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Author Topic: WIP PSA Workshop  (Read 702589 times)
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    « Reply #1455 on: July 06, 2014, 05:38:29 PM »


    I swear to god, all the gifs I make are waaay too big. Then I resize it so that it can be uploaded, and then they turn up tiny.



    custom rigged tentacles for my Dark Link PSA, I wanted to see if they would animate the way I wanted to, and fortunately they do.
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    « Reply #1456 on: July 06, 2014, 06:58:30 PM »


    1.) Upload to an image hosting website. Ex: http://imgur.com/
    2.) Copy the BCC Code url.
    3.) Paste it in this thread.
    4.) Profit.

    It can't be any easier. ._.


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    « Reply #1457 on: July 07, 2014, 09:40:47 PM »


    Finally finished re-animating her aerials
    B-Air

    U-Air

    D-Air

    F-Air

    N-Air


    The N-Air and the F-Air are kinda rough because they were frustrating me very much, so I settled for that. Luma attacks differently in her Down and back aerial attacks. Where Rosalina doesn't cover, Luma does. Oh, and I made the Saturnian Ring and animated it!

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    « Reply #1458 on: July 08, 2014, 05:00:26 AM »


    This looks really smooth! You made a great job with them!
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    « Reply #1459 on: July 10, 2014, 03:44:30 PM »


    www.youtube.com/watch?v=2mFCu-PLHJk
    « Last Edit: July 10, 2014, 03:49:32 PM by SonicBrawler » Logged

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    « Reply #1460 on: July 10, 2014, 08:28:11 PM »


    That is absolutely frickin' amazing. I love it!
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    « Reply #1461 on: July 12, 2014, 02:40:10 PM »




    I'd like a lot of critiquing on the run animation.

    I also realize that I messed up a keyframe near the end of the run.
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    « Reply #1462 on: July 12, 2014, 02:59:11 PM »


    All I can think of is toe movement... lol...
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    « Reply #1463 on: July 12, 2014, 03:00:47 PM »


    All I can think of is toe movement... lol...

    I didn't add the toe to the control rig in maya. I'll be sure to fix it.

    Anything else?
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    « Reply #1464 on: July 12, 2014, 03:04:52 PM »


    I forgot this thread existsed, so I should probably post some GIFs here as well... lol...

    Getting back into the hacking scene by making another Update to Gunslinger Samus. Decided to revamp her animations, as well as make new attacks for her.

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    « Reply #1465 on: July 12, 2014, 07:24:10 PM »


    @Zed

    -His feet go through the ground

    -Needs hip/pelvis movement along with a little shoulder movement.  They're stiff

    -around the time he hits the edge of the floor it looks like he tilted sideways away from the camera. His front leg also pops/jerks too.

    -your knee animations are wrong I think.  When you run, the lower legs stay back for a while and swing forward at a point (check out some runnings references)

    -I personally think he bounces up and down too much. It seemed like you were going for lower sheik type of run. If you are, his upper body needs to be lower and more forward/off balanced

    -The animation is very linear.  There's no easing.  Things stop and go abruptly.


    @Bloody

    Run Animation
    -She needs hip and upper body movement/rotation.  It's stiff. Her neck is also very rigid and stiff. 

    -It kinda looks like she's stomping a bit.  It might be due to her legs not fully extending before planting.


    Backflip

    -Its a bit too fast for me to read and give solid criticism on but I'll try. 

    -There's no start up, but I guess thats understandable if it's for a dodge.

    -Her upper body seems very stiff throughout.

    -On plant, her backwards momentum suddenly disappears.  Have her "fall" back a little and have the "extra" leg support that -- stopping the horizontal momentum.

    3rd animation

    -Again, a bit too fast for me to see whats really going on.

    -the supporting hand doesn't look like it's supporting weight.  Neither does the pose look like it needs a hand for support. 

    -the lower leg abruptly stiffens and dies (lol) when she crouches.  Try having that leg extend out more or ease out a bit instead. --The other leg has the same issue.  Her momentum all of a sudden dies when she hits the ground.

    -Her shooting arm is weird. You'd expect someone who's great at shooting to have a steady hand.  The arm also snaps into place instead of swinging into place.

    -


    I'm tired of typing =/.  I'll give more crits later or tomoro. I got things to do lol

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    « Reply #1466 on: July 12, 2014, 07:52:38 PM »


    Run Animation

    - I did have some torso and hip rotation in there. You suggesting I add more?

    - That does kinda make sense... lol...

    Backflip

    - There is actually 5 Frames of Startup before doing the actual flip. Yes it's for a dodge, so I can't do much about it there.

    - Her back was arched back during the flip. Though it did not bend forward at any point. I'll probably change it at some point.

    - After thinking about it, I think you're right on that point. I do lose some of that leg movement I initially wanted though... lol...

    Side Tilt

    - My only excuse to this was that I honestly don't know where else the arm should go... lol... Maybe the other side of the leg would be a better option... lol... Upon me frame by framing it, I found that the arm clipped through the leg as well... lol...

    - That was just pure laziness on my part... lol.

    - Momentum and velocity are things I should take more into consideration... lol...
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    « Reply #1467 on: July 12, 2014, 10:32:59 PM »


    -His feet go through the ground


    DOH!

    Quote
    -Needs hip/pelvis movement along with a little shoulder movement.  They're stiff


    Definitely will do.

    Quote
    -around the time he hits the edge of the floor it looks like he tilted sideways away from the camera. His front leg also pops/jerks too.


    I... don't quite follow

    Quote
    -your knee animations are wrong I think.  When you run, the lower legs stay back for a while and swing forward at a point (check out some runnings references)


    I was using a running reference. Specifically, this one: http://cdnimg.visualizeus.com/thumbs/0e/b7/animation-0eb7aa35da77b2bc02f6a5db26b57b67_h.jpg?ts=93246

    Quote
    -I personally think he bounces up and down too much. It seemed like you were going for lower sheik type of run. If you are, his upper body needs to be lower and more forward/off balanced


    I wasn't going for a low run. Although I might consider it.

    Quote
    -The animation is very linear.  There's no easing.  Things stop and go abruptly.


    Explanation on this would be awesome.
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    « Reply #1468 on: July 12, 2014, 10:46:39 PM »


    Quote
    -The animation is very linear.  There's no easing.  Things stop and go abruptly.
    Quote
    Explanation on this would be awesome.

    What he's saying is like... Say for example, you have a ball with a tail. The ball stops but because of Physics, The Tail is lighter, and wants to keep going. The animation term for this is called Overshooting. Before an action goes to it's rest position, it would overshoot, and go a bit farther before transitioning back to it's next position.
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    « Reply #1469 on: July 12, 2014, 11:10:24 PM »


    Yeah what Bloody Canadian said.  For example, take a look at link's back foot when it goes from "going back" to "coming  forward".

    Quote
    I was using a running reference.---
    The issue with using non-real references is that you'll also be inheriting/using/referencing any issues it has. 

    ____

    @Bloody

    Quote
    - I did have some torso and hip rotation in there. You suggesting I add more?

    Yeahp

    For the side tilt, add some recoil coming from the gun.  It'll make the animation more interesting..and make a bit more sense since she's shooting it.   Actually think about adding shot recoil to all of the animations that shoot.  It seems like that's the main thing missing from them.
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