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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  • Hash Fellow
Posted

That's a long story. That's what every animator strives for.

 

Richard Williams wrote a book on that called "The Animator's Survival Kit". He talks about arcs and timing and posing and 100 other things. It's 342 pages and that's short.

 

The briefest thing I can say is start small. Learn to make a great bouncing ball with good weight and timing and build up from there. And learn to make strong poses with your character and build up from there.

Posted

And the wonderful thing about learning animation, is that you are learning principles, not just 'how to use a particular software'. This means that there is ENDLESS stuff on the internet that you can look at.

 

I like this site:

http://www.rmit.edu.au/aim/a_notes/anim_contents.html

especially the Walk Cycle:

http://www.rmit.edu.au/aim/a_notes/04_walkcycle_project.html

 

Here's a couple of others among the millions out there:

http://www.idleworm.com/how/index.shtml

http://www.brianlemay.com/Pages/tip.html

 

However, don't spend too much time reading about it - just do it :)

 

That book "The Animator's Survival Kit" is one to buy if you can - it's quite cheap on Amazon.

Posted

Would just like to add this too.

 

There is So ! much really in the TaoA:M book.

Going through and doing each and every one of those exercises is so important.

Perhaps even do them over 2-3 times, you'll understand better each time.

Each one has a few more elements that will add up and guide you on the quest here.

 

Here's another idea which can help, if you are so inclined.

Get a model loaded up, and apply one of the many Action files to it and just SEE how the animation is done.

Follow each bones movement in time line, and actually SEE the key frames and how the smoothness happens.

Smooth curves create smooth animation.

I find myself often going in there and am actually able to move some of the points and correct things.

Here's a pic of the "Run" action. Experiment, analyze, it's free.

Picture_3.jpg

  • Hash Fellow
Posted

BTW, I should say that it is very promising that you recognize that your animation doesn't look right. That really is the first step to getting better.

 

There are a lot of people grinding out bad animation who have no clue that it is bad. They don't get better.

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