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Many of metaru's critiques are invalid, but I'd pay attention to the following two.
"The face features are utterly inconsistent one ach frame. rather than trying to keep them readable, you should focus on animating theface as a whole. and for what you tried, i believe some major subpixeling is required to keep everything consistent and at the same time readable.
the shadding also suffers greatly from inconsistent placement during the whole animation, and that becomes a huge distraction when some parts of her clothing are affected by it. the laces from her corse are the most notorious ones. at some point it feels her skirts is actually a saw spining around her."
Disjointed? that's a definite bicep flex, I agree with Connor.
The hips seem wide? that's a normal hip width unless you think all women are
stick figures.
Over all good sprite. XD
lol how people point out that he shoulder is "disjointed" when she raises the shield, That's clearly a bicep, though it's also quite clear you pedantic fools wouldn't know what that looks like. Then you complain about the hip being too wide, whilst completely ignoring the fact that it's a cartoon.
Come back when your logic isn't completely broken.
on a happier note the balance in this palette is amazing, and words wouldn't do the rest of it justice so i'll just leave it as that.
its.. its.. ITS ALIVE!!!!!!! ^^ very cool, how much frames did you make?
verry well put Jal! nice flexible and strong animation! I like it!
i'd love to see a list of things that should be admired so we could make a contrast with the stuff i did point as "stuff that had to be fixed"
but then again i did mention as well stuff that should be considered as a pros on this(like the shield movement and the sword's change of perspective)
did we really resorted to highlight this piece just due its framerate and the flopping tits it has?
ok right so being consice doesnt equal being helpful.
i did the right thing then explaining point by point why the animation was wrong, by OP request.
according to your equation i should asume then i had to resort to a single block of redundant blabbery(given its what the rest of the comments had said except a tad more overworded for the sake of not writing a single sentence.
i dont even want to point that saying that you are not being helpful at all by just writting a concise "concise =/= helpful".
does this makes me look arrogant then?
Hmmm, I like it, but the legs bending inward and feet pointing inwards was a bit of a mistake imo. Plus, it wouldn't hurt to make the boobs bounce a tad more.
I know you all get antsy when boobs don't giggle (cept Met), but behave and art discussion is cool but nothing personal, mkay.
Some leassons are not learned when brought up but in time the seed will grow. In what's been said I think Cyangmou is being a little resistant to the good advice given and in time that seed will sprout. He's talented. He did obviously work hard and as the goal was to practice/polish animation skills he did succeed.
There is much more to admire here than to crit.
funny enough, you said in that block of text exactly what -DE- and the rest said before.
i do not pretend to look arrogant. i am arrogant.
Metaru should try to be less of a troll douche with his posts, this has its issues but strong points aswell considreing its size. Don't pull this passive aggressive nastyness every time you say something, it just makes you look arrogant. A lot of work went into this regardless of the problems. /whitekniting
with that said, if your trying to practice animation i think you should scale back a little bit. animating large sprites is incredibly difficult, especially if you try to get realistic/smooth rendering/shading into it. you aren't benefiting much from working so large, its causing you to focus more on rendering than the actual animation, and thats wasteful. the thing with animation is that not every frame has to read as if it itself makes sense when viewed on its own, the only important thing is that the blur of images passing convey the forms they represent and the motion those forms are going through, and it has to look good AS thats happening, not look good as a static frame. working large sort of prevents you from honing your skills with movement and form progression, and leads to wonky messes where creating a dynamic flowing animation becomes difficult as you try to make the frames look reasonably nice.
so work smaller and i think you'll get way better!
mentioning the fact she has such a huge hips they barely ever connect the torso with the legs would be one thing. that, or she's actually using some sort of armor plating on her butt that makes it look detached from the rest of the body(as seen on the upskirt segment) but i highly doubt thats the case.
her shoulders are completely rigid, to a point they are completely static only moving up and down to follow the rest of the torso. that is one major flaw there, considering the amount of rotation and dinamism you tried to pull on the rest of the body. at the point where she raises the shield, the right shoulder becomes completely disjointed.
corsets are meant to be rigid. the whole point of using one is to force a figure on your body. the whole movement should not in any case affect their structure but instead the loose breasts on them should be squished by the whole movement.
the face features are utterly inconsistent one ach frame. rather than trying to keep them readable, you should focus on animating theface as a whole. and for what you tried, i believe some major subpixeling is required to keep everything consistent and at the same time readable.
the shadding also suffers greatly from inconsistent placement during the whole animation, and that becomes a huge distraction when some parts of her clothing are affected by it. the laces from her corse are the most notorious ones. at some point it feels her skirts is actually a saw spining around her.
her knees behave on their own. mcuh like the rest of the joins on her body.
and the whole idle sequence is so unnatural it simply makes no sense whatsoever, considering a human would try to do such movements and still feel relaxed while doing so.
overall, this is utterly overanimated and focused solely as getting as smooth as posible. ironically the result differs fromt his. there are so many stuff moving at the same time and so much form it behaves inconsistently that makes everything look like one huge clusterfuck. there are some highlights on it that cant be denied(the shield and the attemp on the sword's change of perspective are some of them). but the whole thing feels more as if you went for a cheap eyecandy rather than actually trying to achieve some animation excersise. and if anything could be said from this, is what -DE- actually said: less is more.
there is so much more you could express with way less frames and an actual study and understanding of concepts like body language that doesnt require a trillion frames of animation to be expressed. as -DE- said, less is more. there is no exageration here, its simplyoverworked for the sake of eyecandy.
If it is so you should just say what you are thinking whats wrong. THen I could at least make my own decision about your words. If you are just saying: so many issues, I can't bothered to list them it seems like you are just an arrogant mate. I don't want to attack you, but it's my opinion.
Right, all the inexperienced artists say that, I used to be like that too. That doesn't make the facts go away, though.
I don't went for realistic proportions if you meant that. If it's compared to an "real" human there'd be nearly everything wrong - I guess I know the most of the basic things about proportions and muscles if it comes to anatomy. But all of those very obvious anatomical things are made this way because I wanted them look like that. All in all I learned a lot from it.
Smooth, but overanimated. Less is more, you know. There are also so many issues with the anatomy I can't be bothered to list them. An ambitious failure in my opinion.
excellent idea, will keep this in mind for further works, thanks =)
Very ambitious with the secondary motion! The sword, shield, and ponytail seem to shrink during the animation. It's tough to provide the illusion of mass conservation with foreshortening. Maybe the end of the sword should get bigger as it points towards the viewer?
I almost find it.. to smooth at some points. like it could be a tad more snappy. but the size makes it anyway. <3
it's a lovely exaggerated animation. I'm sure you learnt a lot!
I think she's moving a little too much. Looks more like she's dancing than in a fighting pose. Bobbing up and down, with the appropriate animation needed to flesh it out, should be about right. This seems a little too animated. Other than that, the art style is good and I like the dragon-wing shield.
Wow! What a sexy move! Though personally I find your Creya stand a bit too clubfooted, the smoothness says you've spent quite a time on it. Awesome job.
Don't ahd an specific style in thought. It's definitely not anime but also not superrealism. It's some kind of personal style. Criticque reminded.
Quick head crit: Her eyes are too huge. Her nose is too huge. Her chin is too small. Neck might be about like 1-2 pixels too long. Hair looks like shapeshifting it's lenght. Boobs are not part of the head, but they should be more fluid as well. Also, did you go for anime or realistic look here? Looks like a crossover at the moment.
I actually love the way it's animated. Very nice work there, I salute you :)
Graphics itself done very nicely, but the move itself is just weird, and also has some jitter. I.e., great pixeling tech, but animation design wasn't worked out enough.
Yeah I also know there are lots of things which could be in a different or in a better way, It'll quite take some time till I can make better animations. It's the same as with the static art i guess. At first learning how to pixel then learning to animate and after that I'll see what comes next. Thanks for your words, they help me to look at it from different viewpoints.
Corset + Boobs => no bouncing (or barely no), of course it's always the question how the corset is made. I also don't wanted to create a boob centered char - I guess there are more interesting female parts. Look at her hips or the general shape and you know what I am talking about =)
This is not a cycle animaton in reality but I can see what you're doing here. This is a very successful effort.
the movement of the legs and right (her right) arm is very nice, though the rest is quite iffy, especially the skirt. Regardless, the effort shows and this is quite fantastic all around. Well done, sir!
I'd say it's an exaggerated idle pose for, say, a Final Fantasy type game. But, whatever she's doing, it's a very nice piece. I especially like the well contrasted palette and the scale texture on the inside of her shield. Although the eyes look a little square IMO.
Unless the cups of the corset thing are made of a rigid material like metal her breasts should be bouncing a lot more. Can't figure out what she's doing. o_o
I love the colors, and shaping, the animation is very well done, but the face looks so bad. I think it's the eyes and head shape? I dunno
The animation, to me, is phenomenal but it does make me wonder what she's doing.. o.O
That being said: a great piece with a really good choice of colour and a very succesful animation practice!
The animation looks great and very realistic. Everything about this looks beautiful. But I've no idea what she's doing. And the preview is shamelessly misleading.
thanks for your tip with the preview. Yes it's also an experience thing, usual no experience makes bad results
The animation is a little on the jittery side, but I can't begin to tell you how much more I respect this than animations that just consist of copying the previous frame over and simply moving around the joints.
BTW, make sure you make the preview below 10k, otherwise it won't show up on the front page.
I guess Metaru had a bad day back then and I agree with you that this are some valid points. Now it's about 3 months old and I am seeing also lots of other stuff. The skirt was intended, like it is, I made this decision as I created the animation. With the last 2 animations I learned a lot, maybe this will show up if I am doing another character design like this ore even another animation - just something with tons of new issues and tons of room for improvement =)