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My Beam

Started by: abarroga | Replies: 18 | Views: 1,216

abarroga
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Sep 5, 2008 5:30 AM #245108
Well, I took liam's advice, and thought up of my own "Beam" instead of looking at a tutorial. This is what I came up with:

Image

Advice and Crits would be Great.
LongArm
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Sep 5, 2008 5:35 AM #245112
That was quite nice, but you should work on the physics and a little easiness...
abarroga
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Sep 5, 2008 5:41 AM #245115
Quote from liam213
That was quite nice, but you should work on the physics and a little easiness...


hehe, yeah, well I need get familiar with Pivot first...

I don't know how to "cut" the beam so that it'll reach a certain place instead of going through the object I want it to hit.

and I also needa find out how to make the beam, actually look like its being created, instead of it being a "ball" then "a beam"

i wanna learn how to make it a "ball" then "creating of a beam" them a "beam"

But yeah, gonna look for beam packs and stuff... and gonna work on blood later
Phosphorus
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Sep 5, 2008 5:46 AM #245116
1. Basics
Basics include easing, smoothness, basic movements, stiffness, jerkiness, and physics. Practice these before moving on to more difficult things like effects, storyline animations, and other things that you won't be able to do at your current level.

I. Easing: Easing in an animation is when an object or limb gradually move faster, then slows down. This basic is hard to explain in words, so I'll try to show you with text.
This is an uneased example. (|= Frame, -= Space)
|--|--|--|--|--|
See how the spacing stays ,the same throughtout the whole thing? That makes that particular movement unnatural.

This is an eased example.
|-|--|---|----|---|--|-|
Notice how the spacing gradually becomes bigger than smaller? That's what easing is.

II. Smoothness: This is exactly what it sounds like. To make your animation less choppy and make it more fluid. It really is easy to fix, simply by adding more frames to movements. A 3 frame run will be really choppy, but a 8 frame run will be less choppy if animated correctly. Which brings me to my next point. Movements.

III. Basic Movements: These include running, walking, jumping, punching, kicking, etc. Practice animating these in simple tests with simple stks, then put them together to make more complex animations like fight sequences. If you're having trouble making you're movements realistically, find a video with the particular movement you're trying to animate, and try to imitate that. Or find a mirror and watch yourself.

IV. Stiffness: Stiffness is when the stickman you animated looks stiff and unrealistic. This may occur because you did not move the backbone that much (probably because you're using the default) or you just neglected to move one the limbs. To fix this, just try to move ALL the limbs in every frame, no matter how small the movement. Make sure to ease the movements though.

V. Jerkiness: Jerkiness occurs when you move a limb suddenly for an amount that is noticable to the human eye. Basically, you completely through easing out the window and just moved a limb to a location with no frames in between.

VI. Physics: This basic is probably the most lenient, because some animators ignore this and make cartoony animations, which have pretty wacky physics. But until you develop a style of animating, just stick with normal physics, or else some animators may call you lazy.

Written By Phosphorus on Monday, June 09, 2008, 4:37:29 PM
abarroga
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Sep 5, 2008 5:58 AM #245119
Hmm, thats great advice, and another thing to practice.

Fighting.

I only did the beam becuz I thought I was finished with trying to make the basics, but Fighting is also very important on a Wall Pivot.

Thanks again for the advice and crits guys.
Upps
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Sep 5, 2008 6:48 AM #245135
No, fighting has complex easing and physics, I recomend practicing foot placing, punching/kicking, jumping and running\walking.
abarroga
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Sep 5, 2008 6:49 AM #245136
Quote from U-t
No, fighting has complex easing and physics, I recomend practicing foot placing, jumping and running\walking.


Hmm, I'll try combine a walk, to a run, then a jump...
Gyohdon
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Sep 5, 2008 2:41 PM #245323
Quote from abarroga
Hmm, I'll try combine a walk, to a run, then a jump...


Good one, that'be great practice.

As for the animation, I think you should still practice movements a bit, like his arms going up for the beam and such. Easing and smoothness are still something you need to practice on a bit.
Guevara

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Nov 11, 2008 6:05 PM #292283
Its ok. Pretty cool. Just work on some positions
klassen

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Nov 12, 2008 2:44 AM #292644
Quote from abarroga
Well, I took liam's advice, and thought up of my own "Beam" instead of looking at a tutorial. This is what I came up with:

Image

Advice and Crits would be Great.


you took advice from liam?
well actualy you should get down everything else before bothering to try effects
billster-knight
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Nov 12, 2008 2:46 AM #292649
that's quite good :D
FoShizzle
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Nov 12, 2008 3:38 AM #292716
Yeah i agree with everyone else.
ace...
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Nov 12, 2008 4:01 AM #292738
wayyyyyyyyyyyyyyyyyy to stiff
LongArm
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Nov 12, 2008 9:27 AM #292915
Stop Bumping Old Threads !
klassen

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Nov 13, 2008 4:15 AM #293259
Quote from LongArm
Stop Bumping Old Threads !


you just did, smarticus
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