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  04 April 2008
your looking for all natural movement but the post are not attempting to be all natural. with where we are with software depending on the animation system your using. that can be achieved by doing pose to pose and letting the animation do the in betweens and just dealing with timing. the majority of my post are not using pose to pose, there meant to be a little odd and there also meant to be quick Im spending 30 minutes to an hour on them

as far story goes dark in nature

Last edited by tyree : 04 April 2008 at 03:29 AM.
  04 April 2008
Hmmm, tyree I'm not sure you get what the guys are trying to say.
It doesn't matter if your trying to create a natural or fanciful character
animation, what matters is believability.

Your characters look like they are composed of no bone or muscle what
so ever, also no spirit or character.

If your trying to bang out little animations in under an hour, what are you
trying to achieve? Animation cannot be treated like speed chess, there is
little to no point throwing work out that quick.
"I'm not lying, I'm writing fiction with my mouth"
  04 April 2008
I disagree speed in regard to doing anything artistic has a value. it may start off rough but it does get better

float 2

float 3

float 4

Last edited by tyree : 04 April 2008 at 10:52 PM.
  04 April 2008
Yes it is true what you are saying that doing anything artistic has value, it's just that your art ironically looks just like early student demo reels which is why we were trying to give some tips that might help. And if you are going to try to eventually try to find work in the animation industry, this sort of style won't make it possible to find employment.

Well if you are doing something purely artistic and has nothing to do with human movement, then perhaps this forum isn't for you because that is what we are used to comment on.

If you want to learn animation then we can help you.
  04 April 2008
by all means give your critique, about what you think is flawed I take it all under consideration and what Im doing is simply a process and I sayed speed in relation to whatever your doing artistic has value

Last edited by tyree : 04 April 2008 at 01:34 AM.
  04 April 2008
Mate, I'm not going to get into a debate over subjective/objective.
I will say this though. If I create a bad painting or sculpture, it is not
art simply because it is artistic, to me true art is something that not
everyone can create with little to no effort. This is true for painting,
sculpture, music, CGI, cooking, you get the picture.

To quote Richard Williams, animation differs from most forms of art because
it is not subjective, if an animation looks wrong it's wrong. That's not to say
different styles of animation are either right or wrong, rather to say that the
foundations of animation are the same.

The process of creating animation was nailed down in the 1940's and remains the
same today, so don't waste your time trying to re-invent the wheel. Use the proven
methods to realize your vision.

Please, please, please, do yourself a favour and buy "The Animators Survival Kit" by
Richard Williams, the best book to learn from.
"I'm not lying, I'm writing fiction with my mouth"
  04 April 2008
I fully agree with Lewis.

instead of trying to do something quick in an hour, spend some time on 1 bit, doesn't have to be longer than a couple seconds, but something where the character is actually doing something and not convulsing in some abstract manner. Pick one thing and we'll help you.

whatever you decide to do, you NEED reference. every animator does.
  04 April 2008
I have that book I have had it for years, I know it up and down. Im fully aware that even though its being done a computer were still flipping pages and the rules of 2d drawings apply. like I said this is a process it may look crude and ugly but it serves a purpose. I hear you phredrek on reference material

Last edited by tyree : 04 April 2008 at 11:11 PM.
  04 April 2008
It's not that "were still flipping pages and the rules of 2d drawings apply", it's
that the principles of 2D animation apply to 3D.

Squash & Stretch, Timing & Motion, Anticipation, Staging, Follow Through & Overlap,
Ease in Ease out, Exaggeration, Secondary Action, etc. These are the foundations
that good animation are built on. None of the work you have shown displays any of
these principles, so if you know the book inside out it's hard to see that in the examples
you have shown us.

Were all here to help and learn as Phredrek said, just maybe explain what it is your trying
to achieve and we can all figure it out together
"I'm not lying, I'm writing fiction with my mouth"
  05 May 2008
dive back


why is it necessay for me to show it, is it not a choice of whether or not I want to show something. I went to an animation school that was supposed to teaching computer animation but it had been a traditional media type of school. so when it started teaching computer animation it was done from the point of view of traditional media, meaning they taught fondation and fundamentals it was up to you to use it as it relates to the computer. figure drawing, painting by hand, animating was done on paper, page flipping, art history, design, perspective, color theory, it goes on and on. but you wont see any of those in my post either unless I feel some need to do it.

but I do appreciate the offer for help and Im sure Ill be taking you up on it

Last edited by tyree : 05 May 2008 at 12:33 PM.
  05 May 2008
I still don't really understand why you are posting here if you feel that strongly about doint your own artistic thing and you say " why is it necessay for me to show it, is it not a choice of whether or not I want to show something." Are you refering to animation principles?

I dunno, it seems like you don't want our help but heres a couple tips on your "dive back":

-needs more secondary when she's bending forward at the beginning, hip then spine then head. Then again when she bends backwards so that her head is the last thing that rotates back to get some nice overlapping.
- Hands pop and don't seem to have any real direction, like they're just keyed without real thought about how they should be placed for balance.
- Last part when she bends back down, I don't know why she does this, but if she's going to do that, you'll have to unfreeze the rest of her body, especially her hips, have them rotate in the opposite way to show balance.

Get some reference of someone doing a dive or something. check out the bbc motion gallery, they might have some good stuff up there.

but you're doing this specific art thing so I dunno if any of those comments help or whatever you are looking for.
  05 May 2008
look up


hit wall


Last edited by tyree : 05 May 2008 at 07:43 AM.
  05 May 2008
get up


up 2


Last edited by tyree : 05 May 2008 at 06:20 AM.
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