Home Page › Forums › Art Showcase › Full 3D animation: Capturing Myriel
- This topic has 8 replies, 3 voices, and was last updated 6 years, 7 months ago by
Zaith.
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February 6, 2020 at 11:42 AM #1460036
a full animation 🙂 https://www.youtube.com/embed/LRpcZ8Ar44w
February 6, 2020 at 11:42 AM #1460038February 6, 2020 at 2:47 PM #1460246@Zaith,
This is a critique from an animator, so understand that I'm trying to help you, not criticize you. My comments are to help you get better and in no way are to hinder your development as an animator.
1. Your hand movements are completely unnatural. Sometimes, you get it right, but the majority of the time you have what we call "lock wrist." Believe it or not, your fingers will move with natural body movements, without even realizing it. As an example, flex your forearm muscles without clenching your fist. Your fingers will naturally attempt to spread out, if you're not making a fist. If you bend your wrist up, the thumb will naturally curl inward. Put some extra effort into your hand animations. It will go a long way to making your animations look superior.
2. All of your characters are flat faced. Your lip syncing is good, but they're all emotionless. If you're animating in Daz (which I applaud you, if you are, 'cos it's animation tools suck donkey balls), use the blend shapes for facial expressions. If you're using Keymate and Graphmate, take the extra effort to blend expressions to make your characters not look so flat.
3. Use dForce Hair or play more with the morphs in the hair. Again, the movements look unnatural. If you're rendering scenes based off storyboards (Which you should be), make sure to scrub the scenes repeatedly using the animation slider. It will go a long way to help you notice wonky animations in hair, body, effects, etc.
4. You really need to work on your lighting. I'm not sure what you're using for a render engine, but the lighting is critical for outstanding animation renders and again, it looks flat and lifeless.
If you have any questions, don't hesitate to ask. I'm out of touch with C4D, though. I haven't touched it since my Amiga days, which ended about 20 years ago. 🙂
February 6, 2020 at 10:33 PM #1460785Wow! I've never been given constructive criticism before, thanks so much dude!
I'm trying to get better however I can, I'll continue working on my skills, so thanks again! 🙂
February 6, 2020 at 10:51 PM #1460809
Here's an example of one of my "monstrous walk cycles." I did this using a Genesis Character with the Ogre morph for a dungeon crawler I was working on a few years ago. (Disregard the light flicker - A Daz Studio glitch.) This walk cycle was created in Maya, but rendered in Daz Studio.
Notice how I have the hand moving, like it is? That was my watching actual walking videos and altering it to have a heavy stance, since this is supposed to be a large, heavy footed creature.
February 7, 2020 at 12:18 AM #1460932wow, I'd love to see your other works, do you have a Facebook or Youtube account? 🙂
February 7, 2020 at 2:02 PM #1461714Not really. Most of my work ends up in video games or indie films, so I don't have a lot of personal stuff, due to NDA.
http://identicalsoftware.com/btbuilder/
Here's a link to the game that this came from, though. There are a few ming animations in it. Mostly attacks and walk cycles. It's based off an old dungeon crawler, called Bard's Tale.
February 8, 2020 at 6:08 PM #1463523I liked the story even though I don't have info on whats going on or why.
Blood and action seem good for what it is. I didn't expect Pixar. I liked the camera angles and editing. One thing that messed with me a bit was reminded me of Last Air Bender and One Punch ManFebruary 9, 2020 at 12:10 PM #1464574That's so much to take in, I'll contemplate on them, thank you! 🙂
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