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Beginners, post your Pivot animations here.

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Sorage55
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Feb 4, 2010 1:39 AM #543321
A collection of my gifs, from my first to my current:
Sorage55
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Feb 4, 2010 1:39 AM #543322
http://www.youtube.com/watch?v=qtX86AuulqU
mechanical stick
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Feb 4, 2010 2:30 AM #543337
Quote from Bleson
Any tips on animating multiple characters?
How do I study 2 motions at the same time?


that depends what type of animating program you're using.With pivot animating multiple ones is easy, just put more than one on the animation, and move both of them. Studying 2 motions at the same time, you could look at two threads at once while animating. Or just bring it up when you need to look at it.
Fries
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Feb 4, 2010 3:14 AM #543349
'that depends what type of animating program you're using.With pivot animating multiple ones is easy'

first off, we're in the pivot section

'just put more than one on the animation, and move both of them'

thank you Sherlock! that's not helping him, i hope and pray he already knew that. he needs tips, not obvious stuff...
TIP:look through the whole frame b4 you press next frame, make sure everything is moving how you like it to be.

'Studying 2 motions at the same time, you could look at two threads at once while animating.'

I dont even know what you meant. idk what Bleson meant by that in the first place.

Or just bring it up when you need to look at it.

Again thank you boy Einstein....

what im getting at is that he probably knew most of that...tips please not obvious
Bleson
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Feb 4, 2010 9:40 AM #543419
Yeah, thanks Mechanical Stick for the advice but it didn't help me at all.

I asked that question relating to Pivot.
(I asked this question because Pivot does not have timeline or layers like in Flash)

What I meant by 'study 2 motions at once' is to make 2 characters move at the same time. I know that sounds like something everyone can do, but it feels like a big change after animating with just one character. With one character, all your focus is on that one character - but with 2 characters, it gets confusing because I have to remember what parts each character is moving.

When having to animate more than one character, I tend to forget to ease or make too stiff movements. After finished posing one character for the next frame, I forget what the other character should look like.



Pivot should include layers in future, so that we have a layer for every character and we can edit previous frames and insert more characters whenever we want.

(btw, I've posted one animation about 3 pages back, if anyone saw it)
ChuckMorris
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Feb 4, 2010 9:57 AM #543421
You always get stuff from droidz?
Bleson
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Feb 4, 2010 10:53 AM #543424
Quote from ChuckMorris
You always get stuff from droidz?

Who?

(btw if you don't get stuff from droidz, where else would you get them?)
LeoZXC
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Feb 4, 2010 12:37 PM #543431
you make them. much simpler and they're exactly what you want. >_>
Bleson
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Feb 4, 2010 12:47 PM #543433
Quote from LeoZXC
you make them. much simpler and they're exactly what you want. >_>


Now why the hell didn't I think of that? :Cry:
rival2
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Feb 4, 2010 5:12 PM #543471
Quote from Cinnamonbun
Gunshot test. Bad though. (no blood) got the gun from droidz.orgImage


It was pretty choppy, the sticks were barely move following that they are stiff. The bullet didn't really look like a bullet and the guy who go shot has two broken arms.

If I were you I'd try to do basics first like a walk or a run. Look in the pivot tutorial section, it helps.

Quote from Bleson
Yeah, thanks Mechanical Stick for the advice but it didn't help me at all.

I asked that question relating to Pivot.
(I asked this question because Pivot does not have timeline or layers like in Flash)

What I meant by 'study 2 motions at once' is to make 2 characters move at the same time. I know that sounds like something everyone can do, but it feels like a big change after animating with just one character. With one character, all your focus is on that one character - but with 2 characters, it gets confusing because I have to remember what parts each character is moving.

When having to animate more than one character, I tend to forget to ease or make too stiff movements. After finished posing one character for the next frame, I forget what the other character should look like.

Well if you really have difficulties like that, I suggest you try and see for yourself the movement you want to make. example: you want to make a guy punch, and another guy kneel to avoid the punch.

What I'd do is have two sticks in one animation, and then you do it like this: you have them be apart from eachother, let them have some distance first. Then you make both movements, without trying to make it synchronise with eachother. Just make two different movements with all effort, without watching if they match.

After you've made the two movements, you go back to the first frame, and put the sticks close enough to eachother so that you can make the animation synchronise; one tries to kneel, the other tries to punch. when you see that there isn't enough easing, or it's a bit stiff, you can add a frame inbetween and edit it as you like. I don't know if this will help for you, but I've tried it once and it worked for me.

Pivot should include layers in future, so that we have a layer for every character and we can edit previous frames and insert more characters whenever we want.

there isn't going to be a next pivot. You can try stykz, it's as close as good as it can get for a 'noobproduct'.

(btw, I've posted one animation about 3 pages back, if anyone saw it)


You mean this one?

Quote from Bleson
It's good no matter what those eagle-eyed pixel-perfectionists say :Embarrassed:
I like how you made the character look springy when landing, and almost ragdoll-like when hanging.




-------
Here's my first (in years) animation featuring more than one character:
Image
(for some reason, the gif came out slower than actual speed)

I know the punches are too fast, it's because I get so off-track when I have to concentrate on 2 characters moving at the same time. This is a reason I like flash :Embarrassed:

Tips for multiple character animation?


Well actually this isn't half bad, but I think the sticks you have more joints in the back. If I were you I'd add a groundline, this helps knowing where you put the feet.

Quote from mechanical stick
Image[/url]" style="max-width: 100%; height: auto;" alt="Image">
this isnt very good


my suggestion: [thread=106758]This link over here.[/thread]

Quote from Sorage55


I'm too lazy to click the link and watch it on youtube, post it in a .gif

Upload it on tinypic.com or something and then I'll help.
Yummerz
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Feb 4, 2010 5:13 PM #543472
Image

Testing my trailing and combo making...

second come and second trail made...

CnC?
rival2
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Feb 4, 2010 5:21 PM #543475
Quote from dfr179
Image

Testing my trailing and combo making...

second come and second trail made...

CnC?


If I were you I'd stop trying to make trailing effects, and focus more on the movements. It seems like you put more effort on the trailing then on the movements now.

The first punch was very weird, because now it looks like the front arm is punching, instead of the arm wich should be punching. Both arms are because of that very choppy.

The second attack is very weird aswell because he breaks a freaking leg. The leg can highly endure a full stretch. After then it just snaps and breaks. Fix that. The second punch is stopping for no reason at the and, you should make it so the he keeps going on in a full stretch, and then make the leg fall the the ground.

The back was stiff all the time, it barely moved. I also reccomend on a bit more followthrough, meaning that you should have more frames inbetween. A faster fps rate isn't bad aswell.

For the trailing effect: The first trail was a fail, because now it looks like the punch came over the head. I'd remove the whole trail. The last two trails were ok, but I still say you should focus more on the animation then on the effects.

Like I said on your last animation: Basics are more important then effects or anything.
Yummerz
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Feb 4, 2010 5:29 PM #543478
Ty for the cnc....

I added trails AFTER i had finished the animation(i listen to people who are good)

like u.

Secondly the arms was meant to do that....

And the legs dont break... theres this thing called retardedness and i have alot of it...

its called um......Goddammit i cant remember.....
+Omega
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Feb 4, 2010 5:29 PM #543479
that's a gunshot I made
I posted that in aother thread , too I think
but I also wanted to post it here
Image
rival2
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Feb 4, 2010 5:40 PM #543486
Quote from dfr179
Ty for the cnc....

I added trails AFTER i had finished the animation(i listen to people who are good)

like u.

Secondly the arms was meant to do that....

And the legs dont break... theres this thing called retardedness and i have alot of it...

its called um......Goddammit i cant remember.....


Well if you do trails after you finished it's ok :)

And actually I'm nowhere near good. You should listen to zed over me. He's god.

Quote from the_grimreaper
that's a gunshot I made
I posted that in aother thread , too I think
but I also wanted to post it here
Image


Well the reaction was very weird due to the footage. I suggest you add a ground line, that way you can see where you put the feet. I'd suggest you'd try to not make hard things wich you can't make yet, unless you can.

I suggest you make a walk. It's basic yes, but it helps in almost every animation BECAUSE it is so basic. It's the most helpfull way of showing you how the make the legs work with the upper body.

If you DO want to make a gunshot (I really don't suggest it), try looking that this then:
Image
Make one with a small weapon like this, look at the movements, and see the effect. Looking at other ones work helps you in knowing the movements.

(it's mine btw.)
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