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#3d #animation #autodesk #maya #11secondclub
Published: 2015-09-11 02:57:16 +0000 UTC; Views: 1639; Favourites: 20; Downloads: 0
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Description
I've already got lots of plans for this one. ie: I'm gonna draw an environment, which will be a disarrayed party room with a bunch of kids in the background going nuts. The Malcom rig is going to have face paint (since the UVs are layed out so pretty for me and maybe it'll help hide the face that her face broke a bit and there's a bunch of controls that don't move things. Also that cube in her hand is going to be a clipboard with a performance review form on it. It's gonna be cute :3I also know there are several places the animation needs more work, so while that's already a plan I wanna collect critiques and find out what I'm not seeing. So let me know what you think!
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Comments: 29
SiJePuis [2015-09-19 22:36:08 +0000 UTC]
Whoa, I'm late. Sorry!
Not much to say that hasn't already been said (kudos, Ammobot, Alanah and Neonwave ^^) But I think fixing the right side character's eye contact would help a lot. It kind of goes wonky while the hand is moving through that arc (which was well-executed: good job!); the line of sight kinda wanders up into space. I noticed this problem in the Bouquet animation you did, too.
I'm going to suggest something a bit out there to help you with your face rig issues you mentioned. Just occurred to me.
Try researching puppets and animatronics--Disney and *especially* Jim Henson's company are great places to look for good character work. Getting created faces to move convincingly is an important issue in that field, and, even with my limited knowledge of how 3D animation really works, from what I've gathered I think a lot of the principles are the same. Who knows: you might be able to apply some of what you learn.
Keep up the good work.
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SOSArtStuff In reply to SiJePuis [2015-09-19 23:26:22 +0000 UTC]
Thanks for the critique I did notice after watching it a few times that her eye line does seem really weird. I think I struggle when the eye control moves with the head
maybe if i can unparent the controls I can do that better. It's a dumb but popular way to set up controlers and I hate it cuz normal ppls eyes dont move with their heads, their vision remains locked on something as they move. And thanks, I will
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SiJePuis In reply to SOSArtStuff [2015-09-19 23:38:55 +0000 UTC]
You'll have to tell me how it works sometime. My special fondness for 2D means that my animation knowledge is biased in favor of it, much as I love the works of Pixar and Dreamworks and other 3D studios.
Not good if I want a career as an animator.
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SOSArtStuff In reply to SiJePuis [2015-09-19 23:45:44 +0000 UTC]
haha that's not a bad thing! A lot of the students at my school prefer 2D as well (especially after trying 3D xD). 1 of my friends even got a job b4 he graduated and moved down to Atlanta to work as an inbetweener on the Awesomes. And 2D is def plenty popular. I mean, that's most of your FB and mobile games. Plus there are plenty of ppl who just like the work better. So while there won't be many movies using it, there's plenty of job opportunities in shows and games Β
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SiJePuis In reply to SOSArtStuff [2015-09-20 23:16:50 +0000 UTC]
I do really love the movies--they're the whole reason I got into animation at all, and 3D has some spectacular applications (case in point WALL-E). I haven't got any problem with the idea that I'll probably be learning how to do it.Β
But, yes, I'll most likely start in television (Cartoon Network?) or mobile gaming (bunches of talented new developers every year.) I live two hours from Atlanta, the location of one of Nickelodeon's headquarters, and I frequently spend part of the year two hours from Portland, home of Laika. I realize that I'm quite lucky! πΒ
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Liketheisland [2015-09-19 01:21:04 +0000 UTC]
Whew, already some great crits on this one. Not much I can add except that both character's expressions would show more life if their eyes blinked more and their eyebrows were more flexible (and an eye blink when the speaker turns would make things more believable). Also, it might help if the young woman were positioned at a 3/4 view instead of a straight profile to make the pose look less flat. Other than that, I like the acting, especially that enraged pose at the end!
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SOSArtStuff In reply to Liketheisland [2015-09-19 06:12:03 +0000 UTC]
haha thanks. and yeah.. about the eyebrows.. The controls broke. Or something. I have horrible luck with facial rigs But I'll def play with her poses more! Thanks for the input! ^_^
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Liketheisland In reply to SOSArtStuff [2015-09-20 04:21:55 +0000 UTC]
Ugh... Complications like that are why I'm a 2D person.
You're welcome! Good luck with the rest of the animation!
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AmmoBot-HB [2015-09-16 03:45:28 +0000 UTC]
This is the first time I've seen this type of animation on deviantart so great job on that it's awesome to see some 3D animation. Even without reading the description first with only their appearance you did a good job of conveying what is going on and telling a story. I definitely felt like they were in some kind of child's party atmosphere. The body language for the most part is pretty spot on but it could use some improvements which I'll mention. As well the character's appearance does a good job on telling their personality. Alright let me break it down like this: Body language, audio and animation need a bit of tuning at this point.
Starting with body language! For the most part it is very fluid but with this type of animation these things need to be as slick as possible since body language is a major aspect people notice. It is most of how we communicate so even slight differences can tend to stand out to the average viewer. What I notice is that the older lady on the right has great attention paid to her motions yet the girl on the left seems to be mostly jerky and animatronic instead of smooth. One thing to make a note of is while the older lady on the right is talking her full body is making slight twists naturally. Before she turns around her hips are still in a slight motion to compensate for how she's moving her upper body. The young girl on the left side seems to not have this happen at all. Even when she bends over and everything her lower half of her body remains stiff which is a bit jarring.
Audio is a bit straightforward I think you know what's going on there. If you have the knowledge take the audio of the older ladies voice and clean up the background noise. However also to note the girl on the left when she makes that sound before she gets cut off it is barely comprehensible. It's hard to tell what kind of sound it is as it is lacking emotion and is cut off so quickly that it's more of an oddity than anything.
Finally with the animation this kind of ties into body language but just make sure you clean up the jerky moments in the piece. When the girl on the left jerks back after having her shoulder patted seems very strange with its sudden quickness. Also while the hand patting her shoulder for the most part is very smooth it does seem to jerk a bit as it's coming up to pat and as it retracts back. Other than that I think you have a good idea of what else needs to be done.
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SOSArtStuff In reply to AmmoBot-HB [2015-09-16 07:51:04 +0000 UTC]
Yeah I totally know what you mean. I ran short on time so the 2nd chara didn't get as much attention as I'd have liked to give her (part of the reason I'm going back and cleaning this up more). Because of the time constraint I spent most of my time on the person actually speaking. But I will be going in and making her movements all pretty too And thanks for pointing out how rigid her bottom half is. Cuz I hadn't even noticed that that.Β
And I probably won't mess with the audio. I mean, I know how, but I dont like messing with audio stuff xD Besides the clip is from the 11 second club and I'm sure anyone checking demo reels is gonna notice that. so the fact 11 sec club doesn't like having the audio files edited saves me from messing with it
Thanks for the critique! It was really insightful and helpful! ^_^
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golem1 [2015-09-14 18:08:51 +0000 UTC]
Extremely EXTREMELY well done.Β Can't say enough,Β so IΒ won't try.
This is comparable to what I've seen in some well-known animated shorts such as "Sintel" (see YouTube) Granted, it's a work-in-progress, but the quality of the work that has gone into it is clearly of professional quality.
I have a dream, that the smoothness and realism of animations like this will be much easier to achieve, and the last vestige of a gap between real human movement and expression and computer animation will be closed by high-quality dynamic models representing mathematically the internal processes that give rise to human motion.
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SOSArtStuff In reply to golem1 [2015-09-14 22:41:35 +0000 UTC]
You just made my day! Thank you!!Β Β
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British-Prophetess [2015-09-12 23:19:08 +0000 UTC]
I think the animation is great as it conveyed the emotions. Great work on the expressions too.
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pinkcott456 [2015-09-11 22:54:05 +0000 UTC]
Animation is well synced with the audio, but the animation really seem robotic and slightly unnatural especially for the girl. Also, though the emotions are shown in the body movement there's not much on the face espeicially for the adult. Overall the animation is really well made and the movements fits the feelings each person is feeling.
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SOSArtStuff In reply to pinkcott456 [2015-09-11 23:46:03 +0000 UTC]
That's cuz the face rig broke She is going to get her face covered in face paint tho so I'm hoping itll be less noticeable that her eyebrows and stuff cant move
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Alanah123 [2015-09-11 18:04:49 +0000 UTC]
hello! I saw you requested critique so I felt like trying to help out I'm still a student so I dont know everything (who does haha?) but we' ll see if you find it helpful
I really like the gestures made. People often end up overanimating but you kept it nice and natural. I also like how tight and straight the character on the right is. Maybe you could contrast it by making the one on the left more dynamic (tilting hip in the opposite way of the ribcage for example. tilting agains each other (also face and legs etc. creates a lot of dynamic)
Lipsync: just like people anticipate before doing an action, there's anticipation in lipsync. the sound follows the shape of the mouth so audio is so the mouth shape is often a frame or two before the sound. (have you heard of Aaron Blaise? He used to be a disney animator. He animates traditionally but he has a youtube account where he uploads all kinds of tips and explains the principles of animation. you should check it out, his tutorials are awesome)Β
Arcs: as stated, organic beings move in arcs. it will also help against stiff movements
Reference: I dont know if you've made any reference but I can highly recommend it. Try and act out what your characters are doing or saying and record it. Look it over a few times (you can also put it in maya so you can compare). sometimes a tradionally animated pass (especially if you have tvpaint or something) can help to quickly test some timing. I dont know how youre on drawing. Thumbnails are great too! I, and many others, use combinations of these. I watched quite a lot of lectures and there's almost always a reference, a 2d pass or thumbnails if not two or all of em.Β
Slow ins/Slow outs: Some motions are rather sudden. I think it would help to add more slow ins and outs.Β
hierarchy: People move in certain order (sometimes in a slightly different order but those often give a different meaning to the movement. for ex. you can look behind you 1. head turns first, then the shoulders follow. 2. shoulders rotate back and your head follows. one would perhaps mean the character is startled while the other might mean looking back to a friend he's in conversation with).
Most often the torso drives the motion. the hip is often the root but in scenes like these, where the characters are mainly standing still, the chest could be the root. Its often (hip), chest, shoulders, elbow, wrist and fingers. one follows another and has a slightly belated response to the driver. There's also weight involved. A head is heavy so it follows the torso a little later and often has some overlap as well (because it's heavy). those are things you try and analyse in Disney films for example. I analyse a lot of animation so it's not a word in a theoretic book but you also want to be able to recognise and then use that knowledge.
I suggest printing out the animation principles and hanging them on the wall in front of you (I have em right above my computer). It helps to look at your blocking, then look through the princilples to see if its in the animation (and sometimes if theyre supposed to be there at all. animation can be tricky as you probably know.)
I dont really know you (just came across this animation) so I have no clue how long youve been animating and if any of this makes sence or if youve already had all this theory. I just hope these notes can help you out! If anyhting needs any explanation just ask, i dont bite
good luck with youre animation and most importantly: have fun!
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SOSArtStuff In reply to Alanah123 [2015-09-12 22:44:38 +0000 UTC]
Thanks for the critique! And yeah, I understand everything you said And I'll take it into consideration when I go to clean up this animation ^_^
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Alanah123 In reply to SOSArtStuff [2015-09-13 11:16:53 +0000 UTC]
not a problem good luck animating!
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SOSArtStuff In reply to GeetBhatt [2015-09-11 05:54:53 +0000 UTC]
thanks Any suggestions on how to make it better?
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GeetBhatt In reply to SOSArtStuff [2015-09-11 18:18:20 +0000 UTC]
not really, everything seems ok, you'll improve with practice.
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Neonwave47 [2015-09-11 03:34:41 +0000 UTC]
Good*
- Audio is well synced to the animation.
- The animation is smooth and expressiveΒ
Bad*
- Some motion felt a bit stiff and robotic
- Some motion like in the ending where the girl on the left lift her head up, there's no sense of weight on it.
Conclusion*
- Well done animation but if those issues are tweaked out then the animation will be fantastic!
Suggestion and tips*
- When it comes to weight or motion, especially on humans, they never move abruptley or in an instant, let's say a person is pointing someone quickly, when the arm is lifted, it starts out a bit slow but builds speed and during the pose of the point, it either looses it speeds and slows down, or stops a bit but bounce.
- When it comes to motion on organic things, they move in an arc motion, meaning, anything like moving an arm, rotating head, or even walking, there is an arc motion in them, without it, we all would move like robots.Β
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SOSArtStuff In reply to Neonwave47 [2015-09-11 05:59:04 +0000 UTC]
Thanks! I see what you mean and I think I can fix that weight issue fairly easy by adding some drag in the movements
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