Some very talented people entering, can't wait to get started!
---Current WIP---
Rough blocking exploring character personality.
Next: More cohesion!
Rough blocking for another idea.
Next: More purpose/readability.
For those wondering about the zombie rig-
I originally contacted the studio that made the rig asking for permission and was granted it, however they have since stated that because of the fine print of the rules, they do not wish their models to be used in the contest. The rig is re-targetable to any model and they have no problem with using the rig for that purpose.
Replies
Picked out a rig I'm going to be using-
Adding this prop from Valentin Bertrand, with a slightly modified rig to fit my purposes.
Edit: Proletariat has since changed their minds about the use of the character model (see OP)
I've blocked out the "ult" attack though I'm having trouble getting the rig to preform how I want it, so I may switch rigs. (note: currently stepped keys)
Hows it look from game cam?
Keep it up!
Would love to try the rig, that link you sent seems to be broken for me, do you have a website link i could download it from? looks like its got some great stretchy animation.
Edit: Proletariat has since changed their minds about the use of the character model (see OP)
Hello!
There's a working download link over at http://www.cgmeetup.net/forums/files/file/25-world-zombination-rig/
Cant wait to see this thing polished
Thanks for the feedback! I agree, I need to work on timing. Something so stylized and exaggerated is not directly in my wheelhouse so practice is needed.
While I totally agree with the fact that it's probably too long for an ult, the rules don't really offer a frame limit?
Has anyone asked this in the Q/A thread? I think it's definitely worth knowing for sure what we have to work with.
EDIT: Just found the answer, haha
Less is probably more in this case, but I wouldn't think we are bound to 30.
but this is great, like the over the top style, i assume you would be just putting it down as a test run with the whole rig issue. in any case the only part that stuck out to me was how he carried his momentum up after catching the board with his foot.
how long is this one out of interest? i find its probably the threshold of length.
@LiamReynolds It is 90 frames.
Here's a quick and dirty test I did last week. I'm exploring using multiple characters as "one character". I know silhouette might be an issue, but I think it's a fun exercise and something I will most likely pursue.
Great stuff keep it up
J
You can make an animation based off an already existing champion or not.
- I think it's never too early to think as to how your animation would look inside the game. Your blocking so far takes some poses to really cool extreme, don't forget that we would see your animation from a top down perspective and from any angle afterward. Readability is very important, even more so if you think that your character would appear a bit smaller than in your previews, so keep that in mind when you refine your poses
- Be careful not to break your character when you push your poses! You seem to have taken the right shoulder of your character backward a lot to get a nice shape going on your starting pose but it feels a bit off since it's going too far back. You could probably get the same feel and shape by working off of your pelvis and spine to twist your body, it would also create a better line of action in your upper body ^^
Have fun, keep it up!
Unfortunately it is super tempting to really exaggerate this guy, way more than the League style. So I will come back to him at a later point for sure, but first I'd like to try and match League's style.
I'm moving ahead with the 3-in-1 character for my walk cycle. This pass I'm trying to figure out the personality for each character while getting their generic walk cycles and next I will be making them more cohesive and interactive.
It may look a bit too squash/stretchy from this angle, but I'd like it to read from game cam and these guys will be small on screen. I'll be sure to include more angles when I get a bit further.
Personality-wise the guy on the right is the "rock" (not "The Rock") who is doing his own thing. I started with him and will keep his movement the core of the action. Because there are three characters it will be important to keep things simplified yet still interesting.
The middle dude- He just wants adventure. He cares about his companions, but first and foremost he wants to get to the action and lead the way there.
The guy on the left- He is friendly and wants to hang out with the other two and will help in any way necessary.
With the base movements starting to take shape I hope to incorporate these personalities even further. I will be focusing on silhouette with an aim to keep the action readable yet interesting, we'll see how it goes!
Any and all feedback/crits are welcome.
I had the idea of a weapon as a character with a human rag-doll dummy attached so he could join the League. I wasn't sure if that would be interesting, so I made the "dummy" an actual person who is trying to wield the weapon, but with little success.
There are a few things I will focus on moving forward- making the weapon appear as though it's moving of its own volition being the main thing, because that will be tricky.
The sweet axe was provided by Polycount's Optinium
This is still blocking as I'm trying to nail down readability and body mechanics.
I'm curious if the part where she sticks her leg out is reading. The goal was to have her plant her heel and get dragged a bit, but I wasn't sure if it made sense with the cycle being in place. Maybe have it hold for a few more frames? Or maybe it's the hip translation that's tripping me up...
Edit: After some thought, this is too busy and I'll be revisiting my initial blocking which much more closely resembles a walk cycle.
I figured I would post the last part of my submission. My schedule got insanely busy near the end of the competition so unfortunately I didn't get as much accomplished as I had originally planned. With this attack my goal was to match Riot's style, keeping it at 30 frames proved rather tricky!
This contest was a lot of fun and hopefully there will more in the future! Great work everyone!