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I love you work you!!! made me drop a tear man!!! Small question please, I just Started doing 3d animations and currently learning the principles and everything, I think you really apply them beautifully. At 3:05 I noticed you almost putted 0 anticipation on this jump and I was wondering why did you made this choice?
The camera does the anticipation, it's a very important notion. Cameras ARE part of the animation, the impact will be way more impressive with a little shake than nothing. He does a little anticipation but the movement of the cam cut it so it feels like he did nothing but the sword leads the jump.
@@Ayde77711 But I feel that since this is for game animation, you're argument on camera animation doesn't really apply,. maybe more for cinema? But I've learned anyway not too long ago that in game animation for the main character you can't get a lot of anticipation for responsiveness, though the enemies them get a lot of it so we can see the attack coming.
Yes, depending on the project, that specific jump could indeed have a antecipation pose. The camera is part of the animation, yes, however since this is a game animation, this camera wont add the antecipation to the character, as suggest by Aydan comment. But he is still right. When we talk about responsive actions, mainly in first person view and isometric view, we have to be very careful about adding too much poses to the character, even when its seens to be the right thing to do. Thats because, for example, when you want to reload your weapon in game or if you want to attack a enemy, if you have a lot of poses, that can slow the player down to its action. Those keyframes would get in the players way too much, even if the animation is correct and right. So, anyway, yes i believe that jump at 3:05 could have an antecipation there, something like 2 or 3 frames at least.
-warlock ulti dota 2 -kinda like juggernaut dota 2 -jakiro dota 2 -sf + ck dota 2 -berserk in mmo game echo of souls -3:33 i dont know -acher in black desert? -prototype thats all i know IMO :D
Awesome work. Sorry for my question, I would really like to get into something like this. Is this animation or sculpting, or both? I'm a newly graduated game developer using Unity at the moment, but I also have purchased a couple course on Blender. Is this the type of thing that can be done with Blender?
Its animation, you can do that in maya/blender. Sculpting/modelling is creating the model. Rigging is making the model to have "bones". And animation is making the model alive. :D
let me ask something, today 2020, you still think that 3d animation its a good path, with the mocap/AI been more and more implemented in 3d , i also heard that the salaries of 3d animators are not that great at the moment, how you see the future of 3d animation field , and of course congrats for yor work.
Yes it is. MoCap does not mean getting in a suit, dropping it in MotionBuilder and you're done. There's so many tweaks you have to fix that the computer wouldn't be able to adjust on its own. It also takes hrs of refinement for something to look really good. Salary comes from working at Studios. I overheard someone who worked worked at PIXAR paying $35 an hr to animate at his studio. Obviously you have to be very skillfull at what you're doing if you're going to be getting paid that much. There's a lot of animators out there, but their animation isn't up to par. Unfortunately not many can take criticism which is beneficial in learning and getting better, that's why it's very competitive, because there's a lot of us, but only a few skillfull ones.
Amazing skills man. Thanks for sharing. If I could offer any bit of advice to help you in the future, it would be save some of the best stuff for the end. The beginning is super important but leaving a strong lasting impression is also helpful.