GroundXero Wanted me to show him some of my animations, they're really quite bad, but here you have it.
Link 1
Link 2
Monsterous
Started by: NoTrusting | Replies: 9 | Views: 669
May 4, 2012 3:19 AM #648552
May 4, 2012 3:27 AM #648554
Not bad. Here's my C&C:
Link 1: Try making your animations easier to follow. It was pretty jittery, and a lot of things were happening in not a lot of time. Animation's all about patience.
Also, that guy's "punch" where his arm stretched out had next to no force. Here's how to make hits appear to have force. Rather than easing into the hit and making it go a high speed, make the first 2-4 frames have extremely light easing, with the limb moving no further than from behind the shoulder to the attacking stickman's head (if this is a punch). And then go straight to the impact in one frame. Shaking the camera etc. helps too.
Most of all, practice! That's the best way to improve.
Link 2: It's really easy to see that the walk cycles are one-step loops. It looks like the stickmen are constantly taking right-footed steps.
When making a walk/run loop, its best to make him take two steps before looping the animation. It'll look much more natural. And practice giving your figures weight. They walk like they weigh five pounds.
Link 1: Try making your animations easier to follow. It was pretty jittery, and a lot of things were happening in not a lot of time. Animation's all about patience.
Also, that guy's "punch" where his arm stretched out had next to no force. Here's how to make hits appear to have force. Rather than easing into the hit and making it go a high speed, make the first 2-4 frames have extremely light easing, with the limb moving no further than from behind the shoulder to the attacking stickman's head (if this is a punch). And then go straight to the impact in one frame. Shaking the camera etc. helps too.
Most of all, practice! That's the best way to improve.
Link 2: It's really easy to see that the walk cycles are one-step loops. It looks like the stickmen are constantly taking right-footed steps.
When making a walk/run loop, its best to make him take two steps before looping the animation. It'll look much more natural. And practice giving your figures weight. They walk like they weigh five pounds.
May 4, 2012 3:34 AM #648560
Nice! More practice will make you better! I also have CnC's but it's already above me ;)
May 4, 2012 3:41 AM #648565
OK, thanks guys, I'm going to try and decipher what Devour said about easing, then I'll try again.
May 4, 2012 4:40 AM #648588
The first link was super wobbly, you should practice F5'ing, the part with the long arm was super off, and the other character that jump was super duper woblly, I actually liked the 2nd link tho, its was smooth, sad you didnt move the heads on none of the walks tho... KEEP ANIMATING, YOU'LL IMPROVE. :3
May 4, 2012 4:57 AM #648599
you animate like Sj8 :D
May 4, 2012 6:09 AM #648635
Yeah after i saw the first link the animation "Dominant Stick" popped up in my mind :3
May 4, 2012 8:20 AM #648663
The main problem I see is that they wobble a lot.
the guy in the middle of your walk cycle test has his neck wobbling around his head. I like the cycle on the left, it feels like he has weight.
the guy in the middle of your walk cycle test has his neck wobbling around his head. I like the cycle on the left, it feels like he has weight.
May 4, 2012 8:41 AM #648668
Quote from Oliveryou animate like Sj8 :D
Quote from LalaDaleYeah after i saw the first link the animation "Dominant Stick" popped up in my mind :3
Is this a good thing or a bad thing? I don't really want to look like a copycat too much. I'll have a look into SJ8 though.
May 4, 2012 8:59 PM #648976
alright, you got pretty much the jidst of CnC from devour, pretty good man.
also, people around here just call me Xero (after my RHG) saves them a bit of typing XD
also, people around here just call me Xero (after my RHG) saves them a bit of typing XD