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/3/ - 3DCG


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File: 681 KB, 1280x720, BaseballHit.webm [View same] [iqdb] [saucenao] [google]
683295 No.683295 [Reply] [Original]

It seems like everyone here models titties or videogame cycles or some other bullshit. not a lot of character animators here.
still first pass (no face) but looking for critiques/ general character animation thread

>> No.683355
File: 3 KB, 129x90, ret.jpg [View same] [iqdb] [saucenao] [google]
683355

>>683295
why do you go to some wanking board for 13 year olds and not real 3D forum then

>> No.683360

Animating is hard, Id love to learn more. I'm kinda at the flailing around stage where I have no idea what I'm doing and everything is on fire

>> No.683361
File: 875 KB, 320x240, helen runs(1).webm [View same] [iqdb] [saucenao] [google]
683361

>>683295
That´s actually good work, if it´s really yours.
Usually people avoid posting work here like the plague unless is something they truly believe is good enough - which the local 12 year old trolls love to stomp anyway (i saw those fucks doing it to state of the art CG saying it was 'shit').
Back to topic, i personally rarely animate outside BIP or BVH mocap libraries, 3ds max biped system is awesome when you manage to get the hang of it.
Your´s is a hand-animated sequence, top quality too, and tuning one up may take the same amount of time required to create a fully rigged, brand new 3d actor, hence why most people in this board doesn´t do it.

>> No.683362

>>683361
what the fuck why is that creature so shiny

>> No.683363

>>683295
where did you learn to animate like that?
did you go to animschool? somewhere else?
for someone on /3/, that short clip is really well animated for a blocking phase.

>> No.683366

>>683355
Age is a number. Experience carries weight.

>> No.683402

>>683361
thats more of a shitty lazy jog than a run.

>> No.683418

>>683363
Thanks, went to an anim school for a couple years, mostly focusing on the old masters work

>> No.683419

>>683361
not sure what BIP of BVH are, but yeah that's a good point. The only thing I don't know how to do is rig because it seems so technical and boring. maybe someday soon

>> No.683429
File: 685 KB, 856x480, 1998 02.webm [View same] [iqdb] [saucenao] [google]
683429

>>683419
To tell the truth, it is.
Rigging with biped in 3ds max is less precise but faster with the biped system - armpits and croth usually being the main problem - but the animation tools are awesome, you can make complex poses and movements in minutes, faster than in DAZ (at least for me, i don´t have practice in DAZ), the difference being that DAZ models are already rigged (and textured and fully ready to use for that matter), so if your thing is animation only you could have a shot with DAZ studio.
BTW, you didn´t mention which software you used to animate the baseball bat dude.

>> No.683430

>>683429
>BTW, you didn´t mention which software you used to animate the baseball bat dude.
its obviously maya you dumb fuck

>> No.683431
File: 253 KB, 1280x720, BaseballThrowtest2 (1).webm [View same] [iqdb] [saucenao] [google]
683431

>>683429
Thanks for the info, and yeah maya 2018

here's the first half

>> No.683654

>>683295
I cant pay for the software but i can download the pirated versions
Do i need houdini and similar software or zbrush, maya, 3ds and autodesk are more than enough?

>> No.683659

>>683431

anon that's pretty good, but I think /ic/ has the better animation thread. i'm sure /3/ stuff would be welcome

>> No.683716

>>683429
she raises her hands before tripping

>> No.683717

>>683654
What?

>> No.683722
File: 1.32 MB, 856x480, 1998.webm [View same] [iqdb] [saucenao] [google]
683722

>>683716
Heh, Blame the mocap actress. This was a bhv file from a stock library.
And editting those out to make everything look seamless is a pain, let me tell you.
>>683654
I can vow for 3dmax since i´ve been using it since it was created, but that´s my problem because if you´re new you need something
more easy or more worthy of the learning curve. Maya if you´re going only to animate and render (not for games, and it´s Pixar and Disney´s software of choice) and DAZ if you´re in a hurry and don´t mind animating ucanny valley 3d realdolls.

>> No.683728

>>683722
>Blame the mocap actress
No. The blame is yours for not cleaning up the mocap.

>> No.683767

I love to animate, but I'm still very amateur, especially compared to OP. I made an animation thread a while back and was a bit saddened to see how few people actually make animations. No one wants to share their work either, like >>683361 mentioned.

Anybody have a youtube channel or something where you upload animations to? Here's mine: https://youtube.com/channel/UC8lzBr4nItMMdOnqNKSHdaA

>> No.684064

>>683767

Pretty sweet, I make beautiful music videos:

https://www.youtube.com/watch?v=niClg6ZmhW0

unfortunately I made one recently and Youtube took it down for copyright. Fuckin pissed, took me like 3 months

>> No.684380

>>683295
i love to animate but it's tedious as shit so i dropped out
i tried to animate a dragon but this was my last work https://youtu.be/De_HEje5uBw

>> No.684622
File: 467 KB, 960x540, SnarlingGiantDingo.webm [View same] [iqdb] [saucenao] [google]
684622

>>683295
I ADORE animation. I don't have the patience for modelling, but I can sit down and animate for 8 hours straight. I feel you, OP. Feels like the animation community is relatively a lot smaller, so in lieu of asking for advice I just bought a bunch of textbooks.

>> No.684623
File: 884 KB, 1920x1080, BlandDescriptiveEft.webm [View same] [iqdb] [saucenao] [google]
684623

>>684622
here's another thing I did

>> No.684638
File: 106 KB, 750x924, 1558971506181.jpg [View same] [iqdb] [saucenao] [google]
684638

>>684623
How the fuck did you animate the blade? How is the blade rigged? Can I have it?

>> No.684642

>>684638
I found the blade online (I think turbosquid or blendswap) and made the rig myself. It's very basic. 3 segments of armatures, with the handles parented to the base of the blade.

>> No.684675
File: 808 KB, 1280x720, revisedbaseball.webm [View same] [iqdb] [saucenao] [google]
684675

About done this guys animation, what doesnt sell/ doesnt read? If you were in a theatre and saw this what would be "off"? dick me dirty /3/

>> No.684683

>>684675
initial slip of the bat from his hand doesn't seem like there's enough force/momentum for it to fly up that high.
otherwise looking fine to me

>> No.684712
File: 83 KB, 299x507, 1527992549562.png [View same] [iqdb] [saucenao] [google]
684712

>>684675
>>684683
Not an animator but to me it reads as if someone is toying with him, pulling the bat up. I suppose it's intentional?

One thing that jumped at me, the head appears a bit disconnected from the torso around this frame. I got the same impression also on the previous version.

>> No.684717

>>684712

Yeah it is supposed to be a slip, trying to figure out how to get enough force that he can nervously toss it that high. Thinking having it rotate in the air might help, but also more shaking in the hands prior

>>684683
It does honestly look like there's a string attached plling the bat up, so fuck it maybe I'll just go with that, get on my Magritte shit

>> No.684733
File: 154 KB, 719x1104, Ishygddt.jpg [View same] [iqdb] [saucenao] [google]
684733

>>683295
A C Q U I R E D

>> No.684746

>>683366
and depression comes in when you see that 22 year old guy that already worked in several films

>> No.684768

>>684746
We may all start from different places, but we all end at the same one.

>> No.684924

>>684717
have the fists clenched after the bat slips out

>> No.684954

>>684675
Why does his left arm drop at the end? Might be better to keep it on the bat.
As for the bat going up, maybe you could have it "pop" up because he is holding it too tight with sweaty hands.

>> No.684974
File: 441 KB, 836x468, BossGoblinJump.webm [View same] [iqdb] [saucenao] [google]
684974

>>683295
im an animator from /vg/agdg

though i never post here

>> No.684982

>>684924
Thank you, actually really effective don't know how I didn't think of that

>>684954
That's a good idea, add a little stretch and squash in the bat as it's releasing and a lot of finger tightening.
In that case I might just start with the bat vertically

>> No.684983

>>684974
I wish "animation" wasn't split between so many boards (/ic/, /3/, /co/ etc)
I guess character animation alone isn't that common of a skillset to have, but to me it seems like the fucking vanguard of the art world. All other major arts are thousands and thousands of years old. Character animation is like 150 max. There's so much to explore

>> No.684999

>>684675
he could realise that he cought the bat and have control in the full anticipation of the swing. the sillyness of the action works but interruption of motion drove me off.
great work!

>> No.685013

>>684974
How long does it take you to make one animation like that?

>> No.685016

>>685013
i think thats a game animation, one that can be used for a similar character and doesnt have much information to load fast in a strategic game i suppose.
it will take 1/4 of a full animated character i asume

>> No.685019

>>685013
maybe an hour or two to look passable, fixing and adjusting over the weeks as i kept looking at it. even now its a little tweaked from this version.

the real key is to decide when not to change anything nobody but you will notice.

>>685016
this character has several attacks and movement animations and other things, this will be maybe less than 5% of his entire kit

>> No.685020

>>685016
>>685019
Damn, that's less than I thought, though you might be experienced already

Any learning resources for a scrub? I've tried doing a basic run cycle, and it looked kinda fine but just handling Maya and it's crashes was such a pain

>> No.685021
File: 643 KB, 479x266, jugg.gif [View same] [iqdb] [saucenao] [google]
685021

>>685020
i studied 3rd strike sprites a lot

https://zweifuss.ca/

i also try watching things like planet earth and studying monster hunter videos frame by frame.

run cycles can be tricky and are sort of a barrier to entry . it can seem a lot harder than it is . especially if youre just starting out. i would try doing more "fun" things at first to get the hang of it. i did this early on and i learned a lot from it. should have finished it properly though which i regret.

theres that really good disney animation book i forgot the name of. its mostly history but there are some gems inside . and theres also that animators guide book pdf somewhere online discussing old school disney type animations.

generally what i like to do is set up my keyframes without interpolation. that way i just visualize in my head what the inbetween frames look like. and adjusting them as i go.

a more advanced application of keyframing though is lets say your character is jumping. and it looks okay at best. but something is missing youre not sure what. your keyframes are on 0-5-10-15 for your jump animation. but lets say you shift your upper body animation speed it up. change the timing. now it looks more realistic. because when a creature wants to move. it does not move all its limbs at the same pace. this can even be done with walking animtions where you can stagger keyframes or split keyframes based on limbs.

knowing when to scrap everything and start over helps too.

>> No.685023
File: 2.58 MB, 679x766, stabbyTheCrabby.gif [View same] [iqdb] [saucenao] [google]
685023

>>685021
oh another thing i do is stand infront of my large mirror and act things out. which sometimes requires me to get on all fours for creatures or something. in rare cases i record myself with my phone

>> No.685025

>>685013
>>685019
i think the question was about the detail and how you can get a passable animation that looks good but it takes no that much effort. and how much you should know to accomplish it

>> No.685026

>>685020
animation is about going crazy. but if you want to transmit human empaty, you first need to watch and study people, know the guide lines of explesion and always anticipate any momevent.
timing!
start with lines and then add weight and mass.
i dont know, just watch and ask why it does that

>> No.685042

>>684622
Would love to see this in slow motion. Look smooth.

>> No.685159
File: 1.08 MB, 720x1280, VID_20291230_192317_813.webm [View same] [iqdb] [saucenao] [google]
685159

I very recently started animating, havent revised this one with the graph editor yet, but i modeled and rigged and animated this boy, i there is tons of stuff i still have no idea how to do, including rendering or recording my screen so sorry for the bad video

>> No.685161

also i made this one

>> No.685162
File: 1.27 MB, 720x1280, VID_20401029_094627_735.webm [View same] [iqdb] [saucenao] [google]
685162

>> No.685164

>>685159
There is a render tab in the properties panel with everything you should need other than adding a camera to the scene.

>> No.685169

>>685159
>recording my screen
ShareX, my dude.

>> No.685174

Is there any way to render animations of high quality models faster, it seems like it takes a while

>> No.685176

>>685174
Efficiency with lighting and render settings, and gpu based rendering

>> No.685178

>>685174
Install 2.8 and use eevee or workbench.

>> No.685589
File: 867 KB, 1168x726, hjhgjg.png [View same] [iqdb] [saucenao] [google]
685589

I'm looking to have some animated fantasy monsters made for about $150 each.

Should I search for a guy able to handle all of it and willing to do it for that price or split it up into a modeling job and rigging/animation job?

And how many tris should I expect for that price?

Thanks.

>> No.685681

>>685589
Hey dude I am capable, and able to handle if not all, some of this work and would be happy to, you can contact me by my email rigblik2@gmail.com or my instagram @rigblik. I am also willing to nagotiate lowering the price.

>> No.685682

>>685681
>I am also willing to nagotiate lowering the price.
This makes me sad. You're supposed to negotiate up, not down.

>> No.685683

>>685589
I use blender to model rig and animate and have a good amount of expirence modeling and animating, especially creatures of sorts. I also have lots of free time to do this

>> No.685685

>>685682
I do this because i like it, money is not the most important thing to me

>> No.685719

>>685685
Well then, thank you for helping drive the prices of everybody else down.

>> No.685742

>>685159
Pretty crazy that someone that's learning animation, rigging, modeling at the same time (I'd assume) is capable of making a pretty decent rig and model (considering I doubt you have formal art or design education) while making some ass animation. If I could just rig i could fuckin take over the world

>> No.685763 [DELETED] 

are you saying my animation is ass? because like, its my first one, and stfu literally just learn how to rig its not that hard

>> No.685764

>>685742
thats mean stop its my first animation, and you can learn to rig i dunno why your talking like you cant

>> No.685786

>>685742
rigging is hard only if you want something very advanced and flexible
generic dood rig is a 1 button push in maya

>> No.685825

>>685786
It's more that rigging takes a lot of trial and error and using patients and tedious methods, but it's not hard like animating is

>> No.685840

>>685786
well waht's the fucking button tough guy?

>> No.685843

>>685023
This is normal practice for animators. Like I've said to my acting friend, animation is just acting in slow motion.

>> No.685860

Trying to animate the first character for my fighting game at the moment.

Question: can I rig a model with IK on the arms and legs, animate with keyframes etc, then delete and d " apply" the influence the IK bones had and be left with just the bones?

>> No.685875

>>685860
You mean baking? Yeah. That's how you do it. You described the standard videogame workflow?

>> No.685890

>>685840
https://youtu.be/mnwRFMAaFGs

>> No.685918

Is there anybody who animates characters in C4D?

>> No.685931

>>685918
Is it even possible to animate in C4D? I thought all they did was buy some motion capture packs, or perhaps beg their animator friends for some Alembic caches.

>> No.686002
File: 1.91 MB, 1138x480, Shot Comparison.webm [View same] [iqdb] [saucenao] [google]
686002

I've been at this for years, and at this point I don't know whether I'm being limited by the software (Motion graphs? What are those? Carrara, for context) or if it's just I suck that hard. Everything I'm doing now is just because I need to finish so I didn't completely waste years of my life on this project.

>> No.686066

>>686002
It's not the worst animation, but it doesn't read well. What is he doing in the first part? And the second? The offsets/drag are pretty nice, though I don't think the wings should be flapping that much in an idle-y animation like that

>> No.686071

>>686066
This is a single shot sandwiched between multiple, so there's missing context, and the new shot is replacing the old shot. The flapping is because he's hovering in the old shot, which later I realized from a realism standpoint doesn't make much sense, so that was axed and the sequence reconfigured a bit. Though originally the reason for the hovering is because it's empty track beneath him.
In both he's looking inside a wagon to reveal the robot he's going to fight, though there's a cut for the robot reveal in the old shot that isn't represented here.

>> No.686074

>>686071
Ok
If you want a revision:
The hoverings fine but he does not look like he's preparing to fight unless he's Rango from Rango. Fighting is a tense activity and has a lot of rigidity. You should hold the poses where he's showing off his fists etc. for longer.
If I knew there was a killer robot in the area, I certainly wouldn't be looking behind myself like that as I'm opening a hatch to where to killer robot would potentially be ( Or if I WAS, I would be quite startled once I looked back into the room and saw a killer robot)

=There's a lot of floating that gives him a very nonchalant vibe and the fact there's no facial expressions exxagerates this a lot

>> No.686077

>>686074
I mean, there's a reason I'm replacing the old shot, and he doesn't actually know he's about to fight it at that point in time. Literally the shot I'm (re)animating right now is the next shot where he's getting a barrel of arm cannon shoved in his face, so I hope that communicates things better.
Wish I could show better what the intent is, but the entire thing is in such disarray with redone shots / shots to be redone and shots that are staying but have to be reconfigured I can only show really outdated versions from years ago of what the overall general intent is, horrible animation and all.
https://www.youtube.com/watch?v=7iaMln91YlY
Also, facial controls that read well is the one area of that rig I skimped out on for whatever inane reason those years ago when I made it, that's one of the major areas I know is gonna get a lot more attention whenever I make a completely new rig for that character.

>> No.686309
File: 2.60 MB, 1138x480, Shot 10 Comparison.webm [View same] [iqdb] [saucenao] [google]
686309

Don't want to spam this thread with my own stuff, but no one else is posting and working in a vacuum sucks.
Every time a shot is finished it's either 100% horrible, or approaching halfway decent but /something/ is missing and I can never seem to figure out.
Also it's a shame 3/4ths of the actual effort isn't even in frame, but there's a bunch of reflective surfaces in the area and I don't really want to find out half way through the final render that you can see stiff body parts clipping all over the place.

>> No.686310
File: 1.55 MB, 1138x480, Shot 10 external Comparison.webm [View same] [iqdb] [saucenao] [google]
686310

>>686309
That external shot shouldn't be cutting itself off like that, no idea why it's doing that.
Also for whatever moronic reason trying to add a text overlay in kdenlive is causing the video to flicker, thought it was a framerate mismatch issue the first time, but it was doing it even when I was sure I made it go the right framerate. I swear this video editor is determined to be a absolute pain if you're not conforming to "standard" resolutions.

>> No.686330
File: 1.65 MB, 1920x1080, output.webm [View same] [iqdb] [saucenao] [google]
686330

>>683295
Do you have a job OP or are you practicing/studying.
This walk cycle is probably the best thing I've made so far.

>> No.686348

>>686309
>>686310
Let me guess, you animate in blender. Has that cheap floaty "Blender animation" look to it.

>> No.686349

Test

>> No.686352

>>686348
No, Carrara. Blender's UI was/is so completely incomprehensible I'd of rather spend money on literally anything else. This was a /very/ long time ago though, and 2.8 looks like it's /almost/ at the point that it's usable without having to have a aneurysm. Almost.
May port the animation to Blender when it comes time to render as Carrara's native renderer sucks hard, and after burning cash on a compatibility program for the Lux renderer found out that's completely useless in Carrara as well.

>> No.686361

>>686352
Learn Maya if you are at all serious about animating.

>> No.686363

>>686361
You say this as if I hadn't considered using the industry 'standard' for such things instead of some literal who program that's been neglected by the company who owns it and is probably a decade out of date as far as modern features go.
The reason I haven't / don't use Maya or the rest of Autodesk's software is 'cause I refuse to use and have assets tied to software I can't just /buy/ and have a plain .exe installer & license code sitting in a text document without any required online login BS. In the past it was because 13 year old me couldn't afford $3000+ software (current year me can't either, but that's beside the point) nor was I in a position where I could pirate it, even if I wanted to. Now it's because I refuse to endorse software on subscription, and I'd like to get into game dev or the like at some point, which using pirated software to do so legally gets dicey, as well as I still don't want to pirate it generally. Well aware I probably shot myself in the foot for doing so, but the slightest most minuscule amount of possible legal issue is something I don't want to deal with.

>> No.686364

>>686330
Yeah I work on a 3D tv show. And that's a very nice walk, big fan. Did you make the rig? Do you have work?

>> No.686365

>>686363
Autism levels this high shouldn't be possible, lol. What happens if I say your trigger word again? "Maya"

>> No.686366

>>686363
Just use is fucker. It takes 3 seconds to get a student version, it's the exact same, they don't check and even if they somehow saw were to see the code of your og files, there's even a way to remove that trace

>> No.686368

>>686365
I never said I didn't want to learn it, just not in a position where I can have the software (in a reasonable manor). Almost went to
>Art school
both to try and get some industry contacts and to finally learn it.
>>686366
Well aware this is peak autism, but I don't do student versions, if the software isn't free I'm buying it so there's zero question of whether I can/can't & should/shouldn't be doing literally whatever with it. Wasn't aware that there's a way of removing the garbage "THIS WAS MADE WITH A STUDENT VERSION" from the files, but my point still stands.

>> No.686372

>>686368
To completely clean a file all you have to do is save as .ma, open it in a text editor, and delete a line from the top that reads something super obvious like STUDENT_VERSION = TRUE;

>> No.686376

>>686364
Thanks.
>Did you make the rig?
No, it's one supplied from Uni.
>Do you have any work?
Currently not quite, I'm busy with Uni but do animations for Ten Pin bowling systems on the side.

>> No.686403

>>686376
That's fucking crazy. I was just thinking the other day how weird it is that all the bowling score machine animations are like 20 year old 3d animations. But then again it makes sense, "if it ain't broke don't fix it." What kind of stuff would you do for it?

>> No.686404
File: 2.83 MB, 1920x1080, Superhero Landing 740.webm [View same] [iqdb] [saucenao] [google]
686404

>>683295

Sometimes. Not often though. I rarely render anything and when I do it's usually a very rough render as a reference for a 2D illustration.

But sometimes I'll render something just for fun.

>> No.686405

>>686403
Your actually spot on with 20 years old, the files they gave me date from 2001-2003.
>What kind of stuff would you do for it?
Just adding more spare, strike and miss animations. Maybe an animated UI icon.
They tell me the type (strike, ect), the characters that will be in there and the rest is up to me. They can't go more than 6 seconds though.

>> No.686408

>>686368
I'm none of the guys that you're responding to but I really think at this point Autodesk hires people to shill the software. I think it's all to play the long con and keep Maya the industry standard by having as many people know it as possible.

Maybe I'm schizo but it's not far fetched there aren't many places like /3/ and other companies have been caught doing it on 4chan

>> No.686413

>>686408
yeah there's a zero percent chance anyone would actually prefer Maya lmaoo

>> No.686414

>>684675
I animate full time professionally but with the way the industry is and 4chans reputation, id never post any serious work here.

I think it's a solid piece, the slipping part is a bit hard to read like other comments mentioned. Maybe have it slowly slide up as he squeezes it until it pops out if his hands.

Also it looks like he isn't really pivoting on the ball of his foot. Though it's not that noticable.

>> No.686416

>>686368
I mean, you might be able to get away with blender here and there company-wise but you're only limiting your potential to be hired professionally. Maya definitely has it's place, good lord I hate animating in 3dsmax though..

>> No.686417

>>686404
I like the idea. Reduce the bone breaking on the landings and don't delay the foot shake as much.

>> No.686421

>>686413
You can't fool me

>> No.686473

What's the best book, video course that I can download right now that will make me a better character animator in 3d

>> No.686475
File: 164 KB, 956x1000, 71WUO8NfbfL.jpg [View same] [iqdb] [saucenao] [google]
686475

>>686473

>> No.686480

whats the best tutorial for learning the fundamental workflow of animation

>> No.686496

i need to learn how to animate in maya. any tips or resources?

>> No.686501
File: 774 KB, 2536x1586, BookaLot.jpg [View same] [iqdb] [saucenao] [google]
686501

>>686480
>>686496

See

>>686475

As far as tips, animation takes a long time. Don't rush it and read this (which covers wonderfully the 12 principles)

>> No.686513

>>686501
thats not really showing the 3d workflow, just animation in general..

>> No.686526

>>686473
Animators survival kit.

Also I'm currently thumbing through game anim it's pretty basic so far but I hear it gets better.

>> No.686527

>>686496
Pluralsite helped me in the beginning. But honestly it's more just developing your sense of motion once you get past the technical parts. A lot of students will put out decent looking animations by nearly rotoscoping reference. It's very important to use reference, especially in the beginning, but don't let it develop into a crutch. Use it as a guide and study it.

>> No.686693

>>686417

I did it to music originally.

>> No.688287

>>685890
>guise check out this one button rig feature for a hairless biped with skin-tight clothing
>but the joints are wrong on that too so let's show you how to rig normally now
I'll stick with advancedskeleton I think.

>> No.688337

>>683355
>forum
Are there any good one?

>> No.688365

>>685023
let's see them videos anon

>> No.688420

>>688337
Depends on what you want to focus in. Polycount is good for 3d modeling, less though for animation. It's emphasis is on games.

11 second club is for acting animation.

There are several discords out there too

>> No.688501
File: 359 KB, 340x506, 1539923472408.png [View same] [iqdb] [saucenao] [google]
688501

>>688420
>Discord

>> No.688526

>>688501
Yeah, I honestly don't use them outside of occasionally lurking here and there. However there are people in the industry there and they do give feedback so that makes it a resource in my book.

>> No.688574

>>688420
Yea. So basically just 11 seconds club then. Reddit sucks, cgsociety sucks. For physical animation like walk cycles, fighting, etc. there's pretty much nothing at all, right?

>> No.688584

>>688574
Polycounts animation forum was the only place I found for game animation. It's extremely slow but you can definitely get feedback, sometimes, maybe. But the more you put yourself out there the better.

I just wouldn't post your futa animations there as most users are browsing at work, including myself.

>> No.688616

>>683355
Nigger you would get kicked out of the forums for posting forums are shit

>> No.688630
File: 2.10 MB, 1250x400, Velns_Chapter_5_Prev_v01.webm [View same] [iqdb] [saucenao] [google]
688630

what do you guys think of this one?
last thing I properly animated, some months old. in this scene a kid with a flute shows up and starts to control the character, forcing him to dance against his will until he gets dizzy and tired. Its based on some folktale, cant remember exactly what was it about or its name.

>> No.688651

>>688630
Not bad. Some decently complicated movement. The feet plants seem really stiff though, regardless of hooves. I didn't read your comment before watching it, so it took me like 2-3 loops to tell the he was dancing. Most recruiters play reels without music (except on lip syncs) so try to make sure it can work with or without sound. Keep it up though!

>> No.688655

>>688630
You rigged this to a generic plantigrade bipedal skeleton didn't you? Once you notice it, it's really distracting.
Otherwise, aside from the landing at the beginning feeling kinda slow for the amount of speed they're coming in at, at points it genuinely looked like mocap.

>> No.688657

>>686330
I just want to say I really appreciate the loop.

>> No.688661
File: 2.23 MB, 1280x720, Cena01V04.webm [View same] [iqdb] [saucenao] [google]
688661

>>688655
yeah, the rigging is a normal biped, it certainly makes the feet look even more stiff then it normally would (one of the things I still never figured out how to make it feel smoother even in normal bipeds). And the landing was time remapped for some reason, his falling speed wasnt as fast, and the actual landing is at the speed that it is shown here. Still, I remember not being all that pleased with that moment, the weight of the torso after the feet touched the ground felt artificial, like you could see when the keyframes pushed the torso down.

>>688651
>The feet plants seem really stiff
yeah, I felt that too, still havent managed to pull it off well, but at least I got past the crab walking phase (everything I animated before felt like the feet were on a different mind of their own, like when a crab moves around and the body looks like its floating while the legs are all over the place)
pic related was about 2 years ago, the feet feel really stiff too.

and about the dancing, I felt that too but didnt had the time to go back and fix, to give each movement a bit more definition and presence, so that the viewer doesnt wonder about what the hell is he actually doing.

>> No.688694

>>688630
Its pretty for the rig and lighting etc but it'snot clear at all what the fucks happening. Good animation even without dialogue shows exactly whats happening even in the corner of one's eye. I dont know when he got tired when he was dancing, but I would highly recommend going thrugh the Illusion Of Life hundreds of times for 6 months and then returning and applying what you've learned to this mocapped / and/or poorly keyed abomination that glimmers beautifully in the light but holds no substance, and it could become something great

>> No.688695

>>688694
timing and posing are the main principles you should focus on though, to boil it down

>> No.688700

>>688694
found the reference
https://www.youtube.com/watch?v=fg-FOLS6kpY
I mean, it aint much. But yeah, the animation is lacking in strong poses that define what is going on, and the timing is something that felt to small for what was supposed to happen (I did have constraints with that, since it had to sync with the acting of a live action kid playing the flute.)

>> No.689645
File: 184 KB, 1280x720, CookedEnlightenedIcelandgull.webm [View same] [iqdb] [saucenao] [google]
689645

>>685042
sure thing lemme get home and render a slowed down version

in the mean time, this

>> No.689749

>>689645
I like it a lot, but the ending feels a lot stiffer then the rest

>> No.689792

>>689645

Yeah that landing is too fast

>> No.689822

>>689645
beginning is promising, but the weight and momentum are very poorly done from the moment she anticipates to raise her right leg until the end

>> No.689831
File: 1.02 MB, 500x281, summer_wars.gif [View same] [iqdb] [saucenao] [google]
689831

>>689645
Solid work, all keyframes are in place. One issue with the timing tho, there's not enough power behind the take-off to keep him in the air for this long, so either make the anticipation to his jump more pronounced or make the follow through snappier.
See the kick in pic related, it's extreme but it's what I'm talking about

>> No.689878
File: 85 KB, 1387x702, 1520531495220.jpg [View same] [iqdb] [saucenao] [google]
689878

Is animation quality 100% dependant on the rig quality?

I tried rigify on blender but is dog shit.

Should I learn to rig?

>> No.689883

>>689878
100%? No. But if you can't move parts of it, or moving it makes the mesh deform like shit, it's going to bring the quality of the whole thing down.
>I tried rigify on blender but is dog shit.
>Ever relying on any automatic tool in its entirety.
Yes, you're going to have to learn how to do things manually. Can't speak for the Blender workflow directly, but any amount of auto rigging I've ever encountered required some amount of cleanup afterwards as a computer simply can't account for whatever particular oddities any given rig may have.

>> No.689884

>>689878
The rig is good, the auto-weighting is not.
I also wish it would have twist bones by default but you can't have everything.
(Yes, bendy bones work, just not for videogames.)

>> No.689891

not professionally, but uh yeah yeah I do

>> No.689895

>>689878
Rigging in Blender is always going to be dogshit. Switch to Maya if you want to learn animation.

>> No.689902

>>689895
>*Blender is always going to be dogshit. Just switch

fix'd

>> No.689940

>>689895
Tardlets need teachers, on whatever software.
Geniuses just grab whatever comes their way, and becomes a virtuosos autodidactically

>> No.689952

>>689940
This boards obsession with plugins and different software is what keeps a lot of you from becoming a good artist.
Once you are STRONGLY proficient in one software, you don't even need to know any others, you can get a good job within that software if you are undeniably good. OR if you know the software that well then the transition won't be that clunky if needed

>> No.690034

>>689645
Don't make the kick the same speed, have it go fast with a long wind up and a long finish.

>> No.691448
File: 367 KB, 1920x1080, oof.webm [View same] [iqdb] [saucenao] [google]
691448

>>689749
>>689792
>>689822
>>689831
>>690034
how's that?

>> No.691632

>>691448
jump looks good. around frame 11-12 AFTER first contact of the feet after landing, the hips/torso radically sway. have the hips/torso start swaying to screen right right after landing, so you dont have that jerking action

>> No.692235

>>686513
you don't learn how to animate in some software and then become an animation wizard
you learn animation principles and you learn how to animate in your software, just fucking google or watch some videos on youtube

>> No.692247

>>686513
the "3D Workflow" is just knowing how to navigate your chosen program. If you learn the principles of animation, you can then apply them to any program you want. The transition from say Blender to Maya would be painless because you're not a Blender Animator, you're just an Animator

>> No.692338

>>691448
Looks good but it feels like she's jumping really easily without much force to do it, maybe bend her leg before the jump and a delay so it makes it appear she's launching herself up.

>> No.692496
File: 4 KB, 300x168, bouncing ball.jpg [View same] [iqdb] [saucenao] [google]
692496

>>691448
imagine a bouncing ball, its shape is not static. her ass should probably be lower or at the same level as her knees when she lands and her recovery should be more gradual.

>> No.692509

>>684064
This is sick. You should update your IG in the video description so I can follow

>> No.695629
File: 236 KB, 500x500, 1537924830931.jpg [View same] [iqdb] [saucenao] [google]
695629

>studio khara is going to switch to blender after evangelion 4.44
it's happening

>> No.695642

>>691448
When throwing a kick like that at the beginning you lose a lot of stability if you raise up on the balls of your feet and it makes continuing the momentum in to the next movement more challenging. (my perspective from a capoeira background)

The spin from the kick comes from over rotating your torso compared to your lower body then "releasing it" to aim with your knees and thighs where your feet should go. In your animation it looks more like the character is getting the speed from the kick by pushing off the ground with the right foot which is weird.

You can actually bring the feet a tad closer together before the spin as well, as that only helps the amount of pre-spin your can wind up,
also as the kick comes out it should be moving around the body quicker than the torso is rotating, that way the kicking leg can "pull" the torso around to be in position for the bigger jump afterwards.

Approaching the first maneuver with more of a action- reaction approach and a lower overall body position and having speed with control before the explosive movement of the second jump, where you can definitely have her hang in the air a little longer and ease the landing a bit will sell the weight of the movements better.

>> No.695985
File: 1007 KB, 404x338, hand.gif [View same] [iqdb] [saucenao] [google]
695985

>>685162
love this
try making the teeth more like a sin wave with constant movement and without anticipation (similar to pic related) instead of just an ease in and out, if that makes any sense

>> No.695995

>>685023
This is based and I do this too.
Sadly working at a studio I'm always too scared so I often note down what actions I wanna do, record them at home on phone then use them at work

>> No.696027

>>692496
this bouncing ball example is wrong

the last smear frame should make contact before the squash

>> No.696064
File: 632 KB, 294x233, newRun.gif [View same] [iqdb] [saucenao] [google]
696064

i animate but I'm not good at it.

>> No.696273

>>684622
How has learning through textbooks been for you that seems very old fashioned but potentially efficient

>> No.696375

>>683355
disgusting pidaras alert

>> No.696378

>>696375
>Russian

Go suck some oligarchs dick brainlet

>> No.696384
File: 122 KB, 780x620, pepe_la_rana_feliz_by_cerial1232-d9xgiha.jpg [View same] [iqdb] [saucenao] [google]
696384

>>696378
says the cumbucket4jews

>> No.696538

>>684746
He didn't do it on his own, he was just lucky to have a wise person impart their knowledge to him.

>> No.696554
File: 35 KB, 559x556, pFn7d32.jpg [View same] [iqdb] [saucenao] [google]
696554

I know you guys are going to hate me for this but I have a confession to make.

I am a very experienced animator. I used to animate

Porn in Source Filmmaker

>> No.696555

>>696554

no my glorious spoiler. fuck you Gaben

>> No.696662
File: 322 KB, 600x337, MechArm.gif [View same] [iqdb] [saucenao] [google]
696662

>>683295
I'm completely new to Maya Animation. I rigged and animated this little mechanical arm.

>> No.696666

>>688661
this is cool

>> No.696693

>>696662

That looks neat anon

>> No.697113

>>696662

That's really nice. Super aggressive when picking it up though, but if that's your intention, it does give it a bit of personality. Has a bit of a "yeah this is mine. It goes here. Riiiight here. Yeah. That's a nice spot."

I don't know, I like anthropomorphising everything I guess

>> No.697213

I do (in Blender), but I'm not all that great at it.
https://www.youtube.com/watch?v=OWXhcwv6rVI
Thoughts?

>> No.697308

>>683295
Only dumb feature animations for my product design models.(doors opening, gears turning, etc.)

>> No.697475

>>697213
Good job.

So one thing that strikes me straight away, is that god awful noise. Blender just got a new AI denoiser, its very powerful. However thats only for single frames. You're better of using a program like Neat Video. Which is a plugin for after effects/premiere pro ect.
I understand that the entire scene is surrounded by nothing but metal, but metal isnt that noisy.

>> No.697509
File: 2.29 MB, 958x540, catcatcatcat.webm [View same] [iqdb] [saucenao] [google]
697509

>>683295
i am a n000b
here is my Cat

>> No.697510

>>684622
>>684623
i orgasmed

>> No.697531
File: 249 KB, 135x135, worm.gif [View same] [iqdb] [saucenao] [google]
697531

>> No.697575
File: 1.51 MB, 600x338, RWBY Ruby.webm [View same] [iqdb] [saucenao] [google]
697575

Do you remember him for his combat animation, or some shitty voice acting and writing he wasn't even involved in?

>> No.697577

>>697575
I wonder who the dumb fucking idea to make RWBY a bloodless series belonged to. So many plotholes and Ruby's entire irrelevance as a protagonist stems from it (due to her excessively-lethal weapon).

>> No.697582
File: 1.71 MB, 600x338, RWBY Weiss.webm [View same] [iqdb] [saucenao] [google]
697582

>>697577
It's a pretty short list, and Monty was never even kind of shy with blood. Even in the early RWBY stuff. My money is on RoosterTeeth knowing their proprietary platform is shit and so the show needed to fly under YouTube's age restriction filter, because that's where most people will watch it and tons of them are underage.

>> No.697583

>>697575
>>697582
why do grown men watch this...

>> No.697586

>>697583
I'm not sure anyone watches it anymore, actually.

>> No.697588

>>697575
That webm reminds me, how do you learn camerawork?

>> No.697625

>>697582
Weebs were a mistake

>> No.697647
File: 2.97 MB, 1146x480, Shot Comparison 2.webm [View same] [iqdb] [saucenao] [google]
697647

The new version still feels kinda clunky at points, mostly due to the seemingly impossible motions I'm trying to depict, and some camera issues that refuse to resolve themselves no matter what I do with it, but overall, the new shot is SO much better.

>> No.697663

>>697647
Still shit.

>> No.697669

>>697647

Looks a LOT better than it did, but I do have a recommendation. Why not call it done? You learn a lot more by starting new projects then you do by constantly tweaking something for an ungodly amount of time.

>> No.697672

>>697669
That is done, the project that shot comes from as a whole's been reworked at three major distinct times over the years and I've been determined to finish it, as most longer term projects I've started have been of the "Start, get partway, then abandon" type.

>> No.697784

Random tips that may or may not help

>Nothing starts to move at the same time
Unless you're doing something that inherently has a symmetrical pose like prayer or clapping, its rare to have two actions begin and end at the same time. Have one begin before another and have them end at different times.

>action vs reaction
If you move your hand quickly to a precise point, you'll notice you accelerate to the point, and rapidly slow to a stop; and often have to do a little adjustment after or steady your hand. Even relaxing your hand and bringing it to your side will have a little adjustment after the "main" action. When you press a button, you're not just reaching out and pushing it and going back to idle, you're pushing it and letting your hand 'reset' and withdraw from the button before you return.

>the body flops
Similar to the above, when you move the body its going to react in a specific manner after doing certain physical actions. For example, if you quickly withdraw your hand, the main action is moving your arm away in an exaggerated post but there'll be a smaller animation to pull it back to compensate for the overreaction. For example, try cocking a pimp slap quickly, you'll probably raise your back hand fast but will probably ease into the final destination with a slower adjustment at the end.

>Objects collect energy until they are released
Take for example opening a box. Unless you're very careful most people will grab the top, and either quickly pull it open until it can fall away or until you decelerate to hold it at its maximum height (like raising the hood of your car). Either way a simple tween between the open and closed state does not accurately represent your physical impact on the box; you need to model the slow start, the acceleration, and then let it slow and act like a physics object as soon as the hand comes off. Another example are doors, you grab the knob and rapidly open it until its time to slow down or let go.

>> No.698107

>>697509
Go in your living room and try to walk with your hips completely level laterally. Then record yourself. If you can somehow do it, post here because the walk will look completely retarded. as this one does

>> No.698143

Are there any good books on 3d animation? I've seen a lot of videos and the information density is really bad (IE "watch me pose" instead of much actual teaching).

For that matter is there actually much of anything to learn or does it really just boil down to "move shit around and key it until you get an intuitive grasp for timing and motion, also remember the graph editor"? At the very least I had to learn some very specific workarounds for constraint/parent interactions because that stuff is buggy as hell in Maya.

>> No.698151
File: 1.55 MB, 638x478, The Animator's Survival Kit.gif [View same] [iqdb] [saucenao] [google]
698151

>>698143

The Animator's Survival Kit by Richiard Williams is the de facto bible for animators of all types, both 2d and 3d. It mainly focuses on 2d of course, but it's completely applicable to 3d.

There's even a video course available now (and some say it's superior watching the animations as actual animations instead of just reading about it).

>> No.698153

>>698151
I'm familiar with it and generally keep it in mind, although it's generally about creative concepts while I'm more wondering about modern techniques with the softwares and the like. There are so many tools that I have it stuck in the back of my head that something's up if I'm just doing nothing but pose/rotate, the occasional constraints, and using graph editor to polish.

Also if timing is anything other than practice and guesswork. It's very frustrating how every guy is just like "alright now I'll go forward X frames and do my next key". Was that really just a guess or did he know ahead of time through some methodology that the approximate right time to key the next thing was there?

>> No.698186

>>698153

look up Kenny Roy on youtube, go though his lectures, he's all about teaching how to think about things and his own workflow inc strategies for timing and spacing.

>> No.698187

>>698151
can we get a mega for the videos please?

>> No.698198

>>698187
>Animator's Survival Kit

it's on youtube and the quality is on par with what you can find elsewhere.

>> No.698854

>>696693
>>697113
thanks. Yeah I do agree that the movements aren't the best.

>> No.701193

MOCAP

>> No.701226

>>698198
those are just previews

>> No.701286

>>684675
it's weird that the bat points directly upward at the end, seems more natural that it would stay in roughly the plane of hitting the ball

>> No.701820

>>684675
I'm a beginner but these are the main things I noticed (I'm also posting this to see if my perception of these things is valid)
>the feet have very little motion at all
>the overall action doesn't feel fluid, like there's a division between the beginning, the bat toss, the catch, and the swing respectively
>maybe a symptom or a cause, but incidentally this are also exactly when the feet do shift into a different state/stance
>the "windup" after catching the bat and then second windup before the actual swing feel very redundant, the "back and forth" right here drives a major wedge in the pacing
If I had to propose an solution, it would be there's a lack of overlapping action perhaps? Each "event" kind of happens and then resolves all at the same time, usually coinciding with the character confirming something (checking that the bat flew upward, checking that he's caught the bat), then the next "event" begins all at once and so on. The actions aren't so much blended as they are punctuated. Maybe that's just the way it should look but in any case that's what felt off about it.

>> No.701905
File: 31 KB, 640x629, 1538277543344.jpg [View same] [iqdb] [saucenao] [google]
701905

>space switching
>gimbal lock
>intersections
>self intersections
>have to sim softbody
>have to sim hair
>have to sim cloth
>have to sim fluid
>tweak anything and you break something upstream
fuck this shit, i'm going back to hand drawn

>> No.702327

>>697647
Please remodel that dragon to not look so damb weak and puny and silly like an 80s disney cartoon. It could be so cool but the dragon ruins it

>> No.702352
File: 1.62 MB, 2560x1440, APose.png [View same] [iqdb] [saucenao] [google]
702352

>>702327
Define "weak and puny and silly like an 80s disney cartoon". He was never meant to be large and hulking, but I did go out of my way to make sure he was never a twig either, lithe with some amount of bulk was the end goal. He's supposed to be at least somewhat light, given he's supposed to be able to fly.
As for style, straight disney cartoon was about the farthest away from how I did him without going full into sculpting him into some hyper realistic borderline monstrosity (in large part due to at the time having zero access to any sort of ability to sculpt). Really, I wouldn't know how you could get "80's disney cartoon" out of this.

>> No.702864

Question about cycles.
All the tutorials I've seen say to dupe the first keyframe to the last frame of the cycle so things sync up. But doesn't that mean there are repeated frames in the cycle at the start and end?

if a walk cycle is 20 frames starting frame 1 finishing frame 20 shouldn't frame 1 be copied to frame 21 instead of frame 20 to avoid duplicating frames and if so how should this be handled so you get a clean cycle when doing pre/post infinity looping in maya or other software?

>> No.702877

>>702864

Answering my own question.

for a 20 frame cycle the timerange needs to be 1-21

frame 21 never gets played, the second number indicates the frame at which it will jump to the first number.
a 1-21 range plays frames 1 through 20 in a loop.

When using pre/post loops maya never plays the last frame, the first and last frame exist at exactly the same time. and will jump instantly from one value to another.

>> No.703091

How should I go about animating a plane in 3D (maya)?
Regular keyframes or having it follow a spline?.
If keyframes, should I use pose to pose or straight ahead?

>> No.703114

>>703091

What is the plane being used for?
if you mean an airplane then use a motion path.

>> No.703263

>>703114
Oh yeah sorry, my bad. I meant airplane.
And thanks, I'll try motion paths.

>> No.703290

>>702352
It means there is zero muscle definition, all the limbs look like tubes

Start over with this character and use Zbrush next time furfag

>> No.703359
File: 527 KB, 1920x1080, SPSWGWg.png [View same] [iqdb] [saucenao] [google]
703359

Is it poor form to use animations featuring free rigged models in a demo reel?

>> No.703363

>>703290
You can do anatomy in blender just fine, especially in sculpting after retopologizing.

>> No.703366

>>703363
yeah but why would you (unless you just hate yourself)

>> No.703371

>>703359
If your demo reel is for animation, no, not at all. It's common and even expected. You wouldn't want to give the impression that you "lose" time modeling and rigging, unless you rock at all three disciplines.

>> No.703427

>>703290
He does have definition, the issue is it's all really subtle, as hyper defined musculature on this character would look gross. Plus, the goal was a snake scale look, which lends itself to looking a bit more tubular than not anyway.

>> No.703482
File: 2.04 MB, 1768x1200, scaletest_4ch.png [View same] [iqdb] [saucenao] [google]
703482

>>703427
Are you actually showing up in this thread to defend your terrible model? Holy fuck it is worse than I thought.

Go post your shit elsewhere and ask for critique (Discord servers with artists are best) and you will quickly find anyone with any knowledge of character modeling agrees with my assessment. You need a hard reset because this dragon you have made is awful and your attempt to defend it shows a very deep lack of knowledge and insight.

My work attached.

>> No.703498
File: 2.89 MB, 4096x2726, Western_Skink_(Plestiodon_skiltonianus).jpg [View same] [iqdb] [saucenao] [google]
703498

>>703482
Not defend per se, I know the model's various levels of terrible by virtue of it being so old (literally about 8-9 years old now), but most if not all the creative choices taken were deliberate, despite the limits had at the time.
If your model doesn't have a decent level of muscle simulation alongside that sculpt, that's going to look pretty bad the second any of that's posed, especially if it's nearly as dynamic I find I have to pose things to look good in motion (A problem I have with my rig, even with what scant amount of defined muscle I have, as I have zero means of doing those simulations).
I actively didn't want that level of definition for that character, given that between plated scales would smooth over detail inherently, making textured scales over super defined muscle would look weird as it's not skin/leathery skin (In a perfect world each scale would be a individual element that could independently shift, but that's not practical at the fidelity I'd need it), a character that flies probably wouldn't have a large amount in the way of lumps and crevices to eat at aerodynamacy, and the aforementioned inability to do muscle simulation, it wouldn't look particularly good in motion.
The best point of reference for the kind of look I was going for is something like a skink, with the inherency of the humanoid frame I didn't achieve quite the level of smooth as I would like, but otherwise it shows that hyper defined musculature is a option, not a requirement, for something that'd seem realistically plausible.
I do like what you have on display, regardless of how I feel about doing the same for the other character in question, what's it look like from the front?

>> No.703500

I can never last long enough to animate
I get the softbody sim working and everything else and blow my load by frame 3

>> No.703536

>>703482

Where did you source the scale alpha/texture from anon?

>> No.703555

>>702352
I like how you chose to put effort into making the feet look more freaky and reptilian. Just use that asthetic for the rest of the dude. Also if youre putting that much effort into the animation its gonna take you miles to add any more detail. Also the wings are a disgrace.

>> No.703558

>>703498
Stop defending your ugly character and fix it. That stupid little gecko has tiny short limbs, saying that detail on those limbs doesn't matter has nothing to do with creating an appealing biped, where the limbs constitute like 40% of the character's silhouette, and accurate musculature of the limbs is straight up make or break.

You can make decent convincing muscle flexes with a few quick blendshapes. Nobody on Twitter cares about realistic muscles. Just look at Werethrope's work. Meanwhile, no animation techniques can fix a terrible looking character like your faggot dragon. STOP MAKING EXCUSES AND MAKE YOUR ART LESS SHITTY.

>>703536
Substance Source.

>> No.703560 [DELETED] 
File: 926 KB, 2250x3000, WrathDisplay.jpg [View same] [iqdb] [saucenao] [google]
703560

>>703498
Also here's your a front view.

>> No.703561
File: 3.07 MB, 1800x1878, WrathNewMawNoSig.png [View same] [iqdb] [saucenao] [google]
703561

>>703498
Also front view has a large blue dragon cock which /3/ admins will delete. (This has happened with other characters I've posted)

>> No.703564

>>703561
Why on Earth did you give him a cock?

>> No.703567

>>697647
new is so much better dude, good job improving
few things
-the foot motion when he slows down to them toss him backwards looks weird, id suggest you have it flow better by having the dragon knock him down or even have the dodge it, then keep the dragon going far behind before coming back to get thrown away

the motion of charging him then slowing to a stop to throw him behind then keep going looks odd

another way you could alter it is have the dragon attempt to lift him up by the shoulders with his feet, as if he was gonna fly him up and drop him, but let the robot break free or something

>> No.703570

>>703564
cuz pussy wouldn't look as good

>> No.703571

>>703570
All the cool kids keep it hidden in a slit.

>> No.703585

>>703555
>Also the wings are a disgrace.
Has always been the weakest part of that character mesh, as at the time I made some less than intelligent decisions with the construction. I'm hoping it'll be nothing but better next time.
>Just use that aesthetic for the rest of the dude.
It's a difficult balance as I don't really want "Literally a human with a dragon head and wings/tail stapled on", but full hulking borderline feral isn't exactly the look I'm going for either. Thank you for liking it anyway, even if I think it's showing its age.
>>703558
He's not a stick by any means, but his main attribute isn't raw strength. He's meant to be a jack-of-all-trades build wise with a lean towards being light for flight. Something slightly more defined is something that's gonna be looked into for the next revision, but it's hardly something that's "Have to fix this now" levels of wrong currently.
He's been LONG overdue for a revision as there's plenty of issues with him, both aesthetically and mechanically, but as many of those fixes will require a rework of the skeleton and fundamental changes to how some parts are set up, I can't really do a rework without completely scrapping ALL previous animation in relation to him. Heck, there was some minor things I did to him to try to improve things and THAT'S requiring to go through and fix things per shot that's not getting scrapped anyway every time I re-import the new revision rig.
Also reptilian genital slit > slapping (possibly human) immovable dongs onto things.

>> No.703589

>>703567
>the foot motion when he slows down to them toss him backwards looks weird
It's a whole mess of IK handles turning on and off in that bit to make sure the foot is planted properly. The timing there does seem a touch off (think it needs to be a sharper motion). Trying to fix it now might not be absolutely impossible, but could just completely wreck things in that section if I tried now.
>the motion of charging him then slowing to a stop to throw him behind then keep going looks odd
Which part is this? I can't seem to lock on which section that refers to by that description.
>another way you could alter it is have the dragon attempt to lift him up by the shoulders with his feet, as if he was gonna fly him up and drop him, but let the robot break free or something
Something like that could be cool, but in that shot there's a glass ceiling right above them so flying straight up wouldn't work without some tricky maneuvering. Definitely something to think about for proceeding shots.

>> No.703627

>>703585
This is the last time I will repeat this advice. You keep swerving back to talking about whether your dragon is muscular or not. I don't care about that and have never made suggestions about how buff or scrawny to make him. I am talking about whether your dragon looks correct vs incorrect. Appealing vs unappealing.

Feel free to complete your animation work with the assets you have in place if you wish. However you must start over from scratch with a new model of this character after you wrap up whatever projects you are working on. During this process you must talk to other artists who will help you fully understand what I am saying and can help you correct the errors in your process so that the result is appealing. This includes using drawn references, sculpting instead of poly modeling, and plausible choices for anatomy and proportion. Do not start new animation projects with this model. Do not reuse parts of this model or use it as a basis for further modeling.

I may also suggest that you consider commissioning someone else to make the model instead of creating it yourself. That way you can focus on your own higher value-added skill of animation.

Good luck with your artwork.

>> No.703635

>>703627
>I am talking about whether your dragon looks correct vs incorrect. Appealing vs unappealing.
By nature of the subject matter that's going to be extremely subjective.
As far as I was aware, the only actual point made, whether by you or someone else, was a matter of defined musculature (>>703290). Was there something else I overlooked?, because otherwise all the responses look like a "It's not how I like it / how I would do it, so therefore it's bad".
>However you must start over from scratch with a new model of this character after you wrap up whatever projects you are working on.
That's been the plan, for a rather long time now.
>During this process you must talk to other artists who will help you fully understand what I am saying and can help you correct the errors in your process so that the result is appealing.
Input and opinions would be nice, but trying to get that's like trying to get blood out of a stone. Plus, as far as I can tell, you never outright stated whatever it is you've been trying to say.
>This includes using drawn references,
Eh, I try, but I'm into /3/ because I'm pretty terrible in 2D. Orthogonally I'm fine, but the second there's any amount of perspective everything falls apart.
>sculpting instead of poly modeling,
Sculpting is a VERY different skill set to poly modelling, that said that has been on the table for how I intend to redo the next one. My current intention's to poly sculpt him, sculpt detail into a smoothed version of the poly sculpt, then bake the sculpt onto the usable poly.
1/2

>> No.703636

2/2
Completely backwards to how it's typically done, only because every time I go and try to sculpt something, it's been fairly formless and impossible to get anything solid out of it. Seems to break how I'm used to working with polygons.
When that model was originally made, sculpting wasn't even a realistic option.
>and plausible choices for anatomy and proportion.
There's a few niggling issues with the current character, but otherwise I'd like to think that's one of the few things I had down, more so the latter of those two.
>Do not start new animation projects with this model.
Already the plan.
>Do not reuse parts of this model or use it as a basis for further modeling.
I can't see anything I'd want to recycle regardless, even the head horn/frill thing is a touch off now.
>I may also suggest that you consider commissioning someone else to make the model instead of creating it yourself. That way you can focus on your own higher value-added skill of animation.
That much is a no can do, I'm only in the animation for the long haul because animation inherently takes forever and I'm determined to finish it, and I enjoy the model making process far more personally. Also, there's a disconnect with what's "Muh character" if someone else is the one to make it.

Thank you for the luck, It's all a slow burn of trying my best to get better even though I know where I'm at now sucks to one degree or another.

>> No.703916

Is there software that would allow me to practice 3D animation on the go with my lower powered laptop?

>> No.703926

>>703916
best bet is an animation only software like Aketsu or w/e its name was

>> No.703962

>>703926
Shame it doesn't have a Linux build, it sounded perfect.

>> No.703977

>>703916

Daz studio probably. Unless your laptop is so old it's still running XP.

>> No.704740
File: 470 KB, 1280x720, ovvbba.webm [View same] [iqdb] [saucenao] [google]
704740

Animating is pretty neat.
Spent 40~ minutes working on this, then rendering for 10 minutes

>> No.704749

>>703635
>By nature of the subject matter that's going to be extremely subjective.
>As far as I was aware, the only actual point made, whether by you or someone else, was a matter of defined musculature (>>703290). Was there something else I overlooked?, because otherwise all the responses look like a "It's not how I like it / how I would do it, so therefore it's bad".

I'm not that anon but I've been following this thread. Well I hate to tell you, but unless you're animating this for yourself, you have to have an audience to consider. The first rule of being a creative is to never stubbornly fall in love with a concept since it can turn out not to work. Just because the design is "your style", that doesn't mean it's an excuse. You've posted your work here as a straw poll, and the feedback as a consensus has been "the art style is bad and distracts from what could be otherwise good animation. Unless you're satisfied animating in a vaccuum, I strongly implore you to consider the feedback of others.

Have you ever seen the behind-the-scenes documentaries for animated films/shows? There's a kind of footage you'll see a lot in every since of them: All the animators sitting in a conference room, in front of a giant whiteboard, with dozens of storyboards hung up. These story meetings are what shape the overall film, and changes are made to character designs as well if they're found not being in service to the story.

The point being, TAKE SOME FEEDBACK AND WORK ON IT! Don't be such a narcissist as to think we should all be subjected to your "style" and accept it as such, despite its poor quality.

>> No.704772
File: 77 KB, 615x904, @juanpearroyo textured_animation_timing.jpg [View same] [iqdb] [saucenao] [google]
704772

How do I read this chart?
How do I use this chart to make my animation not suck?

>> No.704773
File: 1.74 MB, 645x934, 1570912235845.gif [View same] [iqdb] [saucenao] [google]
704773

>>704772
from /ic/

>> No.704792

>>704749
I'm the last person to want to be "muh style" with anything I do, but the second thing you quoted was the crux of the problem, aside from (some other anon?) saying there's no muscle definition (which I already said isn't really true, what is there is just subdued), there was no feedback aside from "It's bad". I have no problem taking criticism onboard, but I need something to work with beyond "It's bad".
To a certain extent I am animating this for myself, but that doesn't mean I'm not willing to listen to people if I show parts of it off and they say something looks bad /then proceed to state why/.
As I already said, trying to get critique most of the time is like trying to get blood out of a stone.

>> No.704877

>>704772
>>704773
Not an animator, but I'm guessing those are "characteristic" spacings for the tweens of those shows. I looked at some on YouTube and they seem to apply.

>> No.704882

>>704792
How about you go back and draw over your picture "APose.png" to show where the biceps, triceps, acromion process, brachialis, medial and lateral epicondyles of the humerus, brachioradialis, and styiod processes of the radius and ulna are depicted?

I know your answer already, since you've repeated yourself so often. "You can't see these structures because my dragon is skinny not muscular."

Wrong, wrong, wrong. Even a skinnyfat faggot has bones and muscles that are visible at the surface. It should be possible to draw over and identify all of these surface landmarks even on extremely obese characters, and even if the shapes are highly stylized or simplified. The reason none of these structures can be located on your model is because have zero concept of the shape of any of them in your head so you are unable to create a stylized figure that elegantly hints at them. Instead they're completely absent and what's left for the arms is blobby formless tubes. PICK UP A FUCKING ANATOMY BOOK.

>> No.704941
File: 3.81 MB, 2560x2880, APose Drawover.png [View same] [iqdb] [saucenao] [google]
704941

>>704882
The brachialis gets lost in the bicep, the medial and lateral epicondyles of the humerus along with the styliod processes of the radius and ulna weren't depicted (not depicting where bone sticks out was a deliberate choice, as that kind of detail wouldn't be visible when you have a hard scale over them), the brachioradialis gets lost with the rest of the extensor muscles, and the entire area the acromion process was smoothed over.
The issue is, with something like the styloid process of the ulna especially, if it were to be there, where how it looks from the outside changes wildly depending on how the corresponding limbs are positioned, and the more detail I put into it, the more it looks wrong when they don't deform as they should when limbs move and they would be extended or compressed.
Heck, as I've already said before, what muscles that are there don't really look right when it is animated because of a lack of ability to dynamically deform them. And again, no, throwing a mess of shapekeys in there is not a realistic solution.
Also find it convenient that you say nothing of the muscles that are there on full hyper defined display, like the pectoral and deltoids, as they were things that were made more prominent, can't get more blatant than literally lining the muscle with scales in the case of the deltoids and wing pectorals.

>> No.704942
File: 2.32 MB, 2560x1440, APose2.png [View same] [iqdb] [saucenao] [google]
704942

>>704941
And the second render without text for the sake of completeness.

>> No.705165

>>704941

It's like someone spunked an anatomy textbook over a stick figure.

>> No.705190

>>704941
I'm dumbfounded you could imagine this is what I meant. Ecorche you braindead furfag.

>> No.705218

>>703589
>the motion of charging him then slowing to a stop to throw him behind then keep going looks odd
>Which part is this? I can't seem to lock on which section that refers to by that description.

the 8second mark, he loses too much momentum and it adds to why it looks so weird where he flys at the robot, slows down, throws him BEHIND himself, then speeds up and keeps goign past

the whole animation would look a lot better if the robot was knocked backwards instead and the dragon could keep its speed then slow down sharply at the end, before turning around

>> No.705288

>>685681
>animator willing to negotiate down
>doesn't provide example work
Do not contact this man

>> No.705292

>>705288
It's too late for my brother.

>> No.705298

>>685685
degenerate

>> No.705416

>>683295
As a sound designer, this is just the shit I'm looking for. Keep posting anims, they're great practice! If you wanna reach me for other stuff hmu on kik: myke.exe

>> No.705705

>>696064
follow a reference video or something. this looks like you just animated it by hand, but had no idea what running looks like. i'm not insulting you by the way, i absolutely can't animate without reference in the slightest.

>> No.706311

Is mouse optimal or at least sufficient for pro animation?

>> No.706332

>>706311
Yeah. You should eventually get a tablet as a digital artist, and it will always be necessary for certain animation tasks like sketching layouts or grease pencil, but plenty of pros do most of their work with a mouse and keyboard.

>> No.706345

>>696064
This is how I run in my dreams.

>> No.707535
File: 526 KB, 800x450, character reel.webm [View same] [iqdb] [saucenao] [google]
707535

How to get the drive to get better? I have no drive and play video games all day. It's been 3 months since I quit my job. I know I can do it. I love animation. What the fuck is wrong with me.

>> No.707541

>>706332
Sketches aside, is a tablet good for things like posing, editing curves, etc? Isn't the precision an issue?

>> No.707555

Animating seems right up my alley, lots of micro movements and adjustments as well as the acting side of it. It just seems like it has little room for creativity at least for reaching the end result. 2 different people will always have the same looking keyframes if they were to do the exact same animation right?

>> No.707559

>>707555
/Far/ from it. If you're both rotoscoping the exact same filmed motion than you might get something that's extremely similar, but you yourself said there's a lot of micro movements in there that one person may pick up on and implement that another may not.
Animating is as much a art as anything, if left entirely to their own devices with general direction, two people will have entirely different results that fulfill that same general direction, and even if two people were referencing the exact same thing, the exact motion will be noticeably different from one another, which is to say nothing about personal flairs that animators will add in, physics and anatomy allowing, that adds a little bit of personality to anything they're working on.
There's also the fact that, again much like traditional art, animators will unintentionally put themselves in subtle ways into whatever motion they create that 'looks right' to them, given a individuals point of best reference is themselves.

>> No.707564

>>707541
Many animators have a strong preference for using a tablet monitor so they can manipulate the character directly under their pen. I'm not sure whether they switch to a mouse when they enter the graph editor.

>> No.707761

>>707535
Get on an insane level project, WAY above your experience and power through. Die on it and then get reborn into a god.

>> No.707769

What's a good course for 3d animation to follow?
I have the basics down, like bouncing ball and bouncing ball with a tail.

>> No.707784

where do people get character models from certain games from with the skeleton included?

>> No.707787

>>707784
models-resource.com
Also frequently you'll have to backport SFM files because for SOME reason some people refuse to distribute models in something sensible.

>> No.707797

>>707535
Unironically quit videogames.

I did this and have been more productive. The truth is that art is fun but often frustrating (fixing UV's, diagnosing glitches, etc). You're not gonna spend the time driving through the bullshit if that dopamine rush is sitting right beside you.

>> No.707828

>>707797
this but with porn

>> No.707834
File: 75 KB, 240x240, IMG_5854.png [View same] [iqdb] [saucenao] [google]
707834

>>707787
Thanks a ton anon. You're a god among men

>> No.707862

>>707797
Since starting 3D I view vida as a pointless time sink.
This is reinforced any time I do try to play having to retry a level to 'get better' at a non transferable skill rather than improving my abilities with modeling/rigging/animation/etc...

>> No.708122
File: 402 KB, 320x240, smugpepe.webm [View same] [iqdb] [saucenao] [google]
708122

I animated these pieces of shit

>> No.708123
File: 456 KB, 320x240, sadpepe.webm [View same] [iqdb] [saucenao] [google]
708123

.

>> No.708178

>>708122
It's
BEAUTIFUL

>> No.708179

>>708122
>>708123
good shit

>> No.708213

>>708123
add some foot roll you mongol

>> No.708452
File: 1.52 MB, 900x800, likey_4.webm [View same] [iqdb] [saucenao] [google]
708452

I feel pain whenever I work on this fucking shit.
God fucking damn this is going to take a while.

>> No.708512

>>708452
what a piece of trash. Flat colors, every bone is broken, animation is as jerky as it could possible be, what a massive waste of time

>> No.708516

>>708512
Post your work m8

>> No.708553
File: 599 KB, 800x1185, 1572792503495.jpg [View same] [iqdb] [saucenao] [google]
708553

>>708452
It's cute, just needs more polish. When the leg lifts up, for example, her weight should shift more to the left.

Keep going anon!

>> No.708563

>>708452
you're animating the arms independent of the rest of the body and it's very noticeable.

>> No.708585
File: 1.34 MB, 500x281, 1548195525749.gif [View same] [iqdb] [saucenao] [google]
708585

>>708452
looks like you're animating sections of the body independently of each other rather than doing key poses, and using video reference too closely
in loops and cycles it's often better to just start animating with the curves. splined, but with acting and complex movement like this you should set the curves to stepped/constant and work out the key poses (moving many controls and keying all controls on each pose) > breakdowns > further breakdowns > then go to spline.
with this kind of design a lot of these poses, could be pushed a lot further, too. for example, the hips could be swinging further out and the chest should be rotating further in counter to the hips.

>> No.708593

>>708516
Sorry I just heavily dislike weeb trash, your work is actually fine besides what >>708563 said. Gotta move the shoulders too, probably with a torso, Idk how heavy that sword is supposed to be. And at the end of that dance there's definitely some broken bones are in play, you just can't rotate your wrist like that.

>> No.708638

>>688630
If you took away the cloth physics or could tone them down, this would look way better.

>> No.708639

>>696064
something something chad stride

>> No.709234

>>707559
well said. when i started my current contract, we all practiced on the same scene and it was amazing how different the antics/overshoots as well as secondary animation was from person to person.

>> No.709235

>>708122
nice, is this partially mocap?

>> No.710349
File: 2.83 MB, 400x409, 1567577185191.gif [View same] [iqdb] [saucenao] [google]
710349

>>696538
exactly this.
I'm in my early 20's and work for tv on a big studio because i was taken as an apprentice by someone with more than 10 years in the industry.
I basically got the golden ticket, most people that i know started in this industry at a later age (there's one guy i know that does stuff for square-enix and he started at like 30-something).
I urge everyone who reads this to please not feel discouraged from pursuing their dreams, no matter how hard it seems right now <3

>> No.711187

>>683659
Not anon, but none of those kids know anything about animating in 3D. The threads get purged or ignored. This is my first time on /3/ since /ic/ is only good for illustration and 2d animation.

>> No.711564

How do I get good at interpolation curves?

>> No.711677
File: 725 KB, 1080x1350, dontHaveToImagine.webm [View same] [iqdb] [saucenao] [google]
711677

>>683295
I made this webm mainly for other anons to use around /sp/ and /tv/ since there are a lot of ass threads popping up everywhere these days. rate it out of 10 pls, I plan to formally introduce it into the ecosystem tomorrow during the football game threads.
>>710349
where to be taken as an apprentice by someone? I'm already in LA that's like half the work done
>>696662
thats really great for a first time, provided its an IK rig as opposed to an FK rig, If you did it without IK then you pretty much wasted your time unfortunately. But you did get a neat animation at least
>>708452
its good anon but very stiff so far

>> No.711695

>>711677
If you want people to use it, resize the dimensions to be a bit smaller. As of right now, at least in my case, a lot of it gets cut off even if I scroll down, something like 540x675 might work better

>> No.711801

>>711564
Always animate from the COG outward because if you make changes further up the hierarchy you will create wobble in anything you've animated in the limbs.

Some people create 85% of their animation in stepped mode and put keys on almost every frame before they turn on interpolation so they only have to do a minor amount of curve cleanup.

>> No.711901
File: 1.15 MB, 540x675, dontHaveToImagineIt.webm [View same] [iqdb] [saucenao] [google]
711901

>>711695
thanks I resized it

>> No.711945

>>684064
this is very cool senpai

>> No.711951

>>711901
That's fucking sick mate. Mind if I download it?

>> No.711953
File: 1.36 MB, 640x360, Shaving foam.webm [View same] [iqdb] [saucenao] [google]
711953

So far, I have only learned individual elements that I will need to combine to create anything sufficient. Last week I started to learn realflow. Super easy to use so far. I just need to learn how to model humans and I'll be on my way.

>> No.712399

>>711951
Its all yours friend
>>711953
Pretty cool anon but don't bother trying to learn to model humans if you're just going to animate them, just use any one of many human 3d creators and go from there

>> No.712533

>>712399
>many human 3d creators
?

>> No.712947

>>696662
noice

>> No.713219
File: 1.78 MB, 960x512, Jim Su - MJ Dance Breakdown.webm [View same] [iqdb] [saucenao] [google]
713219

>> No.713317

>>686348
>cheap floaty blender animation
>implying blender doesn't use the same pose interpolation techniques that every other software uses
>implying that this wasn't caused by the "animator" being an amateur

>> No.713318
File: 26 KB, 200x191, Trash kitty.jpg [View same] [iqdb] [saucenao] [google]
713318

Im still learning and my models are still pretty shit
Where can I go to download decent models to test around animating stuff?

>> No.713323

>>713317
lmfao ok blendlet

>> No.713335
File: 18 KB, 234x252, Tweening.png [View same] [iqdb] [saucenao] [google]
713335

>>713317
I'm not going to excuse any amateurish animation, as this has all been largely for the purpose of learning, but when you have literally a couple sliders for any sort of tweening and that's it, it's gonna be difficult to fine tune things to not suck as hard. No directly manipulable beizer curves, no real fine control beyond vaguely knowing how the preview curve looks, nothing.
>t. Animator of footage in question.

>> No.713369

>>713335
What software is that?

>> No.713379

>>713369
>>686352

>> No.713599

https://www.youtube.com/watch?v=EbcSLYO3xYk

>> No.714024

>>713599
nothing special except for maybe the playback performance

>> No.714053

>>713219
That spin feels too slow...

>> No.715214

And about the animations of mecha transformations? I think that those have amazing mechanical movements.

>> No.716363

>>713219
how is that little hook thing done on his waist?

>> No.718883

Yescg jjd hehe men's

>> No.719932

>>684622
It's small because it's something that some people just cant do. It sounds smug as shit but it's true, it takes a certain way of thinking to know how to make things move right. It's also one of the only 3D disciplines that doesnt have a right answer, it either works or it doesnt. You can have a piece that's well animated but still sucks, shits hard.

>> No.719933

>>684675
The thing that makes it hard to read is that theres no holds on key poses, it all happens so fast I'm not sure how to read the action. Its animated very fluid, which is great, but the story beats are hard to pick out. I'd say hold on the down pose, the grab, and the swing a bit longer and you're golden. Also get yourself an easier rig to work with, Morpheus is a nightmare in the channel box. It's not as bad as malcom but its definitely very cluttered.

>> No.719934

>>684974
Move that spine some more, idea is great but it feels like hes got a pole up his ass.

>> No.719935

>>685023
Good on your for fully acting it out. I've settled for acting out smaller versions of the movements I want while seated at my desk. Never draws much attention but when I'm doing facial animation I get stares, I make some retarded faces.

>> No.719936

>>685020
Honestly you're better off practicing the principles than trying to tackle cycles. Runs and walks are some of the most challenging even for veteran animators. The best way to get gud is to do a lot of bouncing balls and shit like that. Also death animations, not like cinematic ones where the character is clutching his throat and being dramatic, but like taking shotgun to the face and falling ragdoll. When I started my current job that was almost exclusively the type of animations my lead put me on, walks and runs always went to the more experienced guys. Just kill some guys from all angles over and over again until you get the physics feeling good.

>> No.719937

>>713599
Do any of you guys actually use plugins like these? I always find them not worth the time to learn the interface/not wanting to rely on them.

>> No.719938

>>713219
Dont use IK for arms unless you're planting it, causes way more work for yourself later on. FK allows for better motion/arcs.

>> No.719940

>>713318
Lurk student forums, you'll find some nice clean rigs for easy animation.

>> No.720011

>>704772
>>704773
If I'm recalling correctly, they're the number of frames between key movements.

>> No.720043
File: 581 KB, 750x745, 15EBAAB6-373E-4671-B70E-B902F28CEE5A.jpg [View same] [iqdb] [saucenao] [google]
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Wait so when you guys rip or get a model that has nothing but joints you animate with just that or you guys rig cause I can’t rig for shit to save my life.

>> No.720114

>>720043
When I animate my own stuff it's always with purely a IK set up on the feet/legs and raw joint rotation on everything else, unless a given shot requires hands be locked to something in which case I'll set up IK for that limb that one shot.
All these fancy custom colored control surfaces I can't do even if I wanted to, so all of my practice/work has been pure direct raw bone manipulation.

>> No.721380

If you’re bored and got nothing to do and just want to animate what do you do in that situation?

>> No.721466
File: 824 KB, 1060x720, 𝙇𝙚𝙚🏕 - Rising Dragon Uppercut.webm [View same] [iqdb] [saucenao] [google]
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