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Moving to a certain standard...
Posted: Thu Nov 06, 2008 2:54 am
by Hero-Jaxx
I mean when it comes to Anime studio and simple animating then I'm fairly gud on what I want it to do but the movement isn't
well cartoony more like a 3d 2d version of Parappa the rapper game.
I mean it eases into the next movement too much and it makes them either look drunk or can't stop moving.
you can see by checkin out any of my anime studio animations
http://www.youtube.com/user/jihajia
I know the Steps effect and so on but it still does it but even slower... I'm looking to do animation like
http://www.youtube.com/watch?v=xOJWOZfc_-A
or that Goldfish dancing thing I seen earlier on here.
or something like johnny test second season witch is a rigged animation of it... sumthing like that
if anyone can help me please help
Posted: Thu Nov 06, 2008 4:12 am
by DK
I think what is making your movements run into each other is your keyframing. When you create a keframe on the timeline, say with a bone, you need to copy paste the same keyframe onto the keyframe for a few frames to stop the movement. From what I saw in your animated examples it seems you are only creating one keframe per movement so they tend to run into each other.
Cheers
D.K
Posted: Thu Nov 06, 2008 9:38 am
by funksmaname
the only answer is to practice really... you need to get a better understanding of easing motion, and where the weight of a movement lies... if you look at a book like 'Richard Williams Animators Survival Kit' or 'Timing for Animation' you will see (in traditional style) where drawings need to be closer to eachother or further appart to control their speed... AS allows you to cut corners when creating in betweens, but you still need to think carefully about where your keyframes lie, and what they do - quite often the way to make a movement interesting isn't to have it moving from A to B as smoothly as possible, but break it down to what happens between that movement... you have to become your character, imagine you're a mime artist - flow your movements in slow motion and you will realise you arent moving from A to B at a consistant velocity but easing into and out of extremes.
One quick example is say you wanted to point forward ("he went THAT way!")... moving from an arm straight down to an arm stright forward would be both boring and un-natural, but they are the main keys... now you might want the arm starting slow and ending fast like "it wasn't me it was HIM" or fast then slow "he went THAT way"... and you would probably bend the arm at this middle keyframe. Once you get the idea you might start breaking down every movement, and then breaking it up again into micromovements... you can effectively do this until you end up with every frame keyd (but you dont need to...)
Thing of A to B as A to C, and treat B as important... then A to D, E etc.
just remember that keyframes for a movement arent necesserily equally spaced (and when they are, the actual movement isnt usually equally spaced)
think about it, read some books, look online, and do plenty of tests! don't try to walk before you can run.

Posted: Thu Nov 06, 2008 9:21 pm
by Mikdog
I LOVE LOVE LOVE Parappa the Rapper. Was thinking about it a lot today actually. Done some tests, haven't posted them yet, but it definitely is possible with AS. Was thinking about incorporating some quasi-3D space into my next work, but without proper planning it can get a bit fiddly.
Oh, I see now you've just mentioned that goldfish dancing. That's also kind of fun

Posted: Thu Nov 06, 2008 9:56 pm
by Hero-Jaxx
yea I love that video you did lol. I want to make my toons moves swiftly like that but still hold their Action animated cartoon style to them, ya know?
Posted: Thu Nov 06, 2008 11:27 pm
by Mikdog
I know this is probably old news, but have you ever thought about investing in Richard Williams' 'The Animator's Survival Kit'? Its a classic book with a load of interesting stuff in there. Really, I can't recommend it enough. It kind of lays it down on the table for you, and its really money well spent. I see he's released a DVD box set now but you have to have won the lotto to get it. Kind of pricey. Anyway, the point is, these legend animators from Disney and Warner Bros like Art Babbit, Kent Harris, Chuck Jones etc. have a lot of knowledge to share, and you'll find it in books like the one I mentioned. Unfortunately its the only book I really have on animation, so I can't vouch for the rest, but it is awesome. Truly. Anyway, rock on!
Posted: Fri Nov 07, 2008 2:43 am
by chucky
The drawings and facial expressions were very good HJ, I agree with mikdog and funksmaname on the issue of keyframing the tweened motion.
Try to have determined movements, at the start of the animation the characters seem to sway without purpose, if the movements of the body poses are as determined at the facial animation you have done, you will have a very good piece.
Maybe also you could make the audio edit quicker with stronger beats.
I'm only being so harsh as you clearly have great potential.
Posted: Sun Nov 09, 2008 6:45 am
by Hero-Jaxx
Its okay. I like criticism, thanks.