Awesome to see all the new anims in this thread. It's like christmas morning everytime there's a new post :poly108: Here's a first go at animating in maya (Thanks for riggin these characters up!, Andrew) [An unspeedy 4.5hrs to complete] the linear blocking phase is basically finished in this gif (Aside from minor clipping…
I use 3ds max, but I have only ever done first person animations. It works great for that, but the few times I've tried third person anims it was kinda difficult. I'e always heard maya over max when it comes to animating, so while both have their pros and cons I think maya is the unanimous winner. @Alidium Unfortunately PS…
@Slipsius : haha a dancing cat? Thanks dude :-) pst... where are your new anims? @ClenchingSkunk : Got the side to side rotation on the hips, i see. How 'bout some front to back rotation as well [Last update for this anim. Calling it quits.]
I recently did a Halloween gamejam with the additional theme of "The Human Body", so I created this character, got a friend to rig it (he's lightning fast!) and I got to work on the animations. The idea of this character was it crabwalked where the player pointed it to, it would never rotate around, so each animation had…
@ $!nz when creating walks or runs that are to be put into a games engine you do it as a cycle, on the spot. Lets say a basic walk cycle is a step a second (Thank you Animators survival kit!) you would animate 2 steps equaling 60fps (if you use the default) thats 30 frames per step. Then in the game engine there is usually…
This is all kind of depressing, I thought I had the basics down haha! Guess all I can do is keep working through my final year of University while keeping up with my animation (since there are no animation modules this year :O
Absolutely amazing work in here guys! I'm excited to keep coming back to keep seeing the awesome. My paltry contribution is a death anim I rendered-out from our game currently in-progress. Animated in 3DSMax, but using 2D Planes attached to a skeleton.