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Walking Test


ARWINGCOMMANDER 3987

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I'm helping them. I've giving them a talentless artist for them to mock. Everybody likes one of those right?

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Okay, stop getting so sad. Just get on with the topic.

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No, I'm not sad. I'm just telling the truth. That gives me no emotion whatsoever. I'll only praise myself when I need to, but I haven't the idea when I need to give myself praise. Should I give myself praise, or should I not? Please input outlook and press Enter.

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No, I'm not going emo, just pointing out that I'm not a good animator or artist. If I was being emo, I'd be crying. Would you like me to cry?

Just work on it. :/ I didn't mean to belittle your abilities.

You could improve! :D

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You belittled my abilities? I didn't know that. You should have inputted your desired reaction then pressed Enter.

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You belittled my abilities? I didn't know that. You should have inputted your desired reaction then pressed Enter.

What do you mean?

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What do you mean?

He's being passive aggressive because we're trying to point out how foolish it is to get upset over this stuff and he doesn't want to admit it.

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He's being passive aggressive because we're trying to point out how foolish it is to get upset over this stuff and he doesn't want to admit it.

That's what it looks like. :/

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You wish for me to be passive aggressive? I am in no control of automatic displays of emotions.

Also, do any of you have experiences to share regarding walking animations? Have you also had difficulties with such a project?

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AC, stop taking everything so goddamn hard and chill the hell out. This topic has turned from art to feeling sorry for yourself, so stop the drama.

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so stop the drama.

Or this may happen.

:lock:

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Can't really make out any discernible difference between this and the previous one. Sure you uploaded the last version?

A thing you might want to look at is to ditch motion tweening. Frame-by frame drawing is tedious, I'm not going to lie, but it gives you greater control of movements if you're not a pro at the tweening bit.

That, and try to give some more fluidity to the movements, especially at the joints. If you work out where those are, and make the swinging of the limbs connected to them more natural and less stiff, it might look a lot better.

Again, find an animation of someone walking, preferably with joints and centre of gravity and all that clearly listed, and use that as a visual reference.

I'd also recommend making the legs longer, so that they terminate at the hips rather than half-way down the lower body as they do now, or at least slim down that monster badonkadonk so that the legs appear to actually be part of the character's body. Part of what makes this look bad is because the legs seem to swing on axles sticking out from either side of green pocahonta's huge trunk. If the upper legs were more rounded at the top and that these marked the boundary of the buttocks (heh) it might look more natural.

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If you must know I've been modifying it. I think I might have gotten better with bending her knees.

Keep it up man, the only way to get better is to try and try again!

Now then, @ what everyone else was saying, I Love color theory, it makes everything so much better, one of the things i hate most about a lot of recent video games is the lack of interesting colors, but animating needs a lot more then just color theory. Anatomy, that is incredibly important, you need to know what the body looks like and how it moves so that when you draw a body it looks and moves like a body. (who woulda thunk it)

Perspective is also very important for good animating, it just, i mean like anatomy spoke for itself, so does this you need perspective so you know how to draw things from certain perspectives >_>

I mean, you mention south park, it ignores a lot of this, that doesn't mean it's bad animating. Color theory is very important for that show, it needs interesting colors, it's a humorous show, so it gets humorous animating, like color theory almost. You use similar colors in color theory, here you are using a similar idea, humor. but if it weren't for the dialogue, you wouldn't want to watch that, it'd be really crappy animating. and really, life drawing is just important for any drawing, even non-human things.

Edit: Oh snap, I really should have looked to see if i was on the last page or not...

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The problem here is that your character is pretty much swimming through the air. The way her legs move are not in reaction with her environment; she has absolutely no weight. Walking isn't simply restricted to swinging your limbs mechanically back and forth, it's a complex system of muscles. Her clothes should move. Her feet shouldn't just be clomping down on the ground like that, feet also move as you walk.

Also an anatomical note: NO ONE's torso looks like that. Her body is totally crooked and her boobs are just sort of tacked on (another example of "things that should have weight"). Also her left hand is on backwards.

This video has a lot of good pointers.

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It's coming along!

There's a bit of a weird blip when the animation loops, you need another frame connecting it so the walk continues smoothly. It suddenly jerks, her arm flies back, and her left leg stays in the same position behind her for a couple frames. You also still need to fix the bent torso and the backwards hand.

Also, for colours, you should probably desaturate her. The colours are too bright and don't blend very well right now, on both the character and the background.

Here's a couple quick notes on the anatomy/colour so you have some visual reference.

how2art.jpg

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She's supposed to be a very beefy person. Besides, don't you know anybody who has big thighs but thin arms? It's mostly because of her big butt and wide hips I gave her (A popular look among her people). Are your eyes overly sensitive to bright colors?

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Sigh.

Do you know anyone who has thighs THAT BIG compared to the rest of their body? If you do let me know so I can point them to the nearest freak show because that is NOT normal. Notice how in my drawing the woman was anatomically feasible? As in, looked like a real woman? You can exaggerate the features of her butt but you need to know how her butt works to begin with. You don't, as can be clearly seen by those tumours you insist are supposed to be part of her body.

And I highly doubt you thought that hard about her body colours considering they're the default green/red of most programs. You just picked the easiest and paid no heed to the way they blend with each other. That green and that red look wildly unnatural, especially against each other, and they just do absolutely nothing for the appearance of your character.

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Actually, they do. They're part of her culture. She's green because she's an alien. She wears red because it's an important color in her tribe. You should have read up on my character earlier, then you wouldn't need to ask the above questions. I obviously know how her butt works, because I know biology, and I created a fictional character who has a similar appearance to human beings, but different biological workings from us.

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You do a wonderful job of constantly missing the point.

"I can do whatever I want with anatomy because they're ALIENS!"

I don't give a shit that she's green. It's the shade of green, and it looks terrible, especially with those bright red markings (with black outlines...getting rid of the outlines will already help).

You want to talk alien anatomy? Let's talk Avatar. The Na'vi have a structure differing greatly from humans. Not only are they taller, with catlike features, but they also have longer limbs and differently-shaped torsos. However, they actually look like they can stand upright, unlike your broad-butted bimbo here. Oh, and the Na'vi are also blue. But not horrendous bright MS Paint blue. It's a blue that looks realistic and allows them to fit into their environment.

I shouldn't need to read an essay about your character just to justify your non-attention to structure and colour. And "I know biology" does not justify the fact that your character's body and facial structure looks nonsensical.

By the way.

I took biology too.

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Still needs a lot of work.

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I'm going to save my feedback, ways of improvement, ect. and just say this. For now it seems it will be more work to salvage this than to just start over. I think you sould get the basics down on something quicker and easier like a stick man.

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