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Idle and Walk

polycounter lvl 2
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MissBiankadonk polycounter lvl 2
Hi everyone!

Working on some new animations geared more towards game animation. I have an idle and walk to start.


Feedback would be greatly appreciated! :)

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  • Blond
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    Blond polycounter lvl 9
    Most of your animations (including those in your anim reel) are very stiff and rigid. There's no overlapping movement. Everything moves at the same time, it's the biggest flaw I see.
  • KielFiggins
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    KielFiggins polycounter lvl 8
    All and all, your animations feel overly smooth with no break down poses, but also the timing/spacing is too far apart making it feel slow almost as if it's underwater.  There's a lot of reference (either shoting your own, or looking at youtube videos or other people's animations) for the types of animations your doing.

    Idle reference:  (scroll down a bit to the character profile on the left)
    http://us.battle.net/d3/en/class/monk/
    http://us.battle.net/d3/en/class/barbarian/
    http://us.battle.net/d3/en/class/demon-hunter/

    Walk reference: (see how much his feet move, the plants and general speed)
    https://www.youtube.com/watch?v=qYBlu_gzZ58

    Good luck.


  • MissBiankadonk
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    MissBiankadonk polycounter lvl 2
    Thank you for the excellent feedback. I see that everything moves as once and fixed that among other things of course.

    I updated the video with the new fixes.


  • Blond
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    Blond polycounter lvl 9
    Well, the idle is  better, the walking one needs more work. The poses are not strong, not floaty and make the caharacter feels weigthless 
  • Headless
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    Headless polycounter lvl 5
    Here's a few pointers for the idle...
    • If you want to point the sword down like this, you would use a different finger grip. Imagine the character is pointing a TV remote at a screen; that's how he would grip the sword when pointing. Instead you have him gripping it like a hammer, so when you point it down like that you get what looks like a broken wrist.
    • It's unlikely that the he'd hold the tip so close to the ground as it would graze on the ground as he moves. You can still point the sword down if you want, but maybe point it a bit further out.
    • I would turn the shoulders a bit more so that they're in line with the feet. You should be able to draw a smooth line along one arm through the shoulders and along the other arm. At the moment you have this kind of z-shape to the arms and shoulders (imagine from top down).
    • The arm held out in front is a little too bent and the hand is thumb side of the hand is curved a little too far down.
    • I would keep the forward foot fully flat on the floor. When feet are fully planted it adds a feeling of stability and strength to the pose.
    • I'd probably make the feet a bit wider to make the pose more dynamic and stable.

    Strong poses are hard to get right so just keep tweaking and practicing and you'll get it. I find that a good way to get a feel for it is to look for good poses in concept art. Just go on ArtStation or something and check out the top artists and see what kind of poses they go for.

    EDIT: Maybe something like this...

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