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Re: PivotYoungster's Thread

PostPosted: Thu Nov 24, 2016 12:36 am
by Youngster
Will do. Thanks for the advice :)

Re: PivotYoungster's Thread

PostPosted: Thu Nov 24, 2016 12:41 am
by Amir
That was a great animation man! A little bit of shakiness and some areas need a bit easing, but the fight was fast paced and the kicks are well animated. GOOD JOB

Re: PivotYoungster's Thread

PostPosted: Thu Nov 24, 2016 1:00 am
by Youngster
OMG, a comment from someone I look up to. Thank you, i have a lil bit problem with spacing consistencies, I will fix it while I practice.

Re: PivotYoungster's Thread

PostPosted: Sat Nov 26, 2016 4:06 am
by Youngster
Bump. New animation.
Spoiler:
Image

Re: PivotYoungster's Thread

PostPosted: Sun Nov 27, 2016 12:01 am
by Youngster
Bump. New animation> Please cc.

Re: PivotYoungster's Faggot Style Animation

PostPosted: Mon Nov 28, 2016 11:01 pm
by Youngster
New animation: Image

Re: PivotYoungster's Faggot Style Animation

PostPosted: Tue Nov 29, 2016 3:18 am
by Jojishi
I like the stick you used in your newest. The combos look nice, but shaky. From what I can tell, you're trying to use a snappy style for the attacks, but you're not applying it as well as you could be.

In one frame, there is an attack where the stick-figure leans forward. In the next, he leans back which provides the snappiness, and it's all fine. What's causing the shakiness (from what I can tell) is that on the third frame, you stop moving the back completely and this causes it to look jittery. This could be avoided by using some easing in these areas.

Example:
Frame 1 - back moves a huge amount to the right, with arm extended in a punch
Frame 2 - back snaps back in the opposite direction a huge amount
Frame 3 - back moves back some more
Frame 4 - back moves back a pixel or two

This way you've got some easing when the attack recoils or "snaps back" and it looks smooth, as opposed to looking shaky. Just make sure to ease, but obviously this only applies to the end of the recoil. The second frame (when the spacing "snaps back") wouldn't have easing or you'd lose the snappiness.

Let me know if this makes sense since it's complicated to explain. I can't make pictures unfortunately since I can't sit at a computer right now.

Re: PivotYoungster's Faggot Style Animation

PostPosted: Tue Nov 29, 2016 4:52 am
by Youngster
What animation are you referring to Joji? Thanks for explaining the snappy anyways.

Re: PivotYoungster's Faggot Style Animation

PostPosted: Thu Dec 01, 2016 2:08 am
by Youngster
update

Re: PivotYoungster's Faggot Style Animation

PostPosted: Thu Dec 01, 2016 4:38 pm
by elixir
why do his arms extend when he jumps off the ledge ?

Re: PivotYoungster's Faggot Style Animation

PostPosted: Thu Dec 01, 2016 5:05 pm
by Youngster
Elixir wrote:why do his arms extend when he jumps off the ledge ?


Some kind of trail I think? lol

Re: PivotYoungster's Faggot Style Animation

PostPosted: Mon Dec 05, 2016 4:18 am
by Youngster
Bump: Practice

Re: PivotYoungster's Faggot Style Animation

PostPosted: Mon Dec 05, 2016 3:26 pm
by Valkyn
I like that you're hard on yourself, but don't overdo it...it'll discourage you eventually.

Seeing a lot of improvement. Your spacing and timing are getting drastically better. Time to just smooth it out.

Re: PivotYoungster's Faggot Style Animation

PostPosted: Wed Dec 07, 2016 1:11 am
by Youngster
Thanks for the cc. Bump.

Re: PivotYoungster's Faggot Style Animation

PostPosted: Wed Dec 07, 2016 5:22 pm
by elixir
wow, rude.