Decent Pivot Animations I Guess

Started by: Topleggedskater | Replies: 32 | Views: 2,249

Topleggedskater
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Jan 14, 2010 12:25 AM #536453
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New StyleImage

Bumpdat
Zed
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Jan 14, 2010 12:44 AM #536457
I can't technically fault it, really, but I don't think it looks right. It might be to do with the anticipation and followthrough.
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Jan 14, 2010 1:27 AM #536464
It's stiff, and the physics are off, which is why it looks off. I'm sensing that the physics don't look right during one point because of a double framing attempt which didn't come out too well. You should be able to take care of the fact that it's stiff if the guys at DD still crit better than most people here.
Topleggedskater
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Jan 14, 2010 1:55 AM #536476
Oh. I thought the double framing looked good. :( I'm sorry...
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Jan 14, 2010 2:51 AM #536504
You didn't double frame enough, at least, that's what it looks like.
poppetje3D
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Jan 14, 2010 5:20 PM #536643
Ranks suck.
But if you want to know , I don't think your high beginner.
And really , work on your physics.
Topleggedskater
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Jan 14, 2010 7:54 PM #536652
Oh k. I got polled like 6 people saying I'm high beg and like 4 saying I wasn't, so I thought I was.
poppetje3D
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Jan 14, 2010 9:22 PM #536672
I don't give a shit :3
FoShizzle
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Jan 14, 2010 9:30 PM #536675
Ranks don't really matter.. what matters is how well you control all the basics in Pivot. You lack easing and the anims are pretty stiff.
Zed
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Jan 14, 2010 10:22 PM #536695
There was double framing?
Vorpal
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Jan 14, 2010 10:36 PM #536705
I like most of them and I definitely enjoy the fact that you're trying to go outside of the box and use effects, however I don't think you are ready for effects quite yet, I think that you should make sure that your movements and easing are exactly where you want them to be before you try effects.
You should think of effects as enhancements to what is already there, it can make a house look nicer, but if the foundations are not completely measured correctly it will still just look like a crooked house, just with flowers and a nice paint job. But if the house already looks really nice the paint and garden compliment it that much better.
I understand that people are going to bitch about it not being "realistic", but I don't think that you should concern yourself with that quite yet. The reason they do that is because they think they can relate it to something from their world, what you have to do is make them think other wise. Why does he run when you can make him fly? Why is the smoke grey, it's only grey on our planet. Make it purple or green, or do what I do and make his blood bright yellow sometimes. I have nearly no realism in my animations and I have not heard a single complaint about it in the past year or so. Ultimately just add some nice, off planet backgrounds and have your main character use all the cool effects you have been practicing lately if you must, but first make your basics better.
You should also add more color, color will give your animations more flair and in the long run make them more rememberable.
Also if you must know I rank you high beginner.
Topleggedskater
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Jan 17, 2010 11:48 PM #537872
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Hoverboard!
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Beginning of a (I hope to be) 2 minute long Hoverboard animation.
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Jan 18, 2010 12:38 AM #537892
hoverboard isn't eased well, and the simple one frame delete doesn't look too good
stiffness is a reoccurring issue you have in your animations, and i believe that you should fix it, as well as the physics

continue it though, so that you'll have experience in making a "long" animation
Topleggedskater
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Feb 24, 2010 1:11 AM #550276
Lets see how much I have improved in the last month.
Ey, guys?

Trying to Capture RD's Style and Mix with mine. <3 U Rod
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Smooth Shit
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FLIPPY FLIPZOR :3
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Continued Hoverboard! Edited and added more frames!
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Feb 24, 2010 10:37 PM #550519
Right, first of all, you'll never be as good as you could be with those sticks. You're missing about three back joints.

Second of all, get the **** off darkdemon. It's corrupted you. I bet you've been looking at that retarded tutorial by Crono, haven't you? If not, you've been critted by someone who has. You need easing. There is almost none. Ease your animations and they will improve 50 fold. Without it you are stuck in a rut. I hate using ranks, but if "low beginner" are the only words that will drive the point home then I might have to draw them out. Until you get that sorted you will never have enough style of your own to mix with whoever this "RD" guy is.

Next, look at physics. On the top one, the centre of gravity is all over the place. You need to be looking at where it is each frame and moving that along the path that it should. If this makes the overall movement look wrong, then it's because the positions you have him in are wrong in each frame, not because he is in the wrong place. Remember that the centre of gravity won't be where the yellow dot is - it will be in the middle of whatever position he is in.

Also in physics, look at the reaction forces. Things only move if they push against something else with that amount of force. The guy with the ball is randomly flying forwards at nothing like the speed he pushed off at.

The guy who comes of the hoverboard - how does he turn? That's impossible. He needs to be constantly rotating as he falls or he cannot rotate at all.

Your flow is bad. The one titled "smooth shit" highlights this. He needs to be moving forwards from the start - if he needs his body rocked back, do it by moving the legs out forwards. When you aim for smoothness, you never want anything to change direction. The most you can have is circular movement. Don't slow down either if you're about to start moving in the same direction as you were going before (I'm talking about just after he threw the ball). Just cut the frames out.

Your movements and positions are wrong on the third one. He needs to lean further forwards during a run, and if you're about to bring him back to do those flips, make sure you've shown him running properly for at least two strides, if not four or five. Then before the flip he needs to hop, not switch legs. Then the physics and flow went off again, but we already covered that.

You seem to have made a vague nod towards avoiding stiffness - notably in the fall on the last one - but you need to be more consistent and more realistic in how you do it. In the second one the stiffness was everywhere. You didn't touch half the joints. On the fall it was only really the arms that were stiff, but the way you tried to get rid of it in the legs just looked wrong. Don't have him try to run in the air. Have him extend his legs upwards or downwards or somewhere really slowly.

Overall, I have to say, I'm disappointed. You've been at this long enough to be better than you are. When you posted your first ones in December you seemed to be a beginner with potential, but since then you've just remained stagnant. If I were you I'd be inclined to stop with the big things like hoverboard stories, and go right back to the basic movement sets until you've got them perfected. And for the sake of anything that matters, get as far away form darkdemon as the internet will carry you. You can gain nothing there. The people who can help you will not criticise you because they can't be ****ed to get down into what "ranks" make them think are the "lower" sections, and there seems to be some sort of obsession with people trying to mimic others' styles before they're ready and before they know enough of the basics to make anything more than a cheap approximation. Here you can learn something. There you will just be another pivot-noob.