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ALRIGHT, uhhhhh this might end up being a long boring post where I geek out about animation stuff, BUT there's some bouncing titties at the end so bear with me (there's a couple GIFs in this post, so it might take a sec to load them all)

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For someone called DoctorLoops, it's been awhile since the last time I've made any LOOPS! But the thing is: the idea of wrestling with Adobe Animate into making it cooperate long enough to create an animation sounds exhausting. Back when it was called Adobe Flash, it was nice! Just a simple art program with clean frame manipulation, no significant bugs, and it even had Actionscript 2.0; a programming language you could use to make your animations into interactive games by adding clickable objects.

But then Adobe renamed the program to Adobe Animate and starting adding a bunch of features nobody asked for, bogging down the programs load times and accidentally integrating a bunch of VERY frustrating bugs (which remain unfixed to this day). Sometimes you'll draw a line and the program will just delete it for no reason, or completely morph your line into a glitchy blob. Sometimes a simple motion tween will cause your Graphic to spaz out in the final 3 frames of the tween for no fucking reason, and there's NO workaround. But it was the only program I really knew how to animate with - it's what I grew up with! I tried dabbling with animation in Krita, but the process isn't too smooth because Krita is primarily an art program.

A few days ago, I was watching Frieren and admiring the BEAUTIFUL animation and character acting, and... I just hated how I felt like I'd lost my ability to do that. My primary tool was essentially broken. Hell, Adobe just recently tried to shut down development on Adobe Animate entirely because they knew it was a lost cause. But... I really do like to animate! I don't WANT it to become something I lose, so I decided I'd start over and learn a NEW animation program and the current industry standard is called ToonBoom. I downloaded the two-week trial, loaded up some tutorials on YouTube by a helpful artist named DrawnSean, and started from scratch.

First off, it's an art program in itself - I have to use the brush/pencil tools inside ToonBoom to draw my characters before I can rig them, but unlike Animate, the brush tool isn't complete ass. Most of what I know about animation fundamentals can thankfully be carried over into ToonBoom (tween ease-in/out, parent/child layering, keyframe shortcuts, etc), but of course, finding out how to use these things is a different process entirely. That giant web/graph looking thing attached to the top of this post? That's all the LAYERS. It's setup like a programming web of sorts - everything stems from a Composite, so if I want to draw Veronica's head, I have to create a block for the Head, and then parent it to another block for her Eye, then another block for her mouth, etc, and link them all underneath the head. THEN, every block has to have a Peg created above it, which is what you use to manipulate the shape/movement of the object without fucking up your drawing.

So, in any animation program, the first thing you should always be animating... is the classic bouncing ball:

Here, I was testing out two things: Keyframe creation, and a new effect node: Cutting. It's essentially like Masking in most art programs, but you can selectively choose layers of the drawing to be affected. In this case, I can use it to hide the black outline around the bouncing ball; when the ball passes through the center ball, the black outlines on BOTH objects disappear. This is good! It means I can draw things like different segments of hair and place them all on top of a head without them all having visible outlines. So, naturally, the next thing I wanted to do was create a rigged head for Veronica and try wiggling it around a bit:

Alright, a LOT of things going on here: Object Rigging to connect all the pieces together (so when I move Veronica's head, it moves her eyes/mouth too), Drawing Substitutions (different versions of existing objects, so I can swap out variations of her pupils/mouth/eyebrows throughout an animation), and Cutting (Her hair is made of three parts: LeftHair, MainHead, RightHair, so Cutting allows me to overlay them on top of each other cleanly). I also figured out where the Ease In/Out tools are, so her movements can speed up or slow down towards the end of a tweened motion. Getting the actual setup for all these pieces is probably the part that took the longest. For this Head composition, here's what my Node setup looked like:

Everything connects to a Head composite at the bottom, and every block represents the different pieces of the head (blue) and their respective pegs (green). The dark blue bits are the Cutter effects, which are linked to the Line Art, Color Art, and Overlay layers on each drawing involved in the mask. It's a LOT, and trying to figure out this new system was probably the most demoralizing part of the experience 💀 I have no idea how I'm supposed to arrange these nodes so it doesn't look so messy, but the more I add to the drawing, the more nodes inevitably fill up my screen.

But I powered through (much thanks to that DrawnSean youtuber and his ToonBoom tutorials), and after I felt like I had a decent grasp on the Node web, I tried my hand at something more jiggly:

Yaaay, boobies! The main things I wanted to test out here was the Curve Rigging tool, which lets you deform/stretch a drawing by creating a "bone" through the object. You can use it to make things animate a bit more fluidly and make things look "squishy", but there's plenty of other rigging types, like Bone, Envelope, and Freeform. If you notice, I even used Drawing Substitution again here on the left boob to turn it into a different drawing entirely as it bounces upward! The node web for the boobs isn't as complex as the Head was, thankfully - it's just the two boobs, two areola, two nips, and the Deformation node for the Curve Rig:

I definitely feel like I'm making good progress with learning ToonBoom and the neat part is that it actually FEELS good to use - nothing is TOO pointlessly convoluted (looking at you, node web) and all the features I'm familiar with from Adobe Animate can be found relatively where you'd expect to find them. Even the keyboard shortcuts aren't too tricky to get used to, and some even share the same shortcuts from Animate (like F6 to create a new Keyframe).

For fun, here's the overall composition I ended up with:

Alrighty, I think that's enough yapping your ear off about this stuff - I can't imagine reading all this white text on Patreon's black background is good for your eyes, so I'll let you get back to your day. I'm sorry if things have been a little quiet on the comic-side while I've been teaching myself how to use ToonBoom, but I'm hoping that eventually I can fully swap over to this program and use it to create even better (lewder) content for you guys 💚 I hope you have a nice relaxing weekend!

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Comments

Dragon Talon TSi AWD

I enjoy Frieren, but the thing I didn't like, 30 episodes for the first season, 12 for the 2nd season after winning awards. Like a smack in the face. Not even half of what we got before. Its like the 2nd season of fallout from Amazon Prime. Same thing. Also, I could see Vero jiggle all day and night. I wanna see Victoria milk juggs too!!!!

NortDamacocle

I like it, great job👏. I hope you have a great weekend too👍.

Darkkirb206

This actually looks pretty impressive. Gotta love those squash and stretch effects.

ih8_8hi

Frieren mentioned! also, i believe in you doc! if you can push out your usual work while sick, i totally believe you could push out a really good animation, even if it did turn out to be a lil bit jank cuz of AA. you know darn well we’d all support you till the end! Me included! (i’d mostly just be standing behind Vero and Mona lookin at their butts eheheh 😈)

Exodus

This is all pretty exciting news!Can’t wait for what you cook up. Keep going and learning!!!

Chaotic405

If this means we can eventually get another banger animation like the Layla one then I’m all for it. Looking forward to seeing what you cook up doc

SlungusPro

Glad to see youre taking initiative in learning a new animation program, must've been a very humbling experience at the beginning but you did fucking great making test objects move like the ball, vero's head and.. tidders ( = w =), but anywho really dope shit doc that time that you put in to learn animation wasn't in vain ❤️🩺 Note: (Tig Bidders (= w=)💕)

Honest Nook

I'd love to see more aninations from you

Smut King 69

This is awesome! Loved seeing the old gifs, and I'm excited to see new ones n.n

DoctorLoops

Absolutely humbling when I opened up the program and saw the node web for the first time 😭 Felt like a beginner all over again

MachineAchors

I love watching you grow as an artist 🤩 also, Frieren season 3 confirmed 🥳

LewderWiggle

Woah hell yeah! Looks both simple and complicated, and it's so cool to see you try new stuff! Can't wait to see what you'll do with it in the future cause your previous animations attempts were peak already!

Evan Wall

Good luck learning is always improving

DoctorLoops

Hoping I can make one that's even better!

Klutzybear

I think it's SUPER cool you're getting back into animating your art work! I would KILL for more animated Vero naughty moments (especially Sphinx Vero😍). In fact, I still have my favorite gif you made awhile ago. The "Veronica jump rope" from the comic "Heart of the problem." I just like to have it around for... research and... stuff...? 😅

adijoeeknf

At least one of my favorite animators uses toonboom. And they make super high quality animations. I can't wait to see what you're able to do!!

Sh0tgun_Jacks0n

My takeaway remains the same: Fuck Adobe. I hope they die like all the AI companies eventually will

Mr. CLFN

I think another animator I have on here uses ToonBoom, and his work is amazing! He's even releasing Season 2 of his self-made series soonish. So this definitely sounds like a step up! I know it can be frustrating learning a new program, but what you've done so far looks really good!

Drepull

Light the becons Doctorloops are gonna have Loops Again! Bring the Food and Drinks! We Shall Party!

jamie hole

Thats rather amazing. Well excited to see the gang moving

Loon

gran trabajo por cierto una pregunta, ando jugando el juego y desbloquee la zona de las mujeres de piedra, ya arme la iglecia y la tienda como se avanza de ahi?

Jonathan Smith

Thanks for this glimpse behind the scenes! It's fascinating to see how how the pieces done together. I do some video editing, but animation software makes me go cross-eyed with all the layers and links needed for even a relatively simple sequence.

DoctorLoops

The main branching paths in Headspace are: Repair the church twice (confessional scene), reach the bottom of the blocker tunnels (Becky scene), and reach the 2nd floor of the Office (soaker orgy scene). After that, I think that might be all the unlocked content 🤔 besides the base stuff, like the date with Stella or the hospital stuff

Loon

lo del hospital creo que ya logre casi todo, aun no puedo entrar al área que la reina gotica me prohíbe entrar pero ya junte todos los comics y demostré que tenia patreon viendo algo rico de verónica 7w7 voy a tratar de reparar la iglesia una segunda vez y lo del segundo piso

Madlad

Awesome job! Cant wait to see what you cook up with this new art program!

Panther Master

It's ok man, don't worry about trying to make the web/graph look organized. Find a method to your madness. So long as you know where everything is, that's all that matters. Also if this goes well can we get an animation of Mona twerking her wobbly ass?