Ch3, Page 14 Animation – The Harbinger’s Path | November 6, 2025

Animated gif showing Malyck wielding Caladbolg. Leyline energy pulses around the, as does Caladbolg's internal glow.
Malyck | Roughly animated comic panel crop | The Harbinger’s Path; Ch3, pg 14

In addition to the Trahearne and Malyck practice animation I made for Heart of Thorns’ 10th anniversary last month, a much smaller thing I also finished by that day was adding a bit of animation to chapter 2’s finale page. This version of the page has been live since the, and you can view it here! 

Animated gif showing Trahearne ensnared by winding, thorned vines. His bioluminscence pulses frantically.
Malyck | Roughly animated comic panel crop | The Harbinger’s Path; Ch3, pg 14


It’s likely obvious, but this page was not drawn with the intention of animating it from the start. I tend to save several steps of the process in the comic page files, as I have the habit of duplicating layers and working on the duplicate when I want to make a larger change or know I will be progressing the page more. This makes my file files larger than they need to be, but on the plus side, I like being able to go back into the file and see how the page progressed over time. 

My first attempt to animate this page was all the way back in August – which I just remembered, I even posted that test panel here. This test is what lead to the practice animation from last month. Even though this page’s animation is both much simpler and rougher than last month’s animation, I still have a little sentimental feelings over it, since dabbling with this page was what really lead to all the animation practices afterward (and I have more I want to do in the future!). 

So! That’s why I wanted to have a version of this page up, even if it is rough around the edges. It is cleaned up from the August test – the page now is rebuilt completely from scratch from the August version, using 3 layers from the comic file itself. While it is not intended to be super-smooth (which I hope is clear – it is keyframed and not tweened), I hope the cadence feels intentional. 

Does it add a little flavor to the page, or does it distract? Feel free to let me know anywhere, as I’m biased toward it, but I would definitely like to know if anyone preferred the previous static page instead of this animated version! 

Trahearne & Malyck Practice Animation | October 23, 2025

Practice rough animation | Colors added

Over the summer, I started doing some small practice 2d animation tests for fun. I ended up really enjoying these, which was a bit surprising, because I’ve always been a bit rubbish with 2d animation. I always found it frustrating. Once it became around September or so, I wished to continue practicing, but knew I had to set the time I was spending animating for the comic. At least, if I wanted Chapter 3 to be ready on schedule. I had the idea that maybe I could set aside an hour of the day to practice animating – only, I wanted these practices to be for the same animation. Perhaps, over time, practicing on one project might add into something more than just a scribbled, animated mess (which is what my first attempts resembled). 

I had a few ideas started for which to choose, and decided to go with this one with Trahearne and Malyck. The aim was to try an animation test in the style of lineart I was using for The Harbinger’s Path comic. 

Practice rough animation | Lines only

The bulk of this was (messily) drawn over those summer sessions (and into part of September). They admittedly sometimes strayed past the 1-hour mark, because the drawing process of doing 2d animation became quite absorbing. I’ve never enjoyed trying 2d animation so much before. I’ve always really liked hand-drawn animation, but I didn’t think I had the patience nor skill for it. I mentioned to friends that what seemed to help this time around, was having onion skinning off most of the time. Something about onion skinning makes it seem so much more complex to me. I think I’m just visually overwhelmed when I see all the drawings at once. :p 2d animating seemed to feel more natural for the first time, when I just flipped between frames for much of it, instead of trying to work with onion skinning. 

Learning about different types of In-between frames

What I did find onion skinning most helpful for, was later on during the animating process. Specifically, when I added the “breakdown” and “in-between” frames. I was never aware previously that there were different types of in-between frames (for any animators who may stumble across this, please forgive my ignorance). Learning this was a bit of a revelation to me! Another reason I have never been able to do 2d animation before this year, is because the sheer workload seemed so daunting. This was probably the main factor for why my previous attempts never went anywhere. 

After learning about breakdown and in-between frames, though, I think this was a turning point for me during this animation. I first sketched the bare-bones keyframes on August 14, 2025: 

 

“Keyframe” Draft | Draft 01, according to the file name! | Drawn August 14, 2025

Then I started cleaning up these frames. At this point, I didn’t know how far I wanted to take this practice study. I think relegating this practice as something I could do in small intervals over time (the aim for 1 hr minimum every weekday, with the aim of progressing a little of it each time. It didn’t matter how much, or how little, I did any specific day – it just had to be something) also helped make it less psychologically daunting. 

But! Once I learned the difference between breakdown and in-between frames, this enormously helped me wrap my mind around the workload. 

“Breakdown” and “In-between” frames

One of the earlier drafts | Also drawn the same day (Aug 14) 

For those who haven’t come across this term before, this is my understanding of the differences (and take it with a grain of salt, I could be misunderstanding parts about it – when looking this up, it seems like there might also be different terms describing the same parts of animating, or different people/studios have different definitions of the same terms) (please feel free to correct me): 

  • Breakdown frame – the frames between your keyframes. They help describe the motion between your keyframes. They tend to not be equal in distance between your keyframes. 
  • In-between frame – the frames between your keyframes and breakdown frames. This is the bulk of the labor! 

My understanding is the presence of these frames can also be tied to different steps of the 2d-animation process. Specifically: 

  • “Keyframe” animation – the initial draft with only the keyframes (see “Draft 01” clip above). In looking things up for this post, I have also learned this is sometimes called the “roughs” or “rough animation.” Which also means I have been using this term incorrectly – I apologize!
  • “Tie-down” animation – the first pass of blocking out the major forms from the keyframe draft. I’m guessing the clip right above is a partial part from this process? 
  • “Cleanup” animation – the part of the process where frames are further cleaned-up from the tie-down, but the in-between frames are not yet added. I’m not entirely sure about this, though, as I’ve seen some definitions equate both “tie-down” and “cleanup.” I’m still unclear about this, haha. 

Current animation stage

Anyway, this is a very rough test – keyframes are prioritized, and in-betweens are extremely rough in places. Once the 10-year anniversary for Heart of Thorns approached, I thought it’d be a fitting opportunity to try and clean the animation up a bit, and see if I could make it more presentable. 

And that is the result you see at the top of this post! I want to say I spent 2-3 days in October cleaning up what I had done in August/September. I tried to do as much as I could before the anniversary today. A few specific features I added in October are animating the vine glows in the background (which is directly inspired from an earlier Trahearne animation test I drew in August – which I’m realizing now I never posted to this blog, I’ll post it at the end of this post), and then the day before I added Malyck’s little stamen antennae, lengthened his “Crying Thorn” dagger in an earlier frame (think I may have overdone this a bit), and added more rim lighting that was only in a partially drafted state (this helped the vines wrapping Trahearne read much more clearly, in particular). I also did various clean-up to the colors, mostly for Malyck’s early frames, and the glows on the vines wrapping around Trahearne. 

While the version I have now is not what I would call anywhere close to finalized or polished, I hope the idea is more or less clear! And that some might enjoy it for the practice test that it is! 

The first two clips in this post are 24 frames per second, while the third and fourth ones afterward were sketched at 12 fps. The timing was adjusted multiple times since the 12 fps clips, which I have learned from first-hand experience I should have settled on sooner. ;p 

Edit: Added more expanded thoughts to this post the next day. 

This animation on:  Tumblr | Bluesky

Duskbirds “Wisp” 2D Animation Practice | August 16, 2025

Edit: August 16. 2025

2d frame animation of a "Duskbirds" character chasing a glowing, fire-like wisp.
Current WIP version | 24 fps test.

Testing with a 24 fps framerate (previous tests are all 12 fps). 

Original post below: 


2D frame animation practice.

Some 2D animation practice to familiarize myself with some very basic fundamentals! Not finished by any means, mainly just trying to learn some things. It’s of one of my “Duskbirds” characters, which seemed like they’d be good for practicing since they have a simple design. 

An earlier version below in the full post: 

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Landis Animation Test | August 11, 2025

2d animation of a sylvari necromancer smirking and winking at the camera. He has a green color palette with faintly glowing eyes. Another silly animation test/practice. This is a small crop from a painting of my sylvari reaper I started a while ago, and it’s been on my back-burner to finish it sometime – dug it up today to practice more with Krita’s timeline/animating with frames instead, haha. 

Trahearne Animated Panel Test | August 8, 2025

Animated panel crop from "The Harbinger's Path" Trahearne and Malyck fan comic. Shows an angry Trahearne surrounded by vined thorns, ley-line energy teeming all around him. Both his bioluminescence and the ley-line energy around him pulse and flicker.This is a very, very rough test – but contemplating adding slight animation to the final page of chapter 2. 

I should probably be using fade/opacity transitions for this and not frames, but, I both don’t know how to do that in Krita (yet, if the function is there), and I’m also partial to frame animation to probably a detrimental degree, haha. 


Edit: August 9, 2025 

Practice 2d frame animation of Trahearne from Guild Wars 2. He stands near thorned vines as ley-line energy pulses around him.
Practice frame animation (Unfinished) 

Decided to practice a bit more with this (separate) test, and also widened the aspect ratio. I’m not planning on finishing this because it was mainly unplanned practice, and the way I set up the file is pretty messy. Mainly after the initial sketch, I made a layer and just drew on top of each keyframe – both the character and the background. This would probably make it too time-prohibitive if I wanted to try and fix every error and make the frames motion read more smoothly, haha. 

Really fun to do though, and it gave me a good sense for how Krita’s timework works now. Should make it easier for me to add some small animation to Chapter 2’s final page at some point! 

Anyway, earlier WIP versions in the full post below: 

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