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Remarin — Run-cycle.4

#animated #animation #canine #creature #cycle #effects #equine #hybrid #mix #run #smoke #undead
Published: 2017-09-01 16:40:57 +0000 UTC; Views: 96758; Favourites: 2531; Downloads: 178
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Description Second take at Null's run, this time with the addition of some fancy nonsensical smoke
<-previous one

Kinda a mix between dog and horse? Btw, if you're like me and always mix up the step-pattern of which leg comes in which order,, simply google rotary gallop and transverse gallop, then pick the one you find looks better
I think, compared to the last run cycle, I've improved on the rhythm?

----
I'm slowly becoming the kind of artist that stops their projects just to start new ones, aren't I

Here's some music that I recommend to anyone who also wants to animate some running stuff:
www.youtube.com/watch?v=FuPEbU…


done in Krita
14 frames at 18 frames a second
Related content
Comments: 63

TheCrazyDragonLady12 [2022-01-08 05:35:56 +0000 UTC]

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LK56 [2020-05-06 13:31:10 +0000 UTC]

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Ghost-AlbinoFerret [2019-05-13 01:20:21 +0000 UTC]

How does everyone animate? I've always wanted to try, but anytime I look up animation tools, it's always crappy 3D ones for Office Videos for presentations..

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Remarin In reply to Ghost-AlbinoFerret [2019-05-13 18:44:56 +0000 UTC]

Check this handy little video on a handy little program  www.youtube.com/watch?v=mpN5QD… (it's a free program and very simple - but totally fine to just get familiar with frame-by-frame animation)
Another free one is Krita, which is a bit more similar to professional animation programs. I currently use TV Paint, but in the industry you'll also find "ToonBoom" (nowadays called Harmony)

For programs, you'll have to specify 2D animation, or "frame-by-frame" animation. And even there, you have the difference between programs that use pixels, and programs that use vectors ( if you think of "flash animation" - that's all vector animation.)

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alicewieckowska [2018-08-13 04:08:45 +0000 UTC]

Ooh, so lovely! It's so smooth and I love the smoke!

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squawkietalkie [2018-04-26 12:49:15 +0000 UTC]

lit fam

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Remarin In reply to squawkietalkie [2018-04-26 18:26:14 +0000 UTC]

ye boy

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Forest-Spirit-Art [2018-04-20 15:45:06 +0000 UTC]

I legit just whispered to myself "wow... this is cool". Great job!!

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MetellaStella [2018-04-20 04:28:36 +0000 UTC]

Just . . . really want to see someone put a Suicune skin over this.

I'm not an animator, but it seems to me the biggest issue with this (aside from it seemingly being weightless, which happens a lot with run cycles) is that its head is moving way too much. Don't animals tend to automatically stabilize their head while in motion (after all, you need to be able to *see* where you're running, flying, etc)?

Really exaggerated examples:

youtu.be/k6jYXB64XBU

youtu.be/nLwML2PagbY

Human example:

youtu.be/FDzZhtK_U6Q

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Remarin In reply to MetellaStella [2018-04-20 09:41:59 +0000 UTC]

Well- startionary bird and human references won't help me much in learning how 4-legged animals deal with all the momentum of a 100% sprint/gallop.
And since this guy doesn't have eyes in the first place, I wasn't too worried about his vision getting messed up during the run ;3

I get what you mean though, I'm still having trouble with getting the head-movement right - but keeping it closer to stationary during a fast sprint would look wrong too
greyhound: media.giphy.com/media/9RXbmK18… (note how the head on the "down movement" gets down to the level of his paws)
husky/wolf?: 78.media.tumblr.com/8e7ae7b4ed…

There is also lots of difference between a horse doing a jolly gallop, i.gifer.com/KMA.gif and a race-horse at full-speed media.giphy.com/media/xT5LMz1f…

Plus there's so many nuances between species; the greyhound is the fastest dog, but he has really drastic headmovement, while the cheeta's head stays quite level media3.giphy.com/media/7lz6nPd… both are fast animals, but I'd guess the latter needs less headmotion as an experienced hunter who needs to be able to make split-second turns.
This guy I drew here is a mutant canine-horse mix, so he'd definitely not be one the pro-hunter types whom evolution gave a 100% efficient sprint.

It's the subtle changes in angle and the timing of when the head is at it's highest/lowest that make the difference. But I'm no good at subtle yet, especially when I'm not directly using reference. I simply exaggerated what I knew from visual memory and tried to make it at least somewhat believable for this nonexistant creature

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MetellaStella In reply to Remarin [2018-04-22 21:20:56 +0000 UTC]

Yeah, I looked up a slo mo cheetah too. youtu.be/NuyeVN7PuTM

I guess dogs are so far domesticated that they've lost the natural instinct to do this?

When they're just running for the heck of it, and not hunting, there's no reason to I guess. (or, if they're chasing a rabbit or decoy, still their survival does not depend on it)

Anyway, your character here doesn't even read like he's sprinting full out- he doesn't thrust his legs out enough. This looks like a relaxed, almost canter type stride to me. 

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Remarin In reply to MetellaStella [2018-04-23 14:09:09 +0000 UTC]

ah welp, I'm still working on the problem of my horses looking like dogs,, so my attitude towards animation is still partly "ok, so it looks like it's moving? alright good job, me!"
Of course I strive to be able to animate realistic movement, but I don't always want to make it into a whole study session. I value exploration by improvisation a lot, since I feel like I can learn more by discovering by myself first what works and what doesn't,, plus it can be lots of fun.

So like I mentioned, I animated this without any references. Whatever looked about right at that moment, ended up making it into the final result, thus I might not have managed to do a proper sprint,, but I was satisfied when it looked like a weird gallop.
It will take me a while still before I actually learn the essentials of each different run-type, but in the mean time all I can say is that I'm fine with how things are progressing, considering the stuff I did 3 months prior to this one looked like: messy walkcycle-1

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Dreadalous [2018-01-17 09:47:39 +0000 UTC]

this is lovely but if I may I have only one critique. As the hind legs push back tilt the body downwards so that the rump comes up little more for a more universal movement. Other than that its beautiful love it, great work and you're getting a lot of positive feedback. keep it up

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FaroSamor [2017-12-21 20:20:04 +0000 UTC]

This is so cool!

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randombullets [2017-09-29 20:11:44 +0000 UTC]

I am impressed.

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Blitz-o-Byte [2017-09-16 14:03:40 +0000 UTC]

its almost perfect :0  now you just have to make the body itself bounce a bit more
But you've improved a lot good job ((i wish i had the same skill as you |'D //shot// i dont have enough patience to finish a looping walk cycle ))

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CarmenGF [2017-09-05 19:27:35 +0000 UTC]

This is awesome.
The only thing I think would make it look more natural is working on the body. Maybe make it bounce around and bend with the movement so that it doesn't look so stiff?

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BluWren [2017-09-05 03:59:41 +0000 UTC]

This looks amazing!
The smoke is a really nice touch and really nicely done
I dont  know much about your character and if the spines should have some followthough but the spines on the throat have really good subtle motion.
A lot of comments are mentioning some movement is stiff- i'd recommend taking a look at the 12 principles of animation,  squash and stretch specifically

did you do this straight ahead or pose to pose??

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Remarin In reply to BluWren [2017-09-05 14:06:34 +0000 UTC]

*wheeze* I'm not yet sure if I work better with pose to pose or straight ahead, or how to balance it. I guess I do start with pose to pose, picking out some of the extremes that I feel have to be shown, but later on it is entirely possible that I'll move the extreme for the legs one frame earlier or adjust the timing of the neck etcetc. But once I have the key poses I think I switch to straight ahead, just to go through the whole process and check at the end where it needs changes/extra frames/less frames. It is entirely possible that I might change around too much, and end up returning to the original version again x:

And yeah I am familiar with the 12 principles, but I'm not yet very familiar with actually applying them, how and when, and to what extend a @ I feel like that will be something I'll grow more comfortable with over time

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BluWren In reply to Remarin [2017-09-07 06:30:22 +0000 UTC]

ususally pose to pose is good for walk cycles and stuff you need to be exact with but the stuff like the fire is good for straight ahead.
yeah the principles do grow with you- my teacher gave me some really good advice when I was learning to animate about exaggeration- he was like- if you think its exaggerated enough... exaggerate it more...
and for the most part it makes for really nice animations (exaggeration and anticipation are kinda just extensions for squash and stretch)

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BlueWitchCat [2017-09-02 18:30:57 +0000 UTC]

Wow! this is fucking awesome

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SirStudMuffin [2017-09-02 04:43:57 +0000 UTC]

This looks amazing! Its so smooth and beautiful and the smoke is amazing ; v ;

Although I have one tip, when you are animating the head moving like that often the body is moving a lot more as well, most animals actually dont move their head all that much when they run unless they are full on sprinting, which often uses every single bit of the body to get as much speed as possible (head, shoulders, hips, legs, tail, etc.)
One good example is horses, they move their head a lot when they sprint, but they dont move it too much when they just run
Here is one sprinting:
www.youtube.com/watch?v=wnSD0c…
Here is some just running:
www.youtube.com/watch?v=a5RqeN…
Notice how the head moves much more when they are running as fast as possible, although even when they are just running normally the head will always move some, just not as much

Here is another good example: www.youtube.com/watch?v=8NKMU9…
Look at how the wolves run and move when they are distant from the rabbit, vs when they are right close to it, there is a lot more movement when they are just about to catch it, them moving their head and body more gives them that extra boost of speed because they are using all of the muscles in their body to really give that push

Sorry this is so long LMAO I hope this helps! Your animation really is amazing, and I hope my examples can help you!

EDIT: Also I saw how everyone mentioned the lack of movement in the spine, and I just wanna say while that is definitely important, one good thing to remember is to have the entire body follow the flow of movement, which is often determined by how the head is movement, almost like a wave of movement that ripples across the body while the feet also push up to give them a little bounce and really make the animal look like its pushing forwards ' v '

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Remarin In reply to SirStudMuffin [2017-09-02 12:57:00 +0000 UTC]

Yeahh one thing I've definitely tried multiple times but haven't quite figured out how to, is to make it look like it's a full out sprint,, big movements are much easier to distinguish from the smaller ones, so at least one thing I thought I could try is to simply do the big ones as clear as possible.
Saying that they use every piece of their body would be one step, figuring out how when and where would be the next ones qwq" I'm still trying to get the hang off timing and rhythm. Knowing that impact travels gradually or at least with a delay, and not instantly does give me some extra trouble when laying things out (when does the torso start showing that the weight is being put on the front legs, how much can the body be influenced by impact without it looking like the bones would be cracking after two more runs, how does the neck movement influence the momentum and when? Is the impact of weight shifting even visible during an all out sprint??? Is that where I've been going wrong??)
It's for things like these that I wish I just had a zoologist at hand that I could ask these specific questions..... or maybe a professor teaching animation would be able to help out as well
Welp, one more reason to go study at an animation university

I'll try out the ripple thing, though how exactly it influences the body might also vary from animal to animal x:

Thank you in any case! I think it's in general really important to simply study from real life when trying something new or unfamiliar, but now especially with animation, since there's like a whole new dimension of stuff that could go very wrong when solely improvising or going off of visual memory :I

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SinjaAussiaAngels [2017-09-02 01:48:34 +0000 UTC]

Wow, waves are hard to do! The smoke looks good!

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Hounds2thdragon [2017-09-02 01:46:59 +0000 UTC]

Dayum. That is so amazing.  

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ZashaDraws [2017-09-01 21:50:13 +0000 UTC]

So, I've read a few past comments about how it's horse like and so the spine shouldn't move too much, but, even for a horse, it seems just a little too stiff.
I'll just place something I found that should be useful?

(Horse galloping in slow motion)
www.youtube.com/watch?v=9-x6TP…

Overall I think the main problem is how little the rump moves, as with horses they should move up a little more as seen in the video!
Though, I think this is an amazing mix of canine and equine~

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Remarin In reply to ZashaDraws [2017-09-01 23:07:39 +0000 UTC]

Thank you! And yes, I do realize that I still missed out on referencing horse movements more clearly,, though now I also wonder, is the way the spine moves different depending on the type of gallop??? I think the gallop featured in the video is a transverse kind (right hind foot - left hind foot - right front - left front,, I had to rewatch it a couple of times too many to be more or less sure of it,, so please correct me if I miss-saw it still 8I ) while rotary gallop is said to be the faster one (ive read literally a couple hours ago?? dont quote me on that) so I wonder if there would be differences in a relaxed gallop, and an all out sprint?
I'll probably need to try doing a horse run cycle in the future that is seriously referenced, so I'll try to compare the two :0

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ZashaDraws In reply to Remarin [2017-09-01 23:12:27 +0000 UTC]

Yeah, I'm not sure about horses as I've never drawn or animated one before. ;;
Though this makes me want to draw them now so I can actually give good advice, so if I notice anything sooner or later, I'll let you know~

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UnusualJuggernaut [2017-09-01 21:44:41 +0000 UTC]

It's definitely Smoother than the last one, Though theres something about the back that feel stiff? just my two cents v-v animating frustrates me unfortunately, but I like watching things move. 

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ArchNemesys [2017-09-01 21:15:33 +0000 UTC]

may i ask what you use to actually 'animate' the frames? because Krita doesn't let me actually save the frames as a moving animation

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Remarin In reply to ArchNemesys [2017-09-01 22:43:20 +0000 UTC]

Well instead of saving it, there should be an option called "render animation" 0: that should convert the frames into a gif

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ArchNemesys In reply to Remarin [2017-09-02 01:50:34 +0000 UTC]

oh, okie ^^ thanks so much!

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FireTheEpic [2017-09-01 19:29:37 +0000 UTC]

i personally liked the previous one due to more spine movement

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Amarashinoka [2017-09-01 19:16:05 +0000 UTC]

Looks amazing

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PkingSora [2017-09-01 19:06:29 +0000 UTC]

@ . @ wow

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Jellyfishess [2017-09-01 18:53:07 +0000 UTC]

it is such a joy to look you get better and better at animation my dude <3

only thing that sorta bothers me is the neck movement, as it seems that the neck doesn't extend enough


other than that this looks amazing!!

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LilKittyPsycho [2017-09-01 17:46:17 +0000 UTC]

Beautiful!!!!

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RavenHeart1984 [2017-09-01 17:46:16 +0000 UTC]

badass

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smogteeth [2017-09-01 17:40:35 +0000 UTC]

Man, your animations are my FAVORITE, I can't get over how smooth they all are!!! Just awesome. I also cant get over this beast design, its so simple, and yet I adore it!!!

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Atumney [2017-09-01 17:31:47 +0000 UTC]

as the others before me already mentioned, this animation is nice anatomy wise, but it is too stiff, so it doesnt really give the animated character an "identity". I recommend checking out Aaron Blaise, he worked on movies like Brother Bear and has really great animation tutorials!
www.youtube.com/watch?v=oGnyZh…

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Remarin In reply to Atumney [2017-09-01 18:33:21 +0000 UTC]

Hoohhboy, giving something identity through animation sounds like pro-level stuff x: I'm still here trying to remember not to always place things automatically in the middle between pose A and B

Though I do also gotta just mention, that I haven't seen many equine type animals do rollie pollies,In the end I feel that the main thing I should've done better is to convey the horse inspired anatomy more clearly :I because fo' real tho, s3.amazonaws.com/s3.timetoast.… can you fault a person to think that horse spines barely budge when looking at reference like this?
But now of course I'm not sure if people are pointing out the stiffness because this boy looks too much like a dog running, or if they are pointing out that I still could've exaggeratted the slight horizontal squash and stretch between shoulders and hips

I guess all that I'm trying to say, is that I'm simply a bit at loss seeing as I'm not sure how to correct stiffness when one of the main criteria of horse anatomy, that I knew of, was that they aren't very flexible
The only thing that I know would still point against that, is that in animation movement often takes priority over anatomy?? helpp

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Atumney In reply to Remarin [2017-09-01 18:51:32 +0000 UTC]

oh moment du bist deutsch 

Okay ich dachte nur vll. könnte es später mal helfen ^^
Ich verstehe schon wie du das gesehen hast. Lol wtf das ist echt nur eine Linie auf der Reference xD
Die Sache ist nur beim Rennen macht auch ein Pferd einen kleinen Buckel, weil  beim Berühren von Vorder-und Hinterbeinen die Wirbelsäule zusammengedrückt wird. 
Ich hab das hier gefunden, vll hilft das besser ?

www.youtube.com/watch?v=BEw-2W…
Mit den Vierecken ist es eig gut erklärt. ab 1:20

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Remarin In reply to Atumney [2017-09-01 19:42:28 +0000 UTC]

Hahahh wenns du zu einem vorigem Kommentar runter scrolls findest du dass ich genau das Video einem gelink hab um das Timing des Up-down Bewegung zu begründen.
Und ja, es zeigt in der vereinfachte Skizze eine übertriebene Repräsentation was vor sich geht, doch die fertige Animation ab 1:50 zeigt gar kein Buckel, der Rücken bleibt Konkav. ((Oder meintest du mit Buckel das Hüftteil das sich nach vorne schiebt?))

In meine Version hab ich aber noch dazu die Anatomy etway stylisiert :'I der Torso ist als Ganzes Konkav und restlicher Rücken + Hüfte ist als ganzes Konvex. Ich denke da ich mir diese Stylisation vorgenommen habe, war es am logischsten den Rücken relativ still zu halten da ich so oder so, realistisch gesehen eine bereits unrealistische Wirbelsäule habe ( die zwei Teile noch mehr zu biegen beim zusammendrücken, würde wahrscheinlich ok ausgesehen haben in animierte Form,, doch mein Bauchgefühl ist immer noch zu gewöhnt an Stillbilder...)

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Atumney In reply to Remarin [2017-09-03 16:59:19 +0000 UTC]

oh lol hab ich gar nicht gesehen
Ich meinte eigentlich das Hüftteil (vll trifft Hügel mehr zu)

Ja ich weiß was du meinst, ich glaube wenn man zu lange selber draufschaut, sieht man das dann auch nicht mehr. Aber irgendwas muss auf jeden Fall mit dem Torso passieren , vorallem an der Wirbelsäule. 

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Remarin In reply to Atumney [2017-09-03 19:19:19 +0000 UTC]

Ich hab diesen Morgen komplett damit verbracht Pferde videos aufzusuchen, und jetzt möchte ich Reiten lernen qwq

Ich hab auf jedenfalls mal einige in ner Referenz-playlist gespeichert und werd wohl irgendwann ein Horse run-cycle machen müssen :0 spätestens dann werd ich versuchen das ganze Compression-stretching richtig hinzukriegen

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Atumney In reply to Remarin [2017-09-03 20:48:56 +0000 UTC]

lol Das ist schnell eskaliert 

weee na dann , viel Glück !  

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Arkeresia [2017-09-01 17:14:05 +0000 UTC]

beautiful motion!! <3

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nekonotaishou [2017-09-01 17:13:30 +0000 UTC]

Getting much better on rhythm! You've got a good one here!

I would advise you be careful to not 'pin' any bodypart in a cycle, as the mid-torso is kind of pinned in this one, in that it doesn't really move forward or back, or up and down. You can avoid this by adding sufficient up-down movement to the shoulders and butt.

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Remarin In reply to nekonotaishou [2017-09-01 17:24:24 +0000 UTC]

Yeahh I noticed the torso being too stationary and tried adding a bit of impact to it when the front legs hit the ground, but it was probably too much of an half-hearted attempt since I was already pretty far into the animation :I

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CorvidVolk [2017-09-01 16:57:49 +0000 UTC]

The rhythim has definitely improved, but you've gone a step backwards with the torso and spine movement.

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