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New thread to discuss animations in general, since old one is ded. Post your own shit, or others that you've found (bonus if it's not well known) ask questions, etc.

Don't be shy.
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>mfw everyone is shy
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>>663564
>actually making shit
lol, that's not what this board is for. this board is for championing software I don't even use.
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>>663477
Where's the animation?
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I'm good at creating meshes with Blender but the animating part fucks me every time. Any good animating software? Gonna be porting it to UE4.
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>>663757
Maya.

>>663564
Showing my animations is way too revealing. I don't need people knowing I post here.
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>>663713
I posted mine as the OP of last thread and didn't want to look like I was just using these threads as an excuse to advertise my channel, so I didn't post any this time. But come to think of it I could've posted something someone else made.
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>>663477
I would love to animate the orbital paths of some simulations I ran. Is there a way to take particle coordinates' .csv files and update the position of meshes in Blender at each timestep?
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>>663862
My dude, check this out: http://www.ytini.com/
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Any good videos on how to animate characters to look good? My animations always come out really weird and choppy, or with bad pacing. I'm really trying to implement the 12 principles of animation, but it's not really working for me.
I'm mainly looking for videos, but everything I've seen is "this is how you make a keyframe" type videos. Really beginner type stuff, and nothing really intermediate or advanced. I know there's some shit involved with the graphs but every time I mess around with them it just makes it look worse. It doesn't matter what program really, since it's not really a technical skill, but is there anything I can use?
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>>663923

Get "the animators survival kit" and study it. Dont just look at it. Study it, learn it, understand it. Then watch great animations frame by frame and try to understand what makes them appealing etc.
Animation is takes a lot of time and effort.
If you are animating, use as much reference as possible. Using refs is not cheating. Understanding how things move is important.
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>>663923
Advanced animation video tutorials are extremely rare. It sucks.
Best you can do for theory and workflow is books and animation blogs by people that know what they're doing. Though the actual act of improving just involves a fuckton of practice once you end up developing a workflow you like. Reading books doesn't do shit for you unless you practice a whole lot.
If you're animating for games, record gameplay footage of games that have good animation and analyze it frame-by-frame. If you're animating for film/web find some disney/pixar stuff to study.
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>>663962
>>663968
That's nice and all and I thank you for it, but it doesn't help if I keep getting fucked by interpolation shit.
That's my main problem. I know HOW it's supposed to look, and it looks right after I keyframe and go through one frame at a time. When I hit play though it just turns into a mess due to interpolation. That's where I'm having the most trouble, and I can't find any information that really helps me. I guess it is a technical skill rather than theory, but every 3d animator has some sort of graphing for movement I thought. I don't know what I should be doing in the graph to really get it looking right.

Once I figure out that stuff I can move on to imitating others and practicing.
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>>664327
What basic study have you done? The typical bouncing ball exercises, maybe? I ask because with those you get a lot of practice with interpolation.
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>>664329
I haven't really done any to be honest.
I come from a 2d animation background so I figured some of the skills would apply there. I can do 3d movements well enough animating in 3d isn't too bad, and like I said before, it all looks right when going through the keyframes. Just the interpolation is doing me in.
I'll give the ball a go though, maybe it'll help out a bit.
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>>664331
In that case, I suggest Wayne Dixon's introductory course (https://cgcookie.com/course/animation-bootcamp). It's done in Blender, but as you probably know already, what you learn regarding animation is transferrable to other software. Dixon does a great job of going through the principles of animation and following them in 3DCG, and I think this will give you the bridge you need between 2D skills and 3D animation.
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>>664331
>>664398
PS. I was reviewing the course, and the part more relevant to you, I believe, would be 01-03, "Graph Editor". It's very focused on the different kind of interpolation functions. Pic related for example.
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>>664398
>>664427
Thank you. This is just what I needed.
Hours of searching Youtube turned up nothing but super beginner stuff. I guess it's the low hanging fruit, but advanced stuff has a market too.



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