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abdmir43
polycounter lvl 9
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abdmir43 polycounter lvl 9
I started animating back in 2013 using a program that only used FK. I got my hands on Maya later that year (or the year after) and only animated casually. As of late, I've animated with the aim to improve. While I don't expect to be an expert any time soon, I do hope to be as good as I can possibly be.

Many of the animations I used to make were made for mods of Super Smash Bros Brawl and involve mid-density poly characters (most models are at around 15,000 tris). The rigs of the models vary (as the custom made models had to be rigged by hand, the models and rigs aren't mine though).

https://gfycat.com/TenderGrouchyArabianhorse 

The first animation is inspired by Super Metroid (iirc). I didn't add any movement for the shoulder dash itself as I wanted to add it after I addressed the skidding animation (as I'm not satisfied with it, but have no ideas as to how to fix it).

https://gfycat.com/ThornyCreativeBandicoot

This is my first run cycle. The upper body has little/no movement as I was focusing on the legs and hips. I do plan to go back and add some minor movement (Samus shouldn't have too much upper body movement as she's charging her Charge Shot as she runs). 

Here's an Auto Interpolated version: https://gfycat.com/GrandPeacefulBass

https://gfycat.com/SoreShoddyFairybluebird

This is a back throw (and as such, doesn't start from the idle stance). I'm relatively happy with the beginning, although it's the transition to the idle that I'm not really sure about. I know for a fact I'm not happy with the step/jump he does when he returns to his idle, but I'm not sure of ways to make it look more natural. 

https://gfycat.com/DamagedMatureBluebreastedkookaburra

Here, Isaac is magically lifting heavy boulders out of the ground. I would like more feedback as I feel that the animation is missing something. I'm just not sure what it is.

https://gfycat.com/ShimmeringHopefulFish

This is a down throw. The beginning is passable, although the ending needs a lot of work (as it's just a basic slide to the idle animation). I would really appreciate suggestions to add more tension right before Isaac brings his hand down, though as he currently feels a bit jumpy when he does it.

https://gfycat.com/KaleidoscopicSleepyCalf

This is a taunt. I tried to recreate (and stylize) Ocelot's hand gesture that he does in the Metal Gear Solid series. I'm relatively happy with the beginning (as the left leg bending at the beginning bothers me), although the return to idle is what stumps me. I know it looks off, but I don't know what to fix or adjust.

https://gfycat.com/ThoroughHardJoey

This is an attack that I based off of Necalli's Special Moves from Street Fighter V. I noticed that the second stomp looks robotic, but I'm not sure how to make it look more natural as I believe I ran out of frames to add more detail. 

https://gfycat.com/SpicyComplexEastsiberianlaika

This is a Hadouken. I just realized that the hands aren't close/compressed enough to the body as Ken brings them forward. I would also specifically like suggestions for the start up (where he brings his hands back) as I don't feel like there's enough force into the move, but I can't seem to find a good way to implement it.

I really appreciate any feedback for any animation, as I realize it must be a daunting task to go through each and every one. Also, if there's anything similar to spoiler tags (so as to reduce the wall-of-textish ness), I would really appreciate knowing.

Replies

  • US Claire Force
    You're correct in that the skidding animation for Samus doesn't look right- the skid is too airy. Currently she is floating or sliding. I would add a little bit of choppiness in the skid animation, to give the appearance of friction.

    I would like to look at your other animations but some of the links are not working.
  • abdmir43
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    abdmir43 polycounter lvl 9
    Thank you for your critique, it's much appreciated. I think classifying the ending as a skid wouldn't do it justice as it is more like a slide. Even then, I don't think I was accurately able to portray her body sliding or skidding upon landing.

    And thank you for the heads up about the other links, they should all be fixed now. 
  • abdmir43
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    abdmir43 polycounter lvl 9
    Bumping with a couple of other animations I've made

    https://gfycat.com/JampackedZanyDeermouse
    Fireball inspired by the Dissidia animation

    https://gfycat.com/DistortedAnchoredDegu
    Idle animation similar to the Smash4 animation, but with a slightly different ending coupled with an overhead swing back to the idle. I'm not sure about the overhead swing, though.

    https://gfycat.com/DisguisedSentimentalGrouper
    Cross Slash hit 1 animation. Used the Smash4 animation as a reference, although I plan to use Dissidia animations as inspiration for the rest of the hits (which can change and end up using the smash4 animation as a reference, depending on my mood)

    While many animations are recreations, I want to make sure I "get" how they made them before working on all new ones. 
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