First time finishing an animation.
Ripped model from league of legends (Maokai), retextured and rigged him.
Did some physics simulations, and here i am.
awful animation. His lefet leg and left lower arm dont even move, neither do any of his head tentacles move. Nor do any of his fingers move. Why waste time doing all this retexturing and rigging which is clearly above your skills? Why not just use a free rig?
you do see he's burnt, right?
as in, not living wood.
as in, dead wood. hard wood.
also, the character is in a MOBA game, where animations are quick, free from unnecessary movements etc.
I could've animated every branch individually, sure. but why?
included a shot of the legs, shadows were hiding movements.
I agree. People nowadays skim over the fine details of animation in favor of sugar coated effects. Where will all our fapping go if animators stop adding the extra jiggly to the boobies.
it doesn't strike me as particularly bad like the other guy in this thread is saying, but I am no animation expert, so please explain to me what bad about it because I don't really see it (for a game grade model)
Pls elaborate do I can learn because I don't think an animation is bad just because he didn't fully animate all fingers. Awfull animation to me is two single key frames with tweening in between.
Some truly retarded criticism going on in here.
It's an animation for a game. You do not have the time to worry about weight, because you will just introduce more input lag.
> Left leg doesn't move
Try that motion yourself. The left leg is naturally planted on the ground
> Wood doesn't bend and wobble around
Get the fuck out.
I'd like to add that the jumping animation for the little thing in his hand is a little too rigid, there seems to be a piece of debris flying straight through his head, fingers on left hand could do with some movement, and the left leg is rather jittery when looking at the second video you posted.
Animation for games is fundamentally different than animation for other things though.
Games for example can't really have anticipation because it's input lag, and animations usually can get canceled at the end because the timing for the next move is variable.
That fucking rock effect under the hand is shit though.
>Games for example can't really have anticipation because it's input lag, and animations usually can get canceled at the end because the timing for the next move is variable.
again, this isnt the OP making the next street figher. This is him practicing animation and then asking for critique on that animation. Its like if I were to go to a MMA dojo and show them the moves I learned while playing street fighter and then being like NO DO NOT CRITIQUE THIS EVEN THOUGH I ASKED FOR IT
Aside from the particles (afaik) this obviously isn't entirely OPs work. It's the same animation he has in the game.
www.lolking. net/models?champion=57&skin=1 (spell 1 animation)
So if you want to go bitch at someone about animation, go bitch to someone who's actually working in the industry "im still shitposting jobless on 4chan after studying 2 years with oscar winner".
>Critique him as if he was making an animation for a video game retard, not for a fucking movie then.
It looks like shit for the same reasons mentioned. Even 20 year old street fighter games have better animations than this. Street fighter is a videogame for you kids
Do you seriously think you're a bunch of badass animation gods or something? He never said "no critique" you dont have to sperg like an autist at him. You can also stop pretending you arent a worthless shitstain on a spec of dust floating through space.
holy fucking shit, this is the most wrong thing I've read all year so far. Games have anticipation all over the fucking place.
1. NPC animations are fucking loaded with them. In fact it would be retarded if they didn't
2. Characters moves that dont fire off immediately on button down or have vulnerability frames on things like heavy attacks
3. All in game cinematics
You are patently retarded. Don't ever give advice again.
you're correct in the way that the original animation is obviously done by someone at RIOT games, and i used it as a reference for practise. i've already stated that. however, the animation you see in my webm is done by me.
No, you're retarded. What you mentioned are NPCs, meaning the player does not control them, fucking CUTSCENES, and vulnerability frames that most games don't have enough of, because they're unsuitable for it.
>How good is my animation?
>Well, I didnt made it to be good
Either way, the branches should still move a little and the debris should go higher (its dependent of the force) but bounce just as much (that is what actually gives the ilusion of weight, the bounce)