update :p

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Re: [Riott] failed joint

Postby Jojishi » Fri Oct 28, 2016 6:59 pm

Thanks for that, since I can see it now.

The animation's style is quite entertaining to watch with the heavy spacing and crazy poses. However, it was difficult to see what happened at the end when things were happening so fast. The camera movement and general momentum could have been slowed down in areas. Also, the origin could have been moved to look more realistic, since it stayed in the same spot quite a bit.

It's an interesting animation though. I hope this advice helps a little.
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Re: [Riott] Unrust :DD

Postby para nimo » Sat Dec 03, 2016 5:13 pm

Woohoo, update bump. Unrust anim :D haven't animated in a month.

EDIT: I almost forgot to mention the first move was originally by Firecracker. B.oii Is an abbreviation of Bloodoii. I changed my name on most things to bloodoiiso that's why it doesn't say Riott.
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Re: [Riott] Unrust :DD

Postby Clever » Sat Dec 03, 2016 10:12 pm

It's good. Nice moves and poses. I just can't see wtf is going on.
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Re: [para nimo] Unrust :DD

Postby para nimo » Wed Jan 04, 2017 2:58 pm

bump. 30 minute test
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Re: [para nimo] Unrust :DD

Postby para nimo » Thu Jan 05, 2017 11:36 am

cnc
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Re: [para nimo] Unrust :DD

Postby Echo » Fri Jan 06, 2017 7:41 am

There's some stop and go going on in the first guys(one on left) movements and the reactions felt really, really weak even though the punches and kicks were fine, the reactions were also stop and go. That wall climb from the stick that got attacked looked like it had no build-up at all and just looked like you decided to do that randomly. You definitely have to execute movements like that better and you have to think them trough. Also the kick the attacked stick did afterwards looked almost as unrealistic as GTA 4's car handling, you should smooth it out and make the kick look more powerful. When the stick that did the last kick was trying to stand up after the kick it looked like you forgot to add in some frames and the movement looked really rushed.
That's all I could see, keep animating !
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Lithium wrote:Enjoyed that, how about making one with a huge boulder chasing a dude. I reckon you'd be really good at something like that. (thumbsup (thumbsup
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Re: update :p

Postby para nimo » Sun May 14, 2017 4:14 pm

Haven't been animating much the past few months, here's something I made today :D
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Re: update :p

Postby para nimo » Wed May 17, 2017 2:00 am

cnc pls :(
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Re: update :p

Postby Bullzeye » Wed May 17, 2017 7:44 am

from threanimation from january 5th, this animation has much improvements and is pretty fluid and physics friendly, it was quite fast to follow though. i also quite liked the way u used double framing!though i didnt understand how the p4 guy landed and tried to jump away and also was able to fly even though he so much beaten up by p2, but that isnt too important.
keep up the good work, i wanna see more from u!
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Re: update :p

Postby eaglium2 » Thu May 18, 2017 7:31 am

Bro, I love your animations. The newest one is pretty fun to watch. I agree with bullzeye above about double framing, I think you use it effectively and I like that. Poses are funny but not awkward, pretty enjoyable. Looking forward to more from you, man.
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Re: update :p

Postby Hypo » Thu May 18, 2017 11:36 am

I'm diggin your style, all hectic and fast. This new anim looks cool, it's smooth and has some nice pacing and flow, with good anticipation before the hits!
However, I think you over did it in the last moves, when they get back to the center of the screen. It's too confusing, it reads as just a bunch of random moves until the "newer" one falls.
Still, it was a pretty cool anim [: keep it up
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Re: update :p

Postby para nimo » Sat Jun 17, 2017 10:52 am

I can't edit it for some reason

https://cdn.discordapp.com/attachments/ ... 9178/7.gif
It's not brand new but I wanted cnc
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Re: update :p

Postby para nimo » Sun Jun 18, 2017 11:40 am

bump cnc
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