An ingame idle for one of our characters in Kill to Collect. The idle is inspired by the Carlton, and the characters name is Ivan Ironfist.
We have so that you can fall down into hollows but when you do you get into a stuck state. When you climb up this is the kind of animation you do. This is another character, Kate Katana.
Oh and a spawn animation for another character, Simona Support.
Hito there is lots of movement in there but some of the steps doesn't have weight and the arcs are all ove rthe place. Just make it feel like a horse doing the dance and you're probably all set. That is, make it heavier with some better holds.
I'm sort of a lurker around here. Just wanted to show this weapon animation I made. *Best viewed in 60 fps HD.*
Might make a full set of anims for it.
I really like the animation itself I love the recoil on this its awesome. But I think when he pumps the shotgun back it could use a bit more of a snap there. My main issue with this though is the idle/origin isn't that great, the shoulder needs a bit of tweaking, I know you can make great origins, I've seen all your other videos man...
Here's an old origin I made to kinda show what I mean (It's not the greatest but I hope it helps a little)...
Yo!
Have been slacking all summer long, and thought the other day it was time to get those rusty animation fingers a go again
Feel free to feedback
Cheers!
Haven't posted here in quite some time. Here's the anim I'm working on right now.
My plan is to do a few turnarounds with different personalities/characters.
MatttiasG: Great shot, I love the moving holds. If I had anything to say is that his right hand thumb, when his left leg is up, seems a bit too straight. Maybe it's just me, though!
Hey guys, I really need some constructive feedback on this because I have been staring at it for hours and I think it just looks.. bland. I would really appreciate some help.
Hey guys, I really need some constructive feedback on this because I have been staring at it for hours and I think it just looks.. bland. I would really appreciate some help.
I think this is a good start and something you can layer onto. I'm not sure what is on his back, but he looks like a pretty heavy dude. Him being heavy along with his backpack I would expect more weight in his jog maybe even being a bit hunched over.
Currently working on an earth bending animation that's heavily inspired by the gif down below. I understand there's nothing original about what I have but I'm hoping that as I work on it more to get a grasp and feel of the style and make it my own if possible. It's still very rough and not timed properly but I'm still hoping to get some constructive criticism on this piece.
I'm currently working on a real-time cinematography piece in UE4 to explore methods of dealing with cinematic techniques in VR. As a part of this I've made a little creature and have started blocking some motion tests.
The overall piece will probably be ~60 sec long, ideally as a loop to allow people to explore the scene.
In this piece he/she is trying to catch a little insect.. feedback welcome!
It's been a while since I've posted an updated version of what I've been working on. It's also been really tough for me to get some critical feedback that I've been desperately needing as of late. I haven't been able to get any critiques from my mentor to help me so I'm posting in here for some guidance.
It's still a fairly rough blockout and there are some timing issues and wonky poses near the end that I need to revisit and fix but I'm feeling okay enough with it to show it off to others.
@Sonny very cool man! The poses feel good. Timing is very even, I'd vary that up more. There're doesn't seem to be much time given to each action, meaning he gets into the build-up pose and immediately starts transition to the Blast pose, and immediately starts into the Knocked Back segment. The knock back needs to feel more impactful, current transition from Blast to Knockback is about the same duration as all the other transitions, making it feel like he's flipping back on purpose. The last hop before getting into the looping combat pose isn't really necessary, I'd go directly from the ground back to the looping pose.
Made a Low Polygon self portrait and animated it, thought I might put it somwhere on my portfolio-site (whenever I get to making one) - though still got some tweaking to do with the animations.
It looks a bit like a human going on all fours, but that might be the fault of the model/proportions or be intentional. It also looks rather mechanical with two feet moving exactly at the same time over cross, which looks wrong to me and the videos of bears that I looked at showed a different pattern as well. Shoulder blade movement is missing and the torso as a whole seems to show too little movement (might be due to the blockout) while the head bop seems artificial and isolated, not in a reaction to the movement of the body. The high head is ok for a cartoon character, I guess.
The feet seem rather stiff and the hands move similar to human feet instead of rolling over/bending when being lifted.
Corrected the front feet..oh man..this was supposed to be easy stuff but yet it's giving me a headache. The wieght, the stride of the foot,the rotations..
And yes, I had references but it was from an adult bear and their body are much more longer, giving them more juice and time for the paw sliding.
Here's it's a cub. I tried finding references of bear cubs but these lil $H*T can't stop moving/fooling around. They roll, they jump and run in the snow but can't walk normally for a couple of frames amking it hard finding legit ref for a walk cycle.
Since their legs/arms are shorter and bolder, they make tiny lil steps.
It looks a bit like a human going on all fours, but that might be the fault of the model/proportions or be intentional. It also looks rather mechanical with two feet moving exactly at the same time over cross, which looks wrong to me and the videos of bears that I looked at showed a different pattern as well. Shoulder blade movement is missing and the torso as a whole seems to show too little movement (might be due to the blockout) while the head bop seems artificial and isolated, not in a reaction to the movement of the body. The high head is ok for a cartoon character, I guess.
The feet seem rather stiff and the hands move similar to human feet instead of rolling over/bending when being lifted.
Thx for the feedback..seriously, theres still some job to do, especially for the weight -_-.
I still have hard time imagining How I even got to this weird result (the first post)..
The shoulder blade mouvement, I thought about it and it's less visible on small cubs though it's something I plan on doing and working on when I'll have the full final mesh (this is a proxy as you can see).
Oh man Noren, my brother, thanks for that firt reference!! I just understood why my front side so wrong in terms of weight!!!
In fact, whenever, the bear is about to put his paw on the floor, that's when he RELEASES and drop his weight making him bounce back up while the paw is on the floor!!!
Dammit, craap crap crap!! This is all so clear now..:o
An attack animation I did recently using the captain atom rig and a free sword model
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Looks very nice and fluid! Did you use any reference videos when making this? The reason asking is because I'm working on something similiar and I could really use some more video references, if you have any
Looks very nice and fluid! Did you use any reference videos when making this? The reason asking is because I'm working on something similiar and I could really use some more video references, if you have any
Thanks man! I took inspiration from this video for the spins but didn't use any direct reference:
Replies
An ingame idle for one of our characters in Kill to Collect. The idle is inspired by the Carlton, and the characters name is Ivan Ironfist.
We have so that you can fall down into hollows but when you do you get into a stuck state. When you climb up this is the kind of animation you do. This is another character, Kate Katana.
Oh and a spawn animation for another character, Simona Support.
Any feedback, good or bad is welcome
edit: Added Support spawn animation.
very nice!
nice work
" _adamturnbull "
poses are good, But you need to work a bit in weight and drags
" StevenZer "
it's bad "Gif" i can't see the timing
but you also need to work work a bit in weight and drags
I'm sort of a lurker around here. Just wanted to show this weapon animation I made. *Best viewed in 60 fps HD.*
Might make a full set of anims for it.
I really like the animation itself I love the recoil on this its awesome. But I think when he pumps the shotgun back it could use a bit more of a snap there. My main issue with this though is the idle/origin isn't that great, the shoulder needs a bit of tweaking, I know you can make great origins, I've seen all your other videos man...
Here's an old origin I made to kinda show what I mean (It's not the greatest but I hope it helps a little)...
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Another animation I made recently:
[ame]https://www.youtube.com/watch?v=B6ePWfq3GBk[/ame]
[ame]http://www.youtube.com/watch?v=R6bkfZck_A0[/ame]
Yo!
Have been slacking all summer long, and thought the other day it was time to get those rusty animation fingers a go again
Feel free to feedback
Cheers!
[ame]https://www.youtube.com/watch?v=Bnp9yGrqzMg[/ame]
I also made the model and rig.
Here's a rendered frame. I'll probably put a rim light in there or something
My plan is to do a few turnarounds with different personalities/characters.
[SKETCHFAB]a3a0bbd1a52849adb96b3a5475ab4f7b[/SKETCHFAB]
Beesonmann: Love it.
MatttiasG: Great shot, I love the moving holds. If I had anything to say is that his right hand thumb, when his left leg is up, seems a bit too straight. Maybe it's just me, though!
Hito: Great blocking! I want to see more
[ame]www.youtube.com/watch?v=k3UGy-PNp7Y[/ame]
I think this is a good start and something you can layer onto. I'm not sure what is on his back, but he looks like a pretty heavy dude. Him being heavy along with his backpack I would expect more weight in his jog maybe even being a bit hunched over.
Currently working on an earth bending animation that's heavily inspired by the gif down below. I understand there's nothing original about what I have but I'm hoping that as I work on it more to get a grasp and feel of the style and make it my own if possible. It's still very rough and not timed properly but I'm still hoping to get some constructive criticism on this piece.
Inspiration:
My animation:
SyncSketch: http://syncsketch.com/playground/dc932ee8fd6743139feb8cc86380a6d0#41774
I'm currently working on a real-time cinematography piece in UE4 to explore methods of dealing with cinematic techniques in VR. As a part of this I've made a little creature and have started blocking some motion tests.
The overall piece will probably be ~60 sec long, ideally as a loop to allow people to explore the scene.
In this piece he/she is trying to catch a little insect.. feedback welcome!
[ame]https://www.youtube.com/watch?v=hMR2klkOC8U[/ame]
http://vimeo.com/138433525
http://www.syncsketch.com/playground/a7b713dcce6a4703b00ec219191559a3#42157
Haven't posted here in a while. But here is my latest for the character I've been working on.
[ame]https://www.youtube.com/watch?v=ZGzq1Abiq1Y[/ame]
i feel like the mouth is off when he is saying suffering.. it feels like he trying to say suffering but rushes to the down grin to fast
You can follow the dev blog here: http://wipvault.tumblr.com/
And the thread: http://www.polycount.com/forum/showthread.php?t=157644
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It's still a fairly rough blockout and there are some timing issues and wonky poses near the end that I need to revisit and fix but I'm feeling okay enough with it to show it off to others.
Constructive criticism is much appreciated.
[ame]https://www.youtube.com/watch?v=TKUzvU04QFk[/ame]
Are you going for a cartoon look?
It looks a bit like a human going on all fours, but that might be the fault of the model/proportions or be intentional. It also looks rather mechanical with two feet moving exactly at the same time over cross, which looks wrong to me and the videos of bears that I looked at showed a different pattern as well. Shoulder blade movement is missing and the torso as a whole seems to show too little movement (might be due to the blockout) while the head bop seems artificial and isolated, not in a reaction to the movement of the body. The high head is ok for a cartoon character, I guess.
The feet seem rather stiff and the hands move similar to human feet instead of rolling over/bending when being lifted.
Also the head bob feels pretty jerky. Could definitely use some smoothing out.
Do you have reference you used for this you could share?
Corrected the front feet..oh man..this was supposed to be easy stuff but yet it's giving me a headache. The wieght, the stride of the foot,the rotations..
And yes, I had references but it was from an adult bear and their body are much more longer, giving them more juice and time for the paw sliding.
Here's it's a cub. I tried finding references of bear cubs but these lil $H*T can't stop moving/fooling around. They roll, they jump and run in the snow but can't walk normally for a couple of frames amking it hard finding legit ref for a walk cycle.
Since their legs/arms are shorter and bolder, they make tiny lil steps.
Here's the ref
[ame]https://www.youtube.com/watch?v=TQDDl0OIfsU[/ame]
Thx for the feedback..seriously, theres still some job to do, especially for the weight -_-.
I still have hard time imagining How I even got to this weird result (the first post)..
The shoulder blade mouvement, I thought about it and it's less visible on small cubs though it's something I plan on doing and working on when I'll have the full final mesh (this is a proxy as you can see).
[ame]https://www.youtube.com/watch?v=u8KagEpkZ-g[/ame]
Here's one where you can see the movement of the front paw a bit closer:
[ame]https://www.youtube.com/watch?v=RypUdGfiZ6E[/ame]
Smaller cubs seem to hardly stride at all but have a some kind of jumpy gait.
In fact, whenever, the bear is about to put his paw on the floor, that's when he RELEASES and drop his weight making him bounce back up while the paw is on the floor!!!
Dammit, craap crap crap!! This is all so clear now..:o
Looking for other animators working in games to connect with and talk about industry/animation practice. pm me for skype!
Here's what I'm working on, gonna attempt this month's 11 second club too.
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Looks very nice and fluid! Did you use any reference videos when making this? The reason asking is because I'm working on something similiar and I could really use some more video references, if you have any
Thanks man! I took inspiration from this video for the spins but didn't use any direct reference:
[ame]https://www.youtube.com/watch?v=3-vJ3cmXXdM[/ame]
Hope that helps!
http://polycount.com/discussion/103604/speed-animating-thread/p1
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