Animation Test Feedback

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MightyMidnightMop

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Her neck movement seems off. Can't quite explain it though.
 
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Hentami

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Nov 26, 2017
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Thanks for the feedback!

As this is not real animation at all, but stretching a spite with overlays.. I think I would have to split the sprite into separate parts and lower the speed of the head - to offset the neck. Hmm.. will have to think more on that.

Unless anyone has tried a similar system and has some advice!
 

Papa Ernie

Squirrel!?
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Dec 4, 2016
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Latest update to a breathing / random eye blink test.

I'm feeling pretty happy with it, but I'm biased. Any thoughts?

The quick blinks looked fine, but the slow ones seemed odd/out of place. Also, the interval seemed too short. I think a ~10 seconds would be more natural.
 
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redknight00

I want to break free
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Apr 30, 2017
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The blinking looks fine, except I think it should be more spaced. The breathing... to be brutally honest I don't think that's a good pose to be animated, I think she looks stuck in posing for a photo and can lower her arms.
 
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muttdoggy

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I would would work on the eye blinking and the rise and fall of the chest for breathing mechanics.
The only time I'd move the head is if she's saying "I ain't got time for this shit" or she's drunk. That brings me to a thought... If a girl is drunk at a bar, you could subtly add slight head animations and make her move slower as a hint that she's getting drunk.
 
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Droid Productions

[Love of Magic]
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Dec 30, 2017
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I wonder if one of the things you're running into here is pose vs motion. You've got her trapped in a 'wow, nice to meet you' smile, which is nice for a single frame. But since it's moving, it looks like she's holding the smile for a long time, so it becomes more Overly attached Girlfriend.

 

Droid Productions

[Love of Magic]
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Unless anyone has tried a similar system and has some advice!

I'm doing this for Making Movies as well. It's all one mesh for me. I've found two important aspects (though I'm hardly an animator). One is to have higher polygon density where I want movement, and specifically at the point of maximum movement. The other is that objects that shouldn't sheer when it moves (neck/head), need to band a double layer of polygons, bound to different bones.

upload_2018-3-20_7-5-24.png

upload_2018-3-20_7-11-1.png


pam.gif

Looks great, though. Good luck!
 

Deleted User #713463

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I'm doing this for Making Movies as well. It's all one mesh for me. I've found two important aspects (though I'm hardly an animator). One is to have higher polygon density where I want movement, and specifically at the point of maximum movement. The other is that objects that shouldn't sheer when it moves (neck/head), need to band a double layer of polygons, bound to different bones.

View attachment 79294

View attachment 79298


View attachment 79299

Looks great, though. Good luck!
You need to work on it its need to look more real and skin face and body not the same and she look to much mucscel