Alchemist's Animations

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Alchemist's Animations

Postby TheAlchemist » Mon Feb 02, 2015 4:03 pm

I will post all of my animations here. I'll throw in a few old ones too.
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Goku punching a wall
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Sword Flip
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First ever combo
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EXTREMELY old DBZ animation
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A really short smoothness test
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Kick Practice (My stickman's scarf is all over the place :P)
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Tried something new with this
Spoiler:
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Goku punching a wall
Last edited by TheAlchemist on Sat Feb 07, 2015 12:17 am, edited 9 times in total.
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Re: Alchemist's Animations

Postby Biscuit » Mon Feb 02, 2015 5:31 pm

I'll point out the quick and simple mistakes. The jump at the start had not little to no power. He barely squatted and went over 5 feet in distance (im just making a reference point nothing serious). So to fix that add a couple more frames of him squatting down preparing for his jump. Second is the landing. The foot placement of the landing changes drastically (he had already landed and his feet had came out more). So to fix this just keep his feet around the spot where he lands and do another type of squatting where he pops up into a stance at the end.

Sorry for my REALLY BAD CC... This is my first time trying and since no one had commented I wanted to be the first.
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Re: Alchemist's Animations

Postby Madnessthunder » Mon Feb 02, 2015 5:48 pm

A little bit shaky with the sword when he lands. you should put his back leg out further when he lands so his balance is on point, bend his legs to crouch with the force of him doing a front flip and adjust the sword accordingly. Nice first animation though. Watch your foot placement too.
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Hey check out my shitty animations
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Re: Alchemist's Animations

Postby Anton » Mon Feb 02, 2015 6:02 pm

Swoorrddssss (heart (heart

erm...
Nice commentary for a first try Biscuit.

I'll add something more on this, because knowing your mistakes is the first step towards improvement :
-The brutal momentum loss on the frame when the sword start moving. I think a progressive decrease of speed would have made the sword more heavy and believable.
-The rotating speed increase is quite irregular, it is breaking the flow of the jump. You should try doing the same jump without the sword (thus making a frontflip) to see if you can keep one's momentum in mid-air.
-The end stance is okay by itself ... But the sword needs more speed with easing. Here, the sword goes at slow, constant speed. So, the reaction in the end is too exaggerated.

dafuq is easing ? We have some tutorials in order to explain the technical terms. Good luck.

Also the anim is a bit short, but that's just because i'm not fond of posting short tests. (doing them ok, but posting them... meh)
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Re: Alchemist's Animations

Postby TheAlchemist » Mon Feb 02, 2015 6:23 pm

Thanks for the CC, guys :)
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Re: Alchemist's Animations

Postby Psychodragon » Mon Feb 02, 2015 11:01 pm

Keep working and learning, buddy. It's nice so far.
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Re: Alchemist's Animations

Postby TheAlchemist » Thu Feb 05, 2015 9:11 pm

Update: I've posted 3 new animations and completely forgot to say anything about it :P
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Re: Alchemist's Animations

Postby Madnessthunder » Thu Feb 05, 2015 11:48 pm

Dude as a rookie, your animations are nice. You know how to use effects pretty well, all you need to do is get some nicer ones and perfect your movements, and you'll be making dope animations in no time. Though I suggest you stop making huge fights and just worry about simple punch tests to get good faster. Your choice though, looking forward to it.
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Hey check out my shitty animations
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Re: Alchemist's Animations

Postby Anton » Fri Feb 06, 2015 6:44 am

MadnessThunder wrote:You know how to use effects pretty well, all you need to do is get some nicer ones

Or you can try making your own stickfigures. Now that we have a transparent editor, it will be way more quicker to make accurate BGs and detailed stuff.
Some new keyboard shortcuts are saving lives, like Crtl+Shift+D, and Shift+Up/Down.
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Re: Alchemist's Animations

Postby TheAlchemist » Fri Feb 06, 2015 11:03 am

MadnessThunder wrote: Though I suggest you stop making huge fights and just worry about simple punch tests to get good faster. Your choice though, looking forward to it.


Yeah, I wasn't really sure what to animate. I'm most likely going to do tests and as I get better maybe a fight. Thanks for the CC guys :)
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Re: Alchemist's Animations

Postby TheAlchemist » Fri Feb 06, 2015 11:54 am

Update: 1 new animation, really short. Just a simple "power" punch test.
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Re: Alchemist's Animations

Postby Anton » Fri Feb 06, 2015 12:21 pm

First : doublepost (it's not good looking you know D:)
Second : it would be better if you newest animation is on the top of your first post, because we're so lazy to scroll down (heart
Third : it would even be better if you put your older animations in a spoiler so even low-connection PC will take less time to load up the images. (heart (heart

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And for the anim... well there are flaws (and that's totally normal, else you'd be in a higher rank) :
-the tremor isn't consistent, as goku isn't moving but the floor does. Tremor is a camera movement, so if the camera moves, every figure moves the same.
-The hitting arm goes floppy, i don't know why this happens on every DBZ animation i see. (cheesygrin
That arm should turn in the other direction, so he can put a better charge on the punch, and after the hitting, it should not stay extended.

By looking at all your anims you have a nice diversity, I think you should try to tell us a story without words in order to try emotional stuff.
Also, try to put a higher FPS and space a little less to smoothen up your moves.
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Re: Alchemist's Animations

Postby TheAlchemist » Sat Feb 07, 2015 12:12 am

Alright, sounds good. Thanks for the cc :)
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Re: Alchemist's Animations

Postby TheLegendV » Sat Feb 07, 2015 1:37 am

Keep Workin on the DBZ anim it looks nice and smooth :)
This Dude has something in his mind...

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