Kazumix' Animations

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Kazumix' Animations

Postby Kazumix » Sun Jan 11, 2015 7:03 am

Kazumix' Animations

Newest:

i got bored at the end, so he can move at the speed of light or smth
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Rest:

Test:
Spoiler:
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Last edited by Kazumix on Mon Jan 26, 2015 1:54 pm, edited 4 times in total.
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Re: Kazumix

Postby DeStalk » Sun Jan 11, 2015 8:31 am

Well I like it, but u need to ease more the moves it looks stiff, but nice concept

maybe u wanna make a joint? Deathkill2005 for skype
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Re: Kazumix

Postby Lord » Sun Jan 11, 2015 8:58 am

Yeah, easing's a big thing you need to work on, flow too.
Welcome to the forums too.
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Ma' thread
"Some people get so caught up in perfecting their movements and effects, that they forget what an animation is meant to do, entertain people." - LordPivot
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Re: Kazumix

Postby Kazumix » Sun Jan 11, 2015 1:03 pm

so more like this?

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Re: Kazumix

Postby Franklin » Sun Jan 11, 2015 8:28 pm

The easing has improved, but poses and overall flow still need a lot of work.
http://thedarkdemon.com/viewtopic.php?f=25&t=665
Section 2.3 should help a bit.
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Re: Kazumix

Postby Kazumix » Tue Jan 13, 2015 8:01 am

Spoiler:
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dont know how to save it that it looks like in Pivot. its always faster as .gif

edit:

Spoiler:
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Spoiler:
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Spoiler:
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got some new stuff
Last edited by Kazumix on Wed Jan 14, 2015 1:12 pm, edited 1 time in total.
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Re: Kazumix' Animations

Postby Kazumix » Tue Jan 13, 2015 2:14 pm

Spoiler:
Image
Last edited by Kazumix on Wed Jan 14, 2015 1:11 pm, edited 1 time in total.
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Re: Kazumix' Animations

Postby Kazumix » Wed Jan 14, 2015 1:10 pm

yeah so i made this wuju pls tell me if i have improved over those few animations i posted here :)

Spoiler:
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Re: Kazumix' Animations

Postby Will » Wed Jan 14, 2015 1:55 pm

That's definitely better. There are still shakiness and spacing issues, but it's certainly less. The reaction after the second punch, as he stands up again, doesn't flow so well. You didn't ease it out enough and so it ended up looking rushed. Also I'd say don't go for tremors/screenshakes if it's just a little combo practice like this, it looks unnecessary and makes the movements a little harder to follow. Though of course if you really love 'em you can do what you want.

Well it seems like you understand the basics, just keep working on implementing them correctly.

Also, if you're in need of comments, message a Rank Team member. It's our job to help out with this stuff.
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Re: Kazumix' Animations

Postby Kazumix » Wed Jan 14, 2015 2:06 pm

tbh i just added the effect because i wasnt able to flow it out so good haha. :D i will try to make a good punch combo without those screenshakes for my next animation ;)
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Re: Kazumix' Animations

Postby Kazumix » Thu Jan 15, 2015 9:55 am

here it is
Spoiler:
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edit:

and a little fight

Spoiler:
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Re: Kazumix' Animations

Postby Kazumix » Fri Jan 16, 2015 3:07 pm

Update:

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Re: Kazumix' Animations

Postby Gary » Fri Jan 16, 2015 4:38 pm

Hey man. With your newest animation, there is some flaws. First of all, you want to try and get rid of the shakiness. Try to make all the body parts move fluidly together, and not have them sort of jitter back and forth. Also, another thing is fluidity. You want to try to make your movements move easily into one another.
When the stick started to run, it looked really weird and too fast. Try to add more frames into your run, that way it actually looks like your stick is running. Also, you should add more frames to him climbing up the wall, and pushing off, because it looks like he sort of just slid up the wall. When it pushed off the wall, it looks like he teleported off, because you didn't extend the leg to make it look like he pushed off. Also with the flip, you should have him stay up in the air for a while, and have him go back farther, instead of having him just drop like a rock in one frame. The kick off the wall warranted him some frames of airtime.
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Re: Kazumix' Animations

Postby Kazumix » Mon Jan 26, 2015 1:51 pm

Update

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Re: Kazumix' Animations

Postby SIFTER » Mon Jan 26, 2015 6:40 pm

So and so.
There are some parts where the movements are well animated such as the black stickman who's turned around for the red guy considering how the spacing was somewhat eased, if you will, but for the most part, I can see a lack of flow and good poses. Generally, the transition between each move is off mainly because there is no easing inbetween each move, that added to the abruptness caused by reaching a full stop in your spacing whenever you're about to move to another move. To avoid this a bit, try as much as possible to avoid sudden stops unless the character HAS to stop to look around or observe a certain element in the background; Your poses are readable and pretty decent actually, but they can be better. Sometimes, the upper body's movements don't relate to the lower body's movements which may result in slight choppiness. For example, When kicking, the upper body doesn't move that much which is wrong. Instead, you should have made the upper body extend just as the kicking leg extends.
Hope that helped.
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