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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Anatomy Practice / Lorcan WIP | August 12, 2025

Edit August 13, 2025: Added the fullbody WIP composition! 

In-progress drawing of a shirtless sylvari holding an oversized hammer.
Anatomy practice / Lorcan WIP | Lorcan with the “Onus” hammer skin

Anatomy practice! I’ve been practicing drawing anatomy construction from imagination this year, and this is one of those practices. So, please forgive me for any anatomical inaccuracies, as these are for practicing this type of anatomy construction drawing from imagination. 

I’ve been having fun running around in the “Untamed” build for my ranger, which I never knew how fun a spec it is to play (mainly because of the amazing vocal lines Brandon Bales recorded for it, haha – but also the main “unleashed” hammer skill is so fun and satisfying!). It gives me an excuse to finally use my favorite hammer skin – “Onus” – which I’ve never used before because I haven’t enjoyed hammer skills on any character prior. I believe it is also a Halloween skin – so perhaps hopefully I can finish this drawing by this Halloween! 

Here’s the full composition: 

Full composition (in-progress)

I also figured out a better way to draw chains with this drawing – when I’ve drawn chains for commissions before, I made a chain brush. I was too lazy to find or recreate that brush again for this drawing, and this time I just drew them manually – but surprisingly, this ended up being both quicker than when I used to use that brush, and I also like the visual result more. I remember the chain brush I made always had this uncanny “too even” appearance, which I then had to spend time making the links look more organic. 

With just drawing them with a regular round brush now, it naturally lends itself to an organic feel. (Of course, perhaps now it might be not even enough. Though between the two, my personal preference is a little too organic versus too inorganic or stiff). 

And a few extra/earlier versions in the rest of the post below: 

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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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