Calling all animators part 2 in a long series to come

Hi, all here we go again any helpful advice would really go a long way into helping my little disabled manikin in their journey to becoming a real they. Please have a look at animators of the world. Thanks so much.

I tried to heed the advice from before and I am hoping it paid off, but as before I am excited to hear your input and humbled by your generosity.

A good effort! I think it did, and it shows in the takeoff and landing, which look quite believable to me.

The jump itself needs a lot of smoothing. It looks like it interpolates across just 3 keyframes (start, apex, end), and it damps (likely not the correct term, it’s been a while since I animated anything) almost to a complete stop at each one. I would add a few more tweens in there, and then play with the Graph Editor to change the interpolation on all of them so those huge mid-air pauses are eliminated. Maybe you can get away without using the Graph Editor, not sure, but it will give you more interpolation control if you decide to use it.

You should be able to see a big difference when this is done =)

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I think your correct I notice the mid air interpolation is short of what it needs and I will have a look tomorrow. The advice I receive is fantastic and I am trying to push my animation skills further every week. Thanks for looking out I appreciate it.

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Do you work with the graph editor, to smooth out the speed of animation parts.
The jump start looks a bit sticky (slow legs).

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Hi again and thanks for having a look, I did use the graph editor in my animation but to be honest, not as much as is needed, I am currently looking into the timing within the editor and adding a few tweens to create a more flowing and accurate motion. I still have some way to go when it comes to the graph editor but I am embracing each aspect including motion path tracking as well. I will share my work as soon as I am done and continue supporting the Gamedev team you guys rock.

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This is Jump Two, as per advice, there is not much room for improvement but after playing around in the graph editor and adding in a few tweens I like the result what do you guys think? I worked on the arcs as well as adding some inbetweens. I also had a tough time on the launch but I hope it looks a little better now.

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It’s definitely better, but the same problems are still there with the arc. If you slowly scrub your playhead over the timeline, you’ll see that the unnatural mid-air accelerations and decelerations are still there.

Motion like this should be achievable mostly with interpolation, but if you find that you just can’t quite get it the way you want, it’s ok to use the interpolation as a starting point and key more and more tweens in until it looks the way you want (basically, pose-to-pose animation drawing on ones and twos instead of drawing on ~fives or beyond). This is all for practice after all, and as you get better and better at controlling interpolation, you won’t need to do this as much. I’m not an animation expert, but I did find that even when my interpolation was pretty good on its own, this layered combination of both techniques got me the best results. It’s also more time-intensive for obvious reasons, so maybe don’t go nuts like I did below…

Have a look at this learning project I did for Grant’s beginner course:

Despite that the animation is very rushed in pace (because I was limited by file upload size on the site), I tried my best to make it as smooth as I possibly could. You’ll see that TeeBeeGurl on the left has a pretty simple cyclical movement, and yet, this is what the dopesheet looks like:

A lot of this is copy-paste and reversal, but the cycle itself is still a lot more keyed than you might think. Maybe this gives you some ideas =)

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Alright I will have a look at my settings on the graph editor and keep tweeking it till I have a great looking natural jump. I embrace it really need the practice with the editor. Thanks again for the advice I will have a look at it in wven more detail.

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