Wednesday, August 15, 2012

More Progress!

Greetings Everypony!

Lion here with another little progress update!

Yesterday was a second attempt at streaming an animation production for Children of the Night and I must say, it was a success!  Not only did I get to answer some questions directly but I now have a recording to help out other animators.

The start was lost due ot Flash bringing Procaster down with it. But There is still close to 2 hours of video available, which I'll embed here for you!

Watch live streaming video from lionheartcartoon at

This shot is the last one that needed to be animated from the Orphanage sequence.. the sequence that is a good 45 seconds of animation by itself.

I'll try and do more streams in the future, too!  I can be found on Deviantart and Twitter, where I usually announce a stream.

Till then, enjoy this little video that shows we are NOT slacking :D

Lion, Signing out.


  1. I really hate trying to critique something that is already better than probably anything I have seen before... but when the kids lift off the ground, it doesn't look "floaty" enough. Make the back legs fall back a little more and make them float in a more forward motion with their bodies kinda turning to follow the "path of levitation." Again, I hate trying to critique this, but for something that is so close to being perfect, I can't help but give a pointer that might make it closer to perfect. I don't know if you are finished with that scene yet, or if you are going to tweak it more (I skipped a good portion of the video) but if you do any more with it, I would consider my advice. I really hope I don't come across as degrading in any way, because I absolutely love your work... it would just kill me to see something come SO close to being spot on yet not get quite there.

    1. Thanks for the constructive input. I like it a lot when someone takes the time to analyze and come forward with a solution. However this will not be how the final render will look. There are still some compositing to do in After effects.

      While I know you will probably be looking at it to see if it was corrected, there will be many things to look at in that shot that will take some attention away from the flaws. I cannot correct this at this point as the project has to go forward and it is part of the concessions I have to make. No scene can be perfect or stand alone. Hopefully, it will still look nice and entertaining despite all the shortcomings.

      On another note, had I animated this by hand rather than making them move 'standing still' and THEN having them follow the path, I would not have made that mistake and some timings would have been improved. But it was not the case. Thanks for taking the time to help out, it's really awesome that this project gets so much attention :)

    2. That's great! I was really scared that I might offend you, and I am relieved to see that I didn't. And I am glad that that wont be the final cut of the scene. I also understand what you mean when it comes to animating by hand versus what you did in the video. As was made obvious by my comment in the previous blog post, I have fallen in love with the animatic, as it seems to be called, and am actually not too enthusiastic about the finished thing. I will still watch it though, and I bet I will love it. Judging on what I've seen so far, you are probably one of the best animators who has tackled MLP on their free time.

  2. I make a PMV About Children of the night hope u like

  3. This was very interesting to watch. I'm fascinated at the possibility to move a character's hoof, arm or head, without having to draw them over and over. It's a bit like 3D animation, but 2D. :)

    I have a couple of questions though. I'm trying to know more about that "puppet" technique you're using, and I was wondering if it is the Armature or the Inverse Kinematics I've been reading about. It looked like it, but... How did you manage to move, say, a hoof, without moving the entire arm along with it?

    Anyways, looking forward to see the final animation. It's shaping up really well. Awesome work you two. :)

    1. Well, as opposed to a 3D character which is, most of the time, a continuous mesh, those 'puppets' are a collection of parts that can be interchanged and modified with scales and rotations. Those 'Puppets' however have no rigging whatsoever.

      It IS possible to attach a bone system to that puppet but it becomes a nightmare if there's an angle change or a more complex movement: The bone system is 2D and works on a flat plane.

      But I'll tell you this: while it prevents the artist from drawing the same thing, it limits the artist to the choice of symbols available for a specific movement. If there is a need for a different symbol for every frame, then you might as well just draw it to get what you need ^^

      I hope I answered your question :D


  4. Something I'd like to add to my previous comment:
    When I said it was like 3D animation, if I wasn't clear enough, I was referring to the fact that both have skeletons.
    I see now, that to move a hoof without moving the entire arm, you simply rotated it from the hotspot which was in the joint.

    Once again, great work to you two. :)