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View Full Version : An Oath against the shadow destroying the dark



MonsterBreath12
09-18-2009, 10:36 AM
http://www.imageflock.com/img/1252892938.gif
I made this out of boredem. Pretty good considering i didnt try :p
Title fail? yes. Its off an atreyu song. Tight lyrics :]

http://www.imageflock.com/img/1252777947.gif
Realism fail? Yes. I enjoyed making it tho :]
But the p2k shit was awsome i loved it

http://www.imageflock.com/img/1252087724.gif
Quiiik test. I like it only took 5 minutes
hey? (don't stereotype me douche)

http://www.imageflock.com/img/1252074048.gif
Frame delay rape, but its still nice




Ive completed my entry for DD's Rawr collab, it was accepted :D but i cant realease it yet cause its not everyone is done yet :3

Zed
09-18-2009, 11:56 AM
I think one of the reasons you're not getting as much cc as you might like is the fact that you've joined half a dozen completely seperate pieces into one. This makes it hard to cc because it takes too long for the same bit to repeat itself and be watched again, and I'm going to have to describe each segment so that you know what I'm talking about.

I'm not a big fan of this "realistic" style that's coming out of DD at the moment, but I'll try to work around it.

1st: There was something wrong with the running: either the foot placement was off or the momentum physics was poor, because he didn't move far enough forward with each step. There's also next to no easing on the other bit, even where I think the style would have allowed it, and the physics are so far off on the spring that I suspect it was intentional, although I'm not sure how that can go with realism.

2nd: So many unrelated pieces of animation are joined together that I don't know where to start. The red spindley guy running from right to left is painful to watch. Animation always used to be about pleasure for the viewer. The stick has accentuated the fact that there is no easing and it's very stiff. He also needs to bend forward more and move in a manner which is actually realistic ie. he needs to bend the leg in the air more so that it is a different level to the leg on the floor, otherwise the run is physically impossible.

On the jump over the gap, he needs to bend his legs before the jump, otherwise there is nowhere to get the momentum from to stay in the air and he should have just fallen straight down. Same applies to the chair jump.

The handstand was moving to quickly and the legs and back were mega stiff.

The punching was just about ok but you cutscreened out before we could see the follow through.

3rd: Your best animation here by far. It is eased and realistic. I think the double framing was a mistake and you should have just small spaced the slow motion, but besides that it fills me with the hope that you do actually know how to animate and have only been corrupted by the style you have tried rather than lack of skill.

4th: Your physics was off on the flip because he had too much momentum at the end and lost it too quickly. I think more frames and putting it down to the usual frame rate would help you with this one, not least because it would make it run faster and smoother.

Overall, I beg you reconsider that style. You are capable of so much more than you are acheiving. It is a loss to the art. At some point when I have time, probably this weekend, I'm going to have to go over to dd and try to talk some sense into you people, because this has got to stop. It makes us all look bad.

MonsterBreath12
09-18-2009, 12:45 PM
Wow, SPP and DD are pretty darn different.

On DD, the 3rd one was considered bad cause near the end the legs were choppy. They say the 4rth one was inter worthy, other than the bad frame delay. They say the flip was great. I thought it was off, or the frame delay made it look bad. I thought the landing was quite weak. I like to try knew things now and then(i do parkour too) and after looking at cronos it doesnt look soo realistic. The reason i like DD is the system is great even if i dont get much comment. When here its only one section. But DD is pretty complicated and shit. And over here its simple. I like them both, Im really hated on this site. Thats why i only post in pivot or shit like that. DD i get pretty ignored but im alright. I know a ton of great animators from spp(Ice box, Demi angel even if he is kinda of a douche, zombpiv etc..) After looking at cronoXXII or whatever threads on DD he barely gets any comments. Im doing okay on DD and im quite happy. But i hear you somethings arnt right over there. I usually stick to one or another, actually this has been my first post in a month. Plus i didnt go on for a year until july. Then i quit and got to DD. Then i got ignored and came back. And now, im back DD. Its quite strange cause me and CronoXXII(or whatever) never get any comments. It also gets me frustrated that the rate this dude high begginner when his animations are like low/med or med begginner. These 2 sites are completly different in terms of CC. Some dude was a like a high inter on dd(sir masscre) And theyy ALL rate him begginner. The asshole like quit lol. Hes gotten really great though. Its also funny cause demi angel never gets comments on DD.

Zed
09-18-2009, 01:09 PM
I wouldn't say their system is great, but it is certainly specialised. Everything there is dedicated to pivot and its advancement, wheras we're spread over flash and easytoon, not to mention the literature, music, debating, gaming, etc. which makes up a much bigger part.

The main problem dd has is its diseconomies of scale. It's gotten too big to work effectively. No one ccs other peoples work because they don't know where to start. You can't cc 50 threads a day so why cc any unless you've been asked for "courtesy"? Here there are very few animators - the multiple person joint is essentially a complete list - but that means we can all cc each other effectively and know each other better.

I still can't understand for the life of me why this so-called realistic style has suddenly become popular with the dd users who come back here. I just had a quick look around at dd and most people there seem to be animating alright. I couldn't even find the "awesome realsim tutorial" I was told about by the last guy (you don't happen to know who wrote it, or even have a link, do you?).


Anyway, back on topic again: I noticed the chopiness on the legs in the jump but I think that's the fault of the double framing, and you sort of eased out of it so if you cut out those extra frames it could be called heavy spacing.

MonsterBreath12
09-18-2009, 03:40 PM
Im From PA, and then got to SPP, and then DD.


http://darkdemon.org/viewtopic.php?f=36&t=64287 theres the realism tut, exept i never actually read it.

sheezy2
09-22-2009, 10:01 PM
Honestly, the animation in your avatar is better than all of your animations. Combined. You really lack easing, thats a given. Remember, move every joint in every frame. Dont get lazy.

Out of Ideas
09-22-2009, 11:32 PM
For as far as I can tell MOST of his anims are better then his avy, so that's stupid to say, and do you move every joint when you do something irl too? You only move EVERY joint when you do a backflip and such, not by running, walking, and by jumping only a part of it.