Comments: 15
rtil [2017-04-04 10:39:16 +0000 UTC]
is this the test they gave you? i work on indivisible, i could give some pointers if you'd like. i've been working with them since the skullgirls days.
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Scyrel In reply to rtil [2017-04-04 18:31:16 +0000 UTC]
Yes please, that would be incredibly awesome! I'm looking to professionally animate for games and cartoons.
I love the 2D work in Skullgirls and what I've seen with Indivisible.
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rtil In reply to Scyrel [2017-04-05 10:04:29 +0000 UTC]
couple things, and i'm mostly basing this on what the lead animators like to see:
1. the kick needs an overshoot frame for the impact. that is to say, when she kicks, there should be a 2nd impact frame where her foot is even further out and pulls back in the 2nd. it will help sell the impact. you may need to sacrifice a frame somewhere else in order to make it happen but it'll be worth it. i'm not sure what the specifications were on this test, but if i had to guess based on how skullgirls worked, they gave you two keys, a model sheet and not much else.
2. although the follow through action on the hair and the skirt is good, i'd ease up on it a little bit because of the speed of game animations. while ideally if this were an animated cartoon there'd be more frames to do this kind of fun stuff, in fast paced game animation with limited frames (usually somewhere between 5 and 8 per individual action @ 30fps), too much deviation from the model can strobe a bit. what i like to do with hair is re-use drawings when i can, and then use the selection tool to carve out pieces of hair and rotate them a few degrees here and there on certain frames to achieve some minor movement. it can save time and still looks good.
3. for the beads on her head, and any kind of accessory or item that is a rigid, unchanging shape, you'll want to utilize more copy and pasting. what i do for her beads is animate them on a separate layer at first, using a single bead shape to create the arcs of the beads on her head. i will hand-draw the tassle later since it is a follow-through element. again, this is another time saver trick that will end up looking better anyway because it's just impossible to re-draw the beads on her head accurately every frame. take advantage of the digital toolset of photoshop when you can, and here is a good place.
4. even though there are limited frames, use ease in/out where you can. the first and last frames of your animation should be much closer to the snapback pose to avoid popping. you can't have a recovery frame here though so it's a bit tricky and not optimal, but it's the next best thing.
besides all this, it's definitely reading and there's a lot of different ways to approach this super dynamic kick. the more you do stuff like this the easier it will get, it's a rhythm kind of thing. if this is your first game animation test it's a great start.
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Scyrel In reply to rtil [2017-04-05 13:10:20 +0000 UTC]
This is my first try at a game style kick and really appreciate the helpful tips. Thank so much!
I may have seen some follow through animation on an older Skullgirl gif of filia I used for reference. I wanted to try and vary my kick from other entries by doing a spin-around, but in the end there were not enough frames to really work. At least for my current level.
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rtil In reply to Scyrel [2017-04-09 12:51:12 +0000 UTC]
i see. there are lots of lab zero animations posted on tumblr so it is great reference. good luck
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Scyrel In reply to rtil [2017-04-10 00:01:21 +0000 UTC]
Thank you!
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2nd-Legacy [2017-03-31 12:52:09 +0000 UTC]
The feedback I'd give is to make the hair less fluttery. The way it is now, Β her hair makes it look like she's in a really strong gale.
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Scyrel In reply to 2nd-Legacy [2017-03-31 13:27:30 +0000 UTC]
Interesting, I'll keep that in mind!
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Scyrel In reply to Hawk-tip [2017-03-30 02:21:59 +0000 UTC]
I had 2 frames of theirs to work with, so there were some constraints in frame count. The spinning really needed more frames, probably should have just made a simple kick with her.
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Hawk-tip In reply to Scyrel [2017-03-31 03:12:59 +0000 UTC]
Does it need more? It looks pretty smooth already.
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Scyrel In reply to Hawk-tip [2017-03-31 13:28:37 +0000 UTC]
Her return to position is so fast, I feel like it's too fast.
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Hawk-tip In reply to Scyrel [2017-04-01 01:55:49 +0000 UTC]
Oh XD I guess it depends on what game, I guess. I've seen games where characters return to the starting stance just as quickly. But if that's not what you wanted, I could understand that.Β
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General5 [2017-03-28 18:45:42 +0000 UTC]
Looks great!
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