What's the math to realistic animation, basically the detail to walk/loop/scenes, how leg swings, hands, how they change order, or how lef and right is in tandem, how loop is written like the same position of start and end... how is this described in math, with emphasize to character, correctness and finally realism?
>how is this described in mathit's usually not because animators aren't mathematiciansthey learn about motion by observation
>the spammer is back
>>16798081Thisi s v stiff isnt it tho? Like tracing? in comparison to procedurally generatedthings?I even thought movies are made from better kind of assumptions than this picture. surely ther'll be a better basis for that
>>16798047I remember seeing this guy on /co/. Total schizoid. Crazy man. Kinda funny.
>>16798093computer animation(CG) is what you're thinking of but i was referring to traditional hand drawn animation>tracingthat's rotoscoping and it usually looks like shit
>>16798097Yeah and handdrawn do not works like the reference. It definitely looks like it has physics in it. I mean, otherwise it'll be straight up work. Or maybe i thought the phyiscs will help with, getting it
>>16798087he must of escaped the crazy house a few weeks agochrist i hate this mentally ill fuck
>>16798047You are thinking of inverse kinematics.
>>16798371Not sure. can you show it on a picture? Last time i forgot you to illustrate it. Basically between frame 1 and 2 and the "curve" in side the sequence. ...Basically math of the curve. and loop. and the, feet-arm tandem and queues.