Here is an example when I had to do this work. * Create a null in the center of the world. Parent the camera to this. * Object is in the center of the world. * Camera is set to target. * Target is at mid center of object. * Set your frames from 0-359. * set rotation of null to 0,0,0 on frame 0. (assuming x,y,z) * Set…
Here's a little more information about a typical JoyRide scene. * Rendering Stats* 720p @ 4xMSAA * ~2.5 thousand draw calls per frame * ~8 million indices per frame * ~2.5 million transformed vertices per frame * Mostly Pixel Shader ALU bound * Rendering Stats (4 Player)* Sub 720p @ 4xMSAA * ~5 thousand draw calls per…
The best way to get critique around here, is if you could upload each individual shot to syncsketch. That way we can scrub through frame by frame and give more precise and exact feedback. One big thing that stands out, are the empty frames you're leaving in the clips.. The video should switch on to the next clip on the…
I did this with this gif; Like Keg said only a bit more tedious in my approach. I saved it as a divx .avi, put it in virtual dub (didn't even think about saving it as successive jpegs >_< ) to save as separate frames, deleted half the frames (every other frame because it was too slow with all the frames enabled) and then…
Welcome to the Animation sub-forum here on Polycount! This thread is going to be dedicated to tips and tricks for posting your work so that you can get the best possible critiques you can. Posting Your Demo Reels Vimeo and Youtube are the obvious choices here. They are where most people will host their reels, and will make…
@HangLi Hi , thanks for joying on in and entering. We got a new time-frame so you can finish your entry. Looking forward to whatever you come up with. ah you got me with the double post! i new that avatar looked familiar.
Hey, Looks pretty cool so far. There's a lot of things you can do to make those punches and slam hit and feel a little harder though. For the first punches. You should favor the anticipates and the results of each punch a bit more (Hold/favor them for 1 or 2 more frames) while taking away some betweens on each punch. This…
Well, it depends on the game really. If you're doing a tunnel-shooter type game then yeah you can cram a lot of visual flare in. If you're creating an open-world game the quality usually is a bit lower on each asset. Spending most of the budget on the things you see most. Then it's a lot about optimization for each…
As fashoomp said, the motion looks very mechanical and the are should be treated as three separate parts. Additionally in general, the walk doesnt feel to great because of the speed at which its at. Remember that a general rule of thumb is 12 frames for a "normal" walk / march time ( 2 steps per second), 16 frames for a…
Great start! You've actually done a real nice job on this. Just a few minor things. You could add more squash and stretch, particularly the stretch. You've got stretch on the frames after each bounce, but only for 1 frame, and nothing after or before. Stretch for a few frames going into the bounce and a few frames going…