Drakus' Animation Thread

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Re: Drakus' Animation Thread

Postby Drakus » Thu Sep 14, 2017 6:44 pm

I tried testing the use of shadows, and went for a completely random way to do so. Still not complete, I might fix up the blob jiggle thing. How is it?
Spoiler:
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My animation thread; viewtopic.php?f=18&t=4618
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Re: Drakus' Animation Thread

Postby Drakus » Wed Sep 27, 2017 2:39 am

Testing some things with Alp's stk: a floppy Giga (this is meant to represent a rubber toy, I forgot to mention this before)
Spoiler:
Image
Last edited by Drakus on Fri Sep 29, 2017 10:11 am, edited 1 time in total.
My animation thread; viewtopic.php?f=18&t=4618
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Re: Drakus' Animation Thread

Postby ZucchiniJuice » Thu Sep 28, 2017 1:04 am

Well dud. I'd say you are on the borderline of high beginner and low intermediate. Your movements are decent, but can be improve a bit. Most movements you do are well eased, but they move for the sake of being eased and smooth, not for the purpose of trying to transition into the next main key pose, or giving into gravity so your arms just plop down to the side... real physical reasons. Your movements aren't being animated with a sense of gravity, its being animated in a sense of what you feel looks good... is a way I would sum it up. Mainly, you just need a longer animation with more complex movements. Once that is in place, you'll probably get a 100% chance of becoming intermediate.

Honestly, I suck at any percise-detail cnc. I can do big picture ones cnc pretty good tho.
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Re: Drakus' Animation Thread

Postby Drakus » Thu Sep 28, 2017 2:30 am

ZucchiniJuice wrote:Well dud. I'd say you are on the borderline of high beginner and low intermediate. Your movements are decent, but can be improve a bit. Most movements you do are well eased, but they move for the sake of being eased and smooth, not for the purpose of trying to transition into the next main key pose, or giving into gravity so your arms just plop down to the side... real physical reasons. Your movements aren't being animated with a sense of gravity, its being animated in a sense of what you feel looks good... is a way I would sum it up. Mainly, you just need a longer animation with more complex movements. Once that is in place, you'll probably get a 100% chance of becoming intermediate.

This is much appreciated man, thanks! I'm on it.
My animation thread; viewtopic.php?f=18&t=4618
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Re: Drakus' Animation Thread

Postby SIFTER » Thu Sep 28, 2017 9:28 am

ImageThat's how much of it you have in your anim. Weight is usually shown through varying the spacing and timing. To simplify, the more sudden/less smooth the easing is, the heavier the object gets. Knowing a dinosaur, you're typically dealing with something extremely heavy, so it's best to make him fall quite suddenly.
Here's an example. Compare the two and tell me which feels heavier. Keep in mind this used less frames, meaning faster timing. Not everything that's buttery smooth can be called good, so I'd say you should experiment with timing quite a bit. Make duplicates of the same piv file, then remove and add frames inbetween to see what works and what doesn't. Overall, you're nearly there, so just keep it up and you'll reach it to intermediate. I know I've commented on at least a few of those in the Discord. Making it to that rank has never been easier these days, so don't stress yourself over it too much.
Spoiler:
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.::::::::::||Sifter||::::::::::.
Image
Currently animating: pending...
Image :: Image
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Re: Drakus' Animation Thread

Postby Drakus » Thu Sep 28, 2017 11:08 am

Sifter wrote:ImageThat's how much of it you have in your anim. Weight is usually shown through varying the spacing and timing. To simplify, the more sudden/less smooth the easing is, the heavier the object gets. Knowing a dinosaur, you're typically dealing with something extremely heavy, so it's best to make him fall quite suddenly.
Here's an example. Compare the two and tell me which feels heavier. Keep in mind this used less frames, meaning faster timing. Not everything that's buttery smooth can be called good, so I'd say you should experiment with timing quite a bit. Make duplicates of the same piv file, then remove and add frames inbetween to see what works and what doesn't. Overall, you're nearly there, so just keep it up and you'll reach it to intermediate. I know I've commented on at least a few of those in the Discord. Making it to that rank has never been easier these days, so don't stress yourself over it too much.
Spoiler:
Image

Ahhh I see, but I do not completely agree with your opinion of how a giant object should fall, at least in this case. A heavier object requires more time to build up speed as it hits the ground, this can be seen with when trees and buildings fall, but this is most apparent when seeing how godzilla moved in the movie. All three of these type of objects don't fall as fast to the ground as us humans do, that's because they're greater in height and much heavier, I get that when u drop two things, the heavier one will hit the floor first but not when it comes to organisms that weigh 4-8 tons.
Well honestly, it all depends on what prompted the fall of the object, the amount of force used to force the object to fall.
The giga falling animation was just me aiming for an unrealistic 'humorous' approach, but I'll try animate a realistic falling animation, I'll animate two tests.
Thanks for the feedback though (smile
My animation thread; viewtopic.php?f=18&t=4618
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Re: Drakus' Animation Thread

Postby orange joe » Tue Oct 03, 2017 12:29 pm

Sifter wrote:ImageThat's how much of it you have in your anim. Weight is usually shown through varying the spacing and timing. To simplify, the more sudden/less smooth the easing is, the heavier the object gets. Knowing a dinosaur, you're typically dealing with something extremely heavy, so it's best to make him fall quite suddenly.
Here's an example. Compare the two and tell me which feels heavier. Keep in mind this used less frames, meaning faster timing. Not everything that's buttery smooth can be called good, so I'd say you should experiment with timing quite a bit. Make duplicates of the same piv file, then remove and add frames inbetween to see what works and what doesn't. Overall, you're nearly there, so just keep it up and you'll reach it to intermediate. I know I've commented on at least a few of those in the Discord. Making it to that rank has never been easier these days, so don't stress yourself over it too much.
Spoiler:
Image


bruh acceleration under gravity is exactly the same for any object; heavy or light. your example is just plain wrong. weight can be shown by a lack of change in direction (ie: intertia)
THREAD
SHADOW LITH- 545 frames FINISHED
secret project coming soon http://i.imgur.com/NkqKhPU.png
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Re: Drakus' Animation Thread

Postby Mike » Tue Oct 03, 2017 12:30 pm

Wall o' text ahead
Spoiler:
Sifter wrote:snip

this is wrong.

F - Force
m - mass
g - acceleration of gravity
a - acceleration
F = mg
F = ma
ma = mg
a = g
the gravity acceleration of objects is the same no matter their mass, provided we don't take air resistance into consideration.
example:
Image

The ball on the left weighs 5 kilograms whereas the ball on the right is your typical basketball. As you can see they fall down at the exact same speed even though their mass differs.

tl;dr Sifter pls git gud at physics
Image
Spoiler:
Frank Thomas and Ollie Johnston - The Illusion of Life: Disney Animation
https://vk.com/doc-58650815_254012664?dl=c753708760f72ab566
Richard Williams - The Animator's Survival Kit:
https://vk.com/doc176415392_222242886?hash=5e3a8f0a7cbfa92e91&dl=bc6e3d465d2f9e012c
Spoiler:
12 Principles of Animation summarized
http://vimeo.com/93206523
Aaron Hartline and Victor Navone, animators at Pixar Animation Studios and mentors at Animation Mentor, discuss timing and spacing tips and tricks
http://www.animationmentor.com/resources/webinars/timing-and-spacing/
Pixar's 22 rules to phenomenal storytelling
http://imgur.com/gallery/E8xe0

my thread
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Re: Drakus' Animation Thread

Postby Drakus » Tue Oct 03, 2017 7:54 pm

Lol, flame has a PHD in physics.
My animation thread; viewtopic.php?f=18&t=4618
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