Are you serious????!!! that was so cool and epic!!! I loved the transition from the game to the 3d, I was curious how you planed the fight animation , can you share that knowledge with us?
And I just found you worked on Angel Stone cinematic holy shit dude hahaha you are such an inspiration!!!
I'm glad you guys liked it. For planning I watched a ton of anime.
Like as many action pieces as I could find on youtube since I didn't
quite get why that level of crazy action worked. Why shots were cut in
such a way or how things could be dynamic but still clear. I think I
still need more practice with it though since I barely scratched the
surface of that dynamic style of editing.
For action and
editting, I used colorkeys and levels of action/excitement to build up
the piece over 3 'mini' arcs each ending with more energy and vibrancy
until the 3rd arc of Skarr running towards Sinmara with all hell
breaking loose. If you notice I cheat quite a lot with holds with keep
alive animation and secondary animation to keep things lively so I could
concentrate more time and effort towards the action bits which took the
most amount of time. Keeping things on 2s also saved time since I
didn't have to worry about final pass animation and maintain it looking
nice with just super solid keys. My toonshading system is extremely
similiar to how Guilty Gear XRD works theirs but my lines are actual geo
instead of texture. I think the look is nice but I still have a bit
more to learn to get it up to the look that XRD has.
Very inspiring stuff buddy. I think you did a real nice job of the whole concept. Very clear and funny, I loved it. I understand it took 10 months, but I'd love to see more!
Replies
And I just found you worked on Angel Stone cinematic holy shit dude hahaha you are such an inspiration!!!
For action and editting, I used colorkeys and levels of action/excitement to build up the piece over 3 'mini' arcs each ending with more energy and vibrancy until the 3rd arc of Skarr running towards Sinmara with all hell breaking loose. If you notice I cheat quite a lot with holds with keep alive animation and secondary animation to keep things lively so I could concentrate more time and effort towards the action bits which took the most amount of time. Keeping things on 2s also saved time since I didn't have to worry about final pass animation and maintain it looking nice with just super solid keys. My toonshading system is extremely similiar to how Guilty Gear XRD works theirs but my lines are actual geo instead of texture. I think the look is nice but I still have a bit more to learn to get it up to the look that XRD has.
Thanks for watching!
Very clear and funny, I loved it. I understand it took 10 months, but I'd love to see more!