I think I will work on Morgana animations, but I'm not sure yet.
Currently, I'm searching for a rig with wings but maybe I will use a personnal rig ( I didn't find anything on the internet for the moment ).
Nice! I'm thinking if it could ease in and out even more when she reaches the height peak
maybe even hover ahead even further at the end as she settles down
but really nice
Quick suggestions. Maybe have her fly back a touch, to anticipate the dive? Also at the peak of the anticipation you could insert a nice pose. Lastly maybe an extra few wing flaps and time at the end?
monster : yeah thank you I will make these tweaks soon hebotlz3 : Tanks I was thinking the same thing as you about the game-cam and I didn't know how to figure the problem. I will try to push the pose and see what it looks like
Great start, Blocking looks solid! It would be nice to see her arc back up at the end to help the overall motion of the animation, then land back on the ground with some nice wing overlap. Just a suggestion of course Excited to see where this goes!
Keep it up! Plenty of feedback to go on.
Something that I might do differently would be to have a really quick fly-through and use the broken ground and maybe a few falling feathers to show the audience where she once was.
So:
- Fly up
- Hold
- Ease into dive
- One or two keys for fly through
- Ease into the stop
- Falling feathers behind her
I will try to accelerate the fly-through soon.
I like the idea of use the broken ground and falling feathers, I think I will do that, but after my linear animation is finished.
Here's an update, animation is always in linear.
I tried to apply the advices that you told me.
I made the three views that are asked at the end of the contest but : I really don't like the front view, any ideas to improve that ?
In the final pose; let her arms be pretty much the same as they were stretched out a few frames before, only pushed backwards slightly, and a little down, like she's ready for any incoming attack
the final 2 wing flaps; let the first flap be faster than the second, and let the second ease out till the end
The feet seem to rotate down to earth too quickly, I think it'll help if her base lefts up sooner(after the halt), making room for her leg to drop.
I also think the wings need to be appear more "secondary" animation in some cases, they seem a bit stiff (especially in the spin before she charges)
Im going to ramble on about the antic (start) a bit.
I think your timing is almost there, but theres a few fundamental things that will really help it from the start. First off, Id suggest keeping those wings in close until the "a-ha"/ apex pose and then really spreading them out nice and flush. This will re-enforce the vertical movement and it will also give a nice read.
Secondly I think she is doing a wind up after the Apex, pose, but it reads as if she starts her attack and there is no movement. You might want to rotate her backwards ( feet forward, upperbody back, think baseball pitcher throwing a massive fastball) and have that lead into the dash.
Keep up the good work, love the iteration you are running through with this.
Nice effort put in here. If i can offer some critique - look at the side view, her path is very "L" shaped. Almost straight up, hits a wall, then straight down and to the right. She almost looks like she faceplants into the ground. Make her travel a nice graceful curved path.
From the front, there is almost no side to side motion. You can make her go up and to the right, then drift left, and then dive back to center. Also, her wings should make a nice swirling shape from this view. Sort of like this: https://www.youtube.com/watch?v=AE82aBbdEfE#t=25 around 25 seconds in.
The poses can also use some contrast. Maybe, open her up really big before the dive, then shoot down and make her look sleek like an arrow, then open up again when she stops.
Hope that helps. Keep up the good work.
Replies
I will use the free rig " Mery " on which I added wings.
I think I will come back with a WIP soon
can't wait to see what you're gonna do!
Any comments or advices are welcome !
maybe even hover ahead even further at the end as she settles down
but really nice
It is the blocking lienar, so I didn't really work the ease in and ease out but I will follow your advice
well, looking good already
Quick suggestions. Maybe have her fly back a touch, to anticipate the dive? Also at the peak of the anticipation you could insert a nice pose. Lastly maybe an extra few wing flaps and time at the end?
Evanescfan : Thank you again, you make me happy
Animator_Ari : Tank you ! Sure Mery is an awesome rig, I love it
Hoo interesting suggestions, I like it ! I will work on the three
Dhairyasheel : Thank you
Only comment I can make is that from game-cam its tough to notice all the verticality that she gains.
I think if you can push the poses to really make it super apparent that "I am going up" then I will have no complaints.
Neat stuff!
hebotlz3 : Tanks I was thinking the same thing as you about the game-cam and I didn't know how to figure the problem. I will try to push the pose and see what it looks like
Thanks again
Something that I might do differently would be to have a really quick fly-through and use the broken ground and maybe a few falling feathers to show the audience where she once was.
So:
- Fly up
- Hold
- Ease into dive
- One or two keys for fly through
- Ease into the stop
- Falling feathers behind her
I will try to accelerate the fly-through soon.
I like the idea of use the broken ground and falling feathers, I think I will do that, but after my linear animation is finished.
I tried to apply the advices that you told me.
I made the three views that are asked at the end of the contest but : I really don't like the front view, any ideas to improve that ?
Any comments or advices are welcome, again
the final 2 wing flaps; let the first flap be faster than the second, and let the second ease out till the end
The feet seem to rotate down to earth too quickly, I think it'll help if her base lefts up sooner(after the halt), making room for her leg to drop.
I also think the wings need to be appear more "secondary" animation in some cases, they seem a bit stiff (especially in the spin before she charges)
Keep 'em coming!
Im going to ramble on about the antic (start) a bit.
I think your timing is almost there, but theres a few fundamental things that will really help it from the start. First off, Id suggest keeping those wings in close until the "a-ha"/ apex pose and then really spreading them out nice and flush. This will re-enforce the vertical movement and it will also give a nice read.
Secondly I think she is doing a wind up after the Apex, pose, but it reads as if she starts her attack and there is no movement. You might want to rotate her backwards ( feet forward, upperbody back, think baseball pitcher throwing a massive fastball) and have that lead into the dash.
Keep up the good work, love the iteration you are running through with this.
From the front, there is almost no side to side motion. You can make her go up and to the right, then drift left, and then dive back to center. Also, her wings should make a nice swirling shape from this view. Sort of like this: https://www.youtube.com/watch?v=AE82aBbdEfE#t=25 around 25 seconds in.
The poses can also use some contrast. Maybe, open her up really big before the dive, then shoot down and make her look sleek like an arrow, then open up again when she stops.
Hope that helps. Keep up the good work.
It is very helpfull to have theses advices
C&C are welcome