An idle with another DOTA 2 rig, I think the loop happens too soon, but next time I'll make it longer.... also, I don't know why the lighting flickering...
EDIT: Also, if me posting all these big gifs is killing anyone's load times let me know and I'll start linking instead!
Nice stuff Drone2222.. but Yeah @ 11megs a .gif you might be better off making a video & linking.
The vid would likely be less than 100-200k.
Otherwise, if you'd still rather create a gif...
The best tip I can give for keeping down the .gif file size, would be to do the following 3 steps:
1 ) Export the render as a .png sequence with the Alpha box checked.
2 ) Then import the sequence into photoshop, adding a background color layer and cropping the character in the image. By adding a background color layer in photoshop rather than exporting an image with a bg already in it .. It allows photoshop to not have to recalculate the colored background pixels for every frame when it's on a seperate layer. Thus reducing the overall file size of the .gif when it creates it
3 ) Then, Goto Save for Web devices, and select the Gif option along with "looping forever" and bumping up the 'lossy #' if your file size still appears to be too large.
It's a quick couple steps, but this allows me to keep all the gifs under 500k-1meg
What I've been doing is rendering my .png's as .mov's in AE, then importing THAT into PS, and saving for web. Skipping AE and preserving the alphas should help, as you mentioned.
I'm assuming the "lossy #" is an image quality/file size thing?
Yeah you got it. Lossy is just a means of compression. It'll slowly start degrading the image the more you increase the number. I've found anything under 10 to be hardly noticeable, but the decrease in file size is worthwhile.
Small update:: Starting to fill in all the puzzle pieces from the storyboard poses I posted above.
Next I'll be adding the breakdowns & working on the timing/spacing, then on to the polishing stage.
[Deleted Old Version]
Nice, looking good! I can already read the action pretty clearly at this early stage, so I think it's a solid start.
And I've got a question for anyone who can answer -
When using pre/post infinity in Maya, is there an easy way to adjust the key tangents of the first and last frames at the same time? Currently I'm copying the keys over whenever I make changes, or selecting both keys on the specific tangent I'm working on and adjusting both, but it seems like there has to be a faster way to handle this.
Thanks!
wooow I really enjoyed this topic
my Question to StephenVyas does all your animation here 3d? because this looks 2d to me, sorry if you mentioned this already.
wooow I really enjoyed this topic
my Question to StephenVyas does all your animation here 3d? because this looks 2d to me, sorry if you mentioned this already.
Hey Wezdan , Yeah. It was a mix between the two. :icon60:
There were a few bits n'bobs with that animation that needed to be done in 2D - Mostly because it would have taken too long to accomplish in 3d.
The Rope and a few visualFX were pencil'd in, but the rest of it.. the Character & GrapplingGun... were done in 3d.
- - - - - - - - - - - - - - - - - -
Update::
Breakdowns are in now, along with some preliminary tweeks to the Timing/Spacing.
Getting close to the finish line on this one. .. Onto the next phase
[Deleted Old Version]
Breakdowns are in now, along with some preliminary tweeks to the Timing/Spacing.
Getting close to the finish line on this one. .. Onto the next phase.
Damn Stephen. You are killing it right now. I'd love to see a rough breakdown of how you even started with keyframes and looping, this is an insane insane insane crazy piece. I could watch it for hours and still learn something every loop.
That bit where the green one rolls over the yellow one seems a bit awkward. If I were you I'd try speeding that up to around twice the speed and see if you like it any better.
Thanks Fashoomp :icon60: JedTheKrampus :: Yep, that part looks like it needed some extra lovin'
- - - - - - - -
Final Update:: Spent some time in the Curve editor this round.
Fixing Timing/Spacing, loosening things up, cleaning out random noise, & adding Fx.
Thata 'bout wraps it up for this clip
[Deleted]
Final ...Final Update :icon60:
Thanks for the headsup billymcguffin
Where can I get game quality rigged characters from to practice animation with? This thread has really gripped me and made me want to try after a few years in being a document monkey!
Was looking for an object rig and found this flour sack one which I had fun with (for some reason my gif on the web has a quicker frame-rate then when I view it in Maya, any ideas why? I did render the images together in PS on 24fps)
Wow! Some really amazing stuff happening here ! Glad to you Stephen I've just did a GIF haha, never used Photoshop for that.
Congratulations everyone for such high level stuff ! I'll keep following this thread,
Got a question for maya animators. How do you guys go about bending meshes for animation? So like a diving board example. Max has a nice bend modifier...but maya
Got a question for maya animators. How do you guys go about bending meshes for animation? So like a diving board example. Max has a nice bend modifier...but maya
You can use deformers, for a diving board you'd probably need a bend deformer. If you go under the animations tab, it's under create deformer
:icon60: Gotta love seeing new anims in this thread! Nice work guys
- - - - - - - - - - - - - - - - - - - - I've begun to choreograph out another fight scene
Here, I've started to plot down my preliminary storyboard ideas with what I'd like to see happen in the battle.
[Deleted OLD version] To escalate the difficulty over the previous anim, i've added another character into the mix.
Same rules as the previous one.. I'd like to see the fight loop seamlessly without any characters going off-screen
Everyone loved the last one, and like everyone I cannot wait to see more. You make those rigs yourself? Or are you only dedicated to animation and get them elsewhere?
Great inspiration!
:icon60: ah! Thanks guys. Hearing that kinda stuff really helps fuel up the ol' motivation tank
PeteHawk:: These Rigs are just your basic Character Studio Biped rigs in 3dsmax2011. Nothing to spiffy, but they're almost bullet-proof. (minus the weird Animation Link Constraint bug)
The characters themselves are about 10 years old- They're from UT2004
Was looking for an object rig and found this flour sack one which I had fun with (for some reason my gif on the web has a quicker frame-rate then when I view it in Maya, any ideas why? I did render the images together in PS on 24fps)
:icon60: Thanks rory
- - - - - - - - - - - Update ::Stage 2 complete Filled in a few more puzzle pieces from the storyboard poses that I posted above.
[Deleted OLD version]
The next stage will be cover refining the Timing/Spacing & then onto Polishing
Yep, that's alot better. Here's my critique, take it with a grain of salt.
The rig is jumping over a very high wall from a standing start. There should be a lot of anticipation and effort in trying to get over that wall. It should show a build up of readiness and tension.
The body can really be lowered to the ground with a big explosive launch. The head (with it's distinctive strip) can show how the character is really concentrating on the distance between the ground and the height of the wall. and after he lands safely, he can take a moment to stand, then turn and bow to us.
Yes, it's a lot of animating, but pushing the envelope like this, takes it from a boring jump to something with character.
After that you can animate a running leap over that wall with a roll out....
The animation itself is very smooth. I don't think i need to see the curves, but it looks like you understand a steady timing.
Where you want to be going is where the timing and spacing change up at key points in the animation.
Replies
Preach.
...but it's all about making something awesome with the time you got! Constraints breed creativity!
EDIT: Also, if me posting all these big gifs is killing anyone's load times let me know and I'll start linking instead!
The vid would likely be less than 100-200k.
Otherwise, if you'd still rather create a gif...
The best tip I can give for keeping down the .gif file size, would be to do the following 3 steps:
1 ) Export the render as a .png sequence with the Alpha box checked.
2 ) Then import the sequence into photoshop, adding a background color layer and cropping the character in the image.
By adding a background color layer in photoshop rather than exporting an image with a bg already in it .. It allows photoshop to not have to recalculate the colored background pixels for every frame when it's on a seperate layer. Thus reducing the overall file size of the .gif when it creates it
3 ) Then, Goto Save for Web devices, and select the Gif option along with "looping forever" and bumping up the 'lossy #' if your file size still appears to be too large.
It's a quick couple steps, but this allows me to keep all the gifs under 500k-1meg
What I've been doing is rendering my .png's as .mov's in AE, then importing THAT into PS, and saving for web. Skipping AE and preserving the alphas should help, as you mentioned.
I'm assuming the "lossy #" is an image quality/file size thing?
Small update:: Starting to fill in all the puzzle pieces from the storyboard poses I posted above.
Next I'll be adding the breakdowns & working on the timing/spacing, then on to the polishing stage.
[Deleted Old Version]
And I've got a question for anyone who can answer -
When using pre/post infinity in Maya, is there an easy way to adjust the key tangents of the first and last frames at the same time? Currently I'm copying the keys over whenever I make changes, or selecting both keys on the specific tangent I'm working on and adjusting both, but it seems like there has to be a faster way to handle this.
Thanks!
my Question to StephenVyas does all your animation here 3d? because this looks 2d to me, sorry if you mentioned this already.
Hey Wezdan , Yeah. It was a mix between the two. :icon60:
There were a few bits n'bobs with that animation that needed to be done in 2D - Mostly because it would have taken too long to accomplish in 3d.
The Rope and a few visualFX were pencil'd in, but the rest of it.. the Character & GrapplingGun... were done in 3d.
- - - - - - - - - - - - - - - - - -
Update::
Breakdowns are in now, along with some preliminary tweeks to the Timing/Spacing.
Getting close to the finish line on this one. .. Onto the next phase
[Deleted Old Version]
Damn Stephen. You are killing it right now. I'd love to see a rough breakdown of how you even started with keyframes and looping, this is an insane insane insane crazy piece. I could watch it for hours and still learn something every loop.
Truly inspirational as always!
Wow Stephen, that's absolutely incredible. Love the way it loops.
Quick run I did on a rig I found online.
~30 min
EDIT: Hrrm, the GIF is playing quicker than it should be. Anyone know why?
JedTheKrampus :: Yep, that part looks like it needed some extra lovin'
- - - - - - - -
Final Update::
Spent some time in the Curve editor this round.
Fixing Timing/Spacing, loosening things up, cleaning out random noise, & adding Fx.
Thata 'bout wraps it up for this clip
[Deleted]
Final ...Final Update :icon60:
Thanks for the headsup billymcguffin
I'm not an animator myself, but my wife is, I'm trying to get her to share some of her work!
I'm an aspiring animator willing to get his place in this harsh but sweet industry...
Tears of joy are falling down as I scroll this topic.
Stephen, you are a big inspiration right now for me. Never thought to see a professional doing blockings that nice in 20 mins.:)
And I'm surprised. You don't rig them??? You just rotate the joints/bones? Musn't that be painful?
I hope one day to attain your level.
To contribute to this topic, here are some of the stuff I did (rigs and character by me).
[ame="http://www.youtube.com/watch?v=hP6_VuuG4c8"]http://www.youtube.com/watch?v=hP6_VuuG4c8[/ame]
[ame="http://www.youtube.com/watch?v=6dTar27Hapg"]http://www.youtube.com/watch?v=6dTar27Hapg[/ame]
More stuff I quiclky blocked.....
[vv]91299439[/vv]
Download it here if you want a go: http://www.creativecrash.com/maya/downloads/character-rigs/c/jd-floursack
ps: As usual your animations are awesome Stephen, love the loop.
I feel like we need a rig dump XD
Links bellow the GIF
Found these awesome rigs at Animation Buffet that Steve mentioned!
Congratulations everyone for such high level stuff ! I'll keep following this thread,
You can use deformers, for a diving board you'd probably need a bend deformer. If you go under the animations tab, it's under create deformer
- - - - - - - - - - - - - - - - - - - -
I've begun to choreograph out another fight scene
Here, I've started to plot down my preliminary storyboard ideas with what I'd like to see happen in the battle.
[Deleted OLD version]
To escalate the difficulty over the previous anim, i've added another character into the mix.
Same rules as the previous one.. I'd like to see the fight loop seamlessly without any characters going off-screen
Great inspiration!
PeteHawk:: These Rigs are just your basic Character Studio Biped rigs in 3dsmax2011. Nothing to spiffy, but they're almost bullet-proof. (minus the weird Animation Link Constraint bug)
The characters themselves are about 10 years old- They're from UT2004
Wow, much fun! Although it feels much too fast, but if any longer, the animation would load slower.
Here are a couple animation attempts after successfully avoiding animating the past couple years.
- - - - - - - - - - -
Update :: Stage 2 complete
Filled in a few more puzzle pieces from the storyboard poses that I posted above.
[Deleted OLD version]
The next stage will be cover refining the Timing/Spacing & then onto Polishing
https://www.youtube.com/watch?v=96Ay4YFCpuY
The action looks pretty clean, but its hard to see it fully in two seconds, 8 would be better
https://www.youtube.com/watch?v=rMKu_fK-d4I
The rig is jumping over a very high wall from a standing start. There should be a lot of anticipation and effort in trying to get over that wall. It should show a build up of readiness and tension.
The body can really be lowered to the ground with a big explosive launch. The head (with it's distinctive strip) can show how the character is really concentrating on the distance between the ground and the height of the wall. and after he lands safely, he can take a moment to stand, then turn and bow to us.
Yes, it's a lot of animating, but pushing the envelope like this, takes it from a boring jump to something with character.
After that you can animate a running leap over that wall with a roll out....
The animation itself is very smooth. I don't think i need to see the curves, but it looks like you understand a steady timing.
Where you want to be going is where the timing and spacing change up at key points in the animation.
I hope that helps.
https://www.youtube.com/watch?v=5EcqcrV_Y3M
here is a gif :