Finished Entry:
[vv] 114926616 [/vv]
An animation contest on polycount?
You bet I'm entering.
So I was planning on working on this guy in my spare time, but now that the contest is coming up, after okaying it with
Weish, I'm going to be working on his DomWar 2010 entry!
I'm undecided whether or not I want to beef up the sword for some cloud flair, or keep it small and go full on assassin.
Either way, its going to be a ton of fun! Looking forward to competing with all you guys!
Replies
EDIT:
So while I made a comment I'll talk progress.
Modified my rig a bit to give it some extra flair, and I upped the sword about 200%. Expect some WIP shots of movement tomorrow at latest
Expect rigging to be done tomorrow. Updates in-tow.
Go Harry!
So this week is about tweaking the rig to get it where I want to go. I have a few more adjustments with minor things, but I'm feeling pretty happy with where I'm at.
Here's an exploratory walk cycle I did last night in about an hour or so to get the feel for the rig.
The cloth is going to be neato fun times. For those wondering, I have the sword hidden, and it just goes on his back over the Red-Greentooth.
Like I said, these are wip-y and probably not even going to be used for the entry, just some exploration.
Should be able to come up with a wild ultimate with that huge sword swinging about.
can't wait to see the attack
Did work on the attack. Keeping in mind with that riot anim style, Ninja teleport would be covered by wild VFX.
Who doesn't like some throws and a Guillotine drop.
Super blocky, and the timing needs a bit of work, but I'm happy with the general idea. I like the idea of not using the traditional handle for both swings, and it gives me some inspiration for the run cycle.
Crits and feedback welcome as always I promise I don't bite.
Stealing Vyas's to do list:
Push Poses from Game-Cam.
Timing bits.
Temp FX (?)
Get the cloth moving.
Bring back to idle.
Animate Sword.
Notes:
Slow down initial turn throw.
Give Blade more impact, shock.
General Polish & timing
Try to add some anticipation just before the jump. im assuming that this boy is teleporting himself? is too fast dude, it needs more clearance but you are in a very good way my friend!
Try to add some little moving hold before the jump and just before the final pose. my two cents
My only feedback is that it feels like two separate actions instead of one continuous attack.
Looking great man!
Notes:
Added in minor Secondary Movement & Timing polish to the throw
Adjusted feet poses And Take Off Pose before Teleport
Added in Tele Streaks & adjusted timing on warp
To do:
Timing
Adjust TakeOff Pose
Add more Weight to guillotine drop
Full Follow Thru on cloth and secondary objects
Adding to what @monster said about it looking like two separate attacks: If you have the character run forwards directly after the sword throw, so as to keep the character constantly moving towards the enemy, it might help bridge the two actions a little bit more. And it might even emphasize the pause in air as a byproduct too, really giving it that "finishing blow" feel.
Anyways, thanks for the words dudes! So to address some stuff:
I'm sorta kinda really attached to the start and the end being separated by a rest moment. That being said, I think I can really do alot to zazz it up and make the transition cleaner, but I feel justified by referencing This Radical Article as a base for the Ultimate being a bit chopped up.
On top of this, coming from a champion design perspective I imagine Using the spin as an announce for a high risk/High Reward ultimate that presumably would force the target into a hard CC (and potentially a one shot) feels just.(Not to mention I think its cool ) So the pause is meant to be the final bastion of light before the train hits the station, so to speak.
I'd also like to keep the directionality of the attack very linear, very one sided, so I'm not so sure about calling the sword back up to him while he is holding it in air. The back and forth of the weapon in such a small time frame might be really confusing, so I might lean away from that, but expect that to make more sense. Gears are turning.
But like I said, It's still got a lot of work to do, and not working on it for about a week has made apparent alot of problems that need fixing.
And now to something completely different.
Here's the rough blockout:
GameCam
Another View.
Notes:
Do Cloth and Bags for Secondary
Clean up Curves
Tone Down Feet
I had a side to side, but it's low quality and got a seizure inducing black frame.
Anyways, C&C always appreciated! Let me know what you think about my ideas/theory and animation of course. Thanks for the words guys.
I'm going to be doing the presentation in Unity, so I figured why not throw together a little shader trying to match the LoL style.
polishing up the anims this week, rapid fire updates will commence soooon!
So heres the big major push I've done to my attack over the last couple of weeks.
I couldn't really come up with a good way of getting the sword back in the hand, and while the teleport was shock factor cool, I really wanted to push my animation in this one and get a bit out of my comfort zone with contact points.
Theres a ton to polish, but Im happy with the general timing on the piece as well as the story its telling at the moment. Polish will cover tightening up alot of positions with hands, feet ect, as well as smoothing out pretty much everything in the animation.
Let me know what you guys think! I'm stoked to see this contest winding down, its been a ton of fun and I can't wait to finish strong and drink a couple of brews Friday night.
But until then, workwork.
Here is some more Wip-y goodness of the zip zags.
Real stoked with how this turned out. It was a lot of fun to animate in the Riot style, and it was a great challenge.
Congrats to all those who finished! Good luck all, get some rest and have a beer!
Aw shucks