SKIN AND ANIMATION TEST! 2.5 hours: Biped Rig, Fixed Unwrap, and began Skinning. 3 hours: Current condition of the Skin. 2 hours: Current condition of the Walk Cycle.
I am very aware of the clipping issues. I need to fix the shoulders and the tunic belt. I'll take care of that tomorrow. I am pretty pleased with how things look so far...
Things to note, when I was skinning, I was teaching at the same time... under normal circumstances, I can knock this out in 4 hours. I estimate at least 1 more hour of work into the rig/skin and another hour in the walk. She's sassy.
Special thanks to: Shawn Irons, Maria Muntean-Lungu, Mike Graham, Ann Rust, Val (no one knows his last name right now), and Evan Sylve for the constant crits today.
Hey everyone. Just wanted to say that I wont be around for the next few days... maybe until Wednesday. My wifes grandmother passed on Friday, so we will be attending her service. Kind of a rough way to begin Chanukkah. I hope you all have a great next few days.
This is my update. I had a crashed and corrupted file yesterday. Had to reskin.. took 4 hours! I feel like I can finally begin animation after I fix the collar a smidge.
*Edit December 13. I apologize folks, I uploaded this monday afternoon and I thought it was published. I just got back from my grandmothers funeral Corpus Christi... still feeling it. I'll try and post some updates tonight.
Often times I get asked about my style, "How come you stick poses?" Answer: I believe that there is a distinct difference between Disney's 12 principles of 2D Animation vs. The 14 Principles of Game Animation.
DISNEY’S 12 PRINCIPLES OF 2D ANIMATION
Stretch/Squash
Arcing Motion
Anticipation
Secondary Animation & Tweens
Staging
Timing
Pose to Pose (Straight Ahead Action)
Exaggeration
Follow Through / Overlapping Action
Solid Drawing (Maintaining Mass)
Ease In and Out
Appeal (Cool Factor)
vs.
THE 14 PRINCIPLES OF GAME ANIMATION
Stretch/Squash
Arcing Motion
Anticipation
Secondary Animation & Tweens
Staging (3D Camera)
Timing
Pose to Pose (Straight Ahead Action)
Exaggeration
Follow Through / Overlapping Action
Solid Drawing (Rigging/Skinning)
Ease In and Out
Appeal (Cool Factor)
Weight Based Friction
Impact Based Friction
As you can see, we have two extra properties concerning weight. One has to do with gravity as an applied force and the other has to deal with a visual representation of mass, power, and speed moving in a forward direction vs either an immovable object or an object moving in an inverse direction.
Think of Weight-Based Friction as like Link pushing a boulder so he can get to the cave entrance behind stone.
Impact Based Friction can be implemented via code with flags/markers that can 'pause' an action upon impact. Capcom, for example, does this in the Street Fighter series. They will pause 5 frames on a light, 6 on a medium, and 7 on a heavy attack. (Zangief and other heavies have a different offset formula).
As an Animation Director, it is my responsibility to communicate to the programmer: "I'm going to give you a file that doesn't have the 'sticks' in it, but do this."
Just finished another one of Senna's buff attacks: "Captains Kick." This combination combines 2 melee strikes in conjunction with 2 ranged attacks. The second ranged attack is a 'charged shot.' I'm still playing with the speed on this... I'll give it a little break and come back after I look at some actual League footage. I think their attacks are 1/3 slower.
Apparently, this has been sitting in my Sketchfab Uploads for a week... glad I checked! Anyways, I finished this about 2 weeks ago. Looks great from 3/4 view.
After about 30mins of analysis, it appears that LOL character runs are somewhere between 46-48 frames in total for Lucian. His run is not really a run, its more like a jog. With that said, Senna is running at a full sprint, so the total frames for this run are at 37.
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2.5 hours: Biped Rig, Fixed Unwrap, and began Skinning.
3 hours: Current condition of the Skin.
2 hours: Current condition of the Walk Cycle.
I am very aware of the clipping issues. I need to fix the shoulders and the tunic belt. I'll take care of that tomorrow. I am pretty pleased with how things look so far...
Things to note, when I was skinning, I was teaching at the same time... under normal circumstances, I can knock this out in 4 hours. I estimate at least 1 more hour of work into the rig/skin and another hour in the walk. She's sassy.
Special thanks to: Shawn Irons, Maria Muntean-Lungu, Mike Graham, Ann Rust, Val (no one knows his last name right now), and Evan Sylve for the constant crits today.
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I updated her weapon in the other post today and I can use that a her prop on Sunday.
Shabbat Shalom everyone!
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*Edit December 13. I apologize folks, I uploaded this monday afternoon and I thought it was published. I just got back from my grandmothers funeral Corpus Christi... still feeling it. I'll try and post some updates tonight.
*Edit: 18/1/22 - DAMN IT! I deleted my actual first draft for the Brooklyn Dodger on an accident... oh well... it happens.
sk_ch_hf_senna_bDodger_00
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"How come you stick poses?"
Answer:
I believe that there is a distinct difference between Disney's 12 principles of 2D Animation vs. The 14 Principles of Game Animation.
DISNEY’S 12 PRINCIPLES OF 2D ANIMATION
Stretch/Squash
Arcing Motion
Anticipation
Secondary Animation & Tweens
Staging
Timing
Pose to Pose (Straight Ahead Action)
Exaggeration
Follow Through / Overlapping Action
Solid Drawing (Maintaining Mass)
Ease In and Out
Appeal (Cool Factor)
vs.
THE 14 PRINCIPLES OF GAME ANIMATION
Stretch/Squash
Arcing Motion
Anticipation
Secondary Animation & Tweens
Staging (3D Camera)
Timing
Pose to Pose (Straight Ahead Action)
Exaggeration
Follow Through / Overlapping Action
Solid Drawing (Rigging/Skinning)
Ease In and Out
Appeal (Cool Factor)
Weight Based Friction
Impact Based Friction
As you can see, we have two extra properties concerning weight. One has to do with gravity as an applied force and the other has to deal with a visual representation of mass, power, and speed moving in a forward direction vs either an immovable object or an object moving in an inverse direction.
Think of Weight-Based Friction as like Link pushing a boulder so he can get to the cave entrance behind stone.
Impact Based Friction can be implemented via code with flags/markers that can 'pause' an action upon impact. Capcom, for example, does this in the Street Fighter series. They will pause 5 frames on a light, 6 on a medium, and 7 on a heavy attack. (Zangief and other heavies have a different offset formula).
As an Animation Director, it is my responsibility to communicate to the programmer: "I'm going to give you a file that doesn't have the 'sticks' in it, but do this."
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model
model
model
model
model
model
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Just finished another one of Senna's buff attacks: "Captains Kick." This combination combines 2 melee strikes in conjunction with 2 ranged attacks. The second ranged attack is a 'charged shot.' I'm still playing with the speed on this... I'll give it a little break and come back after I look at some actual League footage. I think their attacks are 1/3 slower.
model
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Just to let you guys know, I am aware that characters really don't have walk cycles, however, I thought I should at least finish what I start.
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After about 30mins of analysis, it appears that LOL character runs are somewhere between 46-48 frames in total for Lucian. His run is not really a run, its more like a jog. With that said, Senna is running at a full sprint, so the total frames for this run are at 37.
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Final Barrier Buff!
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Final Brooklyn Dodger Buff
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Final Death by Projectile!
Idle_00 Final!
Idle 01 Ready Final!
Buff Captains Kick Final!