Artwork > Finished Works and Works in Progress

Bullet Life

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fromsoysauce:
It might not be relevant to the topic, but Everything besides the modeling of Zoey was done in four days, I had been making the Zoey model in my spare time over months, really just to get the hang of high poly character modeling, because before I am an Animator, I am first a game designer, and tend to have my characters drawn with quite low detail for the games. The first three days of work were making the robot, rigging Zoey and the robot, and all the animations, and the fourth day was creating the sound effects and syncing them with the animation.

There is a story to Bullet Life by the way, it's just something I don't find any reason to release yet, simply because I'm not popular enough yet.

Did you play the game by the way? It's free and it's arcade style so it's beatable in a short time (21 minutes to be exact). In the next BL game I will find a way to incorporate some of the things that were in this animation that were not in the game, particularly the stylish dodging at 0:33.

Anyway, I agree with you, I like animation for that you can explore the world that is impossible. One person once tolled me "It's a little odd that she is flying." My response was "Isn't that normal?" And besides it's so much easier to make an animation of something impossible as flying then something as possible as running, because when making an impossible animation, it really doesn't have to look "right" as long as it doesn't look "poorly done."

lizeal93:
Sorry for not being clear, and I did not mean to bash your animation at all just to give some suggestions.

there is an animation school which has free videos online, Animation Mentor. By choppy i mean the smoothness and change of force are none existent. To explain: animating a scene where an is arm resting on a table which then is raised and slams down on the table. this animation poses several problems to the animator. the first is that if you simply animate the arm to raise up and swing down its going to be a constant motion which is in itself unrealistic and the second issue is that it wont appear to have any force when it hits the table even if it is moving at incredible speeds.

the solution to these two problems is by using ease in and ease out frames. animator does not have an easy click to do it for you. but it can easily be done with the graph editor or by hand. what i mean by ease in and ease out is when the arm is being raised from the table it will start slowly and then speed up and then slow to a stop as it reaches the zenith of its arc. then it instantly drops and accelerates as it hits the table. then you have it actually pass through the table a tiny amount and then quickly bounce it back at the wrist. this gives the motion a more powerful force that seems as though the table is actually being pounded.

Now, I am far from an expert on animation but simply tweaking the way the motion between the frames is being generated makes such a tremendous difference to an animation's realism. Just try it. Your animation doesn't need it but its the little secondary motions like these that give an animation its true believability.

Try it with a sphere if you don't believe me. one hour with animation mentor and my animations changed dramatically. (I have a basic sphere animation i did right after watching one of the lessons, i'll see if i can find it.)

once again, i'm not saying you animation is bad, on the contrary i think it is very good and that effort you put into it really shows. I'm just giving a recommendation that will help you in you animation skills.

Sorry if I sound too Harsh, it was not intentional. but that is what i meant by choppy.

Keep up the good work!

fromsoysauce:
I wasn't getting mad at you, stating the criticism was over generic.

On topic though, thanks for the advice, but I don't quite get just how much better it would make the animations look. To me, it just feels like extra work witch to the average eye would go unnoticed, and knowing that this animation is fast past, more disciplined eyes would just overlook it. Though that's just my look on it.

For the sake of illustration, I'd like you to rate the second motion as it is now, and then how much better you think it would be if I did use grid editing, from 0-10.

lizeal93:
Very Well.

with 0 being a piece of (Fill in the blank)
and 10 being a professional CGI masterpiece.

I would give yours a solid 6. as it is now.

with the Tweaking it could go to an eight at best a nine.

A good reference would be The movie Final fantasy Advent Children, it has a very similar type of epic animation to yours but the animation, although physics defying to an extent, still looks very believable.


Look especially at time one minute and thirty-five seconds when cloud is twirling around and fighting the monster thing. you will see just how smooth the animation is. please note that this movie was hand animated and did not use James Cameron's technology. (Wasn't invented yet). You will notice just how smooth the transitions between motions. Just see how his limbs move when he is fighting.

Janro:
Ah the slow-in slow-out. I'm still learning so I easily missed that. Either that or I just focus on the others too much.

Anywho, FSS. You may think the average eye won't notice, but in fact they will. Like me perhaps, they just won't be able to put a finger on it. It's one of those very subtle things that our eye catches in real life but we rarely even think about it.

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