>>5019094I agree. QUALITY is there, but I think their biggest problem is with timing. e.g.
https://gelbooru.com/index.php?page=post&s=view&id=4001444 is 64 frames
I'm not going to go over all frames but:
upward movement starts at frame 6
the body goes up with boobs going in wrong direction (when body goes up, breasts should be dragging behind, pointing more downwards)
at frame 11 the body is at highest point
and the body stays still until frame 23.
The body was going up for 5-6 frames, and it stays still for 12 frames.
It looks off, because during those 12 frames of complete freeze, breasts move up and down, and again in wrong direction.
the body goes down until frame 35, and then it starts to turn.
from frame 6 to frame 35 is what you as a HMV editor put between 2 beats. You can get better syncing by deleting some still body frames between frame 11 and 23, and trying just have one boob bounce, but it doesn't change the fact the animation is cheap and you fight against physics.
You can view frame by frame in HoneyView, that's what I used.
>>4950345Now that I wrote all that, I know this is not really a thread for discussing all that, so here's hmv related question to get the dying thread back on topic:
How many beats should a loop play for, and how frequent do you think one loop can be used without getting tired of it. I realize some people like videos with very fast transitions, and as many scenes as possible, and other people may like to see one loop for e.g. 8 beats, but I was wondering which one is more common preference.
>>5000760That's cool, you should one day make music videos with your own animations. That's my goal.
Pic related is a little tease from my recent loop just to show I am alive
webm
https://rule34.xxx/index.php?page=post&s=view&id=2790475 video at
http://ecchi.iwara.tv/videos/9djjmfjyzczw9kmx not much to see here, but I'm new to making webms
thou current wip is to a different song
>>5004786You make me blush