#and i end up doing a lot of movement in my editing program to make up for it
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zincbot · 2 years ago
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i kinda wanna. actually get an animation program
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hosseinis · 4 months ago
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hello!! I really hope this isn't a rude question, bc I'm genuinely curious. I've been wondering for a while now why people who make gifs from a movie or a show or whatever get upset when somebody else uses the gif in something or want credit for it. Is the process difficult? I'm not 100% how to make a gif but I can't imagine it being that arduous. Anyway like I said not trying to be rude have a good day :D
hey there! it's not a rude question if only because you're asking in the first place instead of just discrediting it.
the thing a lot of people don't understand is how much work actually goes into making a gif, because we don't just plug the video into a gifmaking program and call it a day. a lot of us start JUST with the process of pirating the highest quality video we can find, which can be anywhere from an hour or two of downloading to days at a time (my record is five days for all five seasons of the a-team, but that's a story for another day)
so there's already at least a few hours potentially, just from downloading. granted, we do other things obviously but that's still time that's going into the process.
so you have to download those videos, find the clip you want, and then there are several different methods of getting the clip into whatever program you use (i use photoshop). most of the time i have to reformat the video from .mkv to .mp4, because PS doesn't take .mkv but the highest quality videos are typically in that format. so i put that into a reformatting program, which can take at least another hour depending on how long the file is.
so i've finally got the file ready to go in photoshop, and then i can actually start working on the gif itself. i've now spent at MINIMUM two or three hours just getting this video ready. then i personally clip it down to the exact scene i want it and go from there. if you're just doing a random assortment of scenes, you can choose whatever you want. but if you're doing a scene itself, you have to clip that scene in bursts so you can add the subtitles based off the mouth-movement.
so say you're doing a gifset of your favorite character from a tv show. well, you don't want to just have all of the gifs come from the same episode. so you do the reformatting process all over again. more hours. you do that eight or nine or ten times until you have all the scenes you want. and THEN you can start the actual editing process.
what size should it be depending on what kind of gifset you want to do? 540x540? 540x405? do you just crop it first or should you resize it? the resolution might go down depending on how you resize it. do you know what smart sharpen is, and which levels you should have it on in order to make the scene look the best? what's a smart object? what percentage should your frame rate be so it doesn't look too fast? it's completely different between live action and animation, after all. do you know which colors you should use in the adjustment layers, like selective color? does levels or curves work better for what you're trying to do? how do i get rid of the yellow in this scene so it matches the other gifs? what's the difference between linear contrast and medium contrast? should you use exposure or vibrance to get the shadows you want?
you've done all that, it looks good! you go to export it as a proper gif so you can post it to tumblr. but don't forget your settings on that either! transparency dither, web snap, the amount of colors and what size it should be. you do all that and the gif ends up being over the 10mb limit. so now you have to go back and carefully chip away at the frames until it's under the limit, which means you ultimately have to choose what to sacrifice from that scene so you can properly export it.
so you try again. okay, it's on 9.7MB. that's going to read as 10MB on tumblr. back in you go to chip at it again until it's going to read as 9MB instead. finally. you export the gif, add it to tumblr, and then tumblr doesn't like how it looks when you import it and destroys the quality, so you have to go back and try different export settings until it looks the way you want it.
so you do that nine more times. The Entire Process. downloading and reformatting the .mkv, getting the scene you want, clipping it, resizing and cropping it, coloring it, exporting it, and if you're adding subtitles then it's an entirely new process to add on! and don't forget that if you're doing a mix of scenes, you have to color them all depending on their own lighting, so you're basically doing the process again from scratch.
then you try to think of a fun caption. maybe you want to choose a line you feel best summarizes the character or scene. you put that caption through an HTML formatting program so it can be a gradient (the easiest part!), make the caption look pretty, and then tag it and press send.
you've spent HOURS on this process. literal fucking hours. you've been learning how to carefully manipulate the colors to look good, you know what frame rate looks the best, you have all of your settings saved as .psds.
and then someone right clicks, saves the gif (or just copies it) and posts it to twitter with their own funny little caption.
they get 26k likes, who knows how many retweets, a bunch of new follows. they get all the attention for that gif when they put zero work into it. all they did was write a caption and press send.
you got 400 likes and 165 reblogs on your gifset over on tumblr. maybe you get some tags on it if you're really lucky.
so tell me. wouldn't you be a little frustrated, too?
and just in case anyone wants to try and tell me this doesn't happen, you're welcome to compare the stats on this gifset of godzilla versus the repost on twitter.
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whatisshelties · 3 months ago
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Some jumping + conditioning resources for @wyrddogs
The Truth About Jumping by Carolyn McIntyre
This one doesn't get specific, but the last paragraph does explain the concepts behind conditioning for jumping and why it's important. She does mention that you need to target the front limbs, rear limbs, and core. That message I got there was conditioning all over will help, lol. From what I grasp, strengthening the front end helps with the forces from landing, while strengthening the rear will help add power to the take off. The core holds everything together.
Canine Conditioning Coach Video Library
You can sort the videos by using the tags. There are videos behind a paywall, but you can sort to find the free videos only. I think a lot of the beginner/foundation exercises are free. You can also sort by the body region the exercise targets as well. I feel like I need to make an obligatory mention of the FB group Canine Conditioning and Body Awareness. CCC owner is also an admin on this group and sometimes will review videos. You could also search the group for discussion about jumping related exercises. What I think is really cool about her site is that if another program has an exercise your dog is struggling with, you can see if there's a foundation level video available on CCC that might help you build up to that other exercise.
Movement Puzzles
Not specifically jump related, but I do think Mud had a lot of fun with this concept and I did notice his coordination improved while working on them. I need to get back into it. I think there are videos on her FB page that can give you ideas. The foundation 2 Bowl Game is free. I paid for the class (after she changed it to lifetime access, lol) and never worked through it it as written. I just sort of got the concept and ran with it.
Focus on Jumping by Bobbie Lyons on Clean Run
This appears to be a purely conditioning based self study course on Clean Run. Just the list of skills the class says it will address gives you an areas and movements you can work on. I think I actually had this class bookmarked at one point for Mud when it was only on Bobbie's website. I believe that was a working class with no audit option, so it cost more and I didn't see myself following along when I didn't know if Mud was sound. Now it's on my radar again.
I follow a good chunk of canine fitness or rehab pros on FB and other dog sport people sometimes share stuff. I saw this two part webinar series shared a couple weeks ago. Like I said in my comment, I was having a hard time thinking of things that weren't behind a paywall. There seem to be plenty of those. I'm going to guess that's partially the fitness trainers protecting themselves. They don't want people saying they found this exercise plan on the internet and then it injured their dog. Most of them will only work with sound dogs. I think some of the conditioning pros might have a video or post here and there that get a little more specific on their FB, but trying to track them down would be challenging.
Edit: I also feel like I should mentioned that you shouldn't feel like you need to buy all kinds of inflatable equipment. I honestly use board like items the most. I actually picked up a couple of these things (not this exact brand, but same item) after someone posted about them and they get used the most. They happen to be wide enough for Mud to sit on, but not really long enough, so I really should make boards, but we've been making due with what I've got. Any exercise is better than nothing.
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tuktukpodfics · 1 year ago
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Hi! I'm thinking about making a podfic of one of my favorite fics and I wanted to ask for a couple of tips because I adore your podfics and I have run into a couple problems very early on.
how do you do deeper voices? my voice is fairly high (I'm a soprano that can occasionally deep down into lower alto) and most of the voices in the fic are male. I also always sound about twelve in recordings lol
how do you make distinct voices? again, I have a lot of different voices (probably 5-7 that talk the most, with many many other reoccurring characters).
pacing of reading. I tend to speak/read very quick and in my practice recordings, it sounds like I'm talking much faster than I felt I was. any tips on that?
what recording programs are best? currently I'm using voice memos on my phone. which. is clearly not going to give me the best sound, regardless of the app I use, but I don't have many options.
I am living in a dorm right now and live in fear of my suite mates hearing me (my roommate not quite as much as she likes to dub and does a lot in our room--though she does it in mandarin so I cant understand it). not to mention background noise of doors opening and whatnot. if you have any tips on that as well, that would be great!
I love your podfic, you put so much soul into them, and I hope that I could do that too!
Hello fellow podfic-er! I’m so excited for you to make a podfic!
The nice thing about podfics is that I usually don’t have to create characters from scratch, they already exist in the TV show. If I’m struggling with a character, I just rewatch some clips of them talking and imitate it!
Deep voices: I, too, have a high, childish voice and struggle with deep, Manly Men. I guess the main tip I have is to...give up. What I mean is focus less on pitch and more on tone. If you speak too low, it’ll be less expressive and will probably hurt your throat. It can work for minor, 2D characters, but don’t do it for main characters that have a wide range of emotions (you may notice that my Mighty Oaks Fire Sage Zuko voice swings higher when he’s emotional oops). Instead, use your normal pitch, and make a character sound adult by using an authoritative tone. Another thing I do is play up the childish and feminine voices. We might not be able to make the adults sound adult, but we can make the kids sound extra kiddish by comparison.
Distinct voices: I’m a tactile learner, so for me, it’s all about the physicality. Every time I do Azula’s voice, I make a pinched face like I’m eating a lemon. When I record Ozai, I sneer. For Sokka, I jut out my chin and flail my arms. It looks silly, but no one is around to see. There’s lots of YouTube tutorials about how to make different voices by varying speed and tone and nasal quality, but I get kinda lost in the sauce with those theory lessons. The only way I can really get myself to do different voices is if I’m working off of a reference. I just watch videos of other cartoons and live actors and then copy them.
Pacing: Pacing is hard. I especially struggle with the editing and often end up cutting things wonkily. Audiobooks tend to be slow because you’re less likely to get tongue tied that way. If I have a big hunk of text that I find myself racing through, I slow myself down with physicality again. I’ll lean in on important words or mime out the actions. For example, on the line, “Zuko turns, grabs the bar at the side of the ship, and throws himself back over,” I'll turn my body on the word “turn,” grab an imaginary bar on the word “grab” and then lurch forward on the word “throw.” Adding in movement can bring variation to those big blocks of text.
What recording programs are best: I don’t know! I use Audacity because it’s free. Adobe Audition is great too, but it’s expensive. I am very lazy with the podfics. I don’t have a professional set-up. Basically, I make a comfortable nest of pillows in bed or my closet, use an iPhone VoiceMemos app to record straight into the phone mic, send the audio file to my computer, convert the audio to a WAV file, put it in Audacity, add a Noise Reduction effect, and then cut it down. Once I’m done editing it, I export the Audacity file as an mp3, upload it to archive.org and Spotify, and then embed those links into Ao3. Feel free to DM me if you have other tech questions. I am not particularly savvy, but we can Google it together? If any voice actors on Tumblr have professional advice, please chime in.
Silence and privacy: Background noise is a big headache for me too. I live in a noisy area with lots of planes and a squeaky elevator. I usually record now in my closet surrounded by pillows and blankets, so it’s fairly soundproof. If there’s a noise, I usually wait for the sound to stop, record the line again, then edit out the mistake in post. At the end of the day, though, sounds will slip in. It’s just a podfic; we’re doing this for fun not professionally, so it doesn’t need to be polished. I think most listeners’ attitudes is that something is better than nothing. If you’re in a school dorm, there might be music practice rooms, a radio recording booth, or empty classrooms you can use instead.
Storage: Something I didn’t realize going in was how much storage the audio clips take up. Make sure you save and delete projects as you go. One time I finished editing an Audacity project, but it wouldn’t let me save it because I ran out of storage and I had to start over.
I’m so glad you like the podfics I’ve done and that it could help inspire you to make one too! I started making podfics because I fell in love with @pixieinthesky’s fantastic Salvage podfic (it's an absolute gem). Keep the chain going!
Have fun!
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sleepy-pigeonn · 3 months ago
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A Look Into My Hades Fan Animatic
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I don't know to call this other than a collection of resources and reflections about the process of making the animatic. Hopefully it's interesting or helpful for someone. But feel free to ask questions if you'd like clarification/more info!
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Inspiration (A non-exhaustive list)
It's possible that I've seen/read fan works that may have inspired me unconsciously, so there's no way I can possibly include references to them all. However, the ones I listed here are ones I recall looking back at repeatedly.
The fancomics "First Flight" and "Bonehead Boon" by Liana Sposto
Robbie Elliot Art's animation "Take Tonight"
Toastyglow's animation "Glitter & Gold" and PMV "This Year"
Storyboards posted by Paige Caldwell (@/papernewt) on Instagram
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Zag admiring some of these beautiful fanworks.
The following sections are below the cut: References, Songs, Script and Thumbnails, Studies, Drawing, Editing, Random Facts
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References
These were very helpful to creating the animatic!!
In-game references
Hades Wiki
3D Model of Zagreus by @/chunyou_ on Twitter
I also used screenshots I took while playing
General references
"How To Direct A Fight Scene" by Howard Wimshurst
Poses from the photo libraries of The Pose Archives and AdorkaStock
3D Model of Male and Female Heads by William Nguyen
I also just looked stuff up online or took videos of myself acting out some of the movements.
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Songs
I thought of basing my animatic on any of the following songs:
"Icarus" by Bastille
"Dirty" by grandson
"Underworld" by CYPRSS *
"I'm Still Here (Jim's Theme)" by John Rzeznik
"I'm Gonna Win" by Rob Cantor **
"Could Have Been Me" by the Struts
They all have a varied degree of "Zagreus vibes" but I wanted a song that could be used to show as much of the game as possible. "Could Have Been Me" was the song that I could imagine more things for, so it is the one I ended up using.
* Look at this awesome Zagreus fan art based on this song
** Some of the lyrics for this song are so fitting for Zag but others are pretty ooc.
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Script and Thumbnails
I've seen other artists annotate the lyrics to the song they are working with and attempted that here. But that process is a little confusing for me, so I kept these descriptions vague. It was helpful in keeping track of ideas, since some of them are faster to write down than draw. Especially for fight sequences.
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I used Storyboarder for the thumbnails. I opted for this program because (1) it lets you add an audio file and (2) it has very basic tools. It can be used in a more nuanced way than I did. However, with 3 and a half minutes of frames to work out I needed something that helps me draft down ideas efficiently and without overwhelming me. And this was pretty good program for that.
The script and thumbnails happened in tandem a lot of the time. Think of it as brainstorming, both in vague writing and loose drawings. At this point I am trying to see if these ideas flow with the song, if they are readable, if they achieve what I had in mind.
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Studies
Okay. So I am happy with my ideas. Now. How do I make sure the drawings are identifiable as taking place in the game?
This is where those in-game references came in handy. I looked back at my thumbnails and made a list of everything I would need. From characters to locations. Once I had these down, I made folders to make sure everything would be nice and organized.
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I tend to avoid backgrounds like the plague. However, for some of these shots to work I need to give the viewer a sense of where the action is taking place. I know that I struggle imagining three-dimensional spaces while drawing digitally. So, using my thumbnails and the references I gathered, I did studies of all the locations I thought would be important using good old paper and ink. This also served to fine-tune shot compositions.
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Drawing
The animatic itself was drawn using Krita. Usually, I worked on all the backgrounds using the studies as a base and then added the characters. My drawings started very rough for a couple of reasons. The main one was that with ~200 frames ahead of me I was afraid of letting my inner perfectionist get me stuck. I kept reminding myself that, being an animatic, the drawings could be rough as long as they are still readable. As I got more comfortable using Krita, I was able to create cleaner backgrounds.
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Even so, I hit an art block around the two minute mark where I Could Not Draw. This is where I heavily relied on those References I Keep Talking About. They were my savior and are the main cause for the more "finished" look towards the end of the animatic. I think the best example of this was the shot featuring Thanatos. I was deep in the art block territory by the time I needed to go from thumbnail (top left) to final frame. No matter how much I redrew them, I didn't like how they turned out (top right). To work this out, I found references from The Pose Archives and used them as a guide (bottom left) to get a sketch that I liked (bottom right). I felt this look was more sketchy than I've would like so I ended up cleaning it. I followed a similar process for most of the frames following this one. As a result, the final frames of the video turned out cleaner.
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Editing
Once I had all my frames ready to go, I imported them into HitFilm Express and made a composite shot where I basically just matched the timing of the frames to the music. Frames that have camera movements (like the very first frame) were made in their own composite shots. I ended up having to delete some frames so some sections didn't feel rushed. In the end, there's like 5 versions of the animatic because I kept making little changes. The biggest was adding Zag's dialogue at the beginning since I felt the video started up too quiet. I don't have any images for this stage. Please have this comparison instead.
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Random Facts ✨
Adding color was a last minute decision, it was mainly because I thought a colorful sunset would be prettier. My original plan was to shift the gray tones of the background into more yellowish tones once Zagreus reaches the surface, but keeping everything monochromatic.
If you pause quickly on the very last frame you'll see I accidentally made Zag's leggings black instead of red. I was on auto pilot at this point. Adding color was worth it overall but so time consuming. My respects to people who do fully colored animatics.
I wish I made Meg a pinker (or blue) hue rather than purple. In my mind I saved purple for characters related to Nyx (hence why Hypnos, Than, Chaos, and Charon have shades of purple). But I guess it is a sweet detail because of how Meg confides in Nyx in the game.
I kept a log of all my progress. Apparently getting the thumbnails done took about five months (August 2023 - January 2024)?? Anyways I leave you with these entries.
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Thank you for reading! I hope it goes without saying but I really appreciate all the support this animatic has received. All the hearts and comments and tags, they mean a lot.
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sunskate · 8 months ago
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FD-
with nearly half the teams cut after the RD, the FD was all teams who had Grand Prix assignments (except S/F who weren't yet eligible 🇨🇦→🇮🇪)
PiriHara's Chicago program was a surprise - it hadn't made much of an impression over a stream, but what do you know, Broadway is better live 😅
Olivia and Tim - they never did work out the timing glitches in this program. at least he made it to the end without struggling so much condition-wise like he did at Challenge Cup a few weeks ago. catching up to her in one season was a tall order. i really love how languid and easy she can make it look while covering big ice. send him to IAMO for the summer. it's no consolation to them, but going below both sibling teams allowed the Czech Republic to keep 2 spots for next Worlds
Taschlers were low balled - in no reality should they be below Davis/Smolkin
the swan lakes - D/S in this context, skating against strong teams, look so very small, shallow and with not much ice coverage. it doesn't help that they picked huge music that normally would be danced by an entire stage full of swans. plus their music cut had a couple awful jarring edits - the audacity to slug in extra notes in Tchaikovsky 💀 i might be the only one so bothered lol
the Mrazeks by comparison looked smoother and faster and smarter in that they picked some of the gentler swan lake music including the waltz. for a first year senior team, they can be proud. another first year team who's been even more stellar is Hannah and Ye -
omg they were so good - they're able to be so emotional without feeling over the top. just expressive and connected to each other. lovely ❤️
i like Demougeot/LeMercier - i'm going to look forward to see what they do next. i hope they keep being quirky
really happy to see T/V and R/A live - T/V are willowy and ethereal, and her ballet background shows. but i don't think they get down into the ice. i like this FD a lot, but the interest in it is in those arm movements and elements more so than the skating. R/A i liked the RD a little more than the FD but like them very much
CPom are raising their game all the time - so happy for them and their well earned rise. what i love is that not only do you see them becoming better skaters and performers, but you can see they believe - their confidence in themselves is at a completely different place than it was 2 years ago
omg, live i didn't see just how long Charlene's skirt was caught on her blade at the end. idk if Barbara in the kiss and cry was holding her breath to see if the judges used the little mistakes to put F/G ahead. thank god they didn't, because G/F still have such a higher quality
and Piper and Paul - this program uses the glide and sweep of the music to emphasize that in the skating in a beautiful way. a skated program is so much more satisfying than an element-fest like C/B's. as impressive as their elements and performances can be, i don't know if i've ever been moved by a program of theirs
my favorite of the entire event - LaLa - i was crying by the gorgeous OFt. they alone would have been worth the trip. but gratitude to all the skaters and their coaches - my cup's full. i'm still processing
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marshmallowgoop · 2 years ago
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Mixing an Old Anime Dub with HD Footage
How I'm trying to mix every episode of the old FUNimation English dub of Detective Conan/Case Closed with the new remastered footage currently being released on Blu-ray in Germany.
This is less of a tutorial and more of a, "I-don't-really-know-what-I'm-doing-but-this-is-my-process" sort of thing. I welcome suggestions for improvements! Many thanks go to Fabre on the Detective Conan EN Community Discord server for getting me here at all; my earlier method of mixing, requiring me to cut the audio a bajillion times, is definitely not recommended.
Since I just posted a clip from Episode 76—thank you for the warm response!—I'll demo here with Episode 77! It's the start of a Heiji case!
Programs
Every program I use is free (though some have paid options available). These programs are:
MakeMKV, for ripping Blu-rays and DVDs
HandBrake, for ripping DVDs and compressing files
BeHappy, for audio conversion
DaVinci Resolve, for video editing
Subtitle Edit, for exactly what it says on the tin
Getting the Materials
To rip the Detektiv Conan Blu-rays, I use MakeMKV. (Note that the file size will be very large.) I also try to use MakeMKV to rip the FUNimation Case Closed DVDs, but there can be struggles. With Seasons 4 and 5 of the Viridian Collection, for example, not all episodes would rip without a lot of finagling. In that situation, it's easier to use HandBrake instead, making sure to select a FLAC codec for lossless compression of the audio.
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Audio Conversion
With Detective Conan, the Case Closed DVDs have an audio "framerate" of 24 FPS, but the Detektiv Conan Blu-rays have an FPS of 23.976. They've gotta match for easy mixing. The way I fix the discrepancy is to convert the FUNi audio to 23.976 FPS, which can be done with BeHappy:
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I use WAV Writer for a lossless conversion, and I've learned to select the "Normalize to 100%" option because I've had strangely low audio levels otherwise (as can sadly be heard in my Episode 76 clip).
(Also, one of my biggest struggles with BeHappy was how to even get the job going. So, putting it out there for anyone else who might need it: to get the conversion started, you gotta click that "Enqueue" button on the bottom right. It is indeed a button!)
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I use FFAudioSource, and with the "Configure..." button on the far right of that, I can select the stream index to convert. (For many of the FUNimation volumes, Stream Index 1 is English stereo, Stream Index 2 is Japanese stereo, and Stream Index 3 is English surround sound.)
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My mixing process involves lining up the Japanese audio of the FUNimation DVD with the Japanese audio from the German Blu-ray; then, I copy any movements or cuts to the English audio. So, I convert both the English and Japanese audio tracks from the FUNimation DVD.
But this is unnecessary. You can also line up the dub with the Blu-ray audio directly. I just don't trust myself to do that because they're not going to match up exactly due to the different languages.
Resolve can also have trouble importing the audio from my Blu-rays, so I BeHappy that audio as well, just making sure not to select the "TimeStretch" option.
Video Editing
The mixing isn't too complicated. Like I said above, it's about matching the Japanese audio tracks of the DVD and the Blu-ray. I solo the Japanese audio track from the Blu-ray, mark the starting point of a sound, and then I repeat the process with the Japanese audio track from the DVD and line up the markers (and solo both Japanese audio tracks together to make sure they're properly synced). Anything changed on the Japanese audio track from the DVD is copied to the English audio track(s).
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Rinse and repeat. Timings generally need to be checked at transition points: the opening, doors, ending, post-credits, next-episode previews, and "Next Conan's Hint" segments. The Blu-rays also have blank sponsor screens and end-card jokes that aren't included on the DVDs, and I fill these spaces by either editing in the English version of the song that plays during the sponsor screen, or by simply copying the Japanese audio from the Blu-ray for content that wasn't dubbed.
There are some more nitty-gritty details involved with openings. For OP 1, I edit in the full English version of the song from Episode 1, while for OP 2, which wasn't dubbed (with OP 1 played instead on the DVDs), I use AI vocal isolation to isolate the audio of Shinichi's opening speech and edit that with the Japanese song. For OP 3, no full English version of "Nazo" exists, so I just kind of have to awkwardly splice in the Japanese version at the end during the sponsor screen.
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Of course, this is a lot of extra effort that even the German Blu-rays don't do for the German dub. Songs and intros are entirely left in Japanese there, vastly simplifying this work. But I definitely want to preserve the English songs. And also, I love making things harder for myself.
Subtitles
Finally, I'm all about subtitles! Some of the FUNimation volumes include English dub subtitles, which I like to include on my final mix.
To extract them from the DVD, I use Subtitle Edit. I go to File -> Import -> Subtitle from video file...
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The file does have to be an .mkv, which can be made with MakeMKV or HandBrake.
Once I select the file (in this case Episode 77), I use these settings to OCR the subtitles:
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I make sure to have "Prompt for unknown words" checked because OCR (Optical Character Recognition) isn't a perfect process and may make mistakes.
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"How's it goin (TM)" is pretty great, though, ngl.
I run through the OCR and fix anything that's needed. Since the FUNimation subtitles are a little hard to read, I also try to quality check them thoroughly for errors—though, I usually do that after the next step, which is timing the subtitles to the remastered mix.
Much like the BeHappy process, I want to start by changing the framerate of the subtitles from 24 FPS to 23.976 FPS. This can be done by going to Synchronization -> Change frame rate...
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After that, I can attach the remastered video file and time much like I did with the video editing. I go to Synchronization -> Adjust all times (show earlier/later)... and click the "Selected and subsequent lines" option at all of the transition places that need adjusting. It definitely helps to have the waveform on when timing.
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I also like to attach Crunchyroll subtitles for the more literal translation of the original Japanese script. The .ass files can be found here. Crunchyroll subtitles are timed very closely to the Blu-rays; all that needs to be done is a second or so of delay at the start. I also OCR the German subtitles from the Blu-ray and use those to time the Crunchyroll subs, but it's just as effective to use the waveform and/or your ear to time them.
And speaking of Crunchyroll subs, I like to copy their formatting for my OCR'd subs. To do this, I first need to export the Crunchyroll styles, which can be done by opening the Crunchyroll subtitle file in Subtitle Edit and clicking the big "A" by the checkmark for "Advanced Sub Station Alpha styles."
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The following menu will pop up, and from there, I just have to click the "Export" button to save the styles.
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After that, I have to change the .srt file of the OCR'd subs into an .ass file by opening that file and selecting "Advanced Sub Station Alpha (.ass)" on the "Format" drop-down menu.
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Then, I again click the big "A" by the checkmark for "Advanced Sub Station Alpha styles" and hit the "Import..." button on the menu to import the Crunchyroll styles. I delete the original "Default" style afterwards and rename the Crunchyroll default from "Default 2" to "Default."
And that's basically it! There are some things I kind of glossed over; for example, I have to assign buses in video editing to get all the different audio tracks the way I want, and I do have to add subtitle lines to the English dub subs to get subs for things that weren't on DVD. But this is the basic process of preparing the video and subtitles.
Compression
The last step is compressing with HandBrake. I wind up with ginormous file sizes after exporting from Resolve, and it's nice to get something smaller. Plus, with HandBrake, I can also attach all my subtitle files to the video.
To do so, I just need to pop over to the "Subtitle" tab and select "Import Subtitle" on the "Tracks" drop-down menu.
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The subs can even be named. I keep mine soft so that they can be toggled on or off, but they can certainly be burned in, too, if that's preferred.
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Compression settings are utterly beyond me, unfortunately; my file sizes are still ginormous even after HandBraking. But there are several presets on the program that can be used.
And that's really the whole process!
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Note that I use the German Blu-rays, despite their shortcoming of the name boxes being edited in a way that can't be turned off, because there are no other Blu-ray releases of this remastered material at the moment. Maybe one day I'll write a post about all the Detective Conan available on BD—it's surprisingly little!—but this is it for now!
Thanks for reading!
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livefromphilly · 1 year ago
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Sony RX100 VII Thoughts After Two Months
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PROS:
Stacked sensors are the future. Well, technically the present considering that Canon, Nikon, Sony, Fuji, and OM Systems all use stacked sensors in their top of the line cameras. Either way, finally getting to experience shooting with one on a daily basis has made me want one in pretty much any camera going forward. The benefits are twofold: Not only do you get shutter speeds up to 20 frames per second, and without a mechanical shutter flipping in the way obscuring your view in between shots, but you also get no rolling shutter while doing it. Pretty much every Sony camera can shoot 10 fps bursts with the silent shutter, but any movement can give you a jello-like effect since the sensor reads out so slow on non-stacked cameras. The only con, at least on this camera, is that you can’t shoot flash at higher than 1/100 with the electronic shutter. That’s still plenty fast for a lot of stuff, but well below the 1/2000 you get when shooting the mechanical shutter. 
The fast frame rate wouldn’t make much of a difference if the camera was bad at autofocusing, but this camera is great at it. It has a lot of the same fancy focusing stuff that my full frame Sony has like human/animal eye autofocus and all the tracking modes I’m used to. It actually makes the camera pretty solid for wildlife if you can get close enough at the 200mm end. 
Speaking of that, the 24-200mm equivalent is a great range, and one that I missed a lot since I traded away my Tamron 28-200 to help cover the cost of my A7RIV. The small size and extra 4mm on the wide end actually makes it even more convenient than that Tamron. 
Aside from covering a broader range than the 24-70 equivalent lens from the older RX100 cameras, this lens also seems noticeably sharper. The last RX100 model I had, the Mk. IV, just didn’t seem as crispy as this lens is. 
It has a touchscreen! It’s wild to think that the previous RX100 cameras I owned didn’t have this basic ass feature, but Sony was very late in putting touch screens in their cameras. Ironically, I don’t really use it in this one because the AF is good enough that I can just do focus and recompose with tracking. 
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CONS:
It’s still only a 1” style sensor so high ISO isn’t the cameras strong suit. Programs like DXO PureRAW help a lot and let you get somewhat usable images at ISO 6400 in a pinch, but you’re kinda pushing things at that point. 
While the lens is sharper and covers a wider range than the older models, it’s also significantly slower. At 24mm equivalent it’s already at f/2.8 where the old cameras were f/1.8. It’s f/3.2 at 25mm, f/3.5 at 33mm, and f/4 at 40mm. From 109mm to 200mm you’re at f/4.5. The relative slowness of the lens combined with the small sensor means that this can struggle getting quality images in low light without a tripod or something. 
No USB-C. My Fuji, Ricoh, and larger Sony all have USB-C charging, which is amazingly convenient when traveling. I haven’t really gone anywhere with this camera yet, but having to account for a micro USB cable is annoying since pretty much everything aside from my iPhone uses USB-C. 
It’s expensive. Just like my Mk III and Mk IV I got it used so it was cheaper than retail, but the copy I got cost about twice what I paid for the previous models. 
Start up time is just a tad bit slower than I’d like. The GRIII and X100V both beat it that regards, albeit those aren’t zoom lens so I have to cut the Sony some slack. 
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SAMPLE PHOTOS: 
(The sample photos were edited in Lightroom Classic and DXO PureRAW2. Also, the sensor creates a roughly 2.7x crop factor, so the 9-72mm lens equates to 24-200ish)
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Young Bird | ISO 160. 72mm. f/4.5. 1/200. 
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Graffiti Shot from a Car | ISO 100. 33.98mm. f/4. 1/400.
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Stickers | ISO 100. 29.67mm. f/4.5. 1/100.
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City Hall | ISO 100. 38.13mm. f/4.5. 1/200. 
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Flip Up Screen Selfie with My Friend Hanae | ISO 3200. 9mm. f/2.8. 1/40. 
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Zoomed in Graffiti | ISO 640. 72mm. f/4.5. 1/500. 
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Fishing Store Neon | ISO 800. 28.67mm. f/8. 1/200. 
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Flowers | ISO 200. 72mm. f/5. 1/640.
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Selfie Shots with My Sister | ISO 3200. 9mm. f/2.8. 1/100. 
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alinelovelace · 1 year ago
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Gif tutorial by Alinelovelace
Alright, I'll be doing 3 things here today:
1.) Sharing the programs and websites I use
2.) Showing y'all a tutorial on how I make my gifs (this is my first tutorial, so if anything doesn't make sense, don't hesitate to message me, send me an ask, or comment on this post!!!!!)
3.) Sharing some resources by insanely talented gif makers (because I learned how to make gifs by following tutorials)
It's probably important(?) to mention that I use a Windows laptop
A.) Programs and websites:
ezgif: to make my gifs and do light editing
You can make gifs with video clips or screen caps. I'm not advanced enough to use screen caps, though they're supposed to make gorgeous gifs. I use ezgif to make the actual gif and edit the timing (which I end up having to tweak on Photoshop but...)
I also like ezgif because no watermarks!! I will do anything in my power to get rid of watermarks from websites and editing programs because they bother the hell out of me!
Photoshop: for the rest of my editing
This is where I recolor and add text.
A great alternative to Photoshop is Photopea, which I've used before I "obtained" Photoshop. It's FREE and online, so you don't have to download anything! I highly recommend it if you really want to get into gif coloring !!!!
Currently, I get my videos from torrents (bc I have a wide selection for my family to watch on our tv). But I used to use the Xbox game bar on Windows to record the clips I wanted on online streaming sites (unfortunately there's not a whole lot up and running anymore), then cropped and cut them. If anyone's interested in that, I could probably post a separate tutorial for that another time :)
There's also screen cap websites out there and YouTube. And probably dozens of other ways to get videos that I don't know about!
Video cutter
If you use full length episode videos and don't know how to crop them on your laptop (like me)
★★★★★★★★★★★★★★★★★★★★★
B.) Tutorial:
I'll be remaking the first gifset I ever made since I've learned A LOT since then! It should be pretty simple since there's only one set of subtitles.
Another time, I could do an edit tutorial like my That 70s Show ones. It's just taking the same concepts as this tutorial though, and playing around with colors, fonts, and font placement.
1.) Find your video/screen caps:
Since I no longer have the video from my first gifset, I just googled "Mulder throwing pencils season 10" on YouTube. After finding the video, I copied the link and pasted it into a YouTube to MP4 site ((this site has never given me popups or tried to get me to download something that isn't my video file)).
2.) If your downloaded video clip is short enough, you can just stick it into ezgif. If not, you may have to cut it using a website or a computer program.
Ezgif.com -> video to gif -> browse -> select your file -> upload video
3.) After clicking upload video, you should find yourself on this page:
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If you need to do any kind of video editing (cropping, rotating, resizing, etc) this is the place to do it! This is also where you make your gifs.
For the first gif, I don't need to change the start time, since I'm starting at the beginning of the video. 0 seconds is fine. But for the stop time, I'm going to play the video, pause where I want my first gif to end, then press "use current position" by end time.
I don't usually touch the settings for size, FPS, or method. If the gif doesn't have a lot of movement, I check "optimize for static background"
Then press convert to gif.
Here's the product I got. Since it's such a short clip, it moves a little fast for me.
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I'm going to click "speed" which is below the gif. You're brought to this page:
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This is completely up to you for speed, but I find that between 60% and 85% end up looking good. If you don't like it, just change the number in the box and press "change speed". I ended up with mine at 65% of current speed.
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A little better, right? The gifs that turn out best are 3 seconds to 10 seconds in my experience. This one is 1.5 seconds, so it's a little fast.
After that, rinse and repeat for every gif you need to make.
4.) Editing time! This is for Photoshop (if you use Photopea, I very much recommend this tutorial. It's very well explained!)
Go ahead and open all of your gifs once Photoshop is booted up. Then click window -> timeline
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Now you have a handy dandy little timeline on the bottom.
The first thing you're going to do click play and decide whether or not your gifs are running at the speed you want. If yes, move on to next step.
If not: click on the three lines -> select all frames -> little drop down arrow. You should have a variety of times available to choose. Usually, I click other, then put somewhere between 0.04 and 0.08 seconds. Click play again. If you don't like it, try this step again.
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If you need to crop your gif, three lines -> select all frames. Press "c" on your keyboard and crop accordingly.
4a.) Color editing
This is where things get complicated. Just remember coloring is subjective and everyone does it differently. This is just an intro to the different tools most gif makers use to alter color.
You don't have to use all of these! I definitely pick and choose depending on how I want the coloring to look. When I'm making a gif set, my coloring isn't as adventurous as when I'm making an edit. It doesn't feel worth it to give away my settings for this gifset since it changes depending on the coloring and lighting of the scene.
All of these tools can be found under "create new filter adjustment layer"
• Brightness/Contrast
This one is the easiest in my opinion. It's pretty straightforward. The more you drag brightness the right, the brighter your gif gets. The more you drag contrast to the right, the higher the contrast is.
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• Curves
This adjusts lighting with color values. It's another tool that's hard to explain. I just drag the little circles on the chart until it looks good
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• Color Balance
Like every other setting, exactly what you do with this tool is up to you. Color Balance adjusts the overall tint of your gif. I recommend editing highlights, shadows, and midtones for the best results.
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• Channel mixer
This one is one of the most complicated tools when making gifs in my opinion. It's best for getting rid of weird colored tints (think the blue coloring in Twilight). I'll just link a tutorial here for it. I don't make enough gifs to know how to explain it.
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• Selective color
Hands down my favorite tool, though not only specifically for gif making. This tool allows you to select a color (reds, yellows, greens, cyans, blues, magentas, whites, neutrals, blacks) and edit each color group. For example: my skin in photos usually has a weird red tint. I can edit the reds in my photo using this tool to make it look less abrasive.
You just play around with the different colors and bars for each color until each color group looks good. I recommend hitting the highest value to see how the color changes/what parts of the gif are affected by the change.
In the instance below, I wanted to see how magenta affected the blue colors, so I dragged magenta to 100. Now, knowing what kind of color changes magenta will make to blue, I can adjust accordingly.
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Messing around with the each color put me here:
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• Vibrance
Another pretty self explanatory tool! Vibrance and saturation bars make the gif colors more colored and vibrant.
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• Applying the filters to all frames
Shift click to select all the filters, and drag them above all the layers. They should now be applied to all the frames.
If not, select all frames with the three lines menu drop down like before -> click the little eye to turn off visibility, then click it again to turn it back on. You should be able to see everything now.
In order to carry the same colors from gif to gif, I take pictures of each setting and edit each filter adjustment layer accordingly. I side by side compare and make adjustments if the coloring doesn't match quite right. I'm sure there's a better way to do this, but I'm not experienced enough yet.
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4b.) Subtitles
This part isn't too bad. For subtitle text, I use Calibri. Myriad pro bold italic and Arial are also really good options though!
• Text
Go to the sidebar and select text. Drag yourself out a box approximately where you want your subtitles. Type whatever you want. If you don't like where it is, click the move tool and drag it wherever you'd like.
Here are my text settings:
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• Blending options
Right click your text layer and select "blending options" at the top. I edit stroke, which adds an outline. I also edit drop shadow, just because it adds a little depth to the text
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• Applying to all frames
Drag the text layer to the top, just like you did with the adjustment filter layers when coloring. The same troubleshooting applies.
5.) Exporting
I know there's other ways to do this, but this is the way that makes the most sense to me.
Select all frames on the timeline -> file -> export -> save for web (legacy) -> save
With everything together, you go from:
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To:
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I had the subtitles in two parts because my first one had the subtitle in two parts (consistency).
Happy giffing!~~
★★★★★★★★★★★★★★★★★★★★★
C.) Resources:
This is a collection of resources both for Photopea and Photoshop
Photopea Resources:
Photopea giffing tutorial by @heroeddiemunson
Photopea gif coloring tutorial by @heroeddiemunson
Photopea removing yellow tint tutorial by @lacebird
Photopea gif making tutorial by @aragarna
Photopea gif making tutorial by @ashleyolsen
Photopea changing background color of gifs by @benoitblanc
Photoshop tutorials:
Giffing tutorial by @dqmeron
Subtitle tutorial by @itsphotoshop
Blurring gif backgrounds by @clubgif
Inverted colored text tutorial by @spaceslayer
Gradient text tutorial by @tawaifeddiediaz
Gif coloring tutorial by @logangarfield
Color consistency tutorial by @clubgif
Channel mixer tutorial by @zoyanazyalensky
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jpivot · 7 months ago
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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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menciemeer · 1 year ago
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okay I was scrolling through your blog (a normal amount? too much? I'm sorry if this is weird I don't know if dragging up old posts in acceptable on this site!) and saw one where you said you use vim and I am curious about that! I tried it a while ago and was like... okay I can see how this might be faster once you get REALLY good at it, and it would definitely be useful to have the ability to export easily in multiple formats because I have realized suddenly that it seems like AO3's downloads frequently mess up the formatting? (Or maybe just fail to fix messed-up formatting that the browser smooths over?) Sooo yeah do you use it to write or just for code or what? is it worth it to become a Vim Person?
HELLO this is actually one of the things I most love to talk about because vim is my Favorite Piece Of Software. I love it well beyond a normal amount. That being said it's ummm not for everyone and not for everything. I'm putting this under a readmore because this is too long to inflict on poor unsuspecting souls who are just here for Hannibal content.
Section 1: The ways in which vim is useful
Vim is most useful when the stuff you're working on is more structured and what you're doing is more rote. So something like code (which, yes, is what I learned it for) is very formally structured, and something like html is sort of vague scaffolding around text, which is pretty much a blobby mush where really nothing means very much of anything. (The number of times I ct. only to get pulled up short by an honorific is very high, and I am grouchy.)
Part of the thing that makes structure good is that vim is more useful (relative to a traditional editor) when you can precisely define the action you want to take. Getting better at vim is really about improving your vim-vocabulary so that you are more able to make precise statements about what it is that you want vim to do. I use a "normal" markdown editor for drafting, because what I want to do is "write the next bit" which is not a very vim-interesting action and obviously not very precise. I do use vim for editing, though, because often the things I want to do are, like: "replace this word with some other word" (cw), "delete the end of this paragraph" (D), "rewrite this bit of dialogue" (ci"), "remove this whole paragraph" (dd)--you get the idea.
Also, the place that vim goes from "ok, this seems pretty good" to "this is invaluable" is really when you want to repeat stuff. Something like "the compiler is giving me 25+ pedantic warnings because the file I'm working on was written prior to the introduction of the C++ override keyword" or "I'm rewriting an API so I need to fix the function name in these dozen callsites, remove the first argument, and swap the places of args 2 & 4." These examples are programming-related because I haven't found a use for macros in writing yet. (I live in hope.)
Section 2: If you want to learn vim, here are my tips
I don't really want to tutorialize because there are a lot of those out there already. I do wish to dispense some general philosophical wisdom. (!!!!!)
First of all, keep in mind that the bar is very low. Normal editors are not really that productive. Fancy WYSIWYG editors (which I hate, equal and opposite to my vim-love) are negatively productive for me, because I will get distracted and/or distressed by all the available buttons, formatting options, and whether I accidentally italicized any of the spaces. You don't need to be maximally productive in vim to make use of it, and you don't really need to know that much to match the capabilities of a normal plaintext editor.
If you want to learn vim, I would pick a small set of keys to understand first. Like, i and I (capital-i) to enter insert mode, <Esc> to get back to normal mode. bwhjkl as basic movement options. u and <ctrl>r for undo/redo. If you must, y and d for copy/cut, p and P for paste. (System clipboard--I'm sorry--accessed with "+, so "+y or "+p for example.) That is probably well over enough.
After you get a handle on the basics, the fun part of vim is figuring out where your inefficiencies are and learning how to improve them. Realizing that you're pushing more buttons than you want to be pushing, figuring out how to describe the thing you want to do in a google search, and then finding out that vim has a key to do that. gg G } { c % $ ^ zz . ; and so on, and so on. The world is your oyster &c. (The sheer delight I felt when, more than half a decade after starting to use vim, I found the aforementioned ci"? Indescribable.)
Section 3: In which I address the actual ask
Ok ok okokok sorry. I've written all of this to tell you that I don't actually know what the weird formatting stuff you're talking about is. I read pretty much all long fic on an ereader after downloading as epub and I haven't noticed anything bizarre with the formatting? When I do want to go in and poke around in an epub I usually just use calibre's built-in editor.
In terms of exporting your own plaintext/markdown writing to multiple formats, I use pandoc. I've been very happy with it, but it isn't anything that couldn't be done by hand (and also doesn't require you to start from Vim In Particular). I would love to talk about pandoc but aaaggggh this is already way too long (sorry).
I do have strong feelings about writing in plaintext (glorious! small! no weird formatting distractions! what you see is what's in the actual file you're really writing it there's no secrets) versus WYSIWYG (too many buttons! what do they do! am i using it wrong if i don't push them! why is the filesize so big! what are your secrets, renamed .zip file!) but vim isn't the only choice if you want to go the plaintext route only the best one no, look, I spent the whole of section 1 talking about this, I am not allowed to go backwards. Honestly, though, if you're interested I'd say go for it! Vim is fun to learn and very clever! Knowing vim feels a little like knowing a weird, hyper-specialized little language.
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nemisdevilishkitchen · 1 year ago
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Open Custom Night Devlog #1: After A Year, I’m Really Doing It This Time
Oh boy I have a lot I wanna say and rant about after working on this for such a long time. 
WHY AM I REMAKING UCN?
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Screenshot of the main scene of Open Custom Night as of writing.
I really dislike Clickteam Fusion 2.5. When I was a wee lad I saw FNaF and wanted to make my own video games. I was inspired! So I spent the next 4 years of my life learning it. Huge mistake. CTF2.5 isn’t built for really doing any sort of complex games that might require multiple global objects or things of that nature. It’s very very limited. Not only that but it’s like 300 dollars for the full edition. Like no man fuck that. I decided that in order to prevent other kids from wasting their time learning such a dumb engine that’s hard to pirate and unreasonably expensive, I would remake UCN for it to act as an open source fangame template.
BUILDING THE AI
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Scuffed photo showing Toy Bonnie in the office
So when I was first figuring out how to make AI for FNaF games, like back when I was on Clickteam, I came up with this: (rng.randi_range(2/(Global.animatronic), 4/(Global.animatronic)) And it works fine. Except... it doesn’t go from 1-20, it went from 0.01 to 0.20. I found later that this gave super wild results as some characters wouldn’t be able to move for upwards of 300 seconds on level 1 which is just downright silly. I then changed it to 0.11-0.30. As of now, it works just fine. I can change the range depending on the animatronic along with whatever specific calculations they may need.
This has a few implications. Whereas there is a small chance of animatronics failing movement opportunities repeatedly keeping them in place for long periods of time, this new AI calculation for some characters will guarantee that they will ALWAYS move within a specific time range.
MAKING ANIMATRONIC MECHANICS AND BEHAVIORS
Freddy was quite easy to get going as was Chica. A bit of a stumper for a moment was Toy Bonnie and Toy Chica. At first, I just had them go into your office until they reached a hard coordinate and if the mask wasn’t on in time, they would kill you. This movement was also scripted in the code itself. This worked but it was just a tad cumbersome. I decided to update this to have them move to a coordinate object that I could freely move around without needing to update the code to. But their movement would continue to be scripted. It wasn’t until recently I realized that I have animation tools in Godot which means that I can now animate this process!
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A look at Toy Bonnie’s keyframed animation along with his sprites are shown
I basically did the same for Toy Chica and the rest was history! BB and JJ are pretty unremarkable although they were both annoying to do as well. I also used these new animation tricks on them.
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Demon spawns getting ready to strike
Mangle wasn’t too bad to program- at first. She required a new system to be added, the vent snare system. To be fully frank, I’m not quite sure how the map was animated in UCN. Did he update position manually for each phase she moved in depending on the path? Maybe? I hope not. What I did is that I animated out his path with keyframes and then for each time his timer ran out, his phase was updated and that also updated what frame of the animation he was on.
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A look at the animation and Mangle’s code.
The main thing towards the end is that I wasn’t quite sure how to make it so Mangle knew which snare was active. I could’ve probably made some code about it but I wanted to try something a bit outside of the box. Mangle has raycasts attached to her. When those raycasts come into contact with an area collision shape, he’ll check if it’s specifically a snare or the “freedom” object. If it’s a snare, she’ll go back to the start and decide on what path he wants to take to get back to you. If she touches the freedom object, she’ll find herself in your office.
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“Just hangin’ out!”
Before I move to the next bit I want it to be clear that I wasted like 30 minutes to an hour on trying to fix a bug with Mangle’s vent animations not playing properly. The way that I set it up is that everytime their phase is updated, the animation player will seek a certain point in the animation that corresponds with this. Since the animation was set to 1FPS, that means that phase 1 will go to frame one and so on. But I didn’t change the other animations to 1FPS. So that caused some uhhh. Issues. Haha.
A NEW PERSPECTIVE?
Give love and kisses to this handsome fellow. Without this guy I wouldn’t have the proper office effect quite yet. For some reason, in Clickteam, this effect lags games hard. It seems to be much more optimized in Godot. Due to this, there may not need to be any performance settings for a while. I’ll likely still have to include them anyways but man it’s nice to get some good frames.
MISCELLANEOUS CHANGES TOO SMALL FOR SECTIONS
Destroying animatronics: In order to save on resources when running the game during a hectic night, animatronics are straight up destroyed on the start of the night when their AI is set to zero. This means that they’ll all still be loaded and checked through at the start of a night however so this is mostly for long term performance. A way to load in ONLY the necessary animatronics at the start of the night to help performance in general is being looked into.
Dynamic audio: Some audio within the game now changes volume automatically depending on where it’s located. Previously I believe this was done by hand via code (something like, if in office, set the volume of music box to 0). Now due to the new engine, the game will handle this by itself without any coding being needed.
Music box additions: “Metal Scratchin’ (Sonic Rush)” has been added to the lineup of music that can be chosen at random.
WRAPPING UP
While I disagree with Scott’s political views and morals, working on this project has made me sympathize with him more as a game dev. If you wondered why a lot of the UCN enemies feel like random garbage, there are two reasons
Game design reasons. There would be way too much mental stack and stress from each animatronic having a counter that requires multiple steps.
Making some of these systems really fucking suck and it’s easier to make clones of characters or guys who don’t really do much.
Even though I’m not making a brand new game, some of the changes I’ve implemented bring out inherent changes in how UCN functions which means the design of the game has also severely changed. This is on top of whatever liberties I’m taking as well. Game development is hard man. But it doesn’t need to be perfect. It just needs to be a good template. This likely will not be a 100% recreation of UCN down to it’s easter eggs and extras but it’ll give new devs an idea!
Thanks for reading all of this if you even did! I’m gonna try to keep updating this as much as possible.
- Nemi
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Learn Emacs?
I think Emacs is something best learned on the side, as a platform - as a programming language, a REPL for that language, a set of libraries, a framework for making GUIs (primarily but not exclusively text-oriented ones), and a package ecosystem. But you should not actually try to use it as your primary text editor, or even learn it as such. If you're like me, you'll spread this journey out in many little tries over many years, and that's fine.
Try the goodies built into Emacs that are not text editing. Try dired. Try eshell. Install Magit and try that. Maybe install and try a preconfigured bundle of config and packages like Spacemacs, not to grow into it but just to see what it's like. Try some Org mode stuff. If you ever use SSH or FTP or whatever, or even just sudo, try TRAMP. Try TRAMP with dired, try TRAMP with eshell, try TRAMP with anything else neat that you've found.
If you're like me, you'll probably walk away after each little thing thinking "yeah okay that's neat, But I don't really get what the big deal is, I could do the same with thing [...]". You'll notice how you could compose a lot of little UNIX programs together to do the same stuff, and you'll like that design more. You'll be annoyed by the startup time vs Neovim, you'll be annoyed by the out-of-the-box deficits relative to VS Code and IntelliJ's stuff and so on. That's fine. The goal is to gradually sample the platform.
To a much lesser extent, only if you're interested in sampling yet another possibility for text-editing interfaces, you might want to try learning its out-of-the-box keybindings for text editing, but... look, personally I think the out-of-the-box experience is at best bad-relative-to-what-you-already-know. I tried it a few times and for me, vi-style modal access to cursor movements and edit operations is a far bigger win than Emacs-style modifier-key access to the same.
You will see mentions of swapping Ctrl and Alt, because that's the layout on the old computers that Emacs' defaults were designed for. You'll also hear people suggest rebinding CapsLock to Ctrl. Honestly I think this is a lower-value detour, presupposing that Emacs as an editor out-of-the-box is worth learning, if only you could just optimize it a little to not give yourself RSI. But if you're going to do that, I suggest also trying Sticky Keys. Maybe it's just me, but I find Emacs' constant modifier key demands far more ergonomic if I can latch or lock modifiers as-needed.
Eventually, once you learn Emacs-as-a-platform enough, you'll start to see that all the little lisp functions and "modes" do a better job of being small composable pieces that do one thing well than UNIX CLI programs. Once you're sufficiently fluent in Emacs-as-a-platform, you'll find it easier to implement the behavior you want in Emacs than in the shell, or in your favorite editor.
And then, only then, will it have been worth it to have learned Emacs. Because then you can build your editor in Emacs. If nothing else, there's a critical mass where it becomes easier to incrementally improve your favorite editor by emulating it in Emacs first. And someone else has probably already done most or all of that work. And then you can keep incrementally improving on it, converging on an editor that's personally optimized to you - a bespoke tailored tool for exactly your mind.
Or that's the idea anyway. I'm not at the end of that journey, I'm just forecasting where it leads. After years of on/off poking at Emacs in various forms, I'm finally fluent enough that I'm incrementally creating something better than my favorite editor (and shell, and window-managing workflow) within Emacs. Not for the sake of doing anything with Emacs, but just because it feels faster and easier within Emacs now than outside of it. I don't know where this lurch ends. Every other lurch into Emacs ended with disappointment, with just enough inefficiency or annoyances that I just gave up on it. This is the first one that felt like it could end with me switching to Emacs as my main thing, but it's still entirely possible that this too will run out of steam.
And that's fine, that's the whole point I'm getting at. Every time I've jumped into Emacs, I made some sort of progress. And then I jump back out and run for a while with a terminal, shell, vi, and various CLIs as my daily tools, because I have to get stuff done after all. Sometimes I did some mix of both - I have memories of using Spacemacs to edit and a separate terminal with a shell for git.
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superbsaladcheesecake · 8 months ago
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Platformer Game Development
Edited on 5/4(April)/2024
I have found a lot of findings from the first-time experience of using Gdevelop for creating a game. There were many things I managed to pull off and many I could not.  I’m going to talk about things I managed to make into reality by seeing pictures.
Achievements and Learnings
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1st picture: I was able to implement a very plain menu screen. The game can be started by pressing the left mouse button on start.
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2nd picture: This is the main game component. The game is still in a very primitive form but functional. Here is the list of mechanics I successfully implemented in the game.
: Player character movement, including a double jump
: Some slime enemies to fight, they can also damage player
: A respawn area (red area) to prevent player character from stuck in falling
: Scoring mechanism by collecting coins and defeating slimes
: Goal flag as an objective for completing the game
:  Sound effect to be played when player collects coins
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3rd picture: This is a screen that player will see if the player character successfully touches the goal flag at the right. Its style is basic as well and shows you the overall score at the end.
I found most of the programing aspects to be a lot more time consuming than I initially expected. Even the simplest thing such as turning the slime in another direction requires so much convoluted processes of setting up variables to each object. However, I had a lot of fun tinkering with codes to make them work, even though I had a lot of frustration through programming when I could not make them work correctly.
Inspiration from the Book
In terms of inspiration from the reading, I think my primary focus for this time was on formal elements over dramatic elements. Both of which appeared in chapter 2 of Game_Design_Workshop(Fullerton, T. (2018, pp. 31-56)). I feel that although it is not something spectacular, I managed to put some essence of the element into my game. In the book, the definition of the game was described as completing an undetermined goal with an uneven reward for players in a closed area alongside a set of rules to follow (Fullerton, T. (2018, p. 48)). In my game, there are rules such as player character lose life if a player fails to jump over the pit and it is a closed area apart from the reality. Competition might not be in my game as this is a single player game, but generally met the structure of the game described in the book.
Thoughts on Reading
If I have a chance to improve the game further from here, I would like to implement management of resources that was discussed in chapter 5 of the book (Fullerton, T. (2018, pp. 129-166)). Resource flow plays a crucial role in determining the difficulty of games in almost every genre of videogames and the reading made me think again about why some games feel more unbalanced while others do not.
Reference
Fullerton, T. (2018). Game design workshop : A playcentric approach to creating innovative games, fourth edition. CRC Press LLC.
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ollie603 · 2 years ago
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What is kinetic type?
Part of my research was to understand what the fundamentals of kinetic type truely are. I wanted to find out why is it important in todays environment and ultimately, what makes a good kinetic type animation.
I looked at a resource posted to Explain.Ninja and found exactly what I was looking for. The author (unnamed) states that:
"Kinetic typography definition is a type of visual art where the text plays a significant part. The task of the text is not just to convey the semantic meaning but by all means available: movement, color, shape, and size, to correctly build and enhance this meaning, causing the viewer to have more vivid emotions and experiences. So the text brings dynamics and life into the reading."
While I had previously defined kinetic type I much prefer this description. Now that I am somewhat more understanding of the animation process (albeit incredibly new) I have a new-found respect for this description and I therefore agree with the quote.
Why is kinetic type important?
"Kinetic typography is another way to beautifully style text with animation. This technique allows for a flexible presentation of information, which is why it is widely used in music videos, advertisements, scientific programs, and content from video bloggers. A particular kinetic typography style used in digital assets will make these elements catchier and more effective in impressing a new audience. One of the significant reasons why kinetic type animation video is so useful is due to an entertainment factor. An audio-visual description added will get a very short amount of time to impress the viewer, as well as engage. So you shot once and hit twice."
It seems to me that from this description that kinetic type is important to grab the attention of a viewer. It is essential in fluid media such as video/movie/TV production and therefore is a quintessential asset to learn as a designer. And the end of the second paragraph relates directly to what I am doing; by bringing in another sensory element (such as visual in my case) I can better engage the viewer and "hit twice". In relation to a business, introduction of multiple sensory elements is a key principle in strategic design (as per content learned from my strategic design minor). We are reinforcing the message (the audio) by introducing a visual gauge to capture the attention of a viewer.
What makes good kinetic typography?
"Kinetic or motion typography may look both classic and fresh styled in graphic design. Dynamic motion typography is good when the elements that make up the film text can move in relation to one another. Moreover, every UI animation should be justified and have a goal. This means that your moving texts as with any design element should also help the user achieve the goal and highlight the outcome. The best process will include selecting elements like alphabet case, typeface, set, and font size. It should justify line length, inter-letter, inter-word, and line spaces, and the relative position of text and other illustrations included if any."
From what I understand from this paragraph is that good kinetic type assists the viewer (or user) to achieve a goal. Within the context of my own work that would be to better understand Helen Clark's stance on the legalisation of Cannabis within New Zealand. Furthermore, justification of relative positioning, spacing and illustration work should be done (and due to this being a project I of course will be doing).
When should you use kinetic typography?
"Kinetic design is especially useful for animated videos that require a lot of text or too large words, as it may be slowed faster and enough to simplify them and capture the attention of the viewer."
This point is especially useful since Helen Clark is talking incredibly fast in my audio and uses many large words that by visually seeing moving around would better stick in the head of a viewer. Although due to restrictions of the project, I will be unable to edit the pace of the audio.
Concluding thoughts:
Overall I am glad that I looked into why kinetic type is important, when it should be used and what makes good kinetic typography. My understanding and reasoning of what my overarching goal is; to make something that pops, and gains the attention of the viewer rather than just a plain caption on a black screen. I have the opportunity to create a creative and dynamic project that I can relate back to the character of Helen Clark.
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rileyclaw · 2 years ago
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Hello I don't remember if anyone already asked about it sorry but what program do you use for animation? and do you edit your stuff or just make the project basically complete on the program? Im asking because I animate too but on my phone on fipla clip and I have no idea how to edit stuff so I was curious. Love you animatics <3
first off thank you so much!!!
I actually use a couple different programs for different things/reasons!
At the end of the day everything I make runs its final edited pass in Adobe Premiere Pro - importing clips/drawings from drawing/animation programs!
For animatics specifically, I am using programs like SAI 2 and Clip Studio Paint and importing .pngs I draw in those into Premiere, and then time them there! I picked up Storyboard Pro recently but I'm still learning the ropes to it before I begin working in it for boarding full-time.
For animating-animating, I use TVPaint 10 and more recently (lol got it like last week FGSDJHFS) Toonboom Harmony. I could in theory be using those to create a 'final' product, but I like being able to adjust things in their final form in Premiere!! it's just more familiar
this image below is what my timelines look like most of the time - the pink images are all spliced together and timed to how I want them to be on-screen; in this case, they were imported as .pngs from Clip Studio! (the green stuff is a 'group' which is a lot of images I stuck together so I can edit them simultaneously).
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Sadly I dont know many good editing programs for phones since you mentioned flipaclip!! But my animation process is essentially completing the artwork, and then importing it into a compositing/editing software like Premiere for colour adjustments/camera movement/splicing/etc! And timing, in the case of animatics specifically!!
Premiere isn't free, though (im so sorry to my bank account after having adobe for like 4 years now) - but there are tons of video editing programs out there just a google away!! i basically learned how to use Premiere just through trial and error because I dont have the attention span for video tutorials sos
this ask. got away from me oops. no idea if this helps, but everyone prefers something diff when animating and wanting to put it all together for a final product!! this is just my weird little method!!
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