First kick was better.
It jerks too much now.
Beginners, post your Pivot animations here.
Started by: Paperclip | Replies: 34,531 | Views: 1,500,515 | Closed
Aug 4, 2009 12:51 PM #470998
Aug 4, 2009 1:02 PM #471000
perhaps a bit, but the first one was too fast, and it didn't have much easing.
Aug 4, 2009 1:44 PM #471010
Both of them had easing, the second one just has more follow-through.
Aug 4, 2009 1:49 PM #471011
Wich made me give it more easing, else it would look weird. Thanks anyways.
Aug 4, 2009 1:58 PM #471017
Yes, I hereby create this formula.
FO = A + LS + FL
E = A + S + FL
A = SS + LS
FL = LS + SS
FO = (|-|-|-|----------|-----------|-|-|-|)
E = (|-|--|---|-----|---|--|-|)
A = (|-|-|-|-----------| ect)
FL = (ect |------------|-|-|-|)
SS = |-|-|-|
MS = |---|---|---|
LS = |--------|--------|
A: Anticipation
S: Spacing (any)
SS: Small spacing
MS: Medium spacing
LS: Large spacing
FL: Follow-through
FO: Force
FO = A + LS + FL
E = A + S + FL
A = SS + LS
FL = LS + SS
FO = (|-|-|-|----------|-----------|-|-|-|)
E = (|-|--|---|-----|---|--|-|)
A = (|-|-|-|-----------| ect)
FL = (ect |------------|-|-|-|)
SS = |-|-|-|
MS = |---|---|---|
LS = |--------|--------|
A: Anticipation
S: Spacing (any)
SS: Small spacing
MS: Medium spacing
LS: Large spacing
FL: Follow-through
FO: Force
Aug 4, 2009 2:00 PM #471018
Quote from Zed
Can someone cc this?
Aug 4, 2009 2:15 PM #471024
When he crouches he completely stops moving. Instead of completely stopping his movement, make really tiny movement until he begins to jump. You also didnt apply any anticipation to his jump, again do 2-3 really small frames then 1-2 slightly bigger ones, followed by a really spaced out frame to simulate his speed. Its hard to see his movements in mid air, because the stickman is so small. But to make it look better, try trailing his legs and arms ect. Also, try making him rotate to about 180 degrees as the gravity starts to kick in, then while he is at his peak rotate to around 200 degrees, then when he falls bring him the rest of the way back to 360 degrees. In other words, aswell as easing his frame spacing, you also need to ease his rotation. I think you already did this, but when he falls make him stretch out, as wind effects him (make his arms go above his head). I cant think of much more, i absolutely suck his anything aerial.
Aug 4, 2009 2:24 PM #471026
I think the size dragged me down a little here. The jump is anticipated for 2 frames and he's only still in the crouch for 3 (out of about nine). The only trouble is; all of those movements are now smaller than one pixel. That's what I get for scaling down by 4. Meh. It's not bad for the first time using a mouse in a month.
Aug 4, 2009 2:26 PM #471027
I think this is a bit messed up, please help.


Aug 4, 2009 6:52 PM #471135
Quote from ZedI think the size dragged me down a little here. The jump is anticipated for 2 frames and he's only still in the crouch for 3 (out of about nine). The only trouble is; all of those movements are now smaller than one pixel. That's what I get for scaling down by 4. Meh. It's not bad for the first time using a mouse in a month.
Basically everything cronos said, and the jump height was completely over exaggerated.
Quote from TallguyI think this is a bit messed up, please help.
Everything is perfect except theres too many frames during the swing and it makes it look weak, delete 1 or 2 in the middle of the swing and it should look better.
Aug 4, 2009 6:52 PM #471136
It's very stiff. You need to try to move every joint in every frame. Especially the arms in this instance.
The foot which moves needs to be picked up and placed forward rather than sliding.
There is a moment here:

where the trail is pointing the wrong way. The tip of the triangle should point to where the sword was a moment before but this one points more towards the stick.
Other than that, it's not bad for easing and spacing.
That was the point. I wanted to see if an animation could still look good while being totally unrealistic.
The foot which moves needs to be picked up and placed forward rather than sliding.
There is a moment here:

where the trail is pointing the wrong way. The tip of the triangle should point to where the sword was a moment before but this one points more towards the stick.
Other than that, it's not bad for easing and spacing.
Quote from FloodBasically everything cronos said, and the jump height was completely over exaggerated.
That was the point. I wanted to see if an animation could still look good while being totally unrealistic.
Aug 4, 2009 7:06 PM #471152
o hai zed welcome back ^_^
heres a jump test:
*edited*
heres a jump test:

Aug 4, 2009 7:06 PM #471153
@ zed: I see. I didn't really like that, sorry.
Aug 4, 2009 7:15 PM #471158
Quote from pheonixslayer21o hai zed welcome back ^_^
Thanks ;)
heres a jump test:*edited*
I kinda felt the jump didn't go high enough. And possibly the easing on the way back down was more horizontal if you see what I mean. Like he accelerated to the side rather than falling faster. It's hard to tell though.
Aug 4, 2009 9:28 PM #471197
At flood: Thank for that. :)
At Zed: I see what you mean. But it wasn't quite as stiff as you think, though they are mini moves. Look at the begin and end, and look at the part where it's arms are highest.
And the trailing: That's because it gets blund trail, I'll fix it.
Thanks anyway, helped alot :)
EDIT: Ok, deleted one frame, and made the arms a bit more move, and the trail fix.

Better?
At Zed: I see what you mean. But it wasn't quite as stiff as you think, though they are mini moves. Look at the begin and end, and look at the part where it's arms are highest.
And the trailing: That's because it gets blund trail, I'll fix it.
Thanks anyway, helped alot :)
EDIT: Ok, deleted one frame, and made the arms a bit more move, and the trail fix.

Better?