Animation krita vs toonboom12/2/2023 The thing that's driving me absolutely bonkers is that I know for a fact that this specific sort of thing was extremely easy in Flash! This problem, of needing to both apply keyframes to groups of objects and then also apply keyframes to assets within that group, was so easy in Flash you practically didn't need to learn it! Does anyone know of a modern animation software that's set up to support a similar style of work? Because at this point I'm this close to just finding a 2008 copy of Flash and doing all my work in that. The way that it requires things to nest in this priority structure is just absolutely impossible to use if you're doing something more complicated than like.animating some text and a frame over a video shot. The other option I looked at which seems popular is Da Vinci Resolve, but this one is really more of a video editing software, and isn't designed to have more than like three or four assets on screen period in a given shot. This is incredibly clumsy and time consuming! It took me like two hours to animate about twenty seconds that consisted of cutting between two characters a couple times while some words appeared over their heads. Any scene where I had, say, three or four groups interacting (two characters + some props) would be a ton of blind animating basically adding keyframes in the isolated views and then clicking back to double check in the main view that stuff lined up. I could either add two translating keyframes for every single part of the body, which might be like eight, and then add a rotation keyframe for just the arm, or I could group them all together, use one translation keyframe on the group and then inside the group use a rotation keyframe, but in the second scenario you can only do that editing in a new viewport where you don't see anything else in the original scene, so timing it out so that it looks like he's grabbing something is incredibly clumsy. Lets say I want the character to move across the screen and then raise his arm. My first thought was After Effects, but I've taken like three stabs at it and I can't build up any kind of good workflow. And.I can't find any modern video editing/animation software that seems designed for this? Spine: Another fantastic puppet animation software for games. If youre just starting out with 2d animation for games, this is a really good choice. Has a ton of support for popular game engines like Unity and Game Maker and also offers a free (less powerful) edition. I would like to make animated clips, accompanied by imported audio, that basically just involves taking those assets and putting them through the four basic transformations: translating, rotating, scaling or showing/hiding them. Spriter: Fantastic program for game animation using bones and puppets. I want to make some simple animations featuring illustrations of characters ( see an example here) and I'm building them basically as paper dolls, which is to say that I have a bunch of separate assets/layers one for the torso, one for each arm, one for the head, one for each different eyebrow style to make different facial expressions, etc. Animation software can be an intimidating world to enter, but it's even harder when you're deciding between two similar programs. So this has been driving me absolutely batty for a few months now.
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