Zed's Thread
Started by: Zed | Replies: 163 | Views: 10,749 | Closed
Sep 8, 2009 9:43 PM #485329
Your style looks like the one Felix uses in icantcolourin.com
Sep 12, 2009 8:44 PM #486794
Quote from ZedBetter late than never. Sorry I hadn't gotten around to it. I tagged a fall onto the end because I got bored, although I dunno if it came out ok.
Edit: now that I can see it in full (I couldn't before scaling down) I think I need to double the number of frames in the fall. I might at some point. Anyway, that's the run you wanted.
Your run is okay, I don't think you put enough time into it.
First off, the arms need to be raised higher. It looks like you're going for a springy, cartoony feel in your animations. You need to exaggerate on the arms a bit more. I like the hoppity-hoppiness of your legs (it was the only term that came to mind) but I think that while in mid-air, he should be raised higher off the ground. When his foot is on the ground I think his legs should bend more, which involves keeping him on the ground for a little longer. This creates the effect of a quick, jump style run which I think you were aiming for.
The slip and fall, as you'll probably agree, doesn't look too great. That's okay though as you clearly got bored of running and wanted to make it more interesting. We all get bored of running and walking in our animations, it's easy to make your stickfigure run but it takes time to animate a run well. The tumble firstly shouldn't start with the guy falling backwards, from what I can see. If he was supposed to slip over backwards then make it more obvious. It looks as if you're going for like a cartoon-style tumble, where the character stays in a position for a short amount of time and then quickly changes. You need to keep the character in one position until they hit the floor, where you should quickly change the character into another position and so on. The positionings in the tumble were good, however the speed is too fast to fit in with the steady pace of the run. You need more air-time and pretty much the same floor-time to improve the tumble.
Sorry if it sounds a little... cryptic, I was typing as I was thinking. Hope it helps. Tell me if you want another CC on a particular message, and if you don't understand any of the above (some of the stuff sounds a bit odd) then ask.
Sep 12, 2009 8:57 PM #486797
It's the best cc I've had in ages. Thanks.
Sep 12, 2009 9:26 PM #486803
I've just had a look through all your August '09s and I must say that I do like your quirky style. I particularly like the "Odd Run" animation with the guy with the crazy legs.
Original stickfigures always gets everyone's attention and makes your animations stand out. At the moment, you're understandably using pretty basic-looking stickfigures. As you start to improve you should start looking into making more original-looking stickfigures that define your animating style and makes your animations stand out and easy to spot. Think exaggerated features or weird heads. Some try to give their stickfigures a "just drawn" style with varying degrees of stick thickness that makes the sticks look like they have just been drawn with a pen.
Also, start looking into adding background details. Just little things that can give us a rough idea as to where the stick is - it can just be basic like a few marks on the wall or a basic door or something.
Original stickfigures always gets everyone's attention and makes your animations stand out. At the moment, you're understandably using pretty basic-looking stickfigures. As you start to improve you should start looking into making more original-looking stickfigures that define your animating style and makes your animations stand out and easy to spot. Think exaggerated features or weird heads. Some try to give their stickfigures a "just drawn" style with varying degrees of stick thickness that makes the sticks look like they have just been drawn with a pen.
Also, start looking into adding background details. Just little things that can give us a rough idea as to where the stick is - it can just be basic like a few marks on the wall or a basic door or something.
Sep 13, 2009 7:17 AM #486989
wow, zed, you've gotten a lot better
i must say that you're a pretty cool guy for staying inspired and staying away from fighting animations
keep doing what you do, listen to Ustartin, and while you're at it, try making a lengthy animation as a challenge
i must say that you're a pretty cool guy for staying inspired and staying away from fighting animations
keep doing what you do, listen to Ustartin, and while you're at it, try making a lengthy animation as a challenge
Sep 13, 2009 6:26 PM #487189
hey man, i quite like your animations, they're not thaaat stiff and choppy, but they are really stiff sometimes, and you should make your reactions look better by making a better realistic saying physics.
keep it up :D
keep it up :D
Sep 13, 2009 6:42 PM #487200
What do you mean "realistic saying physics"?
Sep 13, 2009 6:43 PM #487203
Hey man, siiiiiiiiiiig fail.
TF.
Zed's anims aren't choppy whatsoever, and you are countering your own words: "They're not thaaat stiff" "but they are really stiff sometimes".
TF.
Sig fail. Again.
TF.
And the realism are already quite good in his anims IMO.
Edit: Ninjaguy.
I think he meant: "... by making better realistic moves, say physics.
TF.
Zed's anims aren't choppy whatsoever, and you are countering your own words: "They're not thaaat stiff" "but they are really stiff sometimes".
TF.
Sig fail. Again.
TF.
And the realism are already quite good in his anims IMO.
Edit: Ninjaguy.
I think he meant: "... by making better realistic moves, say physics.
Sep 13, 2009 6:48 PM #487207
mind your own sig man.
anyway,
ZED?
i said to do better physics.
RIVAL?
stop caring about my comments, i'm just trying to help this guy
anyway,
ZED?
i said to do better physics.
RIVAL?
stop caring about my comments, i'm just trying to help this guy
Sep 13, 2009 6:57 PM #487221
Help would mean typing correct sentences then. Else they won't understand as you can see.
And your sig is still a ****ing fail.
And your sig is still a ****ing fail.
Sep 13, 2009 6:57 PM #487222
Quote from TTP~better realistic saying physics.
You didn't, but if that's what you meant then ok, thanks for the cc.
Sep 14, 2009 1:43 AM #487420
The only bad thing is there hella stiff.
You have the movements down, the arms and the legs move great. You just don't move the back bone at all, man, so it detracts from the anim.
Keep it up though, I really like your style just move the backbone more to take away from the stiffness.
: )
You have the movements down, the arms and the legs move great. You just don't move the back bone at all, man, so it detracts from the anim.
Keep it up though, I really like your style just move the backbone more to take away from the stiffness.
: )
Sep 15, 2009 6:17 PM #487975
Quote from UstartinOriginal stickfigures always gets everyone's attention and makes your animations stand out. At the moment, you're understandably using pretty basic-looking stickfigures. As you start to improve you should start looking into making more original-looking stickfigures that define your animating style and makes your animations stand out and easy to spot. Think exaggerated features or weird heads. Some try to give their stickfigures a "just drawn" style with varying degrees of stick thickness that makes the sticks look like they have just been drawn with a pen.
Updated with new. How's this for an original stickman?

A fairly quick and basic animation (45 minutes or so) just to test out a new stick figure and see whether or not I want to use him more. I think I do. It's fun.
Back arm's a little under eased. Front lower leg joint bends too suddenly on the step as does the back. Not bad but not my best. Any cc welcome.
Sep 15, 2009 6:30 PM #487977
Woah. AWESOME! :DDDD
Sep 15, 2009 6:58 PM #487993
Quote from ZedSomething
Is it fun to animate a stickfigure with 2 knees and long arms that are different ?