Ever wonder what goes into my animation projects? I have a simple process, however, it took a long long time to design a work process that is efficient with time. At one point, I would separate every unit ( UNITS are things like objects, body parts, things that have to be independant for potential animation ) export them to video software as image files, then animate them. Not all units are animated.
UNIT PROCESS | π¦
AKA the wireframe, rigid test area.
- Draw unit
- Export unit
- Animate unit / put it into the animation scene


β¬οΈ These are an example how uncompressed frames / units. It looks scary, but trust me I know how to navigate them very well. Units will usually have me juggle around 150-200 layers. But it is all compressed down into a small amount later.

β¬οΈ This is an example of COMPRESSED units (ready for animation & simplified into single layers).
β¬οΈThis is how it looks when theyre sent into the animation bin.



β¬οΈThis is how it looks when I test "compressed" units. This is the most important part because if the rigid frames are not fluid enough, the smooth animation process is just a mess.
During rigid animaiton tests I will often make extra layers and add more movement details to better predict how smoothing it will be - a process I did not do with legacy projects.
ANIMATION PROCESS | π₯
Export assets
Timeline assets (place them on the timeline as an image sequence)
Plan out sets ( sets are small moments, like jumping, idle, actions )
Make sets into compositions ( these are multi-layered images that act as one unit )
Animate the compositions (key frames, smoothing)
Mastering with sound, screen tones, dialogue, small details
Finished! ( Apart from exporting GIFs for public and Patrons )
During the animation process I animate units and improve how smooth everything looks with puppet animation tools, and warping tools.

This is done by making compositions. Several units of a character/subject and meshing it so I can animate it smoother without having to draw new frames.
Once I complete adding smoothness to the animation, they are sent back to the video timeline where I organize "sections" of the animation like a story!
After having the animation set up, I export a "master file" which is everything rendered down. Here is when you start to see the more finished looking previews.
The benefit to this is now I can extend the animation without having to do much else apart from editing and adding sound. I can also go back and adjust any composition to make new animation sets, this adds a lot of variety but can easily become tedious if I am not organized with files and keyframes.
In my old animations, I would have export errors that would take hours to fix because I didn't understand certain animation effects are hiearchy specific. This means if a mesh is over a different mesh, it can just flicker or make the animation now appear on the render. But I now know how to avoid it. π
β¬οΈ Example of a render that is almsot complete.
MASTERING | π
The final steps are the easiest! It's just adding screen tones, overlays, sounds, dialogue, etc. I do my own sound designs but I usually use royalty free stuff to save time. Sometimes I will use audio software to make sounds (claps, editing new voices for characters, etc). I do a tiny bit of voice acting but I am way too nervous to share my voice, but I may do it for the girls moans and such apart from full voice acting.



OTHER CRAP | βΉοΈ
In general I can finish a full animation within 7 days (if i work day and night) The main issue is since I am learning it leads to depressing amounts of burnout. Animation is VERY hard, especially with my special workflow. I have absolutely no college or education, (I AM STUPID) I just figure things out and look at tutorials.
As I continue to practice stuff, my method will probably change and I may use other tools / softwares to enhance my workflow and quality.
This is a free post, thank you everyone who is here! Remember the SHOP DISCOUNT ends in 2 days. My other posts have a code to get discounts. Thanks again and expect the TemTam animation soon.
Lance Ferror
2025-02-18 11:16:10 +0000 UTCJohn Brown
2025-02-18 08:39:09 +0000 UTClothkafas
2025-02-18 08:35:10 +0000 UTCJohn Brown
2025-02-18 08:23:38 +0000 UTCNerdyBoi
2025-02-18 08:02:06 +0000 UTClothkafas
2025-02-18 08:00:38 +0000 UTCNerdyBoi
2025-02-18 07:56:39 +0000 UTClothkafas
2025-02-18 07:56:03 +0000 UTCNerdyBoi
2025-02-18 07:54:03 +0000 UTC