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#the only reason it worked out is because I've used liquify and done enough animation-adjacent things in the past to know what to avoid lol
jpivot · 1 month
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do you have any tips for makign the pngtuber?! it looks so cute, are they just idle animations or do they actually move when you draw etc?
it's just idle animation, the movement on the drawing/gaming ones just use the blink slots to randomly change between the "normal" pose and the "doing something" pose. i used veadotube mini so the only thing I directly control is the shift between talking/not talking and switching between the different states (standing/drawing/gaming). they're quite simple, it's just the movement of animation giving it the illusion of complexity. I know there's a way out there to map mouse/controller movement to your vtuber thing, but I didn't look into it because... well. I didn't want to lol
things can be as simple or as complicated as you want it to be. I'd recommend keeping the designs simple so it's faster to draw and make variations of. it took me one night to work on this one and I learned a lot about better ways to organize/set up my art/file for exporting as I was making edits. if I had a really intricate-looking drawing to start with, I'd have spent more of my time just drawing a single pose instead of being able to place an image in the program to see how it works and how things look in it. I started with just 2 static images and then went "what if it moved a bit" and then added things as I went. breadth vs depth, I guess.
hmm... as for tips...
the talk mouth is on a layer that covers up part of the face when I unhide it. this was nice because when I made a change to the animated drawing/controller poses, I could export out the talking variation immediately by just turning 1 layer on, instead of having to swap/redo changes between multiple layers (annoying). I also had the parts that moved (the arms) in a separated group, so when I changed the thickness of a line on his vest I didn't have to redo that change over and over again across 3 more frames. I still had to redo it for the 3 poses, but that's just 3 times total instead of 1 + 3 + 3 = 7 times total. if I were to do this again, I'd have things set up in a way where the different variations use as many of the same layers as possible, so changing something in one place automatically works for every pose.
and you can keep your life simple. for the animated frames I didn't redraw the arms from scratch for each frame of movement-- I just used the liquify tool to nudge them slightly and fixed up any small sections that looked weird. it ends up looking very intentional but with less work. it's easy to make it look bad though if you don't keep it subtle, I just had to feel it out by doing it.
...and you don't need to do any animation if you don't want to!! I just think it's cool and also a fun challenge. all the stuff I did on this one is built upon my experience making that older one I linked in my post, 2 years ago. the goofy crying pose i made for that is where I learned you weren't restricted to static images for the stand/talk/blink/blink-talk poses.
the drawing sprite in my new one has the default pose set as a looping "drawing" animation, and the blink is set as a "paused drawing" image. it used to be the other way around but I found a limitation with how setting the random start time and duration of the blinks worked, so I switched them.
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