Fight [PB]
Started by: Lixu | Replies: 20 | Views: 1,453
Oct 16, 2008 3:47 PM #273984
Oct 16, 2008 3:51 PM #273987
First few movements were great, the last few looked kinda choppy.
Oh, and you've messed up the vcam a bit I think.
Oh, and you've messed up the vcam a bit I think.
Oct 16, 2008 3:51 PM #273988
wow you've gotten awsome since last time i saw u :D
Oct 16, 2008 3:52 PM #273989
Don't think so, but thanks!
HOLY SHIT, quick reply!
EDIT: Thanks hackor, I told u all i improved
HOLY SHIT, quick reply!
EDIT: Thanks hackor, I told u all i improved
Oct 16, 2008 3:56 PM #273993
well i've been on different forums and stuff, i do more games now than i do animating :D
Oct 16, 2008 4:04 PM #273999
Oh Snap!
Awsome man!
PB, ur improving sooo much!
Good on ya!
Awsome man!
PB, ur improving sooo much!
Good on ya!
Oct 16, 2008 4:10 PM #274002
Thanks WabStaw
Oct 16, 2008 4:38 PM #274007
The trail of the red one when he was hit, was weird. The following drop on the ground looked uneased. And the whole animation needed to be sped up. What FPS is this?
And this isn't FB, buddy.
If you say you animate fullbody, do so.
Bad boy....
And this isn't FB, buddy.
If you say you animate fullbody, do so.
Bad boy....
Oct 16, 2008 4:52 PM #274021
Lol, Wabstaw!
Then it is....Paaiwntbawl
lol.
Then it is....Paaiwntbawl
lol.
Oct 16, 2008 4:55 PM #274022
Quote from Gyohdon
And this isn't FB, buddy.
If you say you animate fullbody, do so.
Bad boy....
Aw do you bother so much? FPS is 20
Oct 16, 2008 8:55 PM #274119
Actually pretty decent.
Still stiff, and your figures seemed to be stretched out wide-ways.
But not bad.
Still stiff, and your figures seemed to be stretched out wide-ways.
But not bad.
Oct 16, 2008 9:08 PM #274127
Quote from Gyohdon
And this isn't FB, buddy.
If you say you animate fullbody, do so.
Bad boy....
go f[SIZE="2"]u[/SIZE]ck with a dead chicken.
I think what you need to do is make the v-cam eased when its moving back and forth.
the last fall was uneased
of the things that annoys me personally; would be frame 74: there's no head in the guys trail path, and hit on the green guy with those lines
and I do agree that when he was hit that the trails where a bit strange(I would've made a line like the others, but have a radial fill, not a linear fill).
frame 59: when the green guy comes up and kicks him, the trail makes it seem unbalanced(I'm taking it that the v-cam has to do with it too). I'd go for multiple blurs up the back of greens body to show a thrust forward.
on frame 25: his head looks detached from the body.
frames 67-74: the fact that his leg pops into a position so fast, nothing is wrong with that. it's just the fact that some of the trails....well....the trails go over the body, if anything, they should somewhat transparent or be behind the real body. it's a slight distraction.
-------
You may think allot of the things I said are bull, but these are just simple things that are put here so that you can learn more for the next animation you make. I'm very happy to see you post an animation again, and I can't wait to see more from you. You have improved greatly, good luck and nice job!
frames 80-90: I loved this part personally
Eased tweening: http://anipedia.thebackalleys.com/index.php/Tutorial:Motion_tweening
Oct 17, 2008 8:08 AM #274547
Holy shit thanks for the great criticism! I do know how to make eased tweening but Im lazy with just tests or w/e. And what the ****? Your the first person here on SPP talking about frame NUMBERS instead of scene's: Awesome!
Oct 17, 2008 11:27 AM #274574
Tweening? Lol, tweening sucks.
Oct 17, 2008 5:00 PM #274631
I always tween my cams so it doesnt look shaky :P