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Pivot Tests

Started by: Almedin | Replies: 25 | Views: 1,394

Almedin
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Feb 1, 2010 11:05 PM #542659
I was trying to imporove on some of my tests and if you tell me to go to the beginers section go screw your self
OK HERE ARE THE GUNS I HAVE I UPLOADED THEM TO MEGA UPLOAD SO HERE but u have to open pivot and click open animation and click this one
http://www.megaupload.com/?d=3CMAQLGC


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A little better then the first one
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kick test
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Punch Test
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Vendetta

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Feb 1, 2010 11:15 PM #542662
the walk was pretty good, kind of stiff though. The ball didn't have any sideways momentum so it shouldn't have rolled to the side. The kick needs more easing and physics.
Tortuga
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Feb 2, 2010 1:23 AM #542701
Quote from Almedin
I was trying to imporove on some of my tests and if you tell me to go to the beginers section go screw your self


Okay, First off don't make a new thread for your animations either post in your old thread or post in the beginner's sections (Highly recommended)

Here is a tutorial with credits to Baha
http://www.darkdemon.org/viewtopic.php?t=22662
And here is a Tutorial with credits to Zed
http://www.stickpageportal.com/forums/showthread.php?t=109861

Now for the First one
-Very Choppy, to combat this make more frames and make the movements smaller and less jumpy
-Very Stiff, Go ahead and try to move every single red dot every frame, but don't just move so that you can say you moved it, give it momentum and stay with that momentum
-Uneased, There are very many tutorials on easing take a look at one then make a simple test
-Physics are off, when you jump you're horizontal movement will always stay the same, so basically every single frame go ahead and move the center of gravity the same every frame (The center of gravity is usually close to the orange node but not always) I believe there is a very good tutorial by zed on this. Also when you jump your projection will be modeled by f(x)=-x^2+16x,

For the Second One
-Easing, You NEED it
-Physics, remember gravity is a quadratic formula so it is not a constant speed
-More Physics, while the vertical movement of gravity is not a constant speed the horizontal movement isa constant speed so if the ball has no horizontal movement in the beginning of the animation then it will have no horizontal movement in the end of the animation.

For the Third One
Basically the same as the first one except make sure you don't get lazy at the end of your animation, because towards the end it looks very sloppy
zer0gravity
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Feb 2, 2010 1:29 AM #542703
Quote from Tortuga
Okay, First off don't make a new thread for your animations either post in your old thread or post in the beginner's sections (Highly recommended)

Here is a tutorial with credits to Baha
http://www.darkdemon.org/viewtopic.php?t=22662
And here is a Tutorial with credits to Zed
http://www.stickpageportal.com/forums/showthread.php?t=109861

Now for the First one
-Very Choppy, to combat this make more frames and make the movements smaller and less jumpy
-Very Stiff, Go ahead and try to move every single red dot every frame, but don't just move so that you can say you moved it, give it momentum and stay with that momentum
-Uneased, There are very many tutorials on easing take a look at one then make a simple test
-Physics are off, when you jump you're horizontal movement will always stay the same, so basically every single frame go ahead and move the center of gravity the same every frame (The center of gravity is usually close to the orange node but not always) I believe there is a very good tutorial by zed on this. Also when you jump your projection will be modeled by f(x)=-x^2+16x,

For the Second One
-Easing, You NEED it
-Physics, remember gravity is a quadratic formula so it is not a constant speed
-More Physics, while the vertical movement of gravity is not a constant speed the horizontal movement isa constant speed so if the ball has no horizontal movement in the beginning of the animation then it will have no horizontal movement in the end of the animation.

For the Third One
Basically the same as the first one except make sure you don't get lazy at the end of your animation, because towards the end it looks very sloppy


couldn't have said it better myself!!!!!

you rock ned =)
Fries
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Feb 2, 2010 2:13 AM #542722
i am so scared to say this but...nvm i just wont.

anyway work on physics. the ball had no side motion so how could it hav gone on the side...the spin just needs work to begin with. and the walk was not so bad. just work on the movements really.
Almedin
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Feb 2, 2010 2:21 AM #542728
i deleted my other thread and replaced it with this one and thanks for the tips
Vendetta

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Feb 2, 2010 5:04 AM #542789
The new flip has a little better gravity, and I actually really like the gunshot.
Tortuga
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Feb 2, 2010 5:19 AM #542798
On the backflip, the tremor was very unnecessary seeing as tremors are made to add force and i don't see the point in adding force to the backflip but...
Also the physics were improved alot, the movements looked much more realistic but could be improved and will improve over time, and i can see you reduced the choppiness very much, but it is still there

That gunshot was surprisingly awesome.

The only thing is the way he holds the gun, wouldn't the stock of the gun be caressed against his shoulder or at least his elbow, and if you tried that but the proportions just wouldn't be right you can always change the size of the gun, other than that good job
zer0gravity
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Feb 2, 2010 5:58 AM #542808
your getting better ^_^

that gunshot was... as everyone is saying... wicked!! folow that path!

didn't like the backflip... the movements were kinda wrong
Zed
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Feb 2, 2010 8:15 AM #542822
Tortuga seems to have covered just about everything. I'd just say work on your movements and try to get them looking more like how people actually move. They seem a bit stiff and awkward.
Bleson
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Feb 2, 2010 1:17 PM #542859
The last two were brilliant.

I like how you made a yellow flash on the person along with the muzzle flash.

The flipping animation was good because you made the character's body appear springy, the best way to make movements look more natural.
Almedin
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Feb 2, 2010 9:42 PM #542937
the reason the gun is not against the sholder is because the arms are to small and if i shrunk the gun it would look to small
zer0gravity
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Feb 3, 2010 2:30 AM #543012
you need more kickback on your gun shots
+Omega
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Feb 3, 2010 8:06 PM #543210
the gun shots are awesome
could you sent me the stks? (I mean the stk that is next to the gun when it shoots)
Almedin
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Feb 3, 2010 8:17 PM #543217
Quote from the_grimreaper
the gun shots are awesome
could you sent me the stks? (I mean the stk that is next to the gun when it shoots)


ok how do i send it
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