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File: BaseballHit.webm (681 KB, 1280x720)
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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
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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?
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>>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.
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>>683722
>Blame the mocap actress
No. The blame is yours for not cleaning up the mocap.
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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.
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>>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.
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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
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also i made this one
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>>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.
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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.
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>>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.
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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
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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.
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>>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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