I created this animation before leaving work the other day, probably in total around an hour, but the UDK stuff took me longer. Mainly just going through the process of setting up the package, getting the kismet and matinee set up and finding the right blast from their stock particle FX.
sweet. It would be great to see him run down a large creature and devour it or shred it to bits. Like a tiger taking down it's prey. [ame="http://www.youtube.com/watch?v=ol9IAjfc0_M"]Tiger Kills Ostrich, can chase prey down that run 40 mph or more. - YouTube[/ame]
Not sure what will happen next. Possibly...
1- The Grappling gun fires as normal, sending a cable to a neighboring building that he has to make his way across
2- It Backfires, smashing him in the face and tumbling off the screen
3- It Jams. Frustrated actions ensue
4- other?
@shrew81, ahh I see. Well maybe the few that do come by the forums will jack-in
Thanks Warotic, glad ya dig it! @Shiskebab, That's right. The only thing that I was doing with the 20minutes was setting Keys and Moving bones. Btw, I saw your speed models earlier. You've got an eye for creating believable skin tones!
A good chunk of the animation is there, but I'll be sure to come back & finish them up. Thanks Polygoblin! @Valandar Ya, I'd have to admit the middle one was a happy accident. The last 15 seconds I decided I didn't like the upperbody/arm keys.. So i toasted them, thinking I had at least a minute to redo them...woops!
Thanks TehSplatt!
a few mooaarrrrr
Hello, I have a question about this animation. How do you keep items like his belt from falling into his body? Is it just up to tweaking the animation until it looks right?
I have a character with a rather large buckle that goes across his waist, and I'm worried about what will happen if he bends over (the buckle will fall into his geometry.
For now I've baked these details into his maps so I don't have to worry about it, but I'm not sure if this is optimal.
Character: http://p3d.in/ZLTSa
I'm new to animation, so every bit of advice helps, and sorry if this isn't the place for my question, but I just noticed all you animators are hangin out here.
@Latorril, It's skinned to his skeleton using the same weighting as the 'body' underneath the belt. So the belt and the body keep their relative distances while moving. @Mithdia Sounds good to me. why not have all 3 :-)
Wow! Lightning fast reply! Thank you StephenVyas. I'll go about creating his belt. It may be a while, but I'll definitely be posting my animations here as I work
Argh.. I wish I could already post here but I've been busy with school stuff and now weighing the hip is being a major pain since I haven't rigged anything in a long time ._.
Not sure what will happen next. Possibly...
1- The Grappling gun fires as normal, sending a cable to a neighboring building that he has to make his way across
2- It Backfires, smashing him in the face and tumbling off the screen
3- It Jams. Frustrated actions ensue
4- other?
Great animation! Loving the silhouette style of these little shots. If I could choose a sequel, I'd go for nr 3
EDIT: Here's a little something by myself, it's an exercise from animation class, so it's not perfect. The exercise was about expressing 3 emotions (sad, angry and shy). Any feedback is of course greatly appreciated!
Looking great Simon! My only nitpick with your animation is his 'angry moment'. Something about that fist hitting the couch looks unnatural, most likely the part afterwards when he raise it. I think it would look better to just keep the fist on the arm rest and let the upper body speak for itself, I think it could become more intimidating.
Looking great Simon! My only nitpick with your animation is his 'angry moment'. Something about that fist hitting the couch looks unnatural, most likely the part afterwards when he raise it. I think it would look better to just keep the fist on the arm rest and let the upper body speak for itself, I think it could become more intimidating.
Thanks, I'll try to fix that fist problem, I guess it's because the elbow goes through the couch. I'll try leaving the fist on the couch, and see how that feels
Hi,
I wanted to contribute to this thread even though it me longer than 20 mins. I'm still learning a lot about animation but this thread has inspired me to give it a whack. XD
This is my first time trying to animate quadrupeds or any animal. This is my first pass on it. I was mostly just trying to get the legs right. I already see problems with it (ex: timing) but feel free to tell me what you think.
edit:
SimonC - That slight inhale before he breaks down.. Beauty
KrissyB - All the parts are there, keep going!
Also, Thanks goes out to Lourens de Villiers (on G+) for his suggestion that I ran with to finish this shot
Hugh, I have always loved your avatar.
I think your squash and stretch is a little off. Here's some reference of a ball squashing and stretching in real life.
[ame]http://www.youtube.com/watch?v=00I2uXDxbaE&feature=related[/ame]
As you can see, squash and stretch is an effect caused by impact, which actually continues happening after the ball has started moving back up. Now you probably don't have enough frames/time to show multiple squash and stretch 'waves', but you can see that the ball doesn't stay 'stretched' all the way up. It returns to its normal shape fairly quickly.
I recently did a Halloween gamejam with the additional theme of "The Human Body", so I created this character, got a friend to rig it (he's lightning fast!) and I got to work on the animations.
The idea of this character was it crabwalked where the player pointed it to, it would never rotate around, so each animation had to be mirrored where each set of legs had to be both the leader and the follower. It was pretty awesome!
Each animation took between 15-30 minutes, and I cheesed the run cycles by playing with the offsets of the feet then throwing the whole animation on a 16 frame cycle instead of the walk which is on 24, but hey it's a gamejam, the clock is always ticking
Thanks Ravenslayer, it's always interesting to see characters in a mocked up level. Even if it's just photoshop
well.. i guess I didn't need to sleep tonight anyways ;- )
That last idle made me crack up, in a .. man that's creepy as fu...kinda way
Nice man
Hot of the presses, I made this guy for the Civil War friendly comp here on PC. Big fat cyberpunk dude with a pet vulture. Game ready mesh, probably will be a bitch to rig up, smaller JPG version of the texture included. (1.3mb)
Replies
edit: update#4-Playing with the render styles
[ame="http://www.youtube.com/watch?v=fohe19gErFE"]RoboHobo - YouTube[/ame]
I animated a Polycount SDK made by BoBo_the_Seal
It has a penis.
Not sure what will happen next. Possibly...
1- The Grappling gun fires as normal, sending a cable to a neighboring building that he has to make his way across
2- It Backfires, smashing him in the face and tumbling off the screen
3- It Jams. Frustrated actions ensue
4- other?
35 minutes or so (according to the youtube video I was listening to!)
posted.. time to go back to it
no anticipation because I don't want it ingame.
hair, might wanna do that with physics ingame, not sure yet
http://www.youtube.com/user/endlessreference/videos?flow=grid&view=0
Hello, I have a question about this animation. How do you keep items like his belt from falling into his body? Is it just up to tweaking the animation until it looks right?
I have a character with a rather large buckle that goes across his waist, and I'm worried about what will happen if he bends over (the buckle will fall into his geometry.
For now I've baked these details into his maps so I don't have to worry about it, but I'm not sure if this is optimal.
Character: http://p3d.in/ZLTSa
I'm new to animation, so every bit of advice helps, and sorry if this isn't the place for my question, but I just noticed all you animators are hangin out here.
@Mithdia Sounds good to me. why not have all 3 :-)
EDIT: Here's a little something by myself, it's an exercise from animation class, so it's not perfect. The exercise was about expressing 3 emotions (sad, angry and shy). Any feedback is of course greatly appreciated!
lotta great animators in this thread
Thanks, I'll try to fix that fist problem, I guess it's because the elbow goes through the couch. I'll try leaving the fist on the couch, and see how that feels
I wanted to contribute to this thread even though it me longer than 20 mins. I'm still learning a lot about animation but this thread has inspired me to give it a whack. XD
This is my first time trying to animate quadrupeds or any animal. This is my first pass on it. I was mostly just trying to get the legs right. I already see problems with it (ex: timing) but feel free to tell me what you think.
[ame="http://www.youtube.com/watch?v=qKIN9RvBt4A"]Horse Gallop Animation (First Pass) - YouTube[/ame]
[updated below]
edit:
SimonC - That slight inhale before he breaks down.. Beauty
KrissyB - All the parts are there, keep going!
Also, Thanks goes out to Lourens de Villiers (on G+) for his suggestion that I ran with to finish this shot
We're starting to get into the spirit of things over here!
Edit:
The progression of the shots-
http://i.imgur.com/icNn4.gif
http://i.imgur.com/URUVb.gif
http://i.imgur.com/ciLTX.gif
3 coffees
Edit:sequenced both scenes into the same gif
I'm rigging up some of my original characters for a fighting game a group of friends are working on, so I'll definitely be posting them here.
hello, great thread
Thanks for supporting the thread! - You guys rock :-)
I think your squash and stretch is a little off. Here's some reference of a ball squashing and stretching in real life.
[ame]http://www.youtube.com/watch?v=00I2uXDxbaE&feature=related[/ame]
As you can see, squash and stretch is an effect caused by impact, which actually continues happening after the ball has started moving back up. Now you probably don't have enough frames/time to show multiple squash and stretch 'waves', but you can see that the ball doesn't stay 'stretched' all the way up. It returns to its normal shape fairly quickly.
StephenVyas: love the sceneries you put your animations in
The idea of this character was it crabwalked where the player pointed it to, it would never rotate around, so each animation had to be mirrored where each set of legs had to be both the leader and the follower. It was pretty awesome!
Each animation took between 15-30 minutes, and I cheesed the run cycles by playing with the offsets of the feet then throwing the whole animation on a 16 frame cycle instead of the walk which is on 24, but hey it's a gamejam, the clock is always ticking
well.. i guess I didn't need to sleep tonight anyways ;- )
That last idle made me crack up, in a .. man that's creepy as fu...kinda way
Nice man
Ill do some later in the week when I get some free time!
If any of you guys are interested in rigging up and animating these guys, go nuts:
___________________________________________________________________________
Captain Beefheart
Hot of the presses, I made this guy for the Civil War friendly comp here on PC. Big fat cyberpunk dude with a pet vulture. Game ready mesh, probably will be a bitch to rig up, smaller JPG version of the texture included. (1.3mb)
Bishop
Created for the Dominance War IV competiton. Big dude with a gatling gun, power fist, skull armor. smaller JPG version of the texture included. (1mb)
She3PO
A female C-3PO creating for a Gender Bending Star Wars friendly competition. Kind of a heavy mesh, though tit might be fun though. (5mb)
Kamikazee Starfox
Created as part of the "World War Nintendo" mini challenge between friends. (1mb)
___________________________________________________________________________
Any questions, just let me know.
Gav
You've come a long way with honing your character skills :- )