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FNAF: Sphincter Breach
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2022-02-1421:43
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Music credit:Clown Music - Kells : "Everybody"License: https://creativecommons.org/licenses/by-sa/3.0/Download Free : https://soundcloud.com/clowndubstep/everybodySupport Kells :https://soundcloud.com/kellsofficial/tracksSupport Clown Music:https://www.youtube.com/user/ClownDubstep/featuredClown Shirts : http://bit.ly/Clown-MerchFacebook : http://bit.ly/FB-ClownTwitter : http://bit.ly/TW-ClownSoundCloud : http://bit.ly/SC-ClownInstagram: http://bit.ly/IN-ClownAsset credit:https://pixabay.com/videos/neon-triangle-tunnel-reflection-38433/Neon triangle overlayhttps://www.videezy.com/backgrounds/48921-abstract-light-neon-backgroundNeon lights 2TLDR;I think I\'ve definitely learned a lot about creating "momentum", "twitching", and "jiggle or physics" movements with the opentoonz animation curves. I\'ve created a much faster and efficient rendering process.I would\'ve liked to have incorporated the frame by frame shading and textures that I had initially intended but I felt my skill for the frame by frame style were not sufficient enough create an appealing product. I plan on continuing to practice my hand drawn animation style on the side while also working on bigger projects like this one.I will be uploading the master texture file for a few of the gifs with clearer instructions so that anyone who is interested, can use my animation curves to see what their own OCs, favorite characters, or even art style could look like if it was animated in my video.I\'m not sure whether to just upload the full scene files or to just make things easier for the artist and compile the gifs for them.//The main inspiration for this was the voiceline vanessa gave, the word association with sphincter and security, which imo is kinda funny, and how the logo kinda looks like a weird cartoonishly gaped asshole.This project began in mid-late December, put on pause for 3 weeks in January, and finished in mid February, which is surprisingly quick considering my work and school schedule. The main objectives were to practice making my opentoonz mesh animations more fluid and energetic, improve my video editing in Da Vinci Resolve, and test out a cool way to allow others who may be intimidated by animation to see their drawing "come to life" in a way (I\'ll talk more about that part later). Overall I\'m happy with the final cut but still disappointed because I tested out a cool combo of mesh and frame by frame animation styles by setting up a mesh base that used a traditional cell shading approach that I would apply on top which look decent enough. As my ideas for the gif set grew however, I started to pay more attention to the quality of the final product and did not feel satisfied with how simple the gifs were. They made the whole video feel too, "redundant" and to fix this I decided to change the camera movements, add a bunch of subtle movements like bounce/jiggle, stretch/shrinks, and twitches, which made each scene much more complex to draw on top of. With this new degree of movement and the length of each gif now being 8 seconds or longer, I gave up on attempting to continue my cell shading idea and decided it would be much more realistic for me to just apply the shading to the base textures themselves if I wanted to upload the video in a timely manner. I really liked the way the cell shading gave the mesh animations a more frame by frame look and feel but I\'m definitely not at that level where I can dish out consistent and fluid movements with my style yet (still practicing on that front until I can put out something I\'m satisfied with).In terms of the mesh animations and the changes I\'ve made from my first video, the Takamori MV, I really like some of the techniques and tricks I\'ve come up with that have really made rendering easier on my 7 year old PC. Instead of creating a mesh for each image file, I learned to create one master mesh that can control multiple images at once and by using multiple skeletons (these terms are easier to understand if you\'re familiar with opentoonz\'s plastic tool) I can reduce the column count by a lot and make the program less laggy. I was not as FX-savvy as before, but now each scene uses a setup of matte ins, matte outs, layer-blending and a few glow layers to reduce both the amount of image files I have to work with and the amount of editing I\'d have to do in Da Vinci Resolve. The BEST change of all however, has been taking advantage of Opentoonz\'s render farm load-out and creating some batch files to automate the entire rendering process. During the Takamori MV\'s scene renders, I remember spending an entire day just going through each scene one by one, using trial and error to gauge the correct amount of frames to render that did not crash the program until I got usable mp4s that I could import into the MV (still kinda pissed at myself for wasting so much time, but you live and you learn I guess). This time around, the entire rendering procedure was taken care of by setting up the render farm with preferences that would not likely crash the program and using batch scripts to compile the image sets into full mp4s, which all took less than 20 minutes to both set up and render. It was so efficient I left the room to grab a meal but went back because I forgot my phone and it was already done with the first 2 scenes.Going back to that thing about giving other artists an easier, or at least less effort means of making animations of their own, I noticed in both video projects that if I messed up on the image files somehow like forgot to color a segment of clothing for example and the entire animation is already done, I could just edit the image file and the change would have been applied to every frame of the animation. Because of my opentooonz setup, I am able to easily replace and re-link the meshes from the image files that constitute the characters in the animations and input new image files of another character. So instead of Vanessa, I could have Palutena from Kid-Icarus or Zelda instead by painting over just the image files (no changes have to be made for the actual animation curves). It\'s the same as having an animated motion for a rigging and replacing the 3d model, except, instead of having to 3d model in blender, anyone can open up MS paint, firealpaca64, or Krita, import the master "texture file", make their changes and plug it into the opentoonz program. The meshes can be automatically modified to fit the new images with a single button in opentoonz, and the animation curves that I\'ve already made remain functional.I\'m going to limit this little "open Collaboration" effort to the more simplistic animations just so the texture files can be easier to access and understand.Just to be clear, I\'m keeping this thing completely free and anyone who is interested in participating can download the master texture files that I will link soon and edit them in any image editing software they are comfortable with.This is just something cool I thought I could do to maybe help someone who is both an artist and interested in exploring animation or something.