Hand-drawn animation in Krita!

I wanted to give a simple honest review of Krita, a free software that advertises itself as for painting but also has a kickass animation timeline. Finding a fave animation software I actually feel comfortable in has been like chasing after a mirage in a desert. I got used to hand-drawn in Adobe Animate about a year or 2 ago because I lost my Tvpaint dongle from my school days and refuse to spend money on a another one. If you can’t tell I am a hand-drawn purist, so I am recommending Krita for animators who really wanna do pure hand-drawn no tweening tricks here.

The biggest cons I notice with Krita for animating…
Modules will move way to easily, when you’re just trying to scrub timeline! As an animator you want to feel out the motion, but in trying to grab the small ‘scrubbing’ area, I often un-dock the timeline. Argh.
May unpredictably crash.  This is just as much an issue in Adobe Animate. Annoying, but nothing autosave and Ctrl+S trigger finger can’t fix. 
– Cant easily copy-paste onto same layer easily.
– I had a bug with Brush bundles creating a bunch of wacky temp-files, but I work around it by not messing with saving too many brushes. It might just be my computer, Maybe not everyone will get this issue.

But here are the pros…
-Brushes are as good as photoshop. Hard round is all you need. It really helps me enjoy drawing and focus on building up forms, what I’ve needed to work on in my art for ages. n n;
-Awesome timeline and layer system. This makes it leagues better that Photoshop and CC Animate. Its easy to have different elements and lock layers
– its free! WOW, toss the developers some money.

Here I animated my fave boys Ryuunosuke and Gilles from Fate/Zero. Yeah, I’m a bit obsessed with them, I find their nasty evil charisma really intoxicating and fun to draw, I think still image fanart isn’t enough for me anymore haha.

For this reason, I will forever preach the benefits of drawing fanart, when the artist is creating scenarios and working within the constraints of existing characters.

I hate the feeling of being stagnant in art. But often when I become painfully aware of my inability to convey what I want, I suddenly will make a massive improvement towards what I want to work on. That’s the best advice I can give to any artist, be critical but kind…use awareness of your weaknesses to push yourself to be better!! And un-apologetically draw whatever horrible things you want to in your free time honestly lol.

東方[Touhou] animations

A few months ago I started short animation in homage to the Touhou Project game “Mystic Square”. I’m a massive long time Touhou Project overall (2013 was ages ago yall’).

Not everyone can appreciate the sheer adrenaline rush from playing the games, they almost always have a masterful soundtrack that accompanies absolutely B R U T A L gameplay. The joy I get from Touhou is hard to express, but animation is the most perfect medium to try doing so. Here are just some progress GIFS. Can’t say if I’ll finish it since I tend to drop interest in long projects like a hot potato lol, and I feel like the animation is already outdated. Onto other things.

This is the storyboard animatic I did.

Global Game Jam Adelaide 2019

Wanted to do a small post wrap up about my Global Game Jam Adelaide experience this year! The theme was ‘What home means to you’ but my team just honed in on the word home.

We created a point-and-click adventure style game called ‘Home Inspectre‘. Our team got dialogue, pushing objects, inventory systems in it in under 48hours. I’m really happy with the project since I was finally able to do what I do best, full handrawn character animation! I hadn’t even touched Unity before but since the jam but now see how a little bit of knowledge goes a long way for artists.

Game jams always inspire me to keep pushing my art ability, learn new skills and do more collaborating. Over and out!