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File: dp vs cube 3.jpg (307 KB, 3840x2160)
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Posting my most recent animation. I worked on this for months, on and off (few minutes to hours some days but i also took long breaks from blender due to vidya). I posted it on reddit and i was actually pretty shocked it only received ONE upvote. I think i would have preferred if it got downvoted into oblivion. I think it's pretty good considering my previous animations were some terrible walk cycles and some camera animations. Idk why it was basically ignored. What do you think about it is it really that bad? https://files.catbox.moe/ighrfj.mp4

I did the modelling, rigging, animation. Even sound mixing in Blender (which kinda sucks)
>>
>>1016981
The hands and feet are like stop motion, not something you’ll see in people. Cube didn’t fight back, unnecessary stretch and pull. Deadpool grabbing cube needs more work, if you want this to be a joke scene it can work but add better sounds. Cube flew odd angle which will not hit the sword but it looked so unnatural when teleport to the sword. Deadpool didn’t move to the sword correct position to go back into the slot. Sword teleport to its origin was unnatural. Yes walking needs to be fix, this is deadpool you have some creative freedom when he walks.

Here’s some tips from an expert:

1) Do position last and work your way to first. This can help with harder animations like you experienced. Key frames would need to be adjusted but not impossible to fix.

2) If you’re going to not show the legs when walking then don’t care about the legs only the thighs since those would be visible.

3) Fast animations like grabbing is fast. You see it in every animation, the audience doesn’t care about the seconds between them unless it’s important.

4) Video editing can help cut some of the work. You could make the cube appear digitally instead of just popping into existence. Video editing makes things a bit easier than just waiting extra hours on rendering.

5) Face animations needs to be shown, cube is annoying to deadpool.

Hope that helps.
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>>1016988
>The hands and feet are like stop motion, not something you’ll see in people.
yeah that's like the last thing i did and was too lazy to imrprove them
>Cube didn’t fight back, unnecessary stretch and pull.
i don't get this, i made the cube jelly-like on purpose, i thought it's funny
>Deadpool grabbing cube needs more work, if you want this to be a joke scene it can work but add better sounds
well yeah, it is a joke how are you gonna grab a cube. And the sounds..i used what i could find for free online
>Cube flew odd angle which will not hit the sword but it looked so unnatural when teleport to the sword
i think that looks fine, i spent a ton of time on that alone, maybe it's the camera angle
>Deadpool didn’t move to the sword correct position to go back into the slot. Sword teleport to its origin was unnatural.
i think that also looks fine, it's also one of the final additions. the sword falls directly into the sheathe on his back, yeah it "teleports" for like 1 frame
>Yes walking needs to be fix
i discovered that making a good walk cycle is harder than this entire animation
>Do position last and work your way to first
i don't understand this
>If you’re going to not show the legs when walking then don’t care about the legs only the thighs since those would be visible
well not if i change my mind about the camera angle, also due to IKs i kinda have to animate the whole leg, plus i am learning to animate..i'll worry about cutting corners later
>Fast animations like grabbing is fast
also don't get this
>Video editing can help cut some of the work. You could make the cube appear digitally instead of just popping into existence.
why does it matter, you can keyframe the object appearing it's easy as hell
>Face animations needs to be shown, cube is annoying to deadpool
i didn't rig his face just around his eyes a bit, it's very basic

Overall i get and appreciate the feedback, many of these issues i am aware of, i just don't know how to improve yet
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>>1016981
It's fairly unremarkable. Kind of neat for a beginner's project. But could use improvement in just about every aspect.
If I saw this on reddit(I don't use reddit), I would give it a pity like. I see the effort is there. You still have a ways to improve though. So just get started on the next animation, and think about what you can do better.
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>>1016981
This was bad. 20 seconds until anything of interest is on screen. If you need the title, combine it with the high shot, make it 5 seconds. Tighten up every moment, and do try a way faster grab movement.
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>>1016981
lots of neat shit in here, but there's zero momentum so it looks boring. when you punch or jump the momentum carries into the motion. when there's no impact everything is flat
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>>1017003
>So just get started on the next animation
already did
>>1017010
originally i only intended to do the main action scene, the intro/outro scenes came after
>>1017011
yeah i know but i don't know how to do that yet and have it look good, shit's hard
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>>1017025
Not any of those anons, but Don't make your own timings if you don't even understand momentum.
>pick short 3-5 second deadpool clip
>easiest clips would be where the camera isn't moving
>copy it frame per frame using your model
>if you're a twitter user stop here and enjoy clout for creating nothing and achieving zero understanding of the concepts you were presented with.
>if you're an artist keep digging. understand the key frames you're making and WHY that timing works.
I only suggest this because undertanding and applying animation principles is easiest when you're going hand in hand with reference footage to study the frames from
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>>1017001
Well jelly doesn’t move like that, stretch and pull is often added with weight in mind.

When doing animation, you often run problems during poses. If you plan them like the final pose and the first pose, you only need to work on the middle animations. That’s what i mean. Think of yourself as a timelord and how something you want in the character to work.

Fast animation is fast, there is nothing to think. The audience wouldn’t care about those seconds.

Yes you can keyframe, animate the cube and waste time rendering those things and added to final editing. OR you could edit the cube in the video editor, not waste time rendering then finish the movie faster. In the industry, many things are layered onto the final piece of the movie/video. It’s the reason why Adobe exists.
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>>1016981
Your animations lack arcs and anticipation/momentum like the other guy said. The leap towards the cube for example, where he sorta levatates to it in a straight line. Jumps should be in arcs.
Hand, foot, and face articulation are all critical to bringing life to your characters. Its all secondary motion. Our personalities really come through these subtle motions. There absence is noticeable.
Oh, and the lack of likes can also be a lack of viewer retention. Keep your establishing shots short and sweet, unless there's a narrative reason to do otherwise.
I can see effort and sovl though. And its good for a first project. Keep experimenting while keeping momentum and secondary motion/character acting in mind and you will go far.
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>>1017040
yeah i am trying with the next animation
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>>1017001
>All these excuse tier responses
You have to be 18 or older to post on this site.
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>>1017058
I appreciate the feedback
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File: 0001-0111.mp4 (650 KB, 1080x1080)
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I think my next animation is already shaping up to be better, but it also has a lot more keyframes and is more tedious to do. But i am loving it, i was getting tired of the previous one. Making the movie opening dance sequence has been my goal since i finished this model. Finally started working on it, all i've done so far has been practice for this. Gotta go away for a week and won't be able to blender which sucks though
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>>1017164
A tad too fast unless you’re planning on video editing it and trying to match the same speed.
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>>1017169
Speed can be adjusted later, focusing the keyframes for now..but also this is the speed needed to match the song, more or less. I haven't even touched the graph editor yet, these are basically the raw keyframes. I will go in-depth later there. But i wanna do all the moves first then adjust stuff. I am also thinking of making each move a separate action and try to link them afterwards, that way i can basically make the dance as long as i want and make him do whatever moves i want when i want. Will see how that plays out.
>>
>>1016981
I don't know what it is about the shoulders, maybe they're too wide, too robotic, idk, but they ruin everything to me, I hope somebody with more human proportions and realism can give you more accurate and useful insight, talking about your animation threads, I've been lurking for quiet some time and seeing your posts, for context
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>>1017178
>somebody with more human proportions and realism
>t. (Me)
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File: file.png (3.24 MB, 2095x1276)
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>>1017178
To be honest i had to alter the shoulders, originally they looked like pic rel - 2 patches which made them seem smaller and slightly better (still not great though). But they were separate objects and started behaving like shit after rigging. So i deleted them and extruded the new ones from the base body, they look weirder. Same with other elements like the chest knives. They looked off originally too but this was my first time modelling a guy so whatever i just wanted to see if i can make an ok looking humanoid. There is also bad topology and rigging at the shoulders, so mix all that and this is the result.



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