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«Sekretium :: Update»

PostPosted: Sat Apr 26, 2014 11:33 pm
by SekritThunder
Old animations, old memories. New animations soon.

Re: Sekrit's Animations .:.:. Sandbag Test

PostPosted: Sat Apr 26, 2014 11:36 pm
by thebiscotticakeman
ur rank is just low newbie :T just that u need to move all of the segments at once

Re: Sekrit's Animations .:.:. Sandbag Test

PostPosted: Sun Apr 27, 2014 3:13 am
by Swaikha
I think you should learn the basic movements, by testing and testing and some more testing.

You could also read a tutorial on the internet, I find that the text tutorials are a lot better than the youtube ones.

Re: Sekrit's Animations .:.:. Sandbag Test

PostPosted: Sun Apr 27, 2014 8:14 am
by thebiscotticakeman
yeah u should probably do what he says the youtube tutorials are a buncha crap in pivot :T

Re: Sekrit's Animations .:.:. Sandbag Test

PostPosted: Sun Apr 27, 2014 10:17 pm
by Reverence
Your movements are stiff and choppy. It seems like you didn't move the bottom half of the stick at all. Try to move all joints in each frame, it really helps. And watch for spacing. I feel like you cheated a run/walk with that whole teleport-thingy (or whatever it was).

Re: Sekrit's Animations .:.:. Sandbag Test II

PostPosted: Mon Apr 28, 2014 1:08 pm
by Silo
The big thing here is remembering that all parts of the body (all joints of the stick) move in recognition of eachother and momentum. Remember you should keep all joints moving, in saying this, your entire bottom half (legs), do not bend or move at all, this creates a very unrealistic choppy stick moving with no explanation! We do not want that! :)

Re: Sekrit's Animations .:.:. Sandbag Test II

PostPosted: Mon Apr 28, 2014 3:02 pm
by SekritThunder
The reason the lower legs are unmoving is because I find no reason at that moment to move it. For example, when he summoned the red sword in Sandbag Test II and was spinning it, I had it in mind that he was twisting his torso, then his legs. Sandbag Test I was extremely lazy because I wanted to kill some time real quick for an in-game event to start.

Re: Sekrit's Animations .:.:. Sandbag Test II

PostPosted: Mon Apr 28, 2014 3:07 pm
by Chris
Med beginner

Re: Sekrit's Animations .:.:. Sandbag Test II

PostPosted: Mon Apr 28, 2014 7:38 pm
by Ray
Hey, try and move every joint in every frame. Feet don't always have to move, but the knees will.

And also, use easing in your animations, you can find many tutorials on easing.

Re: Sekrit's Animations .:.:. Sandbag Test II

PostPosted: Mon Apr 28, 2014 10:58 pm
by Reverence
SekritThunder wrote:The reason the lower legs are unmoving is because I find no reason at that moment to move it. For example, when he summoned the red sword in Sandbag Test II and was spinning it, I had it in mind that he was twisting his torso, then his legs. Sandbag Test I was extremely lazy because I wanted to kill some time real quick for an in-game event to start.


When someone is spinning a sword, although his legs seem to be stationary, they are in fact moving by centimeters. Almost in all Vet animations the legs are always moving despite there being "no reason at the moment to move it".

Re: Sekrit's Animations .:.:. Trans Quickie

PostPosted: Fri May 02, 2014 3:38 pm
by SekritThunder
-BUMP- so people can see Transformation Quickie and critique it.

Re: Sekrit's Animations .:.:. Trans Quickie

PostPosted: Fri May 02, 2014 4:57 pm
by The Specter
Well first of all, try to animate in a smaller frame especailly if youre only going to use such a small portion because its a pain when the animation gets cut off and we have to open in a new tab. Secondly as far as the animation was concerned the effect wasnt that great, Im not great with them myself so I cant really offer ways for it to improve, maybe have the stars rotating and continually moving because they move for a little bit and then just completely stop and get bigger. The second thing is there was only one movement and it wasnt eased at all, and looked pretty bad because of that. Lastly it would have looked better if the transformation left him in the same stance as from before and then had him move to his final place rather than having him just transform and have a different pose.

Re: Sekrit's Animations .:.:. Trans Quickie

PostPosted: Fri May 02, 2014 5:10 pm
by Kirin
Work on the basics man like stiffness an easing . Then you start to develop you're own style .
keep practicing .

Re: Sekrit's Animations .:.:. Valt + SigSword Test

PostPosted: Fri May 02, 2014 9:19 pm
by SekritThunder
Thanks for the advice Kirin, I feel my newest animation is spaced and eased better than all the rest. Thanks for the constructive criticism.

Re: Sekrit's Animations .:.:. Valt + SigSword Test

PostPosted: Fri May 02, 2014 9:27 pm
by Chris
You have potential, but you must move every JOINT in a FRAME, unless you're Nutcracker.