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Beginners, post your Pivot animations here.

Started by: Paperclip | Replies: 34,531 | Views: 1,500,515 | Closed

kingsmash
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Aug 28, 2009 12:28 AM #479738
yea it does a lot
pheonixslayer21
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Aug 28, 2009 12:30 AM #479739
Quote from kingsmash
how do you put effort into animations

by spending at least a good 30 minutes at it or trying to make a good animation, besides this is a stupid question anyways :/

@majorgamer, yeah it does but try to fix the physics issue in the spin kick
kingsmash
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Aug 28, 2009 12:42 AM #479742
lol it kinda was a stupid question
majorgamer97

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Aug 28, 2009 1:10 AM #479746
how do you fix the physics issue? because i have no idea how to do that.
Devour
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Aug 28, 2009 1:11 AM #479747
Physics? You pretty much have to know how things would react in real life. I'll make a quick example animation.
Edit: Yay for failed physics and stuff.
Image
megaanims
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Aug 28, 2009 4:51 AM #479800
Quote from Zed
I repeat: http://www.stickpageportal.com/forums/showthread.php?p=1582816#post1582816



I think he needs more anticipation on the jump and more follow through on the landing but the flip was nice and the physics were looking pretty good.



I've seen you do better. I think you should cut out the second step, make the first one longer, and let him bounce more to the centre of the trampoline, because at the moment it looks like you're very much trying to squeeze it into a space which is too narrow.



Serious cc, you say?

I think they should start further apart so that only the foot hits him and not the knee. It's really difficult to kick someone when you're that close to them. I'm thinking it was a tad under-eased as well.

You can get more force by easing slowly for about three frames, then one frame where he's about a quarter of the way there, and then straight through to the finish with some follow-through afterwards.

With the arms, the best thing to do would probably be to have them extended out in front of him (only possible when they're further apart) and then pull them back into his body at the same time as the kick.

The purple guy's reacting in more or less the right way, but needs more easing on the body parts that aren't directly hit. The bit that is hit should have one frame where it's in contact with the foot and then snap back at more or less the same rate as the foot that hit it. It should then ease to a slower speed at which point the ragdoll physics takes over and he simply collapses as gravity would dictate.

That's absolutely all the advice I can give on that. You did well that there was so little. The general movement is good, it's just mostly your easing that's a little rusty.

it's called doing realism zed look it up in DD
Avian
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Aug 28, 2009 8:49 AM #479858
Quote from Devour
Physics? You pretty much have to know how things would react in real life. I'll make a quick example animation.
Edit: Yay for failed physics and stuff.
Image

No, they are realistic if the floor is slippery.
Cronos

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Aug 28, 2009 8:58 AM #479860
Quote from pheonixslayer21
put effort into it, you wont improve this way

this is the best ive seen out of you, i loved the 3d effect, but the physics were so off during the spin kick, its kinda stiff in the back, after the 3d kick, and after the 2nd kick, his feet shift and slide, have them stay planted on the floor, i also felt there wasnt enough easing, but there is definitely easing in this

also this was for cronos's joint/collab but i sent it in at wrong time so might as well post it here :3
Image


Pheonixslayer, sorry about that, how I could'nt accept it, Monsterbreath did the same thing. Your still up for entering though?

I liked it up until he landed after the jump, it looked akward, because his arms were moving slowly, then suddenly really fast. The flip was also choppy and needed anticipation ect.

At the start of the animation, the anticipation was great, it was extremely smooth and life like. Although, when he jumps, I suggest making his arms flop below his waist, not above his head, since the wind would cause the arms go flow behind.

Another suggestion would be to make the camera follow the stick (just like what you did at the end) when he jumps, if you did that, then it would continue to be really smooth and look better.

The particles where great, and the physics were also great, accept when the ball things landed on the ground at the end, they needed abit more hang time after bouncing off the ground.

Great work, I hope you either make a new animation when its your turn, or addapt this one to the previouse persons animation. :)
Zed
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Aug 28, 2009 10:38 AM #479871
Quote from megaanims
it's called doing realism zed look it up in DD


I tried but there was so much crap to sift through that I couldn't find it. If it is called realism then they misnamed it. The extra step really doesn't help anything. If you're talking about how people only move so far with a single step and can't flip over great distances then fine, but they can and do step further than that when running and you won't need to increase the distance of the flip much because he'll be coming more to the centre of the trampoline. Also, the leg that he first flips off barely bends at all so I don't know how he's getting any of the height or half the momentum and that's a little unrealistic too.

Sorry if I'm sounding harsh but I know for a fact that you're better than this animation makes ou look and I genuinely believe that it's the extra step which is 90% of the problem.
Devour
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Aug 28, 2009 2:30 PM #479909
Quote from Avian
No, they are realistic if the floor is slippery.

Exactly :Dope:
Vorpal
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Aug 28, 2009 6:06 PM #479960
Quote from Zed
I tried but there was so much crap to sift through that I couldn't find it. If it is called realism then they misnamed it. The extra step really doesn't help anything. If you're talking about how people only move so far with a single step and can't flip over great distances then fine, but they can and do step further than that when running and you won't need to increase the distance of the flip much because he'll be coming more to the centre of the trampoline. Also, the leg that he first flips off barely bends at all so I don't know how he's getting any of the height or half the momentum and that's a little unrealistic too.

Sorry if I'm sounding harsh but I know for a fact that you're better than this animation makes ou look and I genuinely believe that it's the extra step which is 90% of the problem.


I don't believe it looks realistic in any sense of the word. It doesn't look as good as it should because he neglected easing which is essential for making anything look realistic. (though easing doesn't occur in real life.) And the overall lack of realistic spacing and movements. After he landed and started running he brought both his arms up in front of his face. I don't know about you but I don't do that while I am running. He landed on the edge of the trampoline yet the center moved down. You see where I am going with this? He didn't gain as much distance as he should on the initial jump, despite the fact that a flip like that doesn't seem possible going that fast horizontally.
It's to unrealistic, lol.
pheonixslayer21
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Aug 28, 2009 6:46 PM #479981
Quote from CronosXIII
Pheonixslayer, sorry about that, how I could'nt accept it, Monsterbreath did the same thing. Your still up for entering though?

I liked it up until he landed after the jump, it looked akward, because his arms were moving slowly, then suddenly really fast. The flip was also choppy and needed anticipation ect.

At the start of the animation, the anticipation was great, it was extremely smooth and life like. Although, when he jumps, I suggest making his arms flop below his waist, not above his head, since the wind would cause the arms go flow behind.

Another suggestion would be to make the camera follow the stick (just like what you did at the end) when he jumps, if you did that, then it would continue to be really smooth and look better.

The particles where great, and the physics were also great, accept when the ball things landed on the ground at the end, they needed abit more hang time after bouncing off the ground.

Great work, I hope you either make a new animation when its your turn, or addapt t
his one to the previouse persons animation. :)


it kk, I've never jointed or did a part in a collab so it was my fault

And i also will stay in the joint/collab, I now know what to do :), and thanks for CCing :3
animationmaster3000

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Aug 28, 2009 7:21 PM #479996
Image oh and guys how u get tht black line so its like its ground
pheonixslayer21
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Aug 28, 2009 7:32 PM #480002
Quote from animationmaster3000
Image oh and guys how do you get that black line so its like its ground

first off, leave resize at 50%, second, make a long flat line in the stick creator, with the main joint in the middle, its not hard at all, and thirdly i fixed the spelling for you
Velosareon

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Aug 28, 2009 8:06 PM #480013
hey guys i was out for a bit and will be out for another day cause I'm comming back to California baby! Yup tommorow at 9:00 p.m. in pacific time i'll be back for does that don't know, i'm in Russia now. See you guys tommorow at around 9:00-10:00 maybe some if you guys wanna see me check out the introduction fourms around that time. Cya in America!
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