PeteHawk, looking good
about breaking up the envirunment, someone told me about http://rayfirestudios.com/ havent really checked it out yet but gonna give it a read leter tonight
I love this thread! It's amazing seeing all of these animations all in one place. I get great pleasure from looking at all of the variety as well. So keep them coming guys and gals!
Hello everyone. First time posting in this thread and hopefully won't be my last .
I worked on this for a few hours today and hoping to get some critiques. Right now it is just a block out in stepped for now and hoping that by tomorrow I will be in auto curves and cleaning that up. I'm open to any and all constructive criticism and hoping to really nail this animation.
Side note: I know there is some sliding feet "issues" but I made it kind of intentional as the reference I'm using has somewhat slight feet sliding. I just exaggerated it quite a bit.
Ahh, that explains it!
______________________
Btw, nice work everybody!
It's been awhile since I've posted here, but I'm LOVIN!! everyones anims :icon60:
edit: crap, didn't mean to start a new page. Sorry bout that guys
I just started practicing more advanced movements and acrobatic stuff. It's really hard, especielly since it the first time I try something like this. Feedback is much appreciated!
Edit: I think the timing is off in both jump. Don't now how to fix this though. Looks weird if I slow down the flips.
Man, I love the movement of many of these animations! Hell, I love all of them. So refreshing to see people put in the huge amount of effort required in making things move naturally. To many, it seems easy. Most have been spoiled by motion capture and mere cleanup.
+1 to everyone in this thread. I've got 15 more pages to run through, so awesome.
Hey fellows, lovely work here. joarwho - Good timings so far, just a few more passes to finish them off. MattiasG - Nice rig there buddy, it has a nice stretchy feel to it. Reads well! citizen_j - Comical, I like it. But you gotta go in there and and fix up that repetition.
Just a matter of preference, but I've never seen a character rock their upper body back and forth in a crouched position like that - it looks like more of an overemphasised 'cartoon' style than 'realistic'. It might benefit the look if she was mostly leaning forwards maybe?
also the knees wobble which is distracting! hope i'm not nitpicking too much
Joarwho, Its not so much the timing that's off, as it is the motion isn't snappy and there's very little anticipation to the moves.
The first jump is the weakest. There is no actual pushoff. The rear leg just leaves the ground in a bend. The rear foot should stay planted at the jump point till it literally cannot stay on the ground anymore due to body motion. Then snap the leg forward into position for the first landing.
Also the run up feels really strange. There's no shoulder or hip drive. The whole torso just kinda sits there at an angle. The shoulders and hips twist in a run along with the leg and arm motion. that torso motion adds a lot of energy to the actual movement, and helps keep balance while in motion. (tangential: this is the same reason pigeons bob their heads while walking) Also the torso angle is a bit much for a sprint and jump.
That first landing is pretty good. Plenty of knee bend and the feet land together like a practiced acrobat.
The second takeoff is much better in the lower body with some good extension of the legs. But it looks like you've forgotten the arms. 10% or more of a jumps height comes from arm extension. The right arm is just doing this superman thing, and the left looks like she's trying to swim in the air.
The arc of that second jump is odd too. It seems to slow down after the apex, like she's lost forward speed in mid-air somehow.
Second landing is good, but suffers similar to the first landing in that there isn't a lot of arm movement for the apparent impact. The arms move a bit, but are also somewhat stiff at the sides, and they don't lead the movement into the third roll, which is only an issue due to the height she gains while somehow maintaining horizontal speed. If she just kinda, fell off into a roll before heading to the ground it would look more natural.
Also, FINGERS and NECK! don't be afraid to animate them. I know this is a "speed" thread, but even some quick changes from lightly cupped to fists at times would help sell this more. Her entire run up she's looking at the ground a few feet in front of her. It hurts the believability. The eyes should track wherever she's focusing her energy. So tilt the head back a bit.
Your individual poses in parts of the animation aren't bad. The tuck is good. Some parts of the run are good, but the actual motion and transition between motions is what is hurting the piece.
Spend some time watching the triple jump, high jump, parkour, and or just floor exercises. Youtube lets you play things in slowmo now, so do so, and pay attention to how all the bits of the body move and stretch for the motion, not just the mass movements of the limbs.
Vailias: Wow, thank you so much! This is some quality feedback. I really appreciate you taking your time to help. I'm gonna try to make the movements more snappy and add more anticipation. I'm definitely gonna add some neck and finger movements later on as well
MattiasG: I really liked that pistol disarm animation. Now I feel like making something similar Where did you find the rig? I would love to get my hands on it.
I'm really happy that people are still using this outdated rig of mine. Great work on the animation man. It's always fun to see what people use it for.
Awesome animation everyone! I keep checking back all the time to see the awesome work. Anyway posting an update, it's going sooo slow now that i'm working haha! And it took me about two hours just to work out how to make a gif... But here it is!
If so - what's the best workflow to animate those hip movements? Since you can only use Pin Bone in CAT but not actually use separate controls for hips and spine... Or beter not even torture myself and use some other rig?
The only more or less comfortable workflow I found is through adjusment layers. First - animating core movements of the character, not touching rotation on hips. Then adding adjusment layer, using PinBone on chest and animating hip rotations.
And here's the result i got after about 20 minutes
The only more or less comfortable workflow I found is through adjusment layers. First - animating core movements of the character, not touching rotation on hips. Then adding adjusment layer, using PinBone on chest and animating hip rotations.
And here's the result i got after about 20 minutes
Hey there! I know a lot of people at work have this workflow - getting the main body mechanics working outwards from hips, chest first. I myself always work pose to pose really haha! Keep it in stepped for as long as i can be patient to, and then polish in spline only problem is you have to keep checking back and forth for rotation issues. It's an interesting concepts though, but not one i have tried yet.
I have a character that is going to be able to equip a lot of weapons, and I need animations for all of them due to that; how would you guys go ahead and make idles/walking and running animations (in all four directions) with the knowledge that those animations would have to work with all the melee weapons that needs to work with these?
I have a character that is going to be able to equip a lot of weapons, and I need animations for all of them due to that; how would you guys go ahead and make idles/walking and running animations (in all four directions) with the knowledge that those animations would have to work with all the melee weapons that needs to work with these?
sounds like you need to look into animation masking/layering, which depends on which engine you're using
essentially you are able to mask off bones to play different animations, e.g. you can mask off the arm that holds a weapon and have it animate with its own animation while the rest of the body continues the original animation
e.g. torso, legs and head play "running" animation, whilst r_arm and l_arm play "holding weapon running" animation
This was far from "speedy", done over a few hours (while also compiling UE4 and UT again and a few other things), but it *is* animation.
(weird hitch on the left side is an artifact of the video rather than the actual motion)
E_ensey - looking good was looking at those rigges the other day. Having thoughts to buy that kit Can you recommend them ?
Stephen! You have inspired me to try make a battle animation loop! It´s hard and annoing xD But at the same time really fun
Here is a WIP on it.
Pls everyone, I would really enjoy some feedback on it
The loop (when purple jumps over green) I save till everying else are in place.
I just found this thread. So much good and inspiring work!
I'm a rookie student and I've been doing modeling the most so far. This week we were given a very quick brief into animation and using non linear modifiers in Maya.
I couldn't resist, and have tried my best to make a rig for a ball and a box and make them more like characters. Thus I've taken the assignment a few steps further than expected. I had a go at rendering as well, including sound and music once I got started.
The way Im doing the gif´s, accually the only way I know how to do it xP,
is to render my shot from maya into frames, then rerender it in a program like After effects as a .mov movie.
After that I start up photoshop and under File > import > Video frames to Layers
Then I choose File > Save for web. And there you can choose gif and some settings
You can use a program like camtasia to screen capture and render the video as a gif, or use sharex to directly record a gif, if you dont want to render and then manually make a gif
Great stuff soupy! Interactions & takedowns are tons of fun!
I think some of the motions during Reds pivot get a little muddled, and I bet you could devote a couple more frames to making them a bit more readable, but I love the weight you have going on the whole piece. Maybe adding in a final "Umph" after the takedown, like a ""double tap"" to really show Blue who is boss would be neat.
I'm going to have to jump in here soon, I've been itching for a personal project.
Replies
[vv]103708372[/vv]
about breaking up the envirunment, someone told me about http://rayfirestudios.com/ havent really checked it out yet but gonna give it a read leter tonight
I worked on this for a few hours today and hoping to get some critiques. Right now it is just a block out in stepped for now and hoping that by tomorrow I will be in auto curves and cleaning that up. I'm open to any and all constructive criticism and hoping to really nail this animation.
Side note: I know there is some sliding feet "issues" but I made it kind of intentional as the reference I'm using has somewhat slight feet sliding. I just exaggerated it quite a bit.
[vv]104067255[/vv]
PeteHawk Looking really solid. What program are you doing that in?
Working on some anims for my reel, starting with some combat stuff. Swing that axe, Axe!
Free tool and easy to pick up, have a blast on it:
http://plasticanimationpaper.dk/
http://imgur.com/gallery/oEeGh
______________________
Btw, nice work everybody!
It's been awhile since I've posted here, but I'm LOVIN!! everyones anims :icon60:
edit: crap, didn't mean to start a new page. Sorry bout that guys
I just finished the polish pass on my Axe anim posted earlier.
Big swings!:poly122:
Grand total ~3 hours! Had to wrestle with some gimbal issues. Also, the ghosting tool comes in really handy for dialing in your swing arcs.
now onto storyline and blocking
(somehow gif is not 25fps as set )
Edit: I think the timing is off in both jump. Don't now how to fix this though. Looks weird if I slow down the flips.
Think my next one will be characters interact with eachother... Fight : D
Heres a run I made just now( not a speed thing limit thingy, took around. Feel free too feedback it, as I will polish it next month or too
[ame="http://www.youtube.com/watch?v=HBLe54crIC8"]skellington jam - YouTube[/ame]
+1 to everyone in this thread. I've got 15 more pages to run through, so awesome.
joarwho - Good timings so far, just a few more passes to finish them off.
MattiasG - Nice rig there buddy, it has a nice stretchy feel to it. Reads well!
citizen_j - Comical, I like it. But you gotta go in there and and fix up that repetition.
Need some feedback on this 20min piece:
Just a matter of preference, but I've never seen a character rock their upper body back and forth in a crouched position like that - it looks like more of an overemphasised 'cartoon' style than 'realistic'. It might benefit the look if she was mostly leaning forwards maybe?
also the knees wobble which is distracting! hope i'm not nitpicking too much
Here´s my first one
Tomorrow I will try to make one that loops.. Yes, Stephen, you have inspired me! ofcourse I wont get close to your action loops, but one can try ^^
These 20 minutes challanges are really good to get some animations and creativity going
The first jump is the weakest. There is no actual pushoff. The rear leg just leaves the ground in a bend. The rear foot should stay planted at the jump point till it literally cannot stay on the ground anymore due to body motion. Then snap the leg forward into position for the first landing.
Also the run up feels really strange. There's no shoulder or hip drive. The whole torso just kinda sits there at an angle. The shoulders and hips twist in a run along with the leg and arm motion. that torso motion adds a lot of energy to the actual movement, and helps keep balance while in motion. (tangential: this is the same reason pigeons bob their heads while walking) Also the torso angle is a bit much for a sprint and jump.
That first landing is pretty good. Plenty of knee bend and the feet land together like a practiced acrobat.
The second takeoff is much better in the lower body with some good extension of the legs. But it looks like you've forgotten the arms. 10% or more of a jumps height comes from arm extension. The right arm is just doing this superman thing, and the left looks like she's trying to swim in the air.
The arc of that second jump is odd too. It seems to slow down after the apex, like she's lost forward speed in mid-air somehow.
Second landing is good, but suffers similar to the first landing in that there isn't a lot of arm movement for the apparent impact. The arms move a bit, but are also somewhat stiff at the sides, and they don't lead the movement into the third roll, which is only an issue due to the height she gains while somehow maintaining horizontal speed. If she just kinda, fell off into a roll before heading to the ground it would look more natural.
Also, FINGERS and NECK! don't be afraid to animate them. I know this is a "speed" thread, but even some quick changes from lightly cupped to fists at times would help sell this more. Her entire run up she's looking at the ground a few feet in front of her. It hurts the believability. The eyes should track wherever she's focusing her energy. So tilt the head back a bit.
Your individual poses in parts of the animation aren't bad. The tuck is good. Some parts of the run are good, but the actual motion and transition between motions is what is hurting the piece.
Spend some time watching the triple jump, high jump, parkour, and or just floor exercises. Youtube lets you play things in slowmo now, so do so, and pay attention to how all the bits of the body move and stretch for the motion, not just the mass movements of the limbs.
here this might help with the motions:
[ame="http://www.youtube.com/watch?v=xS6NTz3qXNw"]London 2012 Olympics Triple Jump Mens Slowmo - YouTube[/ame]
MattiasG: I really liked that pistol disarm animation. Now I feel like making something similar Where did you find the rig? I would love to get my hands on it.
I think I googled free unreal rig.
Heres a link to it anyway ^^ http://www.moddb.com/games/unreal-tournament-3/downloads/maya-to-ut3-animation-rigg
Really like this one
best casino australia
"http://www.youtube.com/watch?v=SQbIep0ktk8"
If so - what's the best workflow to animate those hip movements? Since you can only use Pin Bone in CAT but not actually use separate controls for hips and spine... Or beter not even torture myself and use some other rig?
The only more or less comfortable workflow I found is through adjusment layers. First - animating core movements of the character, not touching rotation on hips. Then adding adjusment layer, using PinBone on chest and animating hip rotations.
And here's the result i got after about 20 minutes
Sounds like something I wanna try out
Hey there! I know a lot of people at work have this workflow - getting the main body mechanics working outwards from hips, chest first. I myself always work pose to pose really haha! Keep it in stepped for as long as i can be patient to, and then polish in spline only problem is you have to keep checking back and forth for rotation issues. It's an interesting concepts though, but not one i have tried yet.
sounds like you need to look into animation masking/layering, which depends on which engine you're using
essentially you are able to mask off bones to play different animations, e.g. you can mask off the arm that holds a weapon and have it animate with its own animation while the rest of the body continues the original animation
e.g. torso, legs and head play "running" animation, whilst r_arm and l_arm play "holding weapon running" animation
Also, an updated wip on the dance animation i'm working on I've almost got it looping!
(weird hitch on the left side is an artifact of the video rather than the actual motion)
[ame="http://www.youtube.com/watch?v=RM6L6qkB_z4"]Skaarj Run Pistol - YouTube[/ame]
Stephen! You have inspired me to try make a battle animation loop! It´s hard and annoing xD But at the same time really fun
Here is a WIP on it.
Pls everyone, I would really enjoy some feedback on it
The loop (when purple jumps over green) I save till everying else are in place.
You can download a .mov here http://mattiasg.com/feedback.html
if you would like to scrub around in it.
EDIT: The gif doesnt seem to aim for the same speed as I am It´s a bit fast
I'm a rookie student and I've been doing modeling the most so far. This week we were given a very quick brief into animation and using non linear modifiers in Maya.
I couldn't resist, and have tried my best to make a rig for a ball and a box and make them more like characters. Thus I've taken the assignment a few steps further than expected. I had a go at rendering as well, including sound and music once I got started.
[ame="http://www.youtube.com/watch?v=VBb8QvYHTzc"]Bouncing Ball (wip) v2 - YouTube[/ame]
How do you guys make a .gif of your work for here?
Can't wait to get involved with all the greatness :-)
The way Im doing the gif´s, accually the only way I know how to do it xP,
is to render my shot from maya into frames, then rerender it in a program like After effects as a .mov movie.
After that I start up photoshop and under File > import > Video frames to Layers
Then I choose File > Save for web. And there you can choose gif and some settings
If any of you guys out there have any feedback, it's much appreciated. I'll do my best to get involved in critiquing other user's work too.
(We seriously need a portion of this website for animators and have it renamed 'framecount' )
I think some of the motions during Reds pivot get a little muddled, and I bet you could devote a couple more frames to making them a bit more readable, but I love the weight you have going on the whole piece. Maybe adding in a final "Umph" after the takedown, like a ""double tap"" to really show Blue who is boss would be neat.
I'm going to have to jump in here soon, I've been itching for a personal project.