sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

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Posted

Hey that was snappy!

 

I think the legs have better clarity than the arms. I can pretty much tell what the legs are doing, but the poses/action in the arms are harder to discern. I know it's supposed to be frantic motion, but there's probably some solution to make the arms more effective. I don't know what it is tho...

Posted
Hey that was snappy!

 

I think the legs have better clarity than the arms. I can pretty much tell what the legs are doing, but the poses/action in the arms are harder to discern. I know it's supposed to be frantic motion, but there's probably some solution to make the arms more effective. I don't know what it is tho...

 

I agree about the arms, maybe a frame or three of hold after the arms finish their overshoot. To give them some power behind them. Unless that's what you were going for.(he is a rubberman after all.)

 

Good sequence though, did you make it up as you went along or it it a actual kata

Posted

Wow! Nice animation... and inspiring camera work! The camera cuts REALLY bring out the action...is it all done linearly with 1 cam in A:M, or edited externally?

Posted

Pretty cool. I'd like to see the hands lag abit more though......ie bend down when moving forward. And, at times, the hands don't seem to be in sync with the legs but I'm not a fighting expert. :D

Posted

thanks guys...

 

you´re all propably right about the hands... i´ll see what i can do, but it´s all so fast that you might not be able to see the change anyway ;) in the most cases the arm movements from one keypose to another is only 4 frames or so, but still... i´m going to try to optimize it...

 

paradymx: no, i had kata-material as reference, no way i could have done this without....

 

john: there are six fix positioned cameras in a:m, just rendered different frame ranges from each camera view... here´s a little tip if you do stuff like that: at some parts i had to repeat some frames in the next camera view from the previous... let´s say you have a very fast movement with extreme body moves just like the last high-kick, the first camera covers the movement until his lower foot leaves the ground you´ll want to repeat the 2 or 3 frames of the foot leaving the ground in the second camera-view, otherwise it looks like something is missing, i guess the human eye simply isn´t that fast.

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