Hm, alright, but I'm gonna weigh in and say that these for the most part, actually aren't all that stiff-- they're still dynamic and have a clear rhythm, even if the pose they're in is a straight-up Star. You can have them in any pose suitable for your game and still achieve good rhythm and flow, and these are a perfect…
Hm, no? You should be accenting the flow with those additions, not ignoring it, so as long as you build on top of it it should be fine. This one is a pretty good example.
Such a fascinating subject ! I have personally been obsessed by it for years, and I feel like it actually is a moving target. On one hand, there is indeed a need to breathe life into characters, by giving them hints of natural curvature and balance. The examples you posted are great illustrations of that. Not only is it…
Bagel, you are 100% correct ! There is indeed a distinction to be made between the underlying bone/rig structure of a model and the rhythmic qualities of the forms of the body, with the curves and squash and stretch you mentioned. Going back to the example of the Street Fighter characters, this is especially noticeable on…
for the stuff we do at work, we use stiff poses with clean angles at joint bends rather than arbitrary angles. for example, our arms bend at 35 degrees from the shoulder rather than an arbitrary relaxed looking angle. its nothing compared to the street fighter screens in terms of stiffness, though. we also keep rigged…
You know, like, during production/sculpting process. Making a nice character that feels weighted, and alive makes the piece look rly good even in early stage of character creation. Otherwise it just looks..... wrong. I look at other people's creations, even in early stage, and they look so good. Even without much details…