Super Animal Royale
Has anyone tried to animate SAR like in the trailers?
I've been daydreaming about making some fan animations using the game's Photo Boot with its Green Screen but i have no idea if this is possible. I also have little knowledge about animating, only what i've seen following some animator influencers around the internet but im willing to learn tho. My only problem is if i could use the character's models effectively cropping them from the photo boot and applying them to a animation software, thus creating a 2D rig with it (probably using the T-pose emote, also i could try getting any additional sprites from the wiki or something, i have adobe photoshop if that helps).
About the animation process i have subscription to Adobe and a lot of free time to look for tutorials on YT so im probably not gonna lack resources.

So, anyone who knows better about this can help me or tell if its remotely possible to make a fan animation like in the official trailers using the photo boot as a base for the character's model. And again, i have no experience in animation yet and this would be my first project.

I need some light!
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SAR uses Spine for animation, as far as I know it has a free trial
Thats interesting, thx for the info!
(I used Google Translate, sorry if there are mistakes or something like that)

I tried! And I succeeded! It was already written here in which program the developers made the animation for the game, but I used Adobe Animate for this (after all, Spine is made primarily for games and Animate - for full-fledged cartoons)

You can see what I got here - https://youtube.com/shorts/VjwiyBDxWkQ?si=hu3IiTbxRj676zsJ
I did this more in order to just learn and try this style of animation and it turned out to be very easy, easier than making cartoons in the standard style!
(of course, what is in the video is a very simple animation, you can easily make something more large-scale and beautiful, in Adobe Animate, especially in conjunction with After Effects, you can make cartoons MUCH superior in quality to what Pixile did)

Well, now the most detailed guide on as many as two methods of animation >w<

1. Simple way
As I understand it, your original plan was to do something simple using the photo booth in the game. This is also possible (of course, then everything will be limited only by angles and emotions from the game)
As I understand it, there is a function for recording characters with background removal - turn on the desired animation for the character, record it, and then open any video editor (if you don't understand them and don't want to learn - use CapCut, it's free and is available on PC, it has a very simple interface but at the same time a lot of possibilities, for such animations the most)
In the video editor, just add different characters recorded in the game, and just move them, animate, etc., I think you'll figure it out here.

2. A more complex method.
But if you still want to make higher-quality cartoons (alone you can easily do something at the SART level or even more, as I already said, animating this game is really easy) - then you can use this method.
As I said, Adobe Animate is suitable for this. To add a character there - take a photo of him in the game (preferably in a photo booth, where he is visible completely, yes, for this it is best to use a t-pose, if you do not have it, then you can find it in the archive with animal passes and take a photo there, however, the furry's tail may not be partially visible due to the game interface, but this is not a very big problem (in any case, you can also use a screenshot from the photo booth)

After that, add the screenshot to Animate and draw based on it (just trace it). The built-in drawing tools in the program are very suitable for this. For example, paws can be easily made from just one line.
And yes, if the furry has clothes, then first take a photo of him without them, outline them like this, and then add a screenshot where he is in clothes, outline the clothes themselves and put them on it. The main thing to remember is that each part of the character that will move should be on a separate layer. That is, on one layer - the left rear paw, on the second - the second hind paw, on the third - the body, on the fourth - the tail, etc.
After that, rig the character. In short, I hope you understand animation and this program (if not - just ask me, I will help)
!!!By the way, in the original the main skeleton is the body, but in this case it will be difficult to animate, for example, if the furry bends over, so you can add an invisible object (just draw a square and make it transparent) between the body and the hind legs and make it the basis of the skeleton (so that the body and hind legs depend on it)
If anything, to animate paws, ears, tail and in some cases other parts of the character that do not just move but bend - use the "shape deformation" tool or something like that, it also has a pin on the icon.
Well, then just animate it mainly using classic animation (in some cases - using shape animation)

Well, that's all. If something is not clear, then write to me, I will be happy to help!! :3 I really want as much content as possible to be made on SAR!! >w<
แก้ไขล่าสุดโดย furry nnaanachi; 24 ธ.ค. 2024 @ 3: 29am
im going to consider this a crispmas gift! thank you so much for giving me all those tips! also, i loved the animation you did!
❤️❤️❤️
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