Jthatcher vs Trips (a win by time)

Started by: Jthatcher | Replies: 11 | Views: 2,945 | Closed

Jthatcher
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Nov 3, 2014 9:04 PM #1264462
Okay so what happened was I challenged ???(who is referred to as Trips) and he said yeah. The due date was the 29th but Trips had it moved to the second cause of stuff with his clan. Well now it's the third and I told him yesterday "hurry up and gimme a link" but he didn't reply so whatever. Anyway I waited for him he didn't show I'm taking the win. GG WP

the battle (Click to Show)
Escarioth
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Nov 4, 2014 1:28 AM #1264551
Certainly a solid effort. You clearly put a decent amount of time into it. Just a few suggestions:

-try not to leave your sticks so static from frame to frame. It makes the animation look rigid and less natural. Moving every part of the stick and whatnot.
-text blurs by too fast sometimes so I had to watch multiple times to read some parts
-adding a well-done glow to your effects will make it A LOT prettier, instead of just solid colors. Is that possible on pivot?
-might be just me, but I'm not sure why the doll was hurt at the end. confused me a bit

Sucks when you put all that work into animating and your opponent is a no-show. Good job, and gratz on the win. You certainly earned it.
Drone
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Nov 4, 2014 1:29 AM #1264553
If you finished your animation then you can take the win, otherwise no one gets the point
devi

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Nov 4, 2014 1:38 AM #1264557
Jthatcher, like Rokon, you both have trouble with easing. (although you are both improving a good amount I'll admit)

Please check out Zed's tut http://forums.stickpage.com/showthread.php?28577-Easing-Everything-You-Need-To-Know


You might also want to check out his flow tut http://forums.stickpage.com/showthread.php?32287-Flow-Everything-I-Know-Which-Hopefully-Means-It-s-Everything-You-Need-To-Know
Drone
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Nov 4, 2014 2:50 AM #1264590
Also, in addition to that, it's always a good thing to make your battle somewhat even, you never want to make it look like your character is overwhelming your foe because those kinds of battles are typical and boring to watch
Jthatcher
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Nov 4, 2014 3:14 AM #1264596
Quote from Drone
Also, in addition to that, it's always a good thing to make your battle somewhat even, you never want to make it look like your character is overwhelming your foe because those kinds of battles are typical and boring to watch


Yeah I was worrying about just that. It was hard for me to avoid this time around though. I'll try and do better next time
Quote from Escarioth
Certainly a solid effort. You clearly put a decent amount of time into it. Just a few suggestions:

-try not to leave your sticks so static from frame to frame. It makes the animation look rigid and less natural. Moving every part of the stick and whatnot.
-text blurs by too fast sometimes so I had to watch multiple times to read some parts
-adding a well-done glow to your effects will make it A LOT prettier, instead of just solid colors. Is that possible on pivot?
-might be just me, but I'm not sure why the doll was hurt at the end. confused me a bit

Sucks when you put all that work into animating and your opponent is a no-show. Good job, and gratz on the win. You certainly earned it.

Thanks for all your advice. The doll was hurt because when a soul enters it it pretty much becomes a person. I couldn't make the doll invincible because that wouldn't be fair so I gave the spirits human weaknesses so they could could get hurt.

Does that make sense? It does in my head but if it doesn't I can go into detail.
Charry
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Nov 4, 2014 7:20 PM #1264852
I hate to be the one that says it, but you are still not improving as much as you could, your work is still as stiff and clunky. You need to get in the habit of getting everything to move all at once on every frame. Even if you character is raising his arm, the rest of his body needs to react to it, even if it's subtle movement. I've told you more times than I care to notice, but you still need to focus on simple animation. Take time to work on simple elements of animation, because if you don't take time to learn the basics and just jump headfirst into big projects they aren't going to be very well put together, which they aren't. Your work is still chock full of sudden stops, pauses and then just leaps straight back into the action, and therefore makes it difficult to keep track of everything.
Hewitt

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Nov 5, 2014 1:15 AM #1264955
Quote from Escarioth
Certainly a solid effort. You clearly put a decent amount of time into it.


Let's not butter things up. He has been on this site for a year and his "decent effort" is still the same quality as it was back then.

Quote from Jthatcher
Thanks for all your advice. The doll was hurt because when a soul enters it it pretty much becomes a person. I couldn't make the doll invincible because that wouldn't be fair so I gave the spirits human weaknesses so they could could get hurt.

Does that make sense? It does in my head but if it doesn't I can go into detail.


Expectation = the 'detail' in your head
Actualization = your senseless animation

You shouldn't have to explain it if your anim was done exceptionally well or better. And if you couldn't really do it in the first place, why make your Character profile capable of doing it? Do you think this is all suppose to be an instantly magical thing---that people can connect the dots just by reading your character profile and expect instant awesome? RHGs are suppose to be vehicles for development and improvement. You literally have no right to show off if you don't have the capability to do so. If you start big but cannot deliver then it's all for naught and you're left with an animation that stinks. Your expectations shouldn't be that your RHG is awesome, but that you have the ability to make it awesome. And right now, you can't even do that.

Animate the basics. We're not going to say this again.
Pox
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Nov 5, 2014 9:58 PM #1265244
If you really want your animations to look less nooby don't ever use the eye burning combo of turquoise sky with poop brown ground plz
Jthatcher
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Nov 6, 2014 8:09 PM #1265774
Quote from Pox
If you really want your animations to look less nooby don't ever use the eye burning combo of turquoise sky with poop brown ground plz


Ok I'll keep that in mind. But what colors would you suggest instead?
Rosie

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Nov 6, 2014 9:23 PM #1265794
Quote from Jthatcher
Ok I'll keep that in mind. But what colors would you suggest instead?


Use duller, darker colours and those that lean towards the blue area of the spectrum. These colours tend to draw more focus on the foreground in your work.
Image
GuardianTempest
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Nov 13, 2014 4:13 AM #1268391
My (aimless rambling) Comment: I think the solution to your rigidity would be to add easing into your actions. I know I've said this before but adding at least 2-5 frames of incrementing movement is my suggestion. I commended your easing when you animated Ashige's scarf in your new demo, perhaps you could do the same thing for the rest of the body. Perhaps you might've tried it and I didn't see.

Check out this one-time Pivot animation I made. I added a few and already it looked better. Plenty of easing is usually the default of DarkDemon-style pivoters. Look at Sifterpivoter's animations for total easing. On the other hand if you want to become the next Top1155...well studying his movements still reveal some easing. And if you're going for the high-octane anime style you should add trails and coherent poses for visual aid or something.