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Jake's Thread [Animation]

- - - - - couch potato

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218 replies to this topic

#1
ichi

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Current piece i'm working on, still a wip so any crit would be really useful. I'll probably swap out the dodge so he's ducking under the sword rather than trying to jerk backwards after jumping.

 

2nd year reel

 

https://www.youtube.com/watch?v=M-El198V9C8

Robot walkcycle, rig + model from Kieran (http://www.3dhit.co....showtopic=27215)

 

https://www.youtube.com/watch?v=hlwS0tYJHOY

Zergling model, rig, animation

 

https://www.youtube.com/watch?v=nmYIx2GW6Bg

1st year reel


Edited by ichi, 11 October 2015 - 12:40 AM.

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#2
Lluis Cavalcanti

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Those animations are lookig good! (I like that Jackie Chan's scene too XD).
The WIP is working well, a bit to slow and exagerated for my taste, but the timing, poses, flow and coreography is great.
 



#3
ichi

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a bit to slow and exagerated for my taste, but the timing, poses, flow and coreography is great.

 

Thanks, and I get what you mean.. I might try to add some kind of speedy combo on the end just to change it up.

 

E: 

Got that duck in, and trying out some different camera movements.


Edited by ichi, 11 October 2015 - 12:30 AM.


#4
ichi

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added wide angle lens + changed up the pacing a little.


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#5
ichi

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Added a backflip, I'm not really sure about the quick cuts but I like the angles they set up.


Edited by ichi, 17 October 2015 - 07:34 PM.

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#6
chrispereira

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I really like the movement you got into the poses and camera alignments/cuts, only problem i have with the cuts is that its hard to read the second shot :)


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#7
Cheesio

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Yeah, I think it would look better if you kept the same shot as before. Especially since you just cut back to it anyway.



#8
ichi

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Noted. Thanks for the feedback guys, I'll give it a go!



#9
ichi

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Made a start on the lipsync today, which is definitely not my forte. I feel like the arms could come down faster on 'think', so I might edit that.



#10
RossH

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cool fight animation, trying to find some crit on it haha when the character starts running at the beginning you could transfer his weight more to the back leg as he gets ready to spring forward. There is a little movement there already but i feel you could add to that to really make him spring forward :) 



#11
Jenks

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Made a start on the lipsync today, which is definitely not my forte. I feel like the arms could come down faster on 'think', so I might edit that.

 

Just a lowly first year here, but I feel like there should be more exaggeration in each of the mouth positions - particularly the W's and O's. I really like the eye movements in it though, nice attention to detail :D



#12
ichi

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Just a lowly first year here, but I feel like there should be more exaggeration in each of the mouth positions - particularly the W's and O's. I really like the eye movements in it though, nice attention to detail :D

 

Thanks for the feedback, I had another crack at it. I think there might be more work needed on 'children'.

 

Unfortunately my save got corrupted just after this playblast, so I'll probably have to do some hand movements again:

 

cool fight animation, trying to find some crit on it haha when the character starts running at the beginning you could transfer his weight more to the back leg as he gets ready to spring forward. There is a little movement there already but i feel you could add to that to really make him spring forward  :)

 
I'll make sure to try that when I'm fixing it up, thanks.

Edited by ichi, 22 October 2015 - 12:54 AM.


#13
Liam

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too much same hand gestures. they never stop. they always do the same thing together - why not just have one hand do a gesture for some dialogue then swap hand?

 

also your combat has no weight throughout, its very floaty and not very dynamic. you need to lead attacks with the body and have it settle with the power of hits.



#14
Steve

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In short (and quite bluntly)...

This book

http://www.amazon.co...ng in animation

 

515d%2BRIvL4L._SX390_BO1,204,203,200_.jp

 

In slightly longer (and nicer)...

It looks like you like animation and that you understand and can do it. But at the moment you timing and spacing is making all your work floaty and smooth. Once you start putting some of the stuff you'll learn from this book into practice your animation will look loads better. Check out pretty much any animated film. (except Don Bluth stuff, that guy just doesn't like things being still for a second....). Watch exactly what the character does to go from one pose to the next. Over how many frames. And what the poses are inbetween, 

The timing and spacing will help your movements show the impact and physics that they should and would do in real life. The best example of this is the bouncing ball as you will use the theory of this in LITERALLY EVERYTHING YOU EVER DO IN ANIMATION.

When you start using this stuff in things like hips, heads, arms etc your animation will get some impact. Think about things like an emphatic point with your whole arm from a resting position. You'll start off with a little slow in as you body musters the energy to move the arm (you'll get all the overlap and follow through and stuff that you can and do already do) and then you get the fast movement as you push the power through the arm into the point. Move quickly into the pointing pose and then give it a little settle as momentum does it's job (or rather you make momentum do its job)

 

Here's a very, very, very simple breakdown of what I mean (the book covers all this)

 

-- Resting/starting pose (1)

|

|

-- Minor movement (2)

|

|

|

|

|

|

-- Big breakdown pose (3)

|

|

|

-- 90% Strong end pose (4)

|

|

-- Settle into strong end pose (5)

 

|--|------|---|--|

1 2      3   4 5

 

Of course, different styles and situations will call for different techniques and whathaveyou but this kind of theory is very important in thinking about how you time and space you movements.

 

The book above is one of my favourite animation books and probably the one that has helped me the most. I heartily recommend getting it asap and reading it over and over because it's fantastic. =]


Edited by Steve, 22 October 2015 - 11:36 AM.

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#15
ichi

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Thanks for the feedback Liam + Steve. I've definitely noticed my animations looking floaty so I'm excited to check out 'Timing for Animation'.

 

I'll start over on the arms of the lipsync piece today and see what I come up with that avoids having both of them moving all the time.







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