
ANOTHER ONE lol (3rd animation today lol)
Started by: te6 | Replies: 14 | Views: 945
Jun 28, 2008 9:59 PM #170920
Jun 28, 2008 11:40 PM #171009
The walking was pretty good, but the punches need a lot of work, look at some punching tutorials, I recommend baha's tut from www.darkdemon.org, and when I make an animation, I usually look at what I did wrong in it and how I can fix/improve it before putting it here.
Also, you probably shouldn't rush your animations, remember, people want to see quality not quantity.
Also, you probably shouldn't rush your animations, remember, people want to see quality not quantity.
Jun 29, 2008 4:25 AM #171138
Too much blood, lol. You should take out the blood whenever he gets punched.
Jun 29, 2008 5:04 AM #171149
I see that you are having trouble making you're animation
somewhat good, so I'll help you as much as I can. Don't worry,
though, all animators need to start somewhere, and all of us
have been where you are right now, so don't feel bad if you're
flamed or mocked.
1. Basics
Basics include easing, smoothness, basic movements, stiffness,
jerkiness, and physics. Practice these before moving on to more
difficult things like effects, storyline animations, and other
things that you won't be able to do at your current level.
I. Easing: Easing in an animation is when an object or limb
gradually move faster, then slows down. This basic is hard to
explain in words, so I'll try to show you with text.
This is an uneased example. (|= Frame, -= Space)
|--|--|--|--|--|
See how the spacing stays ,the same throughtout the whole
thing? That makes that particular movement unnatural.
This is an eased example.
|-|--|---|----|---|--|-|
Notice how the spacing gradually becomes bigger than smaller?
That's what easing is.
II. Smoothness: This is exactly what it sounds like. To make
your animation less choppy and make it more fluid. It really is
easy to fix, simply by adding more frames to movements. A 3
frame run will be really choppy, but a 8 frame run will be less
choppy if animated correctly. Which brings me to my next point.
Movements.
III. Basic Movements: These include running, walking, jumping,
punching, kicking, etc. Practice animating these in simple tests
with simple stks, then put them together to make more complex
animations like fight sequences. If you're having trouble making
you're movements realistically, find a video with the particular
movement you're trying to animate, and try to imitate that. Or
find a mirror and watch yourself.
IV. Stiffness: Stiffness is when the stickman you animated looks
stiff and unrealistic. This may occur because you did not move
the backbone that much (probably because you're using the
default) or you just neglected to move one the limbs. To fix this,
just try to move ALL the limbs in every frame, no matter how
small the movement. Make sure to ease the movements though.
V. Jerkiness: Jerkiness occurs when you move a limb suddenly
for an amount that is noticable to the human eye. Basically, you
completely through easing out the window and just moved a
limb to a location with no frames in between.
VI. Physics: This basic is probably the most lenient, because
some animators ignore this and make cartoony animations,
which have pretty wacky physics. But until you develop a style
of animating, just stick with normal physics, or else some
animators may call you lazy.
Now, just remember these aspects, and continue making more
animations. You'll get better as you animate more, and you'll
move on to more difficult and fun things, like effects. If you have
trouble with something, check some great tutorials made by
members of the forum, or go to www.darkdemon.org for other
great tutorials. And remember, never be discouraged! You'll
probably see that there are some douchebags who put down
animators who are worse then they are, just because they can.
Ignore these people, but if they become more and more abusive,
report them and don't respond. Responding to them is the last
thing you want to do. A way to avoid these people is to go to the
beginner's section, where animators at your level congregate to
post their animations in a friendly environment. Link here:
http://www.stickpageportal.com/forums/showthread.php?
t=35330 Have fun animating!
somewhat good, so I'll help you as much as I can. Don't worry,
though, all animators need to start somewhere, and all of us
have been where you are right now, so don't feel bad if you're
flamed or mocked.
1. Basics
Basics include easing, smoothness, basic movements, stiffness,
jerkiness, and physics. Practice these before moving on to more
difficult things like effects, storyline animations, and other
things that you won't be able to do at your current level.
I. Easing: Easing in an animation is when an object or limb
gradually move faster, then slows down. This basic is hard to
explain in words, so I'll try to show you with text.
This is an uneased example. (|= Frame, -= Space)
|--|--|--|--|--|
See how the spacing stays ,the same throughtout the whole
thing? That makes that particular movement unnatural.
This is an eased example.
|-|--|---|----|---|--|-|
Notice how the spacing gradually becomes bigger than smaller?
That's what easing is.
II. Smoothness: This is exactly what it sounds like. To make
your animation less choppy and make it more fluid. It really is
easy to fix, simply by adding more frames to movements. A 3
frame run will be really choppy, but a 8 frame run will be less
choppy if animated correctly. Which brings me to my next point.
Movements.
III. Basic Movements: These include running, walking, jumping,
punching, kicking, etc. Practice animating these in simple tests
with simple stks, then put them together to make more complex
animations like fight sequences. If you're having trouble making
you're movements realistically, find a video with the particular
movement you're trying to animate, and try to imitate that. Or
find a mirror and watch yourself.
IV. Stiffness: Stiffness is when the stickman you animated looks
stiff and unrealistic. This may occur because you did not move
the backbone that much (probably because you're using the
default) or you just neglected to move one the limbs. To fix this,
just try to move ALL the limbs in every frame, no matter how
small the movement. Make sure to ease the movements though.
V. Jerkiness: Jerkiness occurs when you move a limb suddenly
for an amount that is noticable to the human eye. Basically, you
completely through easing out the window and just moved a
limb to a location with no frames in between.
VI. Physics: This basic is probably the most lenient, because
some animators ignore this and make cartoony animations,
which have pretty wacky physics. But until you develop a style
of animating, just stick with normal physics, or else some
animators may call you lazy.
Now, just remember these aspects, and continue making more
animations. You'll get better as you animate more, and you'll
move on to more difficult and fun things, like effects. If you have
trouble with something, check some great tutorials made by
members of the forum, or go to www.darkdemon.org for other
great tutorials. And remember, never be discouraged! You'll
probably see that there are some douchebags who put down
animators who are worse then they are, just because they can.
Ignore these people, but if they become more and more abusive,
report them and don't respond. Responding to them is the last
thing you want to do. A way to avoid these people is to go to the
beginner's section, where animators at your level congregate to
post their animations in a friendly environment. Link here:
http://www.stickpageportal.com/forums/showthread.php?
t=35330 Have fun animating!
Jun 29, 2008 9:21 AM #171245
ya well the only trouble well not the only but i did watch the punching tut alot of times and the walking tut too. looks like ive only learned walking . BUT
i dont have many sticks lol i dont have a good stick to make it fight and thats only stick i have lol(its not the default LOL)
i dont have many sticks lol i dont have a good stick to make it fight and thats only stick i have lol(its not the default LOL)
Jun 30, 2008 2:09 AM #172047
where the HECK did he pull out the shotgun?
Jun 30, 2008 2:53 AM #172089
I believe that there is a beginner thread I advice you use it please.
No crit as to seeing that it isn't in the proper area.
No crit as to seeing that it isn't in the proper area.
Jun 30, 2008 9:33 AM #172382
ya its a shotgun lol i ran out of ideas then i just ended it. it was going to be way longer than that lol
t4t
Posts: 0
Joined: Aug 2025
Posts: 0
Joined: Aug 2025
Jul 1, 2008 3:48 AM #173159
Here's a punch I made by following Baha's punch tut, in slow-mo so you can watch.
THIS IS AN EXAMPLE.
Notice how the non-punching arm goes foward while the punch arm is being raised. Then, when the punch is released, the non-punching arm moves back behind the stick figure. Try punching a few times in real life starting with your arms down and you'll see that this is how a punch is thrown. (Ignore the knees bending, I messed that part up, focused more on the arms.)
Also, work on everything else, read tuts CAREFULLY, and nice blood for a beginner.
(Don't criticize this animation, it's just an example to show te6 what a punch should look like in its simplest form.)

Notice how the non-punching arm goes foward while the punch arm is being raised. Then, when the punch is released, the non-punching arm moves back behind the stick figure. Try punching a few times in real life starting with your arms down and you'll see that this is how a punch is thrown. (Ignore the knees bending, I messed that part up, focused more on the arms.)
Also, work on everything else, read tuts CAREFULLY, and nice blood for a beginner.
(Don't criticize this animation, it's just an example to show te6 what a punch should look like in its simplest form.)
Jul 1, 2008 4:04 AM #173170
Um, it looks like the non-punching arm is the one punching, add some more frames to show the arm moving back, then raise the fps. Also the leg movements were horrible, they should cross instead of bend down, or they should bend down then lean forward while rising up. Also, you need to ease the arm down.
cwlilg
Posts: 0
Joined: Aug 2025
Posts: 0
Joined: Aug 2025
Jul 1, 2008 4:10 AM #173180
i thought the punchest were pretty smooth.
cwlilg
Posts: 0
Joined: Aug 2025
Posts: 0
Joined: Aug 2025
Jul 1, 2008 4:11 AM #173182
ya the punches could use some work. nice job though
infoto
Posts: 0
Joined: Aug 2025
Posts: 0
Joined: Aug 2025
Jul 1, 2008 9:39 PM #173871
its more or less om
i see that youve improved, its better than youre other ones
its a little choppy but keep atit
i see that youve improved, its better than youre other ones
its a little choppy but keep atit
Jul 2, 2008 3:17 AM #174177
I agree with lone wolf, just check out baha's tut and study easing.
Jul 2, 2008 3:22 AM #174182
Quote from DaxUm, it looks like the non-punching arm is the one punching, add some more frames to show the arm moving back, then raise the fps. Also the leg movements were horrible, they should cross instead of bend down, or they should bend down then lean forward while rising up. Also, you need to ease the arm down.
why the fuck are you criticizing the example animation?
@OP: You should follow Lone Wolf's advice. Start posting in the beginner's section, work on basic easing, basic physics,basic movements, read some tuts, before you start animating fights, ok?