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LlamaPIVOT wrote:The attacks need faster acceleration. In reality, the only slow portion might be the build-up, but the attack itself is a very quick movement. When extending the limbs in an attack, try and make the move last no longer than two frames; three is where it starts slowing down.
Stiffness is also an issue to look at, but you've been told this enough times. Just try and move every joint, even if by a small margin, to alleviate the stiff feeling.
TheLegendV wrote:hah, i duunno, on the combo anim you need to work on poses and stuff. Also, i saw the you animate the punch in that unrealistic - like way.
I don't like it. I did that kind of punch when i was a beginner too. Doing punches like that makes the punch no power.
make a punch like this:Spoiler:
Anyway, that was a smooth animation. Good job!
Well on that sneak peak thing, the fall is suppose to be quick not so slow and smooth.
Also work on physics. I don't understand that ball moving for no reason .. ____
FLIPit949 wrote:I'll work on the punch, thank you.
I have to change the direction in which the ball is rolling because it is reversed. The ball moves due an effect which, if my mind isn't failing right now, is called the bernoulli effect and the differences in pressure in air
FLIPit949 wrote:TheLegendV wrote:FLIPit949 wrote:I'll work on the punch, thank you.
I have to change the direction in which the ball is rolling because it is reversed. The ball moves due an effect which, if my mind isn't failing right now, is called the bernoulli effect and the differences in pressure in air
what kind of effect is that?
Root wrote:I think that it's really great that you're trying to incorperate advanced physics into your animation, but I don't really think that this is a good place for it. I doubt that the force from the air pressure is enough to move a ball of that size, and something like that will only confuse viewers. Nice idea, though. For the actual animation:
- The guy being blown away has very unnatural movement because:
- He is off balance, standing on one foot for an awfully long time.
- When he sees the falling guy, he moves his head up only, without any other body movement in the torso or arms.
- There is no idle stance in use.
- He is blown away too slowly, and possibly a little too vertically. His pose also needs to have his head, limbs, etc. bending in the opposite direction than he is flying.
- The guy falling falls too slowly. Increase the speed, and do the same thing to the pose as I mentioned above.
- I have no idea why his leg is sticking up when he hits the ground.
- Try adding more bounce to him when he hits the ground.
If you want a good example of about what you were going for, look at this:Spoiler:
Courtesy?
Jojishi wrote:First animation, the electricity seemed good and I liked the flame effect. When he flew up into the air his legs were stiff because you weren't moving them any. It looked okay, but could have looked more fluid if there was some movement going on.
In the second animation, you've moved all the limbs in all the frames, so good work there. You've attempted to ease (slow down/speed up) and it comes across okay, but you have shakiness. What this basically means is that when you've slowed it down as the figure bends down, the spacing jumps around inconsistently like this |------------|------|----------|---|-------|--|-| when it should be like this |----------|-------|-----|----|--|-| ("|" = frame, "-" = spacing). The spacing is the movement from the previous frame. Make sure the spacing is more consistent and doesn't jump suddenly. Any increase or decrease in speed should happen over a series of frames.
Hope this helps.
SupaPig wrote:I really like your style, and for a guy who hasn't been animating in that many years, you're amazing! Anyways, one thing I noticed was that in your Sword Slash, there a few small mistakes. The first was that in the beginning when the blue guy appears, his left foot slid into the other position rather than stepping into that spot. Second, when the red guy falls into the screen, in the last couple frames of falling, he seems to move too much to the left. The momentum of the fall would land him closer to the right of the screen. If you compare when he comes to the screen to where he lands, you will notice that it's not even. I would recommend using more onion layers for this, to make sure when you ease the objects, it moves evenly. Third, the blue guy just seems to flip himself to face the red guy. Is this an issue? If it's meant to be like that, then disregard me for being stupid. Third, when the blue guy jumps, he should hang in the air when he reaches the epoch of the jump a little longer, because you don't just start to fall as soon as you reach the top of a jump. But anyways, overall this is excellent work! Keep it up man! :D
Courtesy?
Root wrote:You seem to be having trouble with wheel kicks, so I'll just leave this here for you to use as reference:
By Lush
Hope it helps!
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