Eep! I did bad... I gave the Sarge a sword Here's my first warmup animation of 2009, and thought it'd be nice to share it with polycount www.gamerreel.com/animations/sargesword.avi <== Divx codec I was hoping for super wicked coolness, when i started, but I'll settle for not being stoned by being blasphemously bad and…
@GCMP Thanks GCMP. I used xvid. I was unaware that xvid wasn't as popularly supported as divx. I'll keep with the divx codec from now on so there's a better chance of it working for everyone. ___________________________________________________________________________ @Glib The main reason I use .avi is because of the…
I can only comment on the timing of the animation as I haven't tried animation in 3d yet myself, I have to rely on what my eyes tell me from my 2d training... hopefully I can convey it properly. animation is best critiqued in quicktime format... cause quicktime allows to cycle by frame :3 I parsed the avi file in…
Thanks Spanks, I'll consider it I was using samurai references for this anim. They seem to use very little to no anticipation before they strike, allowing the enemy zero reaction time to block the attack. Though, a slight wind up might work out to better the animation, I'll have to try it out and see.
*Updated above link* -In the update I added more power to the final blow by implementing more of the spine into the action as well as adjusting the timing and arc on the sword. Hoping this will give the last strike enough power to appease everyone , and take away the mechanical look that it had before. Realizing now that…
VLC will open it, but it comes through kinda choppy on my machine, and quicktime won't seem to open it even with a divx codec installed. A mov would be nice so we could scrub the animation a bit?
Excellent. Quite fast but I would expect that in a game. Only crit is I would like to see more emphasis on the weight of his final thrust, i think he recovers too quickly/easily. I'm also working on animation for a sword based character <will post when done.
pretty great man, I'd love to see it slowed down a bit, but obviously next gen games tend to be more fast paced so it is what you;d expect from a next gen character animation. My only critique is that between the first and second strike, it feels a bit mechanical to me whereas the leadup to the first strike is quite fluid.…
Thanks Gavku, I tried out some of your suggestions on the feet and easing in to the settling pose and they turned out to better the animation. Cheers *Updated Link @ The Top Of The page* Seems I'm coming down with a cold, it just kicked in last night and i'm pooped as i'm writing this... so if I don't reply to anyones…