The tick at 40 is just a slightly different pose. It won't "tick" after I change all the tangents, which I'm about to do.
Ganon isn't directly contacting the victim. If I could, I'd show you the ingame recording that the requester gave me, but it's not hosted anywhere. It's more along the lines of the opponent being surrounding by dark energy about a half arms length away from his hand.
Since it's not a normal grab where you catch with the hand, the animation should make more sense. Also yeah, the requester said it's from OOT, though I've never played it =/
Think about how long you want an action to take. Then match your main key frames to that. The new batch's timings are all odd, where small actions take forever to happen. For example, the startup of JumpStrike, Link takes too long to grab his sword. If you want to keep the overall action slow, make the jump anticipation last longer instead.
For the jump strike, you didn't give much details on the mechanics, but I wanted to give a little input. There could be a "minimum" movement allowed that's in the animation already. That way, no matter what the player does, it looks good. Then, the toggle stick would only allow a small influence to either increase or decrease strike distance. The influence values should be less than or equal to the default change in horizontal distance per frame of the animations strike. This means that if the player holds back, they won't actually go backwards and look broken....
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I just started this animation today. It's a requested grab animation. It looked simple enough so hopefully I'll finish it =/.
Although the legs are wonky, it looks great. I like the change to the arms. It looks a lot more natural.
The legs looks weird because you failed to convey balance and weight shifting. You cannot lift a leg and remain balanced until you shift weight onto the grounded foot. All that means is that you begin moving the upper body over to the other leg before lifting a leg.
What do you think needs to be done with the wait? Right now it looks really lack luster and just odd imo, but it's the best I could do with the little effort I used lol
Hmm.. The dips after the first could be removed. They're just unnatural movements that distract.
Also, don't have link look at his second arm. I used to have a habit of doing a similar movement all the time during baseball. If you're trying to animate a habit that's done under pressure, don't have him look directly at his arms or exit out of battle stance too much- that's not smart in the middle of battle. (In my case, I remained, for the most part, in ready position, crouched and eyes focused on the batter, while I fixed my glove)
Of course, if you want him more relaxed, then go ahead and break the ready stance. But, you'd have to slow the pace down more.
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Take a look at this. It's about moving holds (I don't think I posted this here before?)
Work on this to avoid robotic movements and add more weight. Moving holds is about the transitions from one pose to another. You can think of it similar to when you used to only use linear tangents, then learned about curves.
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For anyone interested, I've heard lots of good things from this book, made by Richard Williams who animated for "Who Framed Roger Rabbit".
He talks about physics and explains them in the context of animation. He goes into forces, rotational intertia, momentum, walking, balance, weight shift, dynamic weight shift... a lot. Take a look at some vids and see how you can apply some ideas.
For learning purposes, try to apply ideas and understand at a comfortable rate, otherwise you may get overwhelmed. --
Back to the spin attack. After trying to spin like link, maybe his left leg should lead the spin. His feet are the foundation on which rotation is created, thus they need more emphasis. You need to visually convey that more. At the moment, his back leg just "lifts", then the rotation starts- it feels weightless. Instead, try to make his hips/body in the direction of rotation before his foot lifts. That should visually show that his feet are moving his body- it makes sense.
The slash itself should be pretty quick, I think you can get away with alot there.
The other key point to emphasize is the plant. Once the foot plants, Link still has rotational inertia. If he wants to forcibly stop rotating, he needs to plant that foot. From your animation, it seems there's an "finisher" slash. From my attempts, I can get that feel only by planting the foot first which allows a stability (important) and that little extra "oomph" for the ending.
Fix those key points and you'll be fine.
As much as I like animation, I haven't been practicing lately. But, I hope the crits is still helpful.
Wait. Nano. You mean importing brawl animations into maya or animating for brawl in maya. Afaik the former is still impossible. Please prove me wrong Id love to be able to import brawl animations into maya
Of course its possible. Though, unless you're a programmer, you have to wait for someone else to make the converter for you.
I figured, since there are some aspiring animators in these parts of the internet, some of you guys might enjoy a video talking about some concepts of animation.
One thing he says that I really liked is the idea of animating to create a "feeling" and how an animation is an overall composition of movements working together, not just individual details.
I posted it in here because there's no general animation thread...(?)
Curve: Select a bone/joint/control(Human IK). Open the graph editor (Window->Animation->Graph Editor). The curves you see are what I'm talking about. The tangents, like in BB, show when selecting a keyframe (the dots on the curve/line). The tangents just affect the err curve heh of the...curve....lol that's not helpful. You're just gonna have to look at the curves and make sure there isn't anything weird going on.
RPG Maker, Ruby? I don't know anything about it, sorry =/. But, I still wouldn't mind giving help/advice in anyway I can. Do you have any of your previous progress anywhere?
Hi. As the title says, I'm going to extend my break to a full-out hiatus.
Remember that SSB fan-game I was working on? I've resumed its development. I'm continuing to program my engine and other stuff, and I also learned how to make looping OGG files, making them similar in playback to BRSTM files.
As I said, I will also be using models from Brawl and Brawl hacks to make character, stage and other sprites. I should also learn how to model and texture for this purpose, since there are playable characters on my roster that don't have BrawlBox-viewable models made for them. D:
Anyway, I'm just leaving this here for anyone who's curious.
That sounds awesome. I'd really like to keep up with your progress- do you have a devlog somewhere? I wouldn't mind help you code some things either. (I managed to make myself really busy, so really, I can only give advice). Before I came back I was working on a now-dead 2d brawler. The moveset system is based on PSA which is mostly finished. If you need help with that, I'd glady help you. What are you coding it in? For making characters/movesets, look into some scripting language (python, Lua, etc). I don't wanna go in depth and write too much, but simply supporting scripting makes so things much easier.
How do you animate? The last post's animations are very stiff. My workflow includes turning the default key tangents to Stepped mode and then make all the core key frames. This allows me to focus just on the keyframes and timing without worrying about or being distracted by weird interpolation issues. I call that the blocking phase. After that, I work on small segments. I convert the keys to linear or spline. At this stage, I'm making sure the things animate nicely between within a segment. This is where the "sub"(?) animation comes in and I focus less on the keyframes, and more on the way things move throughout. After that, I hit the graph editor to make nice clean curves and ensure things are doing what I think they should. Then I repeat for the next segment. That's my workflow with HIK and it seems to work good so far.
Heres the first 30 frames of Dins Fire. I just realized that the actual Dins fire goes alot faster than this so I'll have to fix it on the next update. http://i.imgur.com/Xl5XDNE.gif
Thanks for the support. I'd like to get constructive feedback as the main dish and the support on the side =P