Beginners, post your Flash animations here.

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poisonchocolate
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Feb 28, 2015 4:06 PM #1317710
Alright, so this is my first decent flash animation, just made to kind of test out flash: http://www.filz.us/view/bb548c19-ce0/

I already can see a lot of the things wrong with it, and I intend to make another walking animation that hopefully has these things ironed out a bit. But I just wanted some other opinions on what is specifically wrong with it. Also, the reason he only takes 2 steps is because I cut it short right there, as I wasn't happy with how the animation was turning out. But I've posted here anyways; as I said before, just want some other opinions.

EDIT: In order to keep things interesting, I attempted to animate a spin kick afterwards: http://www.filz.us/view/9432bc00-901/

There's a lot wrong with it that, again, I will try to fix. But this was really just an experiment in rotation; and I think that part of the animation turned out well.
Ipman
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Mar 1, 2015 1:27 AM #1317951
Unbounded:
try following this: http://www.filz.us/view/fc693a43-ed8/
i hope that helps!

Quote from poisonchocolate
Alright, so this is my first decent flash animation, just made to kind of test out flash: http://www.filz.us/view/bb548c19-ce0/

I already can see a lot of the things wrong with it, and I intend to make another walking animation that hopefully has these things ironed out a bit. But I just wanted some other opinions on what is specifically wrong with it. Also, the reason he only takes 2 steps is because I cut it short right there, as I wasn't happy with how the animation was turning out. But I've posted here anyways; as I said before, just want some other opinions.

EDIT: In order to keep things interesting, I attempted to animate a spin kick afterwards: http://www.filz.us/view/9432bc00-901/

There's a lot wrong with it that, again, I will try to fix. But this was really just an experiment in rotation; and I think that part of the animation turned out well.


the walk was kinda weird because of the arms...
the kick however was weirder since the body is longer than the legs and you need to make the stick thicker man
but nice practice! keep it up
poisonchocolate
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Mar 1, 2015 2:11 AM #1317963
Make the stick thicker? I definitely think he's thick enough, although that's a stylistic difference. I would have liked him a bit thinner. I like my sticks skinny ( ͡° ͜ʖ ͡°)
Unbounded

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Mar 1, 2015 3:11 AM #1317997
Quote from Ipman
Unbounded:
try following this: http://www.filz.us/view/fc693a43-ed8/
i hope that helps!


Thanks! It helps a lot, but not quite for the punch I'm looking for.

I'm trying to go for a bit of a hook where the right arm, (the one closest to us), hooks towards their left, moving behind their body. I'm less interested in trying to get the force behind this one, and I'm moreso trying to get the anatomy/dimensions on the body right after the punch, assuming they're following through.
Drone
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Mar 1, 2015 6:54 AM #1318131
Quote from Unbounded
Thanks! It helps a lot, but not quite for the punch I'm looking for.

I'm trying to go for a bit of a hook where the right arm, (the one closest to us), hooks towards their left, moving behind their body. I'm less interested in trying to get the force behind this one, and I'm moreso trying to get the anatomy/dimensions on the body right after the punch, assuming they're following through.


so this?

it's at 10 fps so you can see what happens, not really the best example, but I think that's the punch that you were going for
Image
Unbounded

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Mar 1, 2015 3:46 PM #1318256
Quote from Drone
so this?

it's at 10 fps so you can see what happens, not really the best example, but I think that's the punch that you were going for
Image


Still almost, but not quite.

Check this out:

https://www.youtube.com/watch?v=jc4Btmyouys#t=43 (watch at .25 speed to make it more clear.)

Notice how his right arm moves when he's punching, up through the point where he's following up with another punch? I'm trying to figure out that motion, but much, much more exaggerated as if he has much more force behind the hit and the momentum is carrying through, until he has the next punch loaded and he's able to hit with that right after.

Though, in checking this out again, as well as the little things you guys have posted for me I think I may have gotten it. I'll try again later today. Thanks, all!
Ipman
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Mar 2, 2015 1:42 AM #1318520
Quote from poisonchocolate
Make the stick thicker? I definitely think he's thick enough, although that's a stylistic difference. I would have liked him a bit thinner. I like my sticks skinny ( ͡° ͜ʖ ͡°)


Hmmm you make a point, we all have our own styles... But your style kinda bothers me a bit cause I don't like whenever the head is bigger than the body (except Pluto and Garbear's style, they rock) but yeah nice work though
Quote from Unbounded
Still almost, but not quite.

Check this out:

https://www.youtube.com/watch?v=jc4Btmyouys#t=43 (watch at .25 speed to make it more clear.)

Notice how his right arm moves when he's punching, up through the point where he's following up with another punch? I'm trying to figure out that motion, but much, much more exaggerated as if he has much more force behind the hit and the momentum is carrying through, until he has the next punch loaded and he's able to hit with that right after.

Though, in checking this out again, as well as the little things you guys have posted for me I think I may have gotten it. I'll try again later today. Thanks, all!


Oh now I get it... I actually have a practice I'm doing, and I think that might be the thing you're looking for.. (I hope you're looking for a guy punching with his two hands at fast speed)
Unbounded

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Mar 2, 2015 4:27 AM #1318586
@Ipman, that'd be a great help. I'd appreciate it!

Anyway, here's a thing I'm playing with right now.

http://sta.sh/09fwh3hpphm

So some things I feel I can improve on:

1: The jump needs a little bit more anticipation, I feel. I can probably add an extra frame right before the jump to get a bit more.

2: It feels like I animated this at a bit too low of a framerate. (12FPS) You can tell what's happening, but it's not as smooth as it'd be if I had doubled the framerate and drew out some more frames inbetween each currently existing frame.

3: I don't feel like I'm carrying his momentum through well enough on the kick. His entire body besides the kicking foot sorta stops.

4: Still a little floaty. (Not sure if I like this or not.)

That's all that is obvious to me right now, so some Cnc wouldn't hurt folks! :D

I'll add the reactions tomorrow.
Ipman
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Mar 2, 2015 6:28 AM #1318621
Quote from Unbounded
@Ipman, that'd be a great help. I'd appreciate it!

Anyway, here's a thing I'm playing with right now.

http://sta.sh/09fwh3hpphm

So some things I feel I can improve on:

1: The jump needs a little bit more anticipation, I feel. I can probably add an extra frame right before the jump to get a bit more.

2: It feels like I animated this at a bit too low of a framerate. (12FPS) You can tell what's happening, but it's not as smooth as it'd be if I had doubled the framerate and drew out some more frames inbetween each currently existing frame.

3: I don't feel like I'm carrying his momentum through well enough on the kick. His entire body besides the kicking foot sorta stops.

4: Still a little floaty. (Not sure if I like this or not.)

That's all that is obvious to me right now, so some Cnc wouldn't hurt folks! :D

I'll add the reactions tomorrow.


Besides the gravity weirdness, i think you just basically criticized yourself lol..
oh and here is the practice i worked on (i think it has the one you're looking for... hopefully), its at 10fps
http://www.filz.us/view/d702c0fb-478/
Chromium7

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Mar 2, 2015 8:58 PM #1318880
I made a short two(?)-hit combo with a character that can turn into a tornado or something. Testing out 30fps and a few basic effects. A bit of Zetabrand style influence in there, but nothing that really adds or subtracts much from the literal second or so of animation.
(Link)
Ipman
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Mar 3, 2015 12:52 AM #1319063
Quote from Chromium7
I made a short two(?)-hit combo with a character that can turn into a tornado or something. Testing out 30fps and a few basic effects. A bit of Zetabrand style influence in there, but nothing that really adds or subtracts much from the literal second or so of animation.
(Link)


Its hard to see since its down there haha
place it up bro lol
AwesTube
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Mar 3, 2015 1:04 AM #1319072
Thats cool! I would I like to see a version thats zoomed in or slowed down
Zero
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Mar 3, 2015 2:06 PM #1319545
Quote from Unbounded
I generally have the most trouble when animating arms. I was trying to do a quick punch combo but I couldn't figure out how to 'follow through' with the motion properly so that it looked like it would be passing behind the figure, so I made this:

http://sta.sh/09lpygrr0jf

I tried to animate a bunch of frames so as to understand the general motion.
So, how is it? Is this generally what I want to do? Does it look weird? Throw that cnc my way.

1.) Spacing. Please, stop being afraid to make things move farther than it should.

2.) Slow. What's more to add?

3.) Arms need to be more solid and angular(Straighten).

4.) Resizing.

Personal Note: Not much improvement.
Quote from poisonchocolate
Make the stick thicker? I definitely think he's thick enough, although that's a stylistic difference. I would have liked him a bit thinner. I like my sticks skinny ( ͡° ͜ʖ ͡°)

Damn son.

Control yourself.

Quote from Unbounded
@Ipman, that'd be a great help. I'd appreciate it!

Anyway, here's a thing I'm playing with right now.

http://sta.sh/09fwh3hpphm
I'll add the reactions tomorrow.

1.) Spacing. Your punches have no force and no speed.

2.) Bland. Constant Tempo.

Here, I made you something:
http://sta.sh/01nf015eefi3

Quote from Chromium7
I made a short two(?)-hit combo with a character that can turn into a tornado or something. Testing out 30fps and a few basic effects. A bit of Zetabrand style influence in there, but nothing that really adds or subtracts much from the literal second or so of animation.
(Link)

Ditch the stick figure. Animate a ball. Go back to the basics. Stop using the "Free Transform Tool" as your means of easing. It seldom works and even with that, you need proper knowledge on how to apply it properly. Although, I can see that you aren't new to this as it isn't as horrifying that what new animators would make, still, go back to basics.

Personal Note: I love the spin effect. It's creative. Keep it up!
Ipman
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Mar 4, 2015 12:39 AM #1319808
Wow thats a great example haha
Chromium7

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Mar 4, 2015 3:29 AM #1319880
Quote from Ipman
Its hard to see since its down there haha
place it up bro lol

derp.

Quote from AwesTube
Thats cool! I would I like to see a version thats zoomed in or slowed down

I was thinking that would be nice myself, actually. There were a few details in there that got kind of skimmed over- such as when the figure is spinning for example. There are a few frames where I tried my hand at a bit of perspective, but the figure is too small and the frame rate too fast to really notice any of it.

Quote from Zero
Ditch the stick figure. Animate a ball. Go back to the basics.

That bad, huh? Seriously though, I get your point. The ball exercise is a pretty simple routine that I could probably have gone for before jumping back into a combo like this.


Quote from Zero
Stop using the "Free Transform Tool" as your means of easing. It seldom works and even with that, you need proper knowledge on how to apply it properly.

Funny you should mention this- the only time free transform was used for the ending, and I was debating the physics of the motion. Truthfully, it was just a lazy way for me to convert a circular motion back into a two-dimensional one, so your point stands.

Quote from Zero
Although, I can see that you aren't new to this as it isn't as horrifying that what new animators would make, still, go back to basics.

Personal Note: I love the spin effect. It's creative. Keep it up!

Careful now, that almost sounded like a compliment.

Quote from Zero

Though if we're doing compliments now, this tutorial- while not addressed directly to me, was... of use. As was your advice. There, I said it.

Thanks for the criticism everyone- I'm thinking my next post will be more physics/effect related, then depending on how that goes, I'll see about working my way back up from there. I might even change the canvas size this time. :P