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๐งต Animation newbie general
Anonymous at Sat, 25 Sep 2021 07:58:31 UTC No. 852926
I noticed /3/ is mostly 3D modelling threads. I'm more interested in animation. what does /3/ recommend to a beginner? any resources? I have the Maya educational license and have just been messing around with posing free rigs it's fun it's like posing action figures but I want to start getting them to move. should I start from the usual ball exercise and then work my way up to body mechanics?
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Thor2.png
Anonymous at Sat, 25 Sep 2021 08:00:07 UTC No. 852927
also props to whoever made this thor rig it's very easy to use and pose but idk how to get the textures working
Anonymous at Sat, 25 Sep 2021 08:08:23 UTC No. 852929
>>852926>should I start from the usual ball exercise and then work my way up to body mechanics?
No, start at a professional level and work your way to beginner.
Anonymous at Sat, 25 Sep 2021 08:11:24 UTC No. 852930
>>852929
holy based
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playblast ball bo....gif
Anonymous at Sat, 25 Sep 2021 08:43:52 UTC No. 852932
here's my first attempt at the ball bounce there's a ball with a tail maybe I'll mess with that tomorrow and post that here too
Anonymous at Sat, 25 Sep 2021 08:53:52 UTC No. 852933
outside of more advanced stuff like space switching (animation sherpa / richard licos style) almost all of gitting gud at animation is practice, it's not really something you can get a head start on with technical knowledge, you just need good hard practice and lots of study of real motion.
find as many breakdowns/timelapses from actual animators in the industry as you can, a lot of people post them in their own folios, there's timelapses of actual shipped animations from league of legends and overwatch and such out there.
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Anonymous at Sat, 25 Sep 2021 09:00:10 UTC No. 852934
>>852933
Thanks for the advice anon! If you got any animators you'd recommend me checking out to watch their breakdowns I'd love to check them out.
>outside of more advanced stuff like space switching (animation sherpa / richard licos style)
I heard of space switching but never looked more into it. Isn't it essentially the same as using animation layers? That one french guy selling is his animation blender course on flipped normals made it sound like that
Anonymous at Sat, 25 Sep 2021 11:30:50 UTC No. 852947
impact is shit.
Anonymous at Sat, 25 Sep 2021 12:53:41 UTC No. 852998
>>852932
when the ball slows down it needs to return to its normal shape.
Anonymous at Sat, 25 Sep 2021 17:14:44 UTC No. 853090
>>852947
>>852998
Thanks for the feedback anons please be brutal and call my work shit it'll help me improve I'm not a stranger to harsh critique and I enjoy that anonimity lets people be more honest about their opinions
Anonymous at Sat, 25 Sep 2021 18:47:17 UTC No. 853099
>>852927
Show me full external rotation of the arm and we will judge
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Anonymous at Sat, 25 Sep 2021 20:17:03 UTC No. 853116
>>853099
I'll just link you the rig https://www.warrockforfun.com/2020/
on another note here is some more variations of the ball with different intensities of squash and stretch. I should probably change the timing of when each individual ball lands and bounces but I mostly just wanted to mess with the squash and stretch
Anonymous at Sat, 25 Sep 2021 20:19:27 UTC No. 853118
>>853116
Im not going to download maya now
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thor rotation thing.gif
Anonymous at Sat, 25 Sep 2021 20:45:07 UTC No. 853123
>>853118
fine idk what you mean by external rotation
Anonymous at Sat, 25 Sep 2021 21:05:41 UTC No. 853127
>>853123
Exactly that thing you do on the first tweaker, except for the whole arm
Anonymous at Tue, 28 Sep 2021 00:17:34 UTC No. 853568
>>853099
>>853123
he means show your pose from side view, so he can judge how you posed it there instead of "cheating everything to camera".
part of gid gud in anim means also making things work from all angles, so that you understand properly how things pose and move in full 3D space.
>>853116
download the animator's survival kit and read/do everything there. watch the anim mentor/ianimate shot beginner curriculum/shot types progressions and try to do your own versions until they look as good. also get some general art knowledge like what makes a good pose etc.
Anonymous at Tue, 28 Sep 2021 00:21:54 UTC No. 853569
OP check out the animators surival kit, which is the classic course for animators.
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Anonymous at Tue, 28 Sep 2021 17:43:16 UTC No. 853694
>>852926
do the exercises.
https://www.youtube.com/watch?v=K9U
Learn the graph editor:
https://www.youtube.com/watch?v=RQ3
Try out different rigs to get a feel for them.
https://agora.community/assets
Read the books:
Richard williams survival kit
disney animation: the illusion of life
but most importantly, have fun with it.
Anonymous at Tue, 5 Oct 2021 14:47:31 UTC No. 855058
>>853694
this
Anonymous at Tue, 5 Oct 2021 14:53:22 UTC No. 855062
>>852932
Why is it OVAL
Anonymous at Tue, 5 Oct 2021 14:56:11 UTC No. 855065
>>852932
It should become round again on its apex
Anonymous at Tue, 5 Oct 2021 18:15:01 UTC No. 855110
>>852926
are there proper animators who use C4D?
Anonymous at Wed, 6 Oct 2021 14:00:05 UTC No. 855286
>>855110
Yes, in VFX studios. Not here, for sure.
Anonymous at Sat, 9 Oct 2021 03:26:34 UTC No. 855743
Any links to a rip for Maya? Maybe fake student credentials for temp licenses?
Anonymous at Sat, 9 Oct 2021 05:21:16 UTC No. 855761
>>855110
there are no proper character animators who use C4d for their work unless they do very stylized and simplistic stuff.
C4d, despite the marketing from Maxon is not suited for serious character animation for various reasons.
I was once stupid and uneducated about proper industry standards and I attempted to do it - while I am not the brightest and a slow learner, even with my amateurish ways I quickly bumped my head at the invisible glass ceiling that ultimately limits the quality that people are able get out of the program.
There are just too many idiosyncrasies, technical gaps and tools lacking that it ultimately sabotages your work if you get serious with it.
Anonymous at Sat, 9 Oct 2021 05:44:28 UTC No. 855765
>>855761
I don't like software wars- But this is why I'm thankful to have learned blender- I know it is not up to industry standards and performance isn't always top; but the software really lets you have your work be what you want it to be, and it does a good job at keeping the ceiling very tall (the creative, visual, and design ceiling-) . (I guess as long as it exists below a threshold of fidelity/complexity, that is)
An small example I think of is something like the ability to drive the strength of a bump map based on the influence value of a bone constraint- Its like all parameters are ready to be linked and coordinated. It is excellent
Anonymous at Sat, 9 Oct 2021 11:56:03 UTC No. 855796
>>855765
If you haven't pushed Blender to the limit or learned and used other programs and compared them with it then you are not able to make that judgement.
Blenders animation capabilities are pretty limited in terms of tools and performance. It might not be as shitty as C4d, but that doesn't mean anything.
There is a reason why everybody who takes animation seriously is swearing on Maya, it is "the best" simply because every other program sucks in comparison.
If you never hit your head on the ceiling than that simply means your demands for fidelity and complexity are low.
I hit my head all the time, that's why I am not putting all my eggs into one basket (Blender).
Anonymous at Sat, 9 Oct 2021 13:43:20 UTC No. 855807
>>855796
I have spent thousands of hours animating in blender- Personally, I trade out fidelity so that my ceiling of attainable complexity is much higher. I could see how this trade is not an option for most artists, so I understand your point and agree, to some extent. But I also believe in the power of limitation and constraint- creativity bred from the limitations, and doing the best you can to navigate in that maze
Maybe someday I will animate using Maya- But damn I love the freedom of using blender. The community is cringe and a lot of the animated work coming out of blender is below-par- But this is not a problem of the tool, rather the users