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most tutorials for animation simply follow a reference, they don't explain why the body is moving in this way to look convincing. If I follow these tutorials I'm simply copying and not understanding.
Without a reference I don't know how to make my animation look convincing. Are there any tutorials which explain the body movement ?
Sorry if I didn't explain properly, don't know how to quite explain myself.
>>
boosting for answers
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Hi Anon. I'm new to 3D modeling and rigging but somehow have a natural gift for animation. Rather than tutorials I can explain how I got here.
>Study 3D animation in games
>Get an action figure and study how it moves along its points of articulation
>Observe reality
The biggest mistake people make is not understanding that the entire body is one big piece that is connected. You can't move just one limb. The whole thing moves as one skeleton.
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>>1002126
This one book is recommended by everyone who studied motion and physical movement. Highly recommended it.
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>>1002126

In wishing to depict how a physical system behaves in a realistic manner you don't study art tutorials you
study the real source of the real phenomena and then you depict it artistically based on this knowledge.

Get a high-school understanding of Newtonian physics (classical mechanics) so you understand what governs positional transformations; inertia, momentum
and rotational translation; torque,d 'angular momentum' and 'moment of inertia'. Once you understand moving mass on that level
a lot of what you are seeing in the world will be de-mystified. This is not difficult physics to engage with it's very ABC123 accessible. Just the apples and pears of physics if you will. You don't have to do the math either, just understand the concepts.

Once you're familiar and understand these core concepts governing the motion of bodies and you start looking at youtube videos of people performing actions you wish to animate in slow motion it'll be a lot easier for you to understand what is moving when and why. Track the transfer of energy in your head based on what you're seeing and understand what you are looking at taking place.

Instead of just guessing you will now be able to ask yourself "why does this part of my animation look so floaty?" and you will be able to come up with an answer like "ah, because there is no counter torque to the sudden acceleration of this limb here".

Watching videos on Sports science and biomechanics is also a good springboard for starting building up and understanding
of how the body moves and why.
>>
Heres a quick physics 101 lesson to get you started:

you will probably have heard these two concepts parroted a lot in various contexts:
'A body in motion remains in motion unless acted upon by an external force.' and 'Every action has an opposite and equal reaction.'
Commit those two phrases to memory and set out to really understand what they mean. Whenever you are confused by something remember those two phrases and think about how they apply to what you're seeing in your situation.

Here's a quick rundown of the core concepts you need to understand to become a good animator;

Inertia: The mass of a body governs how much energy is needed to accelerate it, a heavy mass needs more energy transfered into it in order to move than a light mass.

Momentum: A heavy mass in motion needs more energy to alter it's trajectory than a light mass. The faster it moves the more unstoppable it is; because kinetic energy is 'squared by velocity'. So same mass moving twice as fast requires 4 times as much energy to be stopped or pushed off the trajectory it's on.
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>>1002184
>cont

Torque: Twisting motion trying to rotate something along some axis.
For animators it will be important to understand how torque happens whenever something is pushed off-center from it's center of mass as this governs where your character is supposed to place their limbs or extend to alter the motion they're already in.

Angular Momentum: The rotational equivalent of what we call 'momentum' how much energy is needed to accelerate or de-accelerate a mass from spinning. (a body motion remains in motion; a spinning body remains spinning unless acted upon by an external force)

Moment of Inertia: Depending on how the mass that is rotating is shaped it is not equally resistant to change in orientation.
Like if you pick up a long stick you can easily twist it very fast rolling it along it's length as when spinning a stick to start a fire, but if you try to spin the same stick like a helicopter it is a lot harder. That is 'Moment of inertia'.

Pick up any oddly shaped object nearby and try to rotate it around it's various axis in your hands and you'll feel
just how much easier it is to reorient in some directions compared to others.

The classic example is the ice skater that spins faster or slower as she contract or extend her arms.
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>>1002126
get over your disphoria and look in the mirror
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>>1002126
>they don't explain why the body is moving in this way
you don't have a body? play the motion yourself and you will see why you move the way you move. fucking retard.
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>>1002142
>>1002149
>>1002182
>>1002184
>>1002184
>>1002185
Thank you.

Weirdly antagonistic replies from the rest. Please get help, stop doing drugs. Thank you
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>>1002197
>thanking chatGPT
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>>1002193
are you retarded? do you seriously think the average person can do hyper exaggerated acrobatic moves?
fucking retard
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>>1002204
animation 101 is to play the shot yourself on camera for reference, nigger
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>>1002205
speak English you autistic loveless handicapped monkey
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>>1002206
>no argument
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>>1002205
are you saying that I need to be an octopus if I want to animate an octopus?
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strongly consider remaking what cascadeur is doing, but in houdini or maya with solvers
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>>1002149
i read this and its ass. maybe 10% of it is actually about animation, the rest is just the authors jerking themselves off because they worked at disney. richard williams animator survival kit is way better. still a bit self-masturbatory but has way more useful info than the disney one.
https://archive.org/details/TheAnimatorsSurvivalKitRichardWilliams
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>>1002254
you want physics based animation. Two joint chains, one affected by physics and bound loosely to the real keyframed skeleton giving cascadeur like results. Test this out with a character set up on a subdivided plane that has a sin wave modifier. Set this up in in a dcc



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