TheLegendV's Thread - Back after a while...

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Re: My Thread - UPDATE WITH POLL!

Postby TheLegendV » Fri May 01, 2015 3:34 am

Update! cause Root told me to check out Senzos tutorial..

So i did this! :

Image

Note : I DIDINT COPY OR LOOK AT THE PIV. FILE
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Re: TheLegendV's Thread - UPDATION!

Postby Finom » Sat May 02, 2015 10:57 am

-_- Is it too much to ask to work on the basics and make a decent animation?
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Re: TheLegendV's Thread - UPDATION!

Postby Madnessthunder » Sat May 02, 2015 12:53 pm

HypeMaster wrote:-_- Is it too much to ask to work on the basics and make a decent animation?

lmao cut him some slack he tried

Animation is too uneased and shaky. Footplacement is also messed up.
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Hey check out my shitty animations
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Re: TheLegendV's Thread - UPDATION!

Postby Franklin » Sat May 02, 2015 1:08 pm

HypeMaster wrote:-_- Is it too much to ask to work on the basics and make a decent animation?

Hey man, I feel like he was actually trying this time. Just because his result wasn't the best doesn't mean he did anything wrong on the effort side of things.

So, from what I can see, there are a few problems with the animation. First of all (depending on the level of power you want to convey) either add more frames to the anticipation to make it slower, or lessen the overall distance of it, because right now it seems a bit too fast and unnatural. Your foot placement obviously needs some work (trust me, this is one of the easiest things to get right- especially with the new features of pivot- and I know that you can. Taking a few minutes to do it will greatly increase the quality of your anim). I also suggest that, for the time being, you have two frames of the release of power, the first being one or two pixels forward before the arm is completely straightened. I know that you were trying to do what Senzo's tutorials showed you the best you can, but that kind of heavy spacing is really hard to pull off, especially for a beginner, and adding the additional frame will help a bit with pose fluidity. The head movements were a good touch, though a bit too extreme in my opinion. Just try to lessen them a bit. Making the back movements a bit more noticeable might help, too.

Other than that, I feel like it was fairly good for what you were going for (roughly copying Senzo). And I just want to make something clear. It would have been fine to look at the piv file and even copy it- that is what it's there for. However, you would just want to either keep the result to yourself for learning purposes, or put it in the freestyle section with credits to Senzo. Actually, I'm pretty sure that this should have been in freestyle, too, considering how closely it resembles Senzo's example. Good job, though- now you have a foundation on which to base your punching movements and develop your own style. Just try to mix the moves up a bit.
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Re: TheLegendV's Thread - UPDATION!

Postby TheLegendV » Sat May 02, 2015 7:28 pm

damn, i sucked at easing since i started pivot... D:
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Re: TheLegendV's Thread - UPDATION!

Postby TheLegendV » Sat May 02, 2015 7:39 pm

a thing i did yesterday.

ARGH BAD FOOT PLACEMENT.

Image

i want to improve reactions.. Any CnC ?
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Re: TheLegendV's Thread - UPDATION!

Postby Franklin » Sat May 02, 2015 7:50 pm

If you want help with reactions, look at this, from Mitch's tut:
Spoiler:
So now that you know what the deal with power is you must be thinking "where does all that power go after i've finished my movement?." And the answer to that is directly into whatever the power is used to strike. Think about the basics of Kinetic Energy and how power is transferred from one object into another.

If you are having trouble grasping that, just think of one of these motherfuckers:
Image


You should try to apply the same principle to anything that is struck in a pivot animation of yours. And of course the reaction should always be proportionate to the power delivered in the blow. So an object reacting to a jab or love tap should hardly budge, and of course if they are hit with a heavier blow the reaction should reflect the power accordingly.

Image
An example of a light reaction.

Image
And a heavy reaction.

But that's just the spacing side of the spectrum, things like actual bases aren't just gonna fly back like an object with next to no joints (such as the speedbag shown in the above animations.) If I were to cover the reactions of every common figure type in pivot we would be looking at a solid 10 thousand words. However we don't need to do that, because I can outline a concept that applies to pretty much anything with multiple joints and that is Contorting. Contorting is basically the act of bending your figure around the point of impact to emphasize power. For example:

Image
The previously mentioned spacing to the point of impact is still applied, however the surrounding joints "fold" inward to further convey the power of the blow.

Image
There is obviously some cases where you can't apply contortion, in these situations the standard use of spacing will suffice.

It all seems like a pretty situation specific concept, however there are a lot of applications for contortion and reactions in general.
Image
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Re: TheLegendV's Thread - UPDATION!

Postby TheLegendV » Sat May 02, 2015 7:51 pm

Root wrote:If you want help with reactions, look at this, from Mitch's tut:
Spoiler:
So now that you know what the deal with power is you must be thinking "where does all that power go after i've finished my movement?." And the answer to that is directly into whatever the power is used to strike. Think about the basics of Kinetic Energy and how power is transferred from one object into another.

If you are having trouble grasping that, just think of one of these motherfuckers:
Image


You should try to apply the same principle to anything that is struck in a pivot animation of yours. And of course the reaction should always be proportionate to the power delivered in the blow. So an object reacting to a jab or love tap should hardly budge, and of course if they are hit with a heavier blow the reaction should reflect the power accordingly.

Image
An example of a light reaction.

Image
And a heavy reaction.

But that's just the spacing side of the spectrum, things like actual bases aren't just gonna fly back like an object with next to no joints (such as the speedbag shown in the above animations.) If I were to cover the reactions of every common figure type in pivot we would be looking at a solid 10 thousand words. However we don't need to do that, because I can outline a concept that applies to pretty much anything with multiple joints and that is Contorting. Contorting is basically the act of bending your figure around the point of impact to emphasize power. For example:

Image
The previously mentioned spacing to the point of impact is still applied, however the surrounding joints "fold" inward to further convey the power of the blow.

Image
There is obviously some cases where you can't apply contortion, in these situations the standard use of spacing will suffice.

It all seems like a pretty situation specific concept, however there are a lot of applications for contortion and reactions in general.


thanks!
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Project - Power VS Electricity 0/0 frames
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Re: TheLegendV's Thread - UPDATION!

Postby Liteicon » Sat May 02, 2015 7:52 pm

the reaction indeed xD
I suggest you continue the last animation at it looks not detailed and kinda jerked of, seems a bit lazy on the end.

edit: Root definitely nailed it
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Re: TheLegendV's Thread - UPDATION!

Postby TheLegendV » Sun May 03, 2015 4:18 am

Little screenshot thing for a project i'm making..

Image

if i finish this early may be i can make this as my BBODDV

frames : 46
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Re: TheLegendV's Thread - UPDATION!

Postby Finom » Sun May 03, 2015 1:32 pm

Doesn't the BBODDV have to be at least someting like 200 or 250 frames?
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Re: TheLegendV's Thread - UPDATION!

Postby Liteicon » Sun May 03, 2015 8:36 pm

HypeMaster wrote:Doesn't the BBODDV have to be at least someting like 200 or 250 frames?
he gonna make it for sure :) or maybe the due date will be extended, neat screen shot btw. Good luck :)
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Re: TheLegendV's Thread - UPDATION!

Postby TheLegendV » Tue May 05, 2015 5:48 am

update update update UPDATEEEEE


added lithum Vs lithium TRibute...

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Re: TheLegendV's Thread - UPDATION!

Postby Liteicon » Tue May 05, 2015 6:04 am

Dude, what I saw on the animation, in the third person view seems jerky cuz it has an issue on spacing. Movements are desame on the issue making those movements look not that complex. some parts are not eased properly, and makes it on the same reason. You really need to know about proper spacing because that's the very main thing on animating not only on pivot
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Re: TheLegendV's Thread - UPDATION!

Postby Mori » Tue May 05, 2015 8:38 am

I really like the trails!!!!
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