Haha awesome! Im not a fan of the pause just before he starts running. I feel it would be better to have him start to run (just a few frames) before the camera cut, then when it cuts to the long shot, he's already running.
These are from a while ago, and I've refined a couple since I made these .gifs, but I thought I'd post them here as well! A bunch of creature walk cycles from my evolution game. Some are better than others, but I tried to make them all have their own personality.
Haven't posted any work in a minute so I figure this is the best time to dump an old demo reel from last October I'm finally able to show. I was a character animator on WB Games/Turbine's DC Comics based Moba, "Infinite Crisis" back in 2014. It was alot of fun to work on the game, but sadly an announcement came out on June 3rd that development will be stopped immediately, and the game will be taken offline come August.
For me that was a real bummer, as most of the characters I worked on were slated to just start appearing in game next month and continue until 2016ish, iirc. However, what it does mean is that I'm able to show off my demo reel with just a taste of the characters I got to work on.
It's pretty simple really. I painted the scene in photoshop > exported layers to png files > recreated it in maya and created simple rig for the char. I was inspired by the technique used in Broken Age. You can see what they did there in their documentary https://youtu.be/LLmSnnflTww?list=PLIhLvue17Sd7F6pU2ByRRb0igiI-WKk3D&t=2866
I've been working on a death animation for a day or two now. I'm still blocking and kinda sorta tinkering with the timing. Let me know what you guys think. :]
I've been working on a death animation for a day or two now. I'm still blocking and kinda sorta tinkering with the timing. Let me know what you guys think. :]
It looks good! I would try reducing the amount of time before the fall and getting more overlap on the impact.
It looks good! I would try reducing the amount of time before the fall and getting more overlap on the impact.
Thank you Alan. I hope you don't mind me giving a tiny critique. I think that the small jump is a bit too floaty and I feel like there needs to be a little bit more of an anticipation before the jump as well. Without it it looks a little off.
I went ahead and polished a lot of the poses, and also added quite a bit more information to flesh it out more. I also went ahead and tried my stab at timing, something I'm not particularly good at and I think it came out rather well. Hoping to hear more from others too!
ps. Not sure how I feel about the current state of the arrow. Before I just had it parented to the left hand but I thought it would add a little bit more fanciness to the animation. I'm open to any ideas you guys might have as well.
Thank you Alan. I hope you don't mind me giving a tiny critique. I think that the small jump is a bit too floaty and I feel like there needs to be a little bit more of an anticipation before the jump as well. Without it it looks a little off.
I went ahead and polished a lot of the poses, and also added quite a bit more information to flesh it out more. I also went ahead and tried my stab at timing, something I'm not particularly good at and I think it came out rather well. Hoping to hear more from others too!
ps. Not sure how I feel about the current state of the arrow. Before I just had it parented to the left hand but I thought it would add a little bit more fanciness to the animation. I'm open to any ideas you guys might have as well.
Thanks, I appreciate the feedback. I looked back and you were definitely right, so I pushed the antic slightly more and reduced the hang time a bit as well. The vimeo link is already updated if you're curious. For now I'm going to move onto the next piece, though.
Your piece is coming along really well; I look forward to seeing it finished. I like how the arrow flies off, but perhaps the way it flies so high may be distracting from the death itself. I would try aiming its trajectory more towards the ground and maybe have it bounce out of screen. I wish there were more people around to give you feedback, but the animation section on here doesn't seem to be too active
Hey Chus. I really like the baseball animation in the middle of the reel, to me that seems to be your strongest animation in the whole reel. The sneak is probably the second.
The tea pot and the blue characters at the ends have individual good motions, but I don't see any clear direction of why they are doing these motions. It's kinda confusing.
The first animation doesn't make sense to me at all. It's as if the character is acting out one thing, but saying another. I think a common thread in your animations seems to be that they are, random, for a lack of a better word. It's as if you have a sense for animation fundamentals, but each motion doesn't connect in a sensible way.
I think you might benefit a lot from working on the story telling in your animations, rather than the motions themselves. Your strongest shots are the ones telling a clear story.
I am very grateful for all your advice, you're right on them! I hope to share again my animation reel with new animations and you give me your opinion of it. What do you think about animating parkour?
I started working on this month's 11 second club but I was on vacation for like 1/3 of the month so I probably wont finish. But hey I got part of it that I can use for my demo reel at least. https://youtu.be/eW4e4R_7JE8
Getting the weight down with Chains like that is quite the challenge to animate, and you are killing it. Characters weight and motion definitely like the complete driving force behind the action.
Are you thinking about adding in some slight bend in the chains down the line or keeping them more straight? (I guess I should had just asked how far along the chains are )
Are you thinking about adding in some slight bend in the chains down the line or keeping them more straight? (I guess I should had just asked how far along the chains are )
Turned out a simple aim constraint on the base joint worked best, there're some gimbal flips in there, but fortunately not visible on cylindrical object. Will do more passes with bhGhost to check the planes the chains sweep out before adding FX...which should mak the arcs more visible. Looking at maya expressions for delaying keyframes... worst comes to worst I can do it manually.
Awesome man .. i love it.
do you use a video ref or sketch ??
lots of references, was able to find some instructional videos that was very helpful to understanding how everything moved. And then edited videos of actual performance to get a ref for 80% of first blocking pass before starting to pose in maya.
lots of references, was able to find some instructional videos that was very helpful to understanding how everything moved. And then edited videos of actual performance to get a ref for 80% of first blocking pass before starting to pose in maya.
Replies
[ame="https://www.youtube.com/watch?v=BgesM9UHiHQ"]https://www.youtube.com/watch?v=BgesM9UHiHQ[/ame]
http://www.gfycat.com/SelfreliantConcernedKiskadee
You literally just scale the bones in your animation, export, import into UE4, BAM, works.
Oh, and I also made this recently
[ame]https://www.youtube.com/watch?v=dp7qyAhjnSg[/ame]
[ame]https://www.youtube.com/watch?v=wxLgTHeXRNw[/ame]
Here's a little loopy gif:
http://gph.is/1dOcTIX
Enjoy lads.
:poly121:
Haven't posted any work in a minute so I figure this is the best time to dump an old demo reel from last October I'm finally able to show. I was a character animator on WB Games/Turbine's DC Comics based Moba, "Infinite Crisis" back in 2014. It was alot of fun to work on the game, but sadly an announcement came out on June 3rd that development will be stopped immediately, and the game will be taken offline come August.
For me that was a real bummer, as most of the characters I worked on were slated to just start appearing in game next month and continue until 2016ish, iirc. However, what it does mean is that I'm able to show off my demo reel with just a taste of the characters I got to work on.
Hope you enjoy!
http://steamcommunity.com/sharedfiles/filedetails/?id=457305406&searchtext=
I've been working on a death animation for a day or two now. I'm still blocking and kinda sorta tinkering with the timing. Let me know what you guys think. :]
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bringing this shot back from the dead
for more info: http://www.polycount.com/forum/showthread.php?t=147890
brilliant
It looks good! I would try reducing the amount of time before the fall and getting more overlap on the impact.
Here's a simple test I just finished.
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I went ahead and polished a lot of the poses, and also added quite a bit more information to flesh it out more. I also went ahead and tried my stab at timing, something I'm not particularly good at and I think it came out rather well. Hoping to hear more from others too!
ps. Not sure how I feel about the current state of the arrow. Before I just had it parented to the left hand but I thought it would add a little bit more fanciness to the animation. I'm open to any ideas you guys might have as well.
Thanks, I appreciate the feedback. I looked back and you were definitely right, so I pushed the antic slightly more and reduced the hang time a bit as well. The vimeo link is already updated if you're curious. For now I'm going to move onto the next piece, though.
Your piece is coming along really well; I look forward to seeing it finished. I like how the arrow flies off, but perhaps the way it flies so high may be distracting from the death itself. I would try aiming its trajectory more towards the ground and maybe have it bounce out of screen. I wish there were more people around to give you feedback, but the animation section on here doesn't seem to be too active
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Project : create a 30s (more or less, without credits) animated short film alone.
More info in the video description.
Translation :
00:05 - Vain prevention
00:10 - I SAW YOU ASSHOLE ! WE'RE FINISHED !
00:19 - Smoking kills
00:28 - Smoking really kills !
00:48 - We warned you.
Loving all this 2D art, I'm thinking of trying a 2d rendering style with my next shot. Doing some test with layout and blocking first though.
Still not sure if I want to model a background or just leave it blank and get to blocking this out.
[ame]http://www.youtube.com/watch?v=mYf4_pD1mns[/ame]
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More WIP stuff:
Just created my demo reel. Cross-post from my thread. Feel free to rip it apart.
[ame]http://www.youtube.com/watch?v=0AAoTSZYcL0[/ame]
This is my actual Demo reel!
https://vimeo.com/103255056
Hope you like it!
The tea pot and the blue characters at the ends have individual good motions, but I don't see any clear direction of why they are doing these motions. It's kinda confusing.
The first animation doesn't make sense to me at all. It's as if the character is acting out one thing, but saying another. I think a common thread in your animations seems to be that they are, random, for a lack of a better word. It's as if you have a sense for animation fundamentals, but each motion doesn't connect in a sensible way.
I think you might benefit a lot from working on the story telling in your animations, rather than the motions themselves. Your strongest shots are the ones telling a clear story.
I'm glad you like them! Here are some more WIP-stuff, maybe not as cool as them death-animations though:
just some run
I am very grateful for all your advice, you're right on them! I hope to share again my animation reel with new animations and you give me your opinion of it. What do you think about animating parkour?
Thanks for the feedback!
blocking pass.
[ame]https://www.youtube.com/watch?v=S_CAeWAEZyw[/ame]
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https://youtu.be/eW4e4R_7JE8
spent quite a bit of time nailing down timing and adding breakdowns in step mode... definitely worth it. 1st polish pass.
[ame]https://www.youtube.com/watch?v=yX2OrgJZY3w[/ame]
Hito
joarwho
cool attack idea >> love it.
Getting the weight down with Chains like that is quite the challenge to animate, and you are killing it. Characters weight and motion definitely like the complete driving force behind the action.
Are you thinking about adding in some slight bend in the chains down the line or keeping them more straight? (I guess I should had just asked how far along the chains are )
Turned out a simple aim constraint on the base joint worked best, there're some gimbal flips in there, but fortunately not visible on cylindrical object. Will do more passes with bhGhost to check the planes the chains sweep out before adding FX...which should mak the arcs more visible. Looking at maya expressions for delaying keyframes... worst comes to worst I can do it manually.
Edit: tinkered with expressions and got something working. Terribly clunky but works. Definitely some more work to do.
[ame]https://www.youtube.com/watch?v=N2mSzXRDYus[/ame]
do you use a video ref or sketch ??
thanks " Hito "
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