First animation
Added 2024-08-01 17:33:57 +0000 UTCHey guys, here's the link to my first animation, please let me know what you guys think :)
https://mega.nz/file/8WZFjRpT#FMOo3o_wziGB8PJu4KgvhnbGFvh6PF_OanQ667m4qnE
Comments
It's quite fluid, nice work!
Dage
2024-08-10 07:16:05 +0000 UTCFunny enough I actually looked up some of those things already, I *tried* to impliment them in this animation, but I struggled to get it looking right, so instead I just uploaded it the way it is. I'll definitely make more attempts at this in the future, but I think for now I'll stick to Daz images and work on animations in my free time. This animation alone took 3 hours to render, along with like a whole day of learning blender and learning how to use the rigs. But I think eventually I'll be able to come up with something better :)
J3DGTS
2024-08-01 23:59:26 +0000 UTCMaking it not jerky was actually my goal, I spent a ton of time smoothing out the animation :)
J3DGTS
2024-08-01 23:56:17 +0000 UTCDefinitely not a bad start! The shifts within the belly were nice and smooth. The main weakness in this animation is how static and disconnected the two bodies (girl and belly) are. Given the fact that we have an entire person (maybe 2?) kicking hard inside the belly, there should be much more force induced. As a result, the belly should wobble around. Each movement must have weight, and each weight must drag after the movement. This is called the "Follow-through principle". Check out the 12 Principles of animation for more info! Also, add some snappiness and some bouncing! Imagine that every movement is a rubber band: the first and last few frames of a movement are few a fast, the middle frames are numerous and slow. In animation, WEIGHT and ELASTICITY are two of the most important aspects to consider, and they manifest in many more ways than we'd imagine. Similarly, if the belly wobbles as a consequence of its own movement, the pred's body should too! Right now, the two move completely independentely from each other. As for the pred herself, she is also too static, firstly because of the aforementionned disconnection with her belly, but also because her breathing is barely noticeable. Exaggerate it! Inflate her torso, lift it, lift the shoulders! Finally, the last point I see for now is her head movement. Too quick, too unnatural. Another principle of animation is called Anticipation: there should be a wind-up, in her head turn, something to catch our attention to the movement as it starts. Imagine a punch: usually the character will cock their hand backward before springing it forward. Something similar should happen with her head. Moreover, besides the wind-up, her head turn is too quick, too linear. I have a little bit of experience in 3D animation and one thing I've learnt quickly is that the position curves in the timeline should *not* be a straight line. By default, any movement between two key frames is a straight line with curved tangent ends. Get rid of that linearity and turn that curve into a parabol (check out the mathematical definition of a parabol to see what I mean)! And keep in mind the snappiness and elasticity mentioned before! The same can be said with the facial expressions, no wind-up and too linear as well. Lastly, I'd argue that stare she gives from the corner of her eyes as she digests is unnatural. I'd tilt her head either forward or downard so that her pupils don't bury themselves in the corners. I hope my critiques are clear and help you in the future! There's definitely some potential for quality content :)
Hozomat
2024-08-01 19:42:43 +0000 UTCFor your first work of this kind, the animation is surprisingly smooth. Usually, most artists start with a bit of jerky animation, but I didn't notice that with you. Of course, you don't have much movement in the animation yet, but in your animation, the focus is not on a dancing ice queen (Frozen allusion... đ), but rather on the moments after the fact (Vore). I don't know exactly how exhausting/expensive this was for you - but in principle, it looks very good. Unfortunately, I don't see myself in a position to evaluate the motive itself - as I am not the target group for "same size." I would find it unfair if I spoke about it. I leave that to those who are enthusiastic about it. đ In any case, I think you can take the time for animations more often. If this topic really excites you, you should continue to deal with it. What you see now doesn't speak against it. Translated and corrected with AI. âī¸
Xigbar
2024-08-01 18:46:07 +0000 UTClooks great âĄ
Bruhmoment
2024-08-01 18:16:32 +0000 UTC