298 it would probably glitch on rough anims
1:37
The video: cool 60fps animation
Song: m a n k i n d w i l l b e
d e s t r o y e d
Lol
Mankind won’t be destroyed * mista u gotta listen better
@@schindy6385 sorry im deaf after giorno sucked me :(((
Don’t really like how they treated a sniper rifle like a grenade launcher.
@Chuerry i mean man and womankind xd
*"I've seen enough, I'm satisfied"*
@HeyGemini I understand Sargeant, I shall change my opinion..
0:24
the ai also adds smoothness to the numbers, it satisfies me too much-
IMO it looks better than the actual animation
I think the only things i dont like about the generated animation are the bottom tube/leg things glitching out
Edit: spelling and grammar for I have the dumb
@@flare_studios. actually, that animation came from a game called Skullgirls, it’s not generated
"How many blurry frames do you want AI?"
"yes"
at this point i’ll take anything to see a hand-drawn animated movie again
both are good tbh
Swordbird same. Hand drawn animations are just so much better. As much as I love the technological advancements and realism of scenery in movies like Frozen 2, they just don’t have the same charm or entertainment value as hand drawn movies
Well, good for you: wolfwalker is comming out soon
Io Som *iM SO EXCITED FOR THAT MOVIE YOU HAVE NO IDEA*
Watch anime
1:20 that 60 fps version looks incredibly cool
Not really, imo the smoky intent of the artist completely vanished and turned into a smudged mess
Everyone: *Sharing their thoughtful opinions on how the technology can be used and pointing out notable achievements of a new, possibly work-efficient animators' tool.*
Me, a comic artist and story-boarder who can't animate for shit and loves hand drawn animation:
*Hehe. Pretty lines go wheee...*
I feel you
We all feel you
Lol can relate
lmao *Pretty lines go brrr..*
Idk i like both. The originals have a certain charm to them, almost kind of rustic compared to the new. The news ones are obviously really great and smooth. It's amazing what AI can do.
Call me crazy, but it looks better without the 60fps.
Crazy
Crazy
I agree. With most of them at least.
Crazy
Crazy
0:32 on 60 fps makes it look like a filter
Yes, is awesome
oh wow, I see what you mean!!
just like 1:51
It's a filter lol
Check this, it's a software that interpolate every frame: ua-cam.com/video/sFN9dzw0qH8/v-deo.html
The 60 fps are similar to pop-up ads that say make sure your alone and it's so very addictive. Lol
0:33 makes it just look like a filter on a cat instead of a drawing!!
Yeah it looks so good!
Lavender_heart :3 it looks awful
Szlendak like you could do shit lol
@@coolrichkids I hope you are aware that you're talking about a program, right?
Twin Flame lmaoo trueee
I think this really shows how sometimes we don’t need 60fps
This
I Personally think some Anime scenes like Naruto & Sasuke vs Momoshiki or One Punch Man Vs Genos look better in 60Fps. The Flashier the scene is, the better it looks. As long as they keeep the rest of the episode in 30fps though.
dude 60fps is way better what are you talking about😂
No.
Movies and Tv Series are in 24 fps so yeah. 60 fps looks kinda weird.
0:32 was the most satisfying in 60 FPS in my opinion
Squish that cat
To me it just looks a bit too slow, it is still cool either way.
@@fauxhuman0 in 1.5x that's seem better
Right? It looks like you just put a filter over a video of a cat
It’s like the slower the animation that it’s transferring is the better the 60 fps ones looked. Like, some of them barely moved and so it looked great as it was probably easier for the Ai to make it smooth
So I guess I’m literally the only one who likes the new version better? It’s just so smooth..
You’re not alone, I prefer it too.
We are considerably less but we do exist!
I agree
Yeah I prefer it too
Some of them look really good and some look awful.
One thing that's interesting to me is how even though they're still moving the same amount per second, the amount of frames effects how fast or slow the animation feels. I mean this is something I've learned in my animation class, but even still this is an interesting example of that
This probably has something to do with the 12 principles of animation, though I'm not sure exactly how it ties in. Framerate definitely effects how weighty or weightless something feels. This AI is essentially taking in shots animated on twos and threes and spitting out shots animated on ones. Sometimes it works, sometimes it doesn't.
0:08 really shows how timeless well-drawn and consistent animation is. Forty-seven years old and the AI process throws into even sharper relief how dimensionally well-drawn the proportions are and how well the motion arcs were executed.
The traditional animators at Disney were masters at their craft. James Baxter and the dude who imagined thief and the cobbler are/were one of the best at fluid, consistent, and realistic animation. True art right there. they put their heart and soul into every single frame they did and made it look easy while doing it.
@@Kimmie6772 Miramax deserves very nasty things after what they did to The Thief and The Cobbler.
@@RETROMAN-UA-cam-Channel well to be fair to Miramax, the man wasn't very cooperative when it came to showing progress and reaching deadlines and had an obscene budget. But then again idk if these deadlines were considered unreasonable or not.
@@Kimmie6772 Yeah, that makes sense. It's still a huge shame most of those hand-drawn 3D camera movement shots went to waste. That stuff is the best animation I've ever seen!
THE SWIMMING ONE LOOKED AWESOME
Interesting and useful technology? Yes.
Should it be used everywhere and eradicate 24 fps animation? Of course not.
Honestly someday it might be, the models need refining and perhaps studio specific training data to actually be practical.
As we get more and more sample the algorithme will get better and better. It might become a norm
But! It might be changing which frame animators choose to draw, if they don't need transition frame anymore they will need to do more key frame and at strategic point.
Hyped to see an anime entirely drawn to be smooth with this technologie
@@nicolasroure4589 This looks like it will probably be mainly used for in between frames if anything. It makes most of these look like video games or cheap CG, clearly inferior to their hand drawn counterparts, but you probably won’t notice that if it’s for less than a second long.
maybe eventually but it needs a lot more training and a better understanding of object permanence
cope cope cope
0:32 looked like a real video with a filter over it
Check it out at 0.25 playback speed and see the magic dissolve
It looks like they used motion capture for it rather than animated it. Hand drawn is clearly superior
@@lucafacchinetti2522 the original looks like a bad animation, theres a skip between the paper
but the 60fps doesnt change, it still moves smoothly
Yeah this is why i like 70 fps m9re
Does this mean we could make Ah-Ha’s Take On Me music video 60fps?
Omg yes someone do it
+1 PLEASE SOMEONE~
Here, I did it ua-cam.com/video/dQw4w9WgXcQ/v-deo.html
@@tatteryt Should of used the indihome meme
@@tatteryt Bless your soul
0:47 still love that animation
RESH IS LEGEND
Resh is a god
Yea..
Awesome Resh.
Maybe its just me, but the 60 fps kind of make things a little too "uncanny" for my taste. If that makes any sense.
I agree, it's cool that technology has gotten this far but idk how I feel about it
Interpolation makes the motions "flow" into eachother.
This will be fixed when AI is expanded to clean up visible interpolation frames and work with mixed frames on critical spot to trick our eyes (slow fast slow fast).
When this is achieved the 60FPS will be less strange and more appealing
I think it depends A LOT on the original
takes me back to my acid trips.
same!
Definitely a tool with powerful potential in the case of giving animators their "cream of the crop" interpolated inbetweens.
But just going straight into 60 with no oversight to timing ends up giving the majority a heavily "tweened" look (for obvious reasons, it is essentially tweening without vector data)
Would personally go 15 -> 30, clean up favorites then do 30 -> 60, but that's so many free frames without ever having to guide a vector path :O
I would go manualy to around 30 fps, then use it to make it up to 60 fps.
This is good tool, but needs quite some materials to work with...
But also, some types of animations( like some fightinng scenerios with lot of shaking) work bether with lower fps, which makes it looks sharper, so sometimes higher fps is not necesary bether.
Imagine converting a whole episode of an anime into 60 fps
Thank you for all the likes. I’ve never gotten this much and checking back on this comment really made my day, thanks!
will be best anime of the year
ferb i know what were gonna do today
It will feel like a real anime movie
Eeee
That was the first thing I imagined.
Some of them look like they're shifting into different dimensions..
dear commenters: the purpose of this is to showcase the AI, not produce a "better" animation.
The AI's not good if it can do something well, but if it can do something good.
@@nathanaelhahn that sentence made no sense.
@@koooolk. Actually, it kind of does, he is saying that AI is only good if it actually helps individuals - not just something cool. I, personally, disagree completely. Every little milestone can and will add up to a greater cause.
@@nathanaelhahn you obviously does not understand why these technologies are researched and what uses they can have, do you even know what an AI is?
So whats the end goal purpose then if this was just the learning/training phase for the AI?
This technology is really amazing. Both the original and the DAIN versions are quite good, and the DAIN can really add a whole new aura to the original animation. Of course, the interpolation won't always work (that last gif is a perfect example) but when it works, my god it works.
I know it’s not just me that feels the originals always have better timing and are snappier. Every footstep feels more certain and deliberate where the interpolated animation feels baggy and indeterminate. All the life kinda gets smoothed out and you’re left with syrupy, wobbly, plastic.
perfect for hentai
I did like it at 1:30 and 2:13 though! Seems a certain type of style looks better when smooth. I didn't mind he angel either, but both versions looked cool in that one
60fps is best used during slower movement, and not rapid like some of these
right? when it’s smoothed out it just looks like a imovie transition sped up lmao
@@soltrice not exactly, it would mess up weight and timing
See you in 9 years when this video gets recommend
The DAIN version makes it look like that subject doesn’t have any weight to it, which lowkey throws me off lmao
Exactly
you put it in words! you’re completely right
Yuo readed my maind
this^
1:03 the 60 fps is so strange
Lol ya
It looks like a 3d model oh my god
Not enough frames on the original, thats why. An AI can only be "so" good
I think it's because the 60 FPS one feels too "light", and like it doesn't have much weight... Which is different to actual deer
That's the only one I don't really like. It seems to creating a rubber band effect with the legs which throws me off.
This means in the future, people won't just make memes. They will make actual media content at home.
The 60 fps looks 3D animation with a 2d filter on
Basically live2D
2.5D?
The fact that it doesn’t only create a middle frame between every two frames, and understands the acceleration like when does the animation supposed to go faster or stop, is just AMAZING
Why does the 60 FPS version have like a jelly effect.
Edit : thanks for all the likes , never expected this
It is trying to make frames blend together but the rougher the animation the more obvious the blend effect is going to look. Thats why some things look like jelly.
yeah thats what a i thought too
looked like it's a little blurry
looks like twixtor lol
its likely due to minor inconsistencies in the drawings that arent noticable in a lower framerate due to them being mostly sketches
you absolute moronaicn poaeioc
1:12 looks perfect
Looks like a video game’s frame rate
1:07 this makes me unconfortable
1:11 that cured my unconfortability
Lol
Uncomfortable*
1:07 is look likes a flash game quality
You are right. I also felt uneasy with the 1:07 one. The feeling was uneasy and the movement was unnatural
The one with the cat chasing it’s tail looked kind of weird in the 60 FPS. It looked slower and unnatural
You're absolutely right, it is slower. You can see towards the end that they're out of sync. Nonetheless I loved that animation, it looked like a camera photo filter.
ok
The deer skeleton just looked BAD.
@@jetpackdog3427The deer was pretty bad. It's the abrupt legs that do it in for me. If you want 60fps animation, you have to draw it so that the AI can handle it. Quality in, quality out!
@@jetpackdog3427 I think there was an anti-aliasing effect with the ribs because if two adjacent frames had more or less ribs on one side of the leg it would try to interpolate by *Squashing & Stretching* the ribs instead of by moving rigid bodies. that’s how characters with flesh move (especially in more exaggerated animation styles), not how bones do, and you can immediately tell it’s doing it wrong.
2:07 is perfect for the AI
The cat at 0:32 in 60 fps LOOKS SO REALISTIC. IT FEELS LIKE A REAL CAT
The legs got really blurry how is that realistic
*facepalm*
Oh yeah, i see it now
0:32 I legit thaught the right one was a filter at first
IKR IT’S SO WELL DONE
thats the only one I really like, theres no glitches,
It looks freakishly natural.
I don’t like it, if you slow it down the cats feet disappear instead of move.
Wow the original has something human and special about it, the 60 FPS looks strange for lack of better terms.
For most of these, yeah. But that one with the girl with the metal arm was actually really good for an AI.
I understand your points. I think we have to get used to it at first.
Moral of the story: everything looks smoother at 60 FPS
Eeh... No
It looks smoother but 60 should be only for games not animation, you don't feel the weight on these, when the girl was running you didn't really feel the weight of her feet hitting the ground same goes for the girl with the big metal arm.
i'll passed on blurry in-between frames
Looks too rubbery
True it does make everything smooth butttttttt original will always be better its the memories of memories it is those childhood memories the origina is way better then that 60 it just can’t compare it’s like original is Like a thicccc bitch with four cs 60 it’s just a thicc bitch just only two i’m saying it’s not bad but preferably I’m a take the 4 cs if that do not make sense to you you’re uneducated swine love you muah 💋
Wowie, those impact frames at 0:48 are really powerful!
Original: yeah im kinda slow
60fps: drawing go bouncy bouncy
1:27 this one looks super nice in 60fps
my pp dangling
it feels like it would fit the game Shantae very well
Looks like something straight out from *Skullgirls*
Edit: wait...
@@CinnaMae420 Yeah I agree but.. There is a difference between a heavy feeling, and just looking at an animation and feeling like it would be better if it just had more frames to make it smoother, the vast majority of these if not all I liked the concept but not the execution, just felt like they liked frames and weren't smooth enough
@@quuuuro r/cursedcomments
*Original:* old cartoons like Teen Titans, Batman, Disney movies, etc.
*60FPS AI:* Teen Titans GO, The Lion Guard, new Mickey Mouse series, etc.
They're two distinctive styles and give off different feels, it's not a replacement.
it's just too perfect
You just know what you did? You just compared two diferent eras of animation, of course in old cartoons they have to use 30 fps because of the tecnology or/and time do it.
It's the same thing comparing Nokia to Blackberrie, both have diferent tecnology, but Nokia still good even nowadays, but Blackberrie is really awfull not because of the tecnology, it's because it was made poorly, Blackberrie and Iphone have the same tecnology, just try to know which one is better?
Longstory short: It's NOT a style, is can be used as a repleacement, one the bad cartoons is using this tecnology, but imagine a ghibi studio like uses this tecnology? It would be amazing.
Nobody said it's a replacement, it's a tool. But of course people will find the way to look at this negatively
You're comparison is genuinely stupid
@@insanemokey1025 still disagree. Look at this comparison of old vs new Johnny Test: ua-cam.com/video/BNdNsZpkN7E/v-deo.html
I'm a semi-animator so I know this stuff. The "original" in the video would be called *frame-by-frame animation,* while the "60FPS AI" looks like 2D vector animation with digital puppets (especially the 60FPS version of the red girl shooting downhill).
A lot of new cartoons now use digital puppets to make animating easier, and honestly, when done right, it looks really good. When not, characters look static, lifeless and flat. Think old Simpsons animation vs new Simpsons animation.
Look at Arthur's animation before and after: ua-cam.com/video/FOcdagXLvt8/v-deo.html
I'd rather Ghibli NOT use this as a replacement -- just look at the video, the frames "morph" into one another, and if you pause, you find lots of artifacts (floating limbs and parts). Another big issue is that it messes up the *pacing* of the animation. The impact of a hard punch blow might be lessened with this technique. However, they might be able to pull it off by carefully applying this where it works, especially if they already have tons of in-between frames, which would make this tool work much better.
More realistically, this can be used as a *_visual guide_* for the animators and inbetweeners. If Ghibli needed help visualizing more frames in-between, they chould use this tool to get a better idea and hand-draw new frames on top of it.
Imagine if Ghibli _hand-drew_ 60FPS animation: ua-cam.com/video/TqERSuGN8xI/v-deo.html
It's easy to spot the difference between lovingly hand-crafted animation and poorly automated animation.
0:56 best of resh!
Resh was WAY ahead of his time!.
it's in 12 fps in the original so you were watching it in 24. You both dum. It wasn't 60 fps
Call me old fashioned but I actually like the original more, the 60fp still looks good though
Edit: turns out I’m right if you pause throughout the video you’ll see how the art in 60fps is glitched and wrong.
Also watch this if you don’t agree with me ua-cam.com/video/_KRb_qV9P4g/v-deo.html
Same the 60fps looks too artificial the original feels more organic
The only one I thought the original looked better is 0:40
Yes, you are extremely old fashioned.
Same. It doesnt have as much weight
@@kevooo1250 yeah same
Imagine if Take On Me was 60 FPS
Holy shit
somebody needs to do this to Take On Me
Oman
Wait- like the vine ?💀
@@MarMar-ut6vn No the music Video for the song "Take On Me"
The skeleton deer was kinda messed up but DAIN is improving tho
I’d personally say it was only messed up because it didn’t have enough keyframes in the original to determine spots to put the leg in between 2 of the frames. But I could definitely see it too. Either way, all of these are insane.
Yeah the ai has no information on how to generate a new frame in the middle because the first frame and the next frame was leaping so far
Yea i did that on purpose to see how the ai would performs in animations with missing frames
@@Reyki86 wait… So you deleted a frame of the original? Or you selected that one because of the big leap on the frames?
It's a deer
i love the way they bounce on the thing thats so satisfying
0:34
looks like a filter
I does
Videos like these are so interesting! I’d love to see how this could be implemented into animation but in don’t think it should be used too often because sometimes a lower frame rate is part of what makes it cool :)
Yep there are plenty of animations that doesn´t look better at a high framerate because some of them lose their style.I think one great utility of this ai will be using it to make the in-between frames of repetitive animations, saving a lot of time that could be used to focus on most important scenes.
I was thinking of how the developers of Guilty Gear actually make fully 3D characters but they lower the framerate on purpose to make it look and feel more like an old fighting arcade game. It's hard to believe they aren't hand drawn.
@@Reyki86 it could also be used when the animators are matching 2d characters to a smooth 3d background
@@Reyki86 Or you can use this for Slo-mo scenes
@@RevolutionaryLoser
Because they want the aniamtions to still have the effect of impact and speed. Some speed effects are made in post production with that tipical solid clor lines.
I actually enjoy the bumpiness of lower fp, it makes me feel more in motion, like when I run.
Yeah. Movement of living creatures isn’t meant to be that smooth
Yeah, The Subtle Choppiness In The Original Animation Kind Of Exaggerates The Movements By A Tiny Bit, Making Them Look More Pronounced.
@@user-sg4uk9qn7p dear youtube commenters, this is a prime example of how NOT to comment
@@qwedge No One Cares To Be Honest. as Long As It Gets The Point Across, It Doesn't Matter.
0:08: Actually, that one looks pretty good
0:16: This looks kinda stiff, but I can take it
0:24: Okay, this is actually passable
0:32: I can see a few flaws, but I think I’m gonna say that Noodle might actually be wrong
0:40: Oh, No, he was right
0:56: This one doesn’t even look different
1:04: Oh, God, *WHAT HAVE YOU DONE?!*
1:12: Okay, this ain’t too bad, actually
1:20: This one sparks joy
1:28: Hey, this actually looks quite nice
1:40: This looks exactly the same either way
1:50: Well, in spite of a few flaws, this one actually stays faithful to the original
1:58: Maybe, some of these actually work
2:06: This looks okay actually, but only because it’s about the same
2:14: Yeah, this looks quite nice
2:22: It got a few things wrong, but it’s passable
Overall, I didn’t expect for most of these to actually be good
Edit: what was I thinking? This looks like dogs hit
They all look bad don’t lie
The 24 fps makes it feel more hand-drawn and, as weird as it sounds, cozy. The 60 fps makes it feel smoother and makes the subject of the animation feel more 3D, like it has more volume.
Yeess well said