This is what I created for my HNC graded unit at Nescol College. I'm hoping to go back over summer and turn it into more of a story. https://www.youtube.com/watch?v=XzoClIMbG04
Added a new environment, audio and some small animation tweaks to this. The rig doesn't have individual finger controls or facial controls unfortunately so I can't do anything with that.
Added a new environment, audio and some small animation tweaks to this. The rig doesn't have individual finger controls or facial controls unfortunately so I can't do anything with that.
Hello This is for the challenge we had here in polycount "Higher than life" This is shot 4 and I need 3 more to finish the whole thing. ( I still need to finish the overwatch type animation ._.;) https://www.youtube.com/watch?v=boip-YQTstc
Still looks pretty rough. I need to fix those arcs...
EDIT: Welcome to Polycount roumenov ! Your animation looks really good! Maybe add some more follow-through and overlapping action on the body when he is smashing the ground? Right now it looks like it the whole body moves at the same speed with the swing and it looks like only the head is moving after the impact. Anyway, good job!
Added a new environment, audio and some small animation tweaks to this. The rig doesn't have individual finger controls or facial controls unfortunately so I can't do anything with that.
nice try man, but im not going to give up my modeling career to become a animator, so stop seducing me with this.
kind of different, but I've been messing with MASH in Maya. Now that I've gotten the basics, I'm going to apply some of it to my traditional animation, but for now, I just have these trippy videos...
Ok, that's a lot of stuff all at once. Probably better to make a thread and post each one by one in there to get feedback. Broadly speaking, they lack a sense of weight and timing. Look at your poses more analytically. On any frame that you stop, it should be clear what's happening. Also get reference. Always reference for ALL things. Otherwise it'll take you two or three times as long to figure out the same things. Good example of this is the shark. The shark doesn't really push itself through the water. You're just moving the main controller and then waving its tail back and forth with some overlap. You can find a lot of footage online of sharks and probably of hammerheads in mating season(from my understanding there's an area near Miami where they gather in the shallows to breed, probably lots of amateur footage). Look at how sharks propel themselves. Remember that they're literally pushing against the water with their tail and then sliding through it. Likewise with the parkour animation and the troll. They're not pushing themselves from one pose to the next. They're sort of floating into the next pose from the prior one. Look closely at whatever reference you're using and pause it to look at how creatures physically motivate themselves through actions. How are the hands pushing down on the wall to push his center of gravity through his arms? Ask yourself questions like that. Hope that helps! =D
Currently working on this action shot. This is an older version. Still in early blocking, trying to nail down the acting choices. Need to do a strengthening pass on the poses. Make them read for the cam, clean up fingers, more facial expressions, etc. Timing changes will come later.
@LloydHallam You have some nice poses in the animation, however it feels floaty. You probably don't need so much time between the landing and the first knife throw. The part in the air is nice, you can probably push your timing and really favour your poses, because they're the best part of your animation but we don't have the time to appreciate them!
Here's a walk cycle I'm currently working on, not the latest version but eh:
@EVernier Thank you! I should hopefully have a new WIP to show soon with your feedback in mind.
@Killer
Kittens This is looking cool so far but I feel like the kick that sends
Machine Heavy flying has no weight behind it, it's a very fast &
light looking kick but it sends a huge lumbering machine flying across
the scene and it feels a little awkward.
Replies
SingleRunningShot_ from Michael on Vimeo.
On the other hand, they use XSI softimage in their pipeline and I'm forced to learn it (uurgh)....
My first animation with it. It's a pretty user friendly software honestly. Too bad it has been discontinued...
https://www.youtube.com/watch?v=FLMOc-x7-bA
https://youtu.be/m5-k6n8UBIU
thx for ur comment
@KielFiggins u can see my animation with your YellowGuy !
Any suggestions? Maybe it ends too abruptly?
This f*king beast! Nice job!
@KielFiggins look it finish
This is shot 4 and I need 3 more to finish the whole thing. ( I still need to finish the overwatch type animation ._.;)
https://www.youtube.com/watch?v=boip-YQTstc
https://zippy.gfycat.com/ImprobablePastBuck.webm
(anyone know how to embedd .webm on polycount?)
CnC welcome.
http://www.youtube.com/watch?v=o40yGXWsXoY
Still looks pretty rough. I need to fix those arcs...
EDIT:
Welcome to Polycount
roumenov !
Your animation looks really good! Maybe add some more follow-through and overlapping action on the body when he is smashing the ground? Right now it looks like it the whole body moves at the same speed with the swing and it looks like only the head is moving after the impact. Anyway, good job!
HAILTRIANGLES from jesse miles snyder on Vimeo.
chaosCube from jesse miles snyder on Vimeo.
whatEvenAreYou? from jesse miles snyder on Vimeo.
https://www.artstation.com/artwork/4EezL
https://www.youtube.com/watch?v=1qhd3kXDf2o
http://youtu.be/51ks0hct_p0
http://youtu.be/4_asEGwiV-E
http://youtu.be/Wm9TuwF1u0s
http://youtu.be/yGL3RnEu_lU
Warlord RV
Good example of this is the shark. The shark doesn't really push itself through the water. You're just moving the main controller and then waving its tail back and forth with some overlap. You can find a lot of footage online of sharks and probably of hammerheads in mating season(from my understanding there's an area near Miami where they gather in the shallows to breed, probably lots of amateur footage). Look at how sharks propel themselves. Remember that they're literally pushing against the water with their tail and then sliding through it.
Likewise with the parkour animation and the troll. They're not pushing themselves from one pose to the next. They're sort of floating into the next pose from the prior one. Look closely at whatever reference you're using and pause it to look at how creatures physically motivate themselves through actions. How are the hands pushing down on the wall to push his center of gravity through his arms? Ask yourself questions like that.
Hope that helps! =D
http://www.youtube.com/watch?v=mOoT3nY0KW8
~ 1,5 hours:
https://www.youtube.com/watch?v=3zMdYnI0wI8
~30 min:
https://www.youtube.com/watch?v=LZCaiiCLcQ8
https://www.youtube.com/watch?v=BDiQO9-qb8A
Edit: Aah, shit.. Sorry for double-posting guys
https://www.youtube.com/watch?v=1OiXW1z0ENg&feature=youtu.be
Mistakes here and there but proggress is all about i guess :pleased:
https://youtu.be/E7d1IuTWciI
hope you like it
https://www.youtube.com/watch?v=Uvyx19QOO2s
lemme hear you guys !
https://youtu.be/oKlJJO7Xkho
also https://vimeo.com/181201376
Here's a walk cycle I'm currently working on, not the latest version but eh:
Practicing a cartoony jump cycle with the CG MeetUp's "Walker Rig" .
Jump Cycle with the Walker Rig from Mayya E. Benitez on Vimeo.
@Killer Kittens This is looking cool so far but I feel like the kick that sends Machine Heavy flying has no weight behind it, it's a very fast & light looking kick but it sends a huge lumbering machine flying across the scene and it feels a little awkward.