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Anonymous No. 999712

How to learn to animate like ZZZ?

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Anonymous No. 999717

>ZZZ
Find a better inspiration. Those fuckers at Sucker Punch still didn't make an Infamous remastered, so I'll do it myself. Its been almost 20 years now SP, finish Ghost and remaster Infamous 1.

Anonymous No. 999720

>>999712
Quickest way is to open your software, start animating, and figure it out along the way

Anonymous No. 999725

>>999712
You have to watch Deadpool 100 times

Anonymous No. 999736

>>999712
Years of experience. While the direction is not the best, and they tend to be quite over acted and busy, they are top tier from a purely animation skill standpoint, and not something that many can do well. If I were to put it in simple terms, the animations in ZZZ feel like they're flexing with their animation skill, more than trying to create a good overall end result.

Anonymous No. 999744

>>999712
same way as you do any animation

Anonymous No. 999750

You mean like shit? Just open Blender and fuck around with keyframes until you get it.

Anonymous No. 999771

>>999736
Yeah ZZZ animation work is equivalent to the 2D age of Disney, where multiple key animators would add ridiculous flourishes just because it was impressive to other animators.
I may not be a big fan of this type of game, but I am so impressed by ZZZ that I can often overlook that. They also just have great male characters, which feels so rare now.

Anonymous No. 999775

>>999712
Less is more. All those spastic gestures are like the visual equivalent of somebody describing a scene by packing every word he can find in a thesaurus.

Anonymous No. 999784

>>999712
Asian genes
Neuroplasticity

Anonymous No. 999802

>>999712
Motion capture combined with a ton of spline ik to exaggerate stretching and bending.

Anonymous No. 999828

>>999712
exaggerate movements to scratch the itch in the broken brains of autists
this is only good animation if you're autistic

Anonymous No. 999840

>>999712
When you get as good as this you pretty much have a secured job.
I am mediocre in 3d, not even average; I acknowledge that there's people with genuine gifts for things.
Hard work can carry you so far, you'll eventually came across someone able to destroy you without even trying.

Anonymous No. 999841

>>999802
>>999828
But could you yourself?

Anonymous No. 999843

>>999802
>>999841
This is not motion capture, it's very clearly manually keyed pose to pose.
>>999784
Style wise this is western animation. This is literally Asians imitating western exaggerated pose to pose animation.

Anonymous No. 999887

Forced animation is goyslop.

Anonymous No. 1000322

>>999712
just dont be lazy and animate all the extra parts and little movements. when it looks "good enough" youre halfway done. literally spend as much time going over it as you did getting it started. then sleep. then go over it again.

Anonymous No. 1000337

>>999712
over animate and dont clean up your mocap so much

Anonymous No. 1000397

>>999712
this makes me feel violent

Anonymous No. 1000399

>>1000337
>>1000397
Idiots thinking this is mocap makes me feel violent.

Anonymous No. 1000401

>>999712
looks like exaggerated overlaps, nothing special. we have a maya script that creates them for you

Anonymous No. 1000402

>>999843
>This is not motion capture
https://youtu.be/9bx8EGZ9Gb4?si=r9f87c2yYvQxGv3k&t=13
its motion capture, the most they done it is change and adjust some thing

Anonymous No. 1000403

>>1000402
mocap is useless in stylized animation, it's way easier to keyframe it than to cleanup and tweak mocap for exaggerated cartoon poses. only way mocap is used for these might be for a timing / anatomy reference but a good animator doesn't even need that

Anonymous No. 1000479

>>1000403
hence the wave to bland "realistic enough" games polluting the market all using cheap mocap.

Anonymous No. 1000528

>>999712
is there a BTS?