12/15/2016 - i threw a knife/swung a sword

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12/15/2016 - i threw a knife/swung a sword

Postby Valkyn » Thu Aug 11, 2016 12:26 am

WELCOME

Current Rank - Beginner

Timeline

Restart Pivot - 08/03/2016

Beginner - 09/16/2016



NEWEST
Mori inspired me to throw a knife, and then i wanted to swing a sword.
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Let's hear it for first attempts at camera motion.



RECENT
Throwing Card v2 -
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This guy bends time -
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Amateur Earthbending -
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OTHER/OLD STUFF


CnC is much appreciated!!
Last edited by Valkyn on Fri Dec 16, 2016 12:27 pm, edited 39 times in total.
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Re: Valkyn's Humble Abode - 8/11/2016

Postby Valkyn » Thu Aug 11, 2016 2:38 pm

UPDATE

E. I did another one. Current project.
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Last edited by Valkyn on Tue Nov 15, 2016 6:14 pm, edited 2 times in total.
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Re: Valkyn's Humble Abode - 8/11/2016

Postby Setto » Thu Aug 11, 2016 4:25 pm

i dont like the easing for the run but It looks nice. Back seems a little stiff
also whats with the short arms on your bases
ShadowLith: 450 frames
Katana guy vs big sword dude: 84 frames
pyro vs setto: i think its like 890 frames or something idfk
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Re: Valkyn's Humble Abode - 8/11/2016

Postby Valkyn » Fri Aug 12, 2016 12:19 am

Setto wrote:also whats with the short arms on your bases


Trying to show his arm coming across his chest in the run loop.
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Re: Valkyn's Humble Abode - 8/12/2016

Postby AnimationWizard » Wed Aug 17, 2016 9:20 am

nice nice you are better than me which makes me upset which turns to anger and makes me want to wish you nothing but the worst but i cant because thats not nice so good job :D

but i think the short arms are fine, if it fits your style then who cares, i prefer a long arm and legs kind of base, but they seem a wee bit stiff but you will get the hang of it soon keep at it
Last edited by AnimationWizard on Wed Aug 17, 2016 11:18 am, edited 1 time in total.
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Re: Valkyn's Humble Abode - 8/12/2016

Postby PivotBoom » Wed Aug 17, 2016 10:10 am

You should change the base, The arms are too short...
some stiff but not bad
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Re: Valkyn's Humble Abode - 8/12/2016

Postby Valkyn » Wed Aug 17, 2016 2:24 pm

Thanks guys, I'm changing my base. Working on something right now with a new one
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Re: Valkyn's Thread - 8/18/2016 (Rank Me? :D)

Postby Valkyn » Thu Aug 18, 2016 11:14 am

UPDATE 8/18/2016

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Re: Valkyn's Thread - 8/18/2016 (Rank Me? :D)

Postby AnimationWizard » Thu Aug 18, 2016 12:07 pm

Valkyn wrote:UPDATE 8/18/2016

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actually i like this one, its a big step forward from your previous work, plus that base is much better
its still a little stiff where hes running to throw him and when he throws him but thats all i can see for now
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Re: Valkyn's Thread - 8/18/2016 (Rank Me? :D)

Postby Valkyn » Thu Sep 15, 2016 11:56 pm

UPDATE BOIS
Throwing Card
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E: Low Spinning Sweep Kick
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Last edited by Valkyn on Fri Sep 16, 2016 3:28 am, edited 1 time in total.
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Re: Valkyn's Thread - 8/18/2016 (Rank Me? :D)

Postby Outdated » Fri Sep 16, 2016 12:08 am

It would have been pretty cool if you did some 3d effects of the card rather than just rotating it and making it bigger. Or if you had the card cut the stick in half rather than physically moving him off-screen, seems weird for a card to physically move someone. Maybe it would be weird for the card to split him in half also, i dunno it's just an idea.
Firecracker wrote:Remember, movements aren't everything, creativity is just as important.

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maybe I am
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Re: Valkyn's Thread - 8/18/2016 (Rank Me? :D)

Postby Valkyn » Fri Sep 16, 2016 12:55 am

Outdated wrote:It would have been pretty cool if you did some 3d effects of the card rather than just rotating it and making it bigger. Or if you had the card cut the stick in half rather than physically moving him off-screen, seems weird for a card to physically move someone. Maybe it would be weird for the card to split him in half also, i dunno it's just an idea.


I was going for comedy, Stick Figures on Crack inspired.
That's a good idea with the card effect though, I should try that! I'm guessing I would just change the length of the sides?
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Re: Valkyn's Thread - 9/16/2016 (Rank Me? :D)

Postby SIFTER » Fri Sep 16, 2016 1:11 pm

The animations are too short to properly judge your ranking, but from what I see, you're a beginner. For the most part, you've still gotta work on your fundementals. Specifically, posture and fluidity; gesture lines and motion arcs. I can see from your sweep kick test animation that you can handle some of the foreshortening well enough, for the most part. What bothers me, really, is how sometimes your motion arcs aren't consistent which sorta ruined your fluidity a tad. There's also a problem with the spacing as your easing has to be perfected. For a moment, you started out the movement quite slowely with the assumption that you were winding up the sweep kick, then all of a sudden the spacing went from 0 to 100 real quick. In my eyes, your spacing was more like this:
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equal amount of spacing at the start and at the end, and a subtle change inbetween.

When it should've looked like this
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A bit more subtle, but not enough.

In reality, it should be a lot more like
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This looks convincing. It shouldn't go straight forward right off the bat. It must go backwards before going forwards. Amazing, right?

Plus there's the obvious flaw of inconsistent foor placement. Just make sure the feet stay in place, there isn't much else to it.

The card throwing animation:
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This. With this you just broke the poor soul's arm and made it look like nothing. We don't do that. If you have to, rotate the whole body with it, so as it looks natural. This brings me to the next point: Postrure and gesture/action lines.
I would go on to lecture you more about it, but Wraybies has it all in his tutorial
viewtopic.php?f=25&t=808
When you made your character throw the card--which suffers from foreshortening problems, more on that later-- the gesture wasn't very clear and unconvincing. If you've ever read Oblivionfall's tutorial on poses, this is why he presses so much on the importance of poses.
Let us study your pose a bit
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Fore starters, symmetry problems. The same thing you've got going on in one side of the lower body is in the other side. That kills the naturalism in a pose. Change one side accordingly. Then we've got foreshortening.
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I can see you've understood that when you raise your arm in 3D space, it tends to look shorter. But that's not all of it. Foreshortening is about taking that perfectly circular 2D motionpath and squeezing it accordingly to look like an oval of sorts. Like in the tracing above. Look up foreshortening tutorial on the internet and you'll find an infinite amount of them.

Even that isn't enough.

We shouldn't forget about weight either. Now seeing how the character's left arm moved to its direction, the momentum that it carries will carry the rest of the body with it...
In general, instead of that pose, you'll get something more like this:
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That's about it for this cc. In general you're pretty good, just keep working on those fundamentals and you'll make it. There's a lot for you to learn which is a good thing as you'll notice a fast imporvement as you do. Hope that helps.
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Currently animating: Spectrum
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Re: Valkyn's Thread - 9/16/2016 (Rank Me? :D)

Postby AnimationWizard » Fri Sep 16, 2016 3:29 pm

dayum sifter, some hardcore cnc

anyways that card animation is cool, i think ill try one XD ill make sure to credit you with the idea
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Re: Valkyn's Thread - 9/16/2016 (Rank Me? :D)

Postby Valkyn » Fri Sep 16, 2016 5:50 pm

Yeah, thanks a lot Sifter, I really appreciate it and can't wait to start working on it
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