B. Danger, Danging B's.

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Re: PUCKMAN!

Postby dipper.f on Tue Mar 22, 2011 11:24 am

I couldn't care, I have magic powers that can export gifs in full color.


Also, PEOPLE! PLEASE RE-VOTE BASED ON MY SLIGHT IMPROVEMENT!
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Re: Ball Test and cyclops

Postby dipper.f on Thu Apr 21, 2011 1:21 pm

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Ball Test


And Cyclops


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Note: in case someone doesn't notice and thinks I went and stole it, I didn't make the effect. I just tried animating his body reacting to it in a way that it doesn't look too stiff.
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Re: Ball Test And Cyclops

Postby JerK on Thu Apr 21, 2011 10:01 pm

You're main problem is consistency. I know you know this, spacing is speed. So to have a consistent speed, you need consistent spacing.

so with the ball animation:
physics: when the balls falling it gains speed at a steady rate all the way till it hits the ground, then with no easing, it bounces back up, with the speed declining.
You know this you just made a simple mistake. a way to watch your spacing is to watch the shadow thing from the last two frames. Try to match the gap or slightly change it, pay attention to the direction.

the laser animation:
since you didnt make the laser ill cc the styk. (you should animate everything next time, any kind of practice is good practice)
Easing and flow: you know what easing and flow is so im not going to explain it. but it needs more easing, always ease stops unless easing would make no sense, like a ball hitting the ground. what i mean by flow is commitment, if you start to move an arm upwards, keep going, ease to a stop. dont start to go up and decide to change directions suddenly or have it start to swing, stop halfway, go back a little, then keep on. One eased start. One fluid motion. One eased stop.

Use basic styks for tests!! No elaborate full bodies! You need to concentrate entirely on the anim! Once you got it down you can start showing off your styks.
try some easing tests. like a single line waving back and forth.

with that all said, its cool to see you animating! The start is always the hardest, once you make it through the trenches it gets a ton easier. Keep it up!
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Re: Ball Test And Cyclops

Postby dipper.f on Fri Apr 22, 2011 2:33 am

:evil: at the figures... but I guess you're right.

I'll try improving with the rest.
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Re: Ball Test And Cyclops

Postby Bryanvv on Fri Apr 22, 2011 4:35 am

No Comment. :select:

Just Keep Up The Good Job And Improve More! :thumbup:

May The Force Be With You, Always :stykz:
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Re: Ball Test And Cyclops

Postby IKE on Fri Apr 22, 2011 7:40 am

Droidz on stykz, first time I've seen that. That beam and cyclops don't really... mesh.
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Re: Ball Test And Cyclops

Postby dipper.f on Sat Apr 23, 2011 4:23 am

yeah, they don`t, but i was too lazy to make my own cy-beam thing now. Also, I`ve used droidz beegee`s multiple times in the past(or just elements) I just polyfilled `em.
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Re: Ball Test And Cyclops

Postby Jess887cp on Sat Apr 23, 2011 8:14 am

ur ' is going the wrong way...

Anyway, The effect isnt that hard...And i'm pretty sure that a cy-beam has no buildup. Just fire.

Otherwise, just listen to what everybody else says.
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Re: Ball Test And Cyclops

Postby dipper.f on Sun Apr 24, 2011 4:10 pm

True, I'll work on that, and it can have buildup if he opens the visor slowly...


also, I think I was the first person to ever use the word cy-beam.
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Re: Ball Test And Cyclops

Postby Lynx on Sun Apr 24, 2011 4:31 pm

I noticed that in most of your animations, you don't bend the spine of the styk very much, so a bit stiff. Other than that I found nothing wrong really.
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