Remake of this: • First hour in SFM Music: REMOVE KOLECH • Remove Kolech Extended Megalomania [LIVE A LIVE] Arrangement by The Noble Demon • Live A Live: Megaloman... SFX from Super Smash Bros. Ultimate
I enjoy that the general medium of animation has learned to stop focusing on smooth movements and high fidelity and has learned the importance and punch that key frames have. A strong foundation is better than drowning something in smoothness.
You'll see when everyone does the same and people go to complain. It's not that it's better, it's that it's "new". I just hope they don't burn and generate a balance in different types of animation
@@rooscuro77 Most professional animators work in keyframes first and foremost, so it's not really "new" in that regard. What's new is releasing animation that's choppy, which is more like releasing simple but appealing rough sketches on a final draft instead of jumping to in-betweening and lighting with only a first draft of rough sketches as a base. With the first method it might not be as "pretty" as a fully rendered walk-cycle in 60 fps, but that usually gives the animator more time to push other things like composition, timing, and nuances where it counts. I'd argue that from an "economics" perspective of labor and time, it's actually very much "better" in a very measurable way. From a storytelling perspective, choppy keyframes with punch is way more important to prioritize. This may be personal preference, but if someone on finite time is going to "rush" animation, I'd much rather they stick to good but choppy keyframes versus smoothened but compositionally weak animation. This goes double when it's even somewhat debatable in some cases if smooth animation will help with certain scenes.
What? Drown in smoothness? I never once saw an act play in real life or in a film and thought 'this is too smooth' Keyframes are important, smoothness maybe less so, I still prefer smooth images. This seems to just have become an excuse for hiding imperfect animation. Smooth, if done properly, will still look better. A lot of people don't like choppy animation, it can feel unfinished, for some it's harder to watch, causing unease
It is incredible how far you have gotten in 9 years! The determination and willpower needed to work with SFM for that long just proves that you are capable of such incredible work! Congrats on 3k hours, and congrats on your progress through animation!
well done! The choppy movements remind me of hit piece of movie: spider: in the universe, a movie that of which pioneered the use of varied frame rates to make the a action scene seems good
leaving a flower for the person you killed is hilarious to me, that to be some kinda effect like when you dominate someone a flower gets thrown on their body