This is a thread to share your latest animation work! Past threads:
2017,
2016,
2015.
- 1 embed maximum (1 image, or 1 video, etc.)
- Anim GIFs must be less than 2 mb
- Externally-hosted images must be less than 500 kb
- Uploaded images must not exceed 1000 pixels in any dimension
- Don't upload PNG, use JPG
- See Animation Forum - Posting Tips, Tricks and Resources
Why these rules? See WAYWO Usage.
Moderator note:if you want a higher chance for being front-paged, make a topic and include the link in your reply.
Replies
https://www.youtube.com/watch?v=akqQU5qahTE
So I'm looking for some critical feedback on the end return to idle pose. I have no idea what to do about it and I absolutely cannot, for the life of me, figure out what to do with it or how to approach it. Other general feedback is welcome like odd rotations and stuff, but specifically looking for feedback on what to do with the end. Greatly appreciate anyone taking the time to critique this!
https://syncsketch.com/sketch/d39cecc38c2c/#318237
As far as the idle pose, 2 ideas spring to mind:
Either you can use the punch at f112 to launch yourself into a really nice squash pose like you have at f126 but pushed even more. This squash pose can be the idle point and it would loop as you come out of that idle.
OR
You can take your current loop pose and push it a lot. Maybe bring it up on her toes and have her in like a bullfighting pose. This can kind of be like an antic for your current antic f20.
Doesn't have to be this pose but see if you can find something on google images.
Really nice stuff overall.
made a little rocketbike shot, Perspective is on the list of things to try and improve on this year in my 2D work.
https://www.youtube.com/watch?v=_Co5bAYyFBE
model
v Link to rig below v
Chameleon Cartoony Maya Rig made by Truong. Concept art by Chunli Thien Nguyen. Rendered using Marmoset 3.
https://youtu.be/oCHCCxBHP5U
https://youtu.be/xI7G_Yu6pdU
A short animation I'm doing playing around with the rigs Faun and Goblin, still in its early stages. Any critiques and comments are welcome
giving the animator island exercises a try, heres one for the falling brick.
https://www.youtube.com/watch?v=pHut712F9uc&feature=youtu.be
https://www.youtube.com/watch?v=q2lBII7xr34
I suspect you used actual approximate geometry right, instead of plane cards?
spidey swing
box lift heavy
I'm simply using 3ds max and Motion builder and yes, I used approximate geometry with volume
https://www.youtube.com/watch?v=TOeIFvOQMs0
https://www.artstation.com/artwork/r3lA5
https://www.artstation.com/artwork/r3lA5
https://www.youtube.com/watch?v=NQXKXAMEY2s
WIP
https://www.youtube.com/watch?v=mDtXh3Z6VlM&feature=youtu.be
Turned out great @Arturow, very cartoony & fun!
I was a big fan of clayfighter on the N64 but I think a game like that would make more sense to create in zbrush. So this is my test so far. I realise it is kinda jumpy... I still intend to make a few more in between poses.
My workflow is to sculpt a character, and maintain as many subdivision levels as possible and then use the T-pose master to generate key frames.
Please tell me if anything looks off.
Depending on what you want to do with the hand plant will determine the antic pose. Currently it doesn't make sense for him to plant his hand during the anticipation. If you do want to plant it I would suggest making it a pivot point and lifting his whole body in the air. His forward translation can also happen as he swings, rather than after the impact. I look forward to more!
Want to make it better so i started re-modeling, re-texturing and re-rigging everything...
I'm a little out of practice