Replying to:that alien dudeNo offence but I don't like it that much th animation is ba
You and him are kinda comparable. I think you guys just need more “In-betweens” in your animations along with adding more realistic and less robotic movements. you guys need to start moving more of the body with each movement and have less frames where nothing is moving.
Replying to:that alien dudeNo offence but I don't like it that much th animation is ba
Like what Kz said , you both have very similar animation levels
One thing to note is not only should y’all use figures that are easy to use , but also facing a direction that’s easy to animate with , what I mean is using a front view figure and animating it as if it were a side ways figure looks a bit wonky
App settings also help , such as the Axis lock button which can help move figures and even the camera in a straight line
Use background and floor figures as well to try to maintain better movement as well
Use the guidelines in order to help you make a figure move straight (the bullet)
Practice is of course necessary working on figure place,eat is a good idea to , have the guns start in a more optimal position so they don’t look weird (getting kicked into the users hand , and the guy making the gun flip instantly)
Here’s a little tip, make everything move at once, when it needs to
For example, if two people are giving each other a high five, don’t have one hand move up and then the other. This will provide fluidity to the movements of the characters.
Another thing, when you have things, such as a bullet, that move in straight lines, and don’t curve, don’t make them curve, it makes it look weird and unnatural. Now, if your bullet can preform a movement technique to Hol Horses in his fight against Polnareff, I suggest having something to indicate that it would do something like this, say a glow or a slowdown, or a reaction from your character.
One final thing, when you’re animating, keep it consistent. The guy just flew to the other side of the screen from the starting position, and, despite the bullet being faster in a logical sense, it was slower than he was. In reality, the bullet should have been much faster than him.
The dude got shot then shot himself?
@robonoob89 Try and work off my anims
This has me dying right now!!! How does that even work!!
User Banned
No offence but I don’t like it that much th animation is bad but it’s ok that u like it
You and him are kinda comparable. I think you guys just need more “In-betweens” in your animations along with adding more realistic and less robotic movements. you guys need to start moving more of the body with each movement and have less frames where nothing is moving.
Like what Kz said , you both have very similar animation levels
One thing to note is not only should y’all use figures that are easy to use , but also facing a direction that’s easy to animate with , what I mean is using a front view figure and animating it as if it were a side ways figure looks a bit wonky
App settings also help , such as the Axis lock button which can help move figures and even the camera in a straight line
Use background and floor figures as well to try to maintain better movement as well
I’m agreed to Gigan’s first sentence ngl.
What about the rest
🥺
hey it sucks its fine
Use the guidelines in order to help you make a figure move straight (the bullet)
Practice is of course necessary working on figure place,eat is a good idea to , have the guns start in a more optimal position so they don’t look weird (getting kicked into the users hand , and the guy making the gun flip instantly)
Here’s a little tip, make everything move at once, when it needs to
For example, if two people are giving each other a high five, don’t have one hand move up and then the other. This will provide fluidity to the movements of the characters.
Another thing, when you have things, such as a bullet, that move in straight lines, and don’t curve, don’t make them curve, it makes it look weird and unnatural. Now, if your bullet can preform a movement technique to Hol Horses in his fight against Polnareff, I suggest having something to indicate that it would do something like this, say a glow or a slowdown, or a reaction from your character.
One final thing, when you’re animating, keep it consistent. The guy just flew to the other side of the screen from the starting position, and, despite the bullet being faster in a logical sense, it was slower than he was. In reality, the bullet should have been much faster than him.