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2016,
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Replies
@Hito
Nice job on this piece! Enjoyed seeing the progress.
@OsamaMughal My biggest complaint about your work is that the back legs are not even extending, they stay bent during the whole cycle, try to grab some ref of wildcats dashing.
@laviofidelis Overall, it's interesting but most of the motion needs touch up, especially in terms of overlaps. Everything is dry and mechanical, I'dd add some overshoot,giggle and overlap to the punches,taunt, walking,etc.
Idle - Everything looks a little too straight, try giving the character a more interesting silhouette. Widen the legs a little and bring the arms back and out. Rotate the head slightly. Example below:
http://overwatch.blizzplanet.com/wp-content/uploads/2016/02/reinhardt-victory-pose-1-heroic.png
Flex - These are mostly there but try giving the body more of a curve so there is a strong line of action flowing through it. Bringing his hips down and having his left leg straighter and pushed out a little should help.
Walk / Run - The main problem with these is that there is is barely any movement on the hips or torso so they look weightless. Try having more up and down movement on the hips and rotating / twisting the torso
Also, the legs and arms move at the same time, try offsetting the arms from the legs by a couple of frames. Have a look at this example of how much the hips and torso moves and rotates:
https://media.giphy.com/media/3ornkcYaWzwODF9Qdy/giphy.gif
Overall I think you mainly need to work on the weight. Try doing these actions yourself and seeing when and where your weight transfers from one leg to the other. If its possible to film yourself that would help a lot. Offsetting some of the motion (such as the arms from the legs) would help it not look so mechanical and like Blond mentioned, some overshoot and overlap would definitely improve it.
Hope some of that helps!
https://www.youtube.com/watch?v=EUjFiQ25HMw&feature=youtu.be
Pros
VP2+DX11: Fast to render, fast to iterate. true WYSIWYG in viewport. No export/import to deal with. Can add FX and Cloth but not very fast. ShaderFX support.
UE4: Fastest to render, moderately fast to iterate, have to wait for lighting to rebuild and shaders to update. Access to add fast FX, Cloth, Physics Sims. Many more image effect options over VP2. Render passes for post (at least when Epic actually puts that in, doesn't seem to render passes as of 4.15)
Redshift: High degree control over lights and shadows. Light linking. Accurate transparencies, sub-surface, shadows. Render passes.
Cons
VP2+DX11: Limited light/shadow controls. No light linking, only shadow map. ShaderFX learning curve. Transparency is not great. only Screen Space AO, so transparency cards don't play well. Built-in ubershaders only support 3 lights per, does help with light/shadow control though. Limited image effects, only DOF, AA, MoBlur, SSAO, none of which are great. No render passes.
UE4: Compression. Only linear and stepped curve interpolation. Learning curve. Kinda noisy shadows and DoF. Sequencer still work in progress, no passes output yet. Import/Export step can be finicky. Cameras and Lights don't translate easily from Maya. Higher frame rate, so you might see gimbals and twitches that you don't normally see in Maya; not a huge issue unless you are super OCD about the animation looking 1:1 or planning on rendering at 60FPS.
Redshift: Long render time. Steep learning curve. needs good hardware to take full advantage of IPR for fast iteration.
Would love to hear your thoughts.
Can you tell us more about how you made it ?
Anthony, Nope - I will look into that for the next version though!! Thanks for the idea.
Thanks Volaille,
its pretty simple! just blendshapes for the mouth, eyeballs driven by multiple joints
Hey thank so much for de feedback i saw all my mistakes. I tried to do something better, look it! So what do you think?
https://www.youtube.com/watch?v=KSMeB0QEsrM
@OsamaMughal very nice animations man
@laviofidelis looking good, if you link syncsketch for individual clips you'll get more detailed feedback. for overall presentation I'd add some kind of ground to give some reference frame for the movements, especially for the jump as it's really hard to tell he's moving up through space.
laying it on bit by bit
https://www.youtube.com/watch?v=Kw6jfSYbVaA
Trying get into some game animation in Unreal Engine, there are random sounds which I found in the internet, which totally is a bit off.
All animation is handkey and made by me
A question at the people who post gifs. I did look on the other sections but whats the best method in making them. Are they exported from Maya as an image sequence then imported/exported from premiere/after effects as a gif or something?
Yeah anim notifies - sound, right in animation clips
https://www.youtube.com/watch?v=LBRqoOB7OKk
But maybe put it a bit more in frame. The amazing detail you put on it can get really easily missed atm.
override layer cuts out whatever's on base animation layer and only applies itself to objects. Not sure what happens if same object is on multiple layers, probably stack if additive, and only top override layer takes effect.
I use additive layers for eye micro-movements; trembling, twitching. I use it to quickly push poses, copy the pose on to a new layer, then adjust the layer weight till you feel like it's a good "push", collapse it down and adjust further
override layer I used to transition from running loop to riding loop in the clip with lisa and redback.
you also use layers to simulate aim screens that you set up in a game engine: a walk or run loop on base layer, aim poses for left/right up/down waist up only, key the layer weights so your character aims in different directions while looping. people use it to get perfect loops for physics simulated animations like rope swinging.
I don't add layers till base animation is solid. use layers in the blocking phase is probably more confusing than helpful.
full frame, 1080p 60fps; 0.125sec/frame
https://www.youtube.com/watch?v=_jQzHuVWZ7o
https://www.youtube.com/watch?v=7lv_A4fijuc
(WIP)
Looping gif here : https://gfycat.com/EasyAridAegeancat