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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
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>>683295
why do you go to some wanking board for 13 year olds and not real 3D forum then
>>
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
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>>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.
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>>683361
what the fuck why is that creature so shiny
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>>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.
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>>683355
Age is a number. Experience carries weight.
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>>683361
thats more of a shitty lazy jog than a run.
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>>683363
Thanks, went to an anim school for a couple years, mostly focusing on the old masters work
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>>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
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>>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.
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>>683429
>BTW, you didn´t mention which software you used to animate the baseball bat dude.
its obviously maya you dumb fuck
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>>683429
Thanks for the info, and yeah maya 2018

here's the first half
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>>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?
>>
>>683431

anon that's pretty good, but I think /ic/ has the better animation thread. i'm sure /3/ stuff would be welcome
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>>683429
she raises her hands before tripping
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>>683654
What?
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>>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.
>>
>>683722
>Blame the mocap actress
No. The blame is yours for not cleaning up the mocap.
>>
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
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>>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
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>>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
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>>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.
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>>684622
here's another thing I did
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>>684623
How the fuck did you animate the blade? How is the blade rigged? Can I have it?
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>>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.
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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/
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>>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
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>>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.
>>
>>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
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>>683295
A C Q U I R E D
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>>683366
and depression comes in when you see that 22 year old guy that already worked in several films
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>>684746
We may all start from different places, but we all end at the same one.
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>>684717
have the fists clenched after the bat slips out
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>>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.
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>>683295
im an animator from /vg/agdg

though i never post here
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>>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
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>>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
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>>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!
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>>684974
How long does it take you to make one animation like that?
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>>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
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>>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
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>>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
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>>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.
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>>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
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>>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
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>>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
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>>684622
Would love to see this in slow motion. Look smooth.
>>
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
>>
also i made this one
>>
>>
>>685159
There is a render tab in the properties panel with everything you should need other than adding a camera to the scene.
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>>685159
>recording my screen
ShareX, my dude.
>>
Is there any way to render animations of high quality models faster, it seems like it takes a while
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>>685174
Efficiency with lighting and render settings, and gpu based rendering
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>>685174
Install 2.8 and use eevee or workbench.
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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.
>>
>>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.
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>>685681
>I am also willing to nagotiate lowering the price.
This makes me sad. You're supposed to negotiate up, not down.
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>>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
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>>685682
I do this because i like it, money is not the most important thing to me
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>>685685
Well then, thank you for helping drive the prices of everybody else down.
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>>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
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>>685742
thats mean stop its my first animation, and you can learn to rig i dunno why your talking like you cant
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>>685742
rigging is hard only if you want something very advanced and flexible
generic dood rig is a 1 button push in maya
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>>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
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>>685786
well waht's the fucking button tough guy?
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>>685023
This is normal practice for animators. Like I've said to my acting friend, animation is just acting in slow motion.
>>
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?
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>>685860
You mean baking? Yeah. That's how you do it. You described the standard videogame workflow?
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>>685840
https://youtu.be/mnwRFMAaFGs
>>
Is there anybody who animates characters in C4D?
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>>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.
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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.
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>>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
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>>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.
>>
>>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
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>>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.
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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.
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>>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.
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>>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.
>>
>>686309
>>686310
Let me guess, you animate in blender. Has that cheap floaty "Blender animation" look to it.
>>
Test
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>>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.
>>
>>686352
Learn Maya if you are at all serious about animating.
>>
>>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.
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>>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?
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>>686363
Autism levels this high shouldn't be possible, lol. What happens if I say your trigger word again? "Maya"
>>
>>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
>>
>>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.
>>
>>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;
>>
>>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.
>>
>>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?
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>>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.
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>>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.
>>
>>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
>>
>>686408
yeah there's a zero percent chance anyone would actually prefer Maya lmaoo
>>
>>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.
>>
>>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..
>>
>>686404
I like the idea. Reduce the bone breaking on the landings and don't delay the foot shake as much.
>>
>>686413
You can't fool me
>>
What's the best book, video course that I can download right now that will make me a better character animator in 3d
>>
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>>686473
>>
whats the best tutorial for learning the fundamental workflow of animation
>>
i need to learn how to animate in maya. any tips or resources?
>>
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>>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)
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>>686501
thats not really showing the 3d workflow, just animation in general..
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>>686473
Animators survival kit.

Also I'm currently thumbing through game anim it's pretty basic so far but I hear it gets better.
>>
>>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.
>>
>>686417

I did it to music originally.
>>
>>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.
>>
>>683355
>forum
Are there any good one?
>>
>>685023
let's see them videos anon
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>>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
>>
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>>688420
>Discord
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>>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.
>>
>>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?
>>
>>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.
>>
>>683355
Nigger you would get kicked out of the forums for posting forums are shit
>>
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.
>>
>>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!
>>
>>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.
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>>686330
I just want to say I really appreciate the loop.
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>>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.
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>>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
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>>688694
timing and posing are the main principles you should focus on though, to boil it down
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>>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.)
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>>685042
sure thing lemme get home and render a slowed down version

in the mean time, this
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>>689645
I like it a lot, but the ending feels a lot stiffer then the rest
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>>689645

Yeah that landing is too fast
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>>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
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>>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
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Is animation quality 100% dependant on the rig quality?

I tried rigify on blender but is dog shit.

Should I learn to rig?
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>>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.
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>>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.)
>>
not professionally, but uh yeah yeah I do
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>>689878
Rigging in Blender is always going to be dogshit. Switch to Maya if you want to learn animation.
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>>689895
>*Blender is always going to be dogshit. Just switch

fix'd
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>>689895
Tardlets need teachers, on whatever software.
Geniuses just grab whatever comes their way, and becomes a virtuosos autodidactically
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>>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
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>>689645
Don't make the kick the same speed, have it go fast with a long wind up and a long finish.
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>>689749
>>689792
>>689822
>>689831
>>690034
how's that?
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>>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
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>>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
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>>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
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>>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.
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>>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.
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>>684064
This is sick. You should update your IG in the video description so I can follow
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>studio khara is going to switch to blender after evangelion 4.44
it's happening
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>>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.
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>>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
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>>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
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>>692496
this bouncing ball example is wrong

the last smear frame should make contact before the squash
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i animate but I'm not good at it.
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>>684622
How has learning through textbooks been for you that seems very old fashioned but potentially efficient
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>>683355
disgusting pidaras alert
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>>696375
>Russian

Go suck some oligarchs dick brainlet
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>>696378
says the cumbucket4jews
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>>684746
He didn't do it on his own, he was just lucky to have a wise person impart their knowledge to him.
>>
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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

[spoiler]Porn in Source Filmmaker[/spoiler]
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>>696554

no my glorious spoiler. fuck you Gaben
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>>683295
I'm completely new to Maya Animation. I rigged and animated this little mechanical arm.
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>>688661
this is cool
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>>696662

That looks neat anon
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>>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
>>
I do (in Blender), but I'm not all that great at it.
https://www.youtube.com/watch?v=OWXhcwv6rVI
Thoughts?
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>>683295
Only dumb feature animations for my product design models.(doors opening, gears turning, etc.)
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>>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.
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>>683295
i am a n000b
here is my Cat
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>>684622
>>684623
i orgasmed
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Do you remember him for his combat animation, or some shitty voice acting and writing he wasn't even involved in?
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>>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).
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>>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.
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>>697575
>>697582
why do grown men watch this...
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>>697583
I'm not sure anyone watches it anymore, actually.
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>>697575
That webm reminds me, how do you learn camerawork?
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>>697582
Weebs were a mistake
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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.
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>>697647
Still shit.
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>>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.
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>>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.
>>
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.
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>>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
>>
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.
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>>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).
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>>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?
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>>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.
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>>698151
can we get a mega for the videos please?
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>>698187
>Animator's Survival Kit

it's on youtube and the quality is on par with what you can find elsewhere.
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>>696693
>>697113
thanks. Yeah I do agree that the movements aren't the best.
>>
MOCAP
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>>698198
those are just previews
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>>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



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