Ive been doing a few traditional animation tests over the past 3 months and Id like to see what you think. I personally can see what is wrong/right in each one but I want other people to give me critique.
So yeah I wanted to put them on display here but apparently you have to download them to watch cuz I dont feel like uploading these on youtube :/
http://www.thebackalleys.com/dump/files/92...sarm%20drag.mov (http://www.thebackalleys.com/dump/files/926/903s1B_josevillalobosarm%20drag.mov)
http://www.thebackalleys.com/dump/files/926/0358iM_flag.mov (http://www.thebackalleys.com/dump/files/926/0358iM_flag.mov)
http://www.thebackalleys.com/dump/files/92...body%20drag.mov (http://www.thebackalleys.com/dump/files/926/060D7j_body%20drag.mov)
http://www.thebackalleys.com/dump/files/92...mpsackfinal.mov (http://www.thebackalleys.com/dump/files/926/60Bm0_jumpsackfinal.mov)
Im going to post some more of them later. these are the only ones I have saved in my memory
note: if you are using quicktime its better to set it to "loop". some of these are meant to be cycles anyway.
i like your style, very unique!
some real nice stuff you got there
Everything seemed really nice and fluid up until the flour sack. Some more frames wouldn't hurt that one but yeah pretty good stuff
body drag is the best one
Quote from: MarcKEverything seemed really nice and fluid up until the flour sack. Some more frames wouldn't hurt that one but yeah pretty good stuff
aaa I know exactly what you mean. I think the most noticeable part near the end where I (still think) adding a better feeling when he raises his "foot" wouldnt hurt.
Still these where already graded so....
solid stuff eman
nice work
very nice work dude. i love the added features of the nose in body drag. adds a nice touch.
thanks guys :U
MORE
this time I made a run and a walk
http://www.thebackalleys.com/dump/files/92...S_Runrender.mov (http://www.thebackalleys.com/dump/files/926/46s4S_Runrender.mov)
http://www.thebackalleys.com/dump/files/92...9_walkfinal.mov (http://www.thebackalleys.com/dump/files/926/179iC9_walkfinal.mov)
nice cycles eman
really nice animation man
lookin good. put it in flash to loop it next time though
^what he said
nice stuff hErMANo
I dont think MOV and flash work well together though I'd recommend trying AVI if you're gonna try at that. Only because flash isn't the most stable fucker around and MOVs are really heavy
the run and walk looked really nice, your style reminds me a lot of
(https://thebackalleys.com/forum/proxy.php?request=http%3A%2F%2Fwww.digitalmediafx.com%2Freviews%2FImages%2Fanimatorssurvivalkit.jpg&hash=4d6c3d1c3d3fa8324e64d4a134bc04c30def6c13)
well that is the style we are supossed to draw like in that class. I dont think I have the skill to make walks with my own character designs with my current skill but I will make a bunch of em this winter so come back and check it out.
and thanks every1 :=)
will upload my last animation soon... hopefully
http://www.thebackalleys.com/dump/files/92...%20for%20me.mov (http://www.thebackalleys.com/dump/files/926/9979dH_A%20beatnik%20for%20me.mov)
Beatnik walk
I'm not sure about the head movement - it looks like he only has his nose up for a split second before jutting down again - but everything else looks great.
i don't mind the head, i just think the timing is too even
Looks really good!
My biggest criticism is that in some of them, you've got some unmotivated movement
What I mean by that is that some motions happen just to happen and no so much for anticipation/follow through (the flour sack one is a perfect example of this; it kind of feels like a wind up just for the sake of winding up and not to anticipate for a jump).
The last walk also kind of has the same problem; the up/down of the upper torso isn't happening because of follow through from taking such ridiculous steps, it feels more like he's lurching/crouching forward on his own. Adding onto what rtil said here, you could delay the action a bit from the feet up to the tip of the head so that all the action doesn't happen at once (so it's the placing of the feet that effects the hips which then effects the spine which effects the shoulders)
If anything the key poses are strong; I'd say it's more a problem with the breakdowns
If you're going for really cartoony and don't give a hoot about acting/believability, then these are good! Super smooth too!
Nice walk! Just a few things I noticed was that the 2nd head bop looks clunky and it might just be the way in frame 19 the head and his nose point straight up without warning while in the first bop it is not nearly as high. Also frame 15 the arms are too small...like the length shrunk. Otherwise nice practice :}