View Full Version : Animation studies
07-02-2009, 07:29 PM
There's a long time since I get here, but now I've some time and I want to spend it animating. Well, here goes a basic exercise I've done this week. Please, critiques, comments and tips are really welcome.
Thanks a lot.
07-03-2009, 07:53 AM
One thing that I would like to suggest is to watch your center of gravity. The placement of the hips can probably help with that. Seeing as this character is a mime and not actually grabing anything awkward, if he were to lean back as far as he does he would fall right onto his rump. Also, I would suggest that you add a few touch keys when he comes to a pause near the begining (when he puts his hand to his chin, thinking). He seems a bit TOO still there.
Otherwise, I'd say it's a great start. Good weight, timing, and anticipation.
07-03-2009, 01:30 PM
Thanks a lot, man! I'm making my "to do" list and will work on that!
I find some resourcefull tips at some of Keith Lango's videos on Youtube, about drag (COG), overlap and follow through. Maybe this help other people, then here goes:
07-04-2009, 06:48 PM
Thanks for the comments about CoG. I worked too the overlaps and follow through, I believe this gives a little more of life to the animation. Follow the up!
C&C are really appreciate.
08-07-2009, 04:27 PM
Here's an update of the animation. I remade it all, starting from thumbnails and video references. The facial expressions are still in blocking stage.
Critiques and comments are really welcome.
08-28-2009, 04:47 AM
Here goes an update of the animation. I've worked some breakdowns and timing. I need some critiques and suggestions to take this animation to another level, my eyes actually are limited to this point.
08-28-2009, 04:13 PM
- the camera move isn't necessary for what you are trying to show. Moving the camera IN, maybe, but trucking around the action, no. Camera movement is to reveal something we need to see and this one isn't doing that. I'd stage this from one angle.
-the mime choice complicates things. We wonder... is it supposed to be slightly not-real like a real mime would be ?(a real mime can't do the same body placement that a real heavy lifter does because he's not actually counter balancing any weight) Is it supposed to be animation-world real? real-world-real? Real-not-real-mime-real? And so on. It's hard to know what your goal is.
-straight line movements are almost always unnatural in body mechanics. His hips go up in a straight line when he lifts the box.
-likewise with long, slow moves. He makes a long slow drift to get down to that box. too slow, too long. People like to lurch from one resting position to another rather than spend time holding themselves up in between.
08-28-2009, 04:13 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2015, Jelsoft Enterprises Ltd.