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    Calibresubscriberuc-winner-lvl1 2024-08-07 23:00:27 UTC

    Animation in progress. I have trouble with pretty much everything involved in the walk cycle, now that i am working on using a new technique.

    4
    • I submitted it with my mistakes to make room for improvement.

      2024-08-07 23:01:40 UTC 2
    • 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

      2024-08-07 23:11:52 UTC 12
    • I liked when the guy fell over it looked like he tripped on a rock

      2024-08-07 23:34:43 UTC 6
      • Replying to: MABI liked when the guy fell over it looked like he tripped on

        An INVISIBLE rock.

        2024-08-08 01:41:28 UTC 1
    • how do you make that recoil, i use 12 fps if anybody is wondering

      2024-08-07 23:49:23 UTC 1
      • 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.

        2024-08-08 01:47:28 UTC 0
    • 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

      2024-08-07 23:55:28 UTC 9
      • Replying to: 🪵 Revenant Log 🪵I think some BGs would improve it, i usually take google ima

        oh damn thanks dude

        2024-08-07 23:59:36 UTC 0
      • Replying to: 🪵 Revenant Log 🪵I think some BGs would improve it, i usually take google ima

        Appreciated.

        Waist movements are quite tricky to animate. I don’t have any subjects to show me such movements.

        2024-08-08 01:43:58 UTC 1