If you are new to the forum please register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Posted 07 July 2012 - 09:09 AM
Overacting really makes you notice things. If anything I think overacting might be better.
And you don't need to be a good actor tbh. It's about the movement rather than the performance
I definitely can't act =p
Posted 07 July 2012 - 10:28 PM
- Steve likes this
Posted 08 July 2012 - 01:06 AM
Edited by Steve, 08 July 2012 - 01:08 AM.
Posted 16 July 2012 - 04:44 PM
Some of the most glaring places where there are extended spaces of inaction or popping are places where the camera won't really cover eg. the walk back to the headless body from picking the head. This is going to be shot through multiple cameras so I can afford to leave some sections out but the sections of renderable performance are pretty obvious.
Edited by mindkraft, 16 July 2012 - 04:47 PM.
Posted 16 July 2012 - 06:22 PM
I think the things that stand out the most to me are the knee and elbow popping and your moving holds are very drifty. You mentioned above that most of this is just where the camera will cut and not show parts but when you show the work in this format it's a bit difficult to ignore them. I would say post it up with all the cuts in so that we get a better idea of how the final thing will look. Leaving body parts alone that aren't in shot is a very viable tactic that a lot (if not all) animation studios use but they obviously don't show it so as far as I'm concerned neither should you
Post it up with all the camera cuts in =]
Posted 16 July 2012 - 09:33 PM
But here is the last animatic.
Edited by mindkraft, 17 July 2012 - 12:28 AM.
Posted 07 September 2012 - 11:50 AM
Im sure you'll probably see things that aren't quite working right and by all means please point them out. But thank you for all the help. I was this close to adding your name in the closing credits.
Edited by mindkraft, 07 September 2012 - 11:51 AM.
Posted 28 April 2015 - 10:10 AM
Hiya, its been a while. Finished my MA at Uh in 2012 and i've been off the radar since then. 1 year isn't a lot to make one character animation sensei but it has helped my career opportunities in the past 2 years giving me unique opportunities to work with other great people on stuff I love while also doing my day job. The dream life, eh!
Anyway just wanted to post my recent reel here. If it encourages someone to keep at it especially if you are Nigerian and thinking about coming back home after your course to maybe work. Obviously i haven't become the all seeing zen animator we all keep working at but i've learnt a lot in the past 2 years and want to keep learning more. Most of the work shown is from the last 2 years along with a sprinkling of the work from my time at UH. Some people (@moid) might recognize some of it.
So watch, enjoy, comment/critique (but go easy on me) and share if you like. Don't know if i'm embedding this right. If it doesn't show up the, i'll re-embed.
Edited by mindkraft, 28 April 2015 - 10:11 AM.
Posted 28 April 2015 - 11:54 AM
Wow, I guess I was about two and a half years late seeing this!
Sorry about that.
Your film is pretty good. It has some nice acting choices, nice directing and clear story-telling so good work on that.
Your animation had made some progress but it's very obvious that you don't film or get any reference or that if you do you don't follow it or absorb it. If you find some reference then get it into Quicktime and start going through it frame by frame. Notice which parts of the body move before which other parts. How long it takes for one body part to move to its next pose and how many frames you have of cushioning either side (this is called ease-in and ease-out)
This is the sort of stuff that will make your animation work more believable. At the moment you end up with very snappy unnatural movement (which actually helped out with those robot animations).
If you're still going for progressing your character animation I highly recommend filming yourself or someone else before tackling your shot.
Get yourself some books or find some references online for basic animation techniques.
Richard Williams - The Animators Survival Guide is a good start and many use it as a kind of bible.
I also highly recommend Timing for Animation by Harold Whitaker. That'll give you a good idea on how things will move convincingly in animation and it breaks it down into simple examples like a bouncing ball and a pendulum. You can them apply those techniques to your character in more complicated animations.
Good luck in the future =]
Posted 28 April 2015 - 12:52 PM
Ha! As always...Steve still schooling me after 2 years. lols
You are right and I appreciate your critique all the time. I still do need quite a lot of work on getting the polishing phase of my animation right. I don't get to really animate on like a daily basis with my full time job so it usually requires a lot of push to start and finish stuff. I am interested in continuing to get better. Just yesterday I was still watching a digital tutors "Animation polishing techniques in Maya" tutorial video so I am trying to read stuff and learn more...I guess I just need to practise more especially with filming myself or other reference.
I only just started paying attention to my moving holds and ease in and outs more so with time I should get the hang of it. That and my timing. I suppose I'll stay in touch more often on here and show more work so I can get critical help. Thanks again.
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users