
Beginners, post your Pivot animations here.
Started by: Paperclip | Replies: 34,531 | Views: 1,500,515 | Closed
Apr 12, 2015 8:23 PM #1346796
A little sped up i think but oh well


Apr 12, 2015 8:27 PM #1346801
GRADIEEEEENTS
they're SHIIIIIIT
they're SHIIIIIIT
Apr 12, 2015 8:29 PM #1346804
Quote from WafflesMgeeI wouldn't get into the habit of using gradients. Leave those to flash people with bad taste.
Gradients are really usefull for detail in backgrounds. Idunno how they work in pivot, but if used properly, often times they add much more than they subtract
Apr 12, 2015 8:31 PM #1346807
Have you learned nothing from Waffle's rant, Setto?
Anyways, the animation isn't your best. The flow is constantly disrupted by your quick changes in direction, causing you animation to look really shaky. I'd also lessen the tremors a bit. I usually don't have the initial vibration pass 3 or 4 pixels from it's original vibration, and then I have it vibrate a bit longer before coming to a stop.
Try to lower your frame rate a little before export, too, since the animation gets sped up as a gif.
Anyways, the animation isn't your best. The flow is constantly disrupted by your quick changes in direction, causing you animation to look really shaky. I'd also lessen the tremors a bit. I usually don't have the initial vibration pass 3 or 4 pixels from it's original vibration, and then I have it vibrate a bit longer before coming to a stop.
Try to lower your frame rate a little before export, too, since the animation gets sped up as a gif.
Apr 12, 2015 8:39 PM #1346813
The thing about gradients is that they absolutely kill art style consistency. They're good if you use them alongside stuff. You can use plain gradients if you want to shade something like a tube or add something like a sunset in the sky, but you gotta detail it with other stuff too. And then, unless you're using fullbodies that are at least somewhat detailed, the consistency of the art style goes kaput.
Gradients and detailed weapons or sprites in pivot or flash often ends up looking like this:

It's not something to be encouraged. Here. I give example.
My weapon:
And here's what I'd do if I were to use it in pivot with a standard base, or in flash with generic single-coloured stickman with maybe an extra colour of apparel:
And having two colours be all super-detailed with each other won't work. They need to be parts that can be easily visible. The hammer doesn't have light green grips and text and whatevers, the most detailed thing there is the button, and that's because it's small. Could go without it too, I guess. Instead of being two simple colours interwoven to hell, they're visually simple and easy to follow, just like the stick that would wield it.
You see what I mean now? That's my stance on gradients or other detailed things. Gradients are incredibly detailed, anyway. Crossing a whole spectrum of colour.
Gradients and detailed weapons or sprites in pivot or flash often ends up looking like this:

It's not something to be encouraged. Here. I give example.
My weapon:
Hammitzer detailed (Click to Show)
And here's what I'd do if I were to use it in pivot with a standard base, or in flash with generic single-coloured stickman with maybe an extra colour of apparel:
Hammitzer RHG (Click to Show)
And having two colours be all super-detailed with each other won't work. They need to be parts that can be easily visible. The hammer doesn't have light green grips and text and whatevers, the most detailed thing there is the button, and that's because it's small. Could go without it too, I guess. Instead of being two simple colours interwoven to hell, they're visually simple and easy to follow, just like the stick that would wield it.
You see what I mean now? That's my stance on gradients or other detailed things. Gradients are incredibly detailed, anyway. Crossing a whole spectrum of colour.
Apr 12, 2015 9:15 PM #1346831
Quote from RootHave you learned nothing from Waffle's rant, Setto?
Anyways, the animation isn't your best. The flow is constantly disrupted by your quick changes in direction, causing you animation to look really shaky. I'd also lessen the tremors a bit. I usually don't have the initial vibration pass 3 or 4 pixels from it's original vibration, and then I have it vibrate a bit longer before coming to a stop.
Try to lower your frame rate a little before export, too, since the animation gets sped up as a gif.
Kk bby
I'll work on that :L
Sep 26, 2015 4:34 PM #1405671
Sep 26, 2015 10:17 PM #1405710
image doesn't work
Oct 2, 2015 6:32 PM #1406667
Currently My Third Animation so far.


Oct 7, 2015 12:08 AM #1407347
This is 10x better than my third animation
Dec 16, 2015 1:13 AM #1423181
Welp here i find myself after abandoning the forums and I diceded to start aimating. I made a little run test, i hope i improve soon


Dec 17, 2015 3:47 PM #1423495
A fight test i made


Dec 17, 2015 6:42 PM #1423517
And another oner improvement to the last one


Dec 18, 2015 3:39 AM #1423653
Quote from isaenzAnd another oner improvement to the last one
Cmon man you should know how gravity and momentum work. The guy who gets falcon punched into the air just launches straight down :|
Dec 22, 2015 12:56 AM #1424708
there are alot more important problems than that.