looks nice so far
what fps do you use?
first thing that stood out to me is the guy falling
it felt very stiff when he hit the ground, even a little stiff and slow when he was falling.
if hes not dead, show him in pain a bit
make sure hes dramatic about it before actually falling and fainting
when hes standing up, it feels a little lifeless and, again, slow
i recommend using real life examples such as falling and ragdolling yourself to get the feel of it before trying to get that same feel in your animation
i know its sounds a little silly but it definitely works
just dont hurt yourself
hope this helps
Replying to:Spooky (Alek)how do you make that recoil, i use 12 fps if anybody is wond
Usually with pistols, I make the gun go up for the first frame, and make movements with the arms and a slight recoil noticeable in the waist. The gun then goes unrealistically down the next frame, then straight, but for realism, not in the same position as when you previously started.
For rifles and semi-automatic weapons, I apply the same principle, except the downward postion is no longer included.
I use 10 FPS, so it might come out slightly better than mine.
I think some BGs would improve it, i usually take google images and add filters/blur or use AI to make them more/less realistic
some feeling of tensity or action could also add work. the key to good animations is realziing that even though your characters are sticks, they should act human
their movements should never be too precise, whether its stumbling, taking a few steps forward while stopping, or just overall movement
another key is torso movement. it makes your animations so much more real when you add realistic torso movements. like during a punch, the torso goes forward, during a kick, the torso goes backward. slowly going into a running stop, the torso goed back, then wobbles into its normal position. its always the small details that add up to make your animations more visually nice to look at.
you also might want to look at easing, heres a gif of easing references
i also recommend you watch a youtuber called Mr. Onyx
his tutorials are the only reason I can animate the way i do now
i recommend some main ones like pose dynamics, easing, anticipation, and anything else that seems useful
also, i really like your animation style. reminds me of early pivot/sn times
I submitted it with my mistakes to make room for improvement.
looks nice so far
what fps do you use?
first thing that stood out to me is the guy falling
it felt very stiff when he hit the ground, even a little stiff and slow when he was falling.
if hes not dead, show him in pain a bit
make sure hes dramatic about it before actually falling and fainting
when hes standing up, it feels a little lifeless and, again, slow
i recommend using real life examples such as falling and ragdolling yourself to get the feel of it before trying to get that same feel in your animation
i know its sounds a little silly but it definitely works
just dont hurt yourself
hope this helps
Appreciated.
10 FPS
underrated framerate 🔥
EXACTLY
I liked when the guy fell over it looked like he tripped on a rock
An INVISIBLE rock.
how do you make that recoil, i use 12 fps if anybody is wondering
Usually with pistols, I make the gun go up for the first frame, and make movements with the arms and a slight recoil noticeable in the waist. The gun then goes unrealistically down the next frame, then straight, but for realism, not in the same position as when you previously started.
For rifles and semi-automatic weapons, I apply the same principle, except the downward postion is no longer included.
I use 10 FPS, so it might come out slightly better than mine.
I think some BGs would improve it, i usually take google images and add filters/blur or use AI to make them more/less realistic
some feeling of tensity or action could also add work. the key to good animations is realziing that even though your characters are sticks, they should act human
their movements should never be too precise, whether its stumbling, taking a few steps forward while stopping, or just overall movement
another key is torso movement. it makes your animations so much more real when you add realistic torso movements. like during a punch, the torso goes forward, during a kick, the torso goes backward. slowly going into a running stop, the torso goed back, then wobbles into its normal position. its always the small details that add up to make your animations more visually nice to look at.
you also might want to look at easing, heres a gif of easing references
i also recommend you watch a youtuber called Mr. Onyx
his tutorials are the only reason I can animate the way i do now
i recommend some main ones like pose dynamics, easing, anticipation, and anything else that seems useful
also, i really like your animation style. reminds me of early pivot/sn times
oh damn thanks dude
Appreciated.
Waist movements are quite tricky to animate. I don’t have any subjects to show me such movements.