what I've done

Started by: Jthatcher | Replies: 45 | Views: 6,791 | Closed

Jthatcher
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Feb 18, 2014 12:08 AM #1160445
Just a thread filled with my anims
Ashige kick (Click to Show)
flow and movement test (Click to Show)
Ein (Click to Show)
just something (Click to Show)
Phosphate

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Feb 18, 2014 2:33 AM #1160541
omg so detailed i love it, you just need more frames between each attack dat detail.
Zed
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Feb 18, 2014 1:52 PM #1160756
It's looking better. The next step is going to be easing. Every movement should start off slowly before getting up to speed. The first frame of movement should literally be a single pixel different to the previous frame.
Jthatcher
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Feb 18, 2014 2:33 PM #1160795
Quote from Zed
It's looking better. The next step is going to be easing. Every movement should start off slowly before getting up to speed. The first frame of movement should literally be a single pixel different to the previous frame.

A single pixel!? I mean maybe if pivot had zoom but how am I gonna get a single pixel?...I'll try but it'll take a sec and the next anims I post are older so they won't have any of that
Zed
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Feb 18, 2014 2:39 PM #1160801
It's easier than you'd think. Also, you should probably be resizing your animations when you save them as gifs. It makes everything look smoother. I typically animate at three or four times the size of the finished piece.
Jthatcher
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Feb 18, 2014 3:09 PM #1160817
Quote from Zed
Pixels in pivot are slightly bigger than the pixels on your screen. It's easier than you'd think. Also, you should probably be resizing your animations when you save them as gifs. It makes everything look smoother. I typically animate at three or four times the size of the finished piece.


Image
Naw it's not. Anyway I'll try and resize but 50% looks best and by that time the words(when I have them) get way small and the details kinda fade
Scarecrow
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Feb 18, 2014 8:33 PM #1160887
you should worry less about details and more about the basics. get your movements and principles down first.
Charry
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Feb 19, 2014 1:24 AM #1160942
You've fallen into a pit trap I see a lot around here.
You're too focused on presenting your work than working on said work.
The skeletal structure of your animations is lacking, which is something you need to work on before adding in the flesh. Go back to the very basics and work on plain stick figures for a while, then get back to the fancy models and everything. If you've mastered the basics you can work on getting the presentation down, and that is how you will become a good animator.

You need a good skeleton to make the flesh appealing.
Jthatcher
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Feb 19, 2014 3:58 AM #1161026
Quote from Charry
You've fallen into a pit trap I see a lot around here.
You're too focused on presenting your work than working on said work.
The skeletal structure of your animations is lacking, which is something you need to work on before adding in the flesh. Go back to the very basics and work on plain stick figures for a while, then get back to the fancy models and everything. If you've mastered the basics you can work on getting the presentation down, and that is how you will become a good animator.

You need a good skeleton to make the flesh appealing.


The way I model my sticks shouldn't be interfering with my animations. I design the sticks in a separate piv file and only ever put the design together once.
Scarecrow
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Feb 19, 2014 4:01 AM #1161028
Quote from Jthatcher
The way I model my sticks shouldn't be interfering with my animations. I design the sticks in a separate piv file and only ever put the design together once.


she's talking about wasting your time fucking around with making your stick figures look pretty, instead of spending that time learning how to animate properly.
Charry
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Feb 19, 2014 11:34 AM #1161191
Quote from Jthatcher
The way I model my sticks shouldn't be interfering with my animations. I design the sticks in a separate piv file and only ever put the design together once.


Actually, yes. It does interfere.

Quote from quick kicks
omg so detailed i love it, dat detail.


Take away these stick figures and animate this again with the default pivot stick, and I doubt this user would like your animations as much as stated here.
By shoving fancy stick figures in there, you're blinding yourself into thinking your work is great by dodging the actual basics and masking it off with fancy sticks.
You need to make sure you can actually animate the basics before anything else, and do that with basic figures. Then there's no "woah dem details bro ur good", and you'll get real feedback.
sifterpivoter
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Feb 19, 2014 12:24 PM #1161223
Quote from Zed
Pixels in pivot are slightly bigger than the pixels on your screen.

Oh, no no no no no. There is absolutely no difference between the pixels in Pivot and pixels on screen. Pixels are pixels no matter what software you're talkking about was. Image Do you see that blue dot inside? That is a pixel.
Zed
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Feb 19, 2014 4:29 PM #1161338
Edit: Oh yeah. Well, they seem a hell of a lot bigger when you're animating them.

However I disagree with you in principle about the "pixels are pixels" thing. If you use the zoom function that you mentioned in the beginners' thread yesterday then the pixels will be bigger. Pivot doesn't become vector-based just because you're zooming in. Telling someone to move the joint "one pixel" would be literally impossible unless you're willing to accept it as the standard unit of measurement in pivot regardless of how zoomed-in they are.
Rosie

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Feb 19, 2014 5:05 PM #1161345
I haven't used Pivot in years, so I don't recall them being bigger, but they are a lot sharper and have very high contrast, so moving a few pixels is easy since it's easy to spot one.
sifterpivoter
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Feb 19, 2014 5:30 PM #1161350
Actualy, you literally CAN move them segments by one pixels, but the nodes won't move until you move the fore mentioned by 2 more pixels. Which means, the node won't move until you advance by 3 pixels.