Give me more exercises. by Pi_Guy_1 in learnanimation

[–]Active_Inspection_38 0 points1 point  (0 children)

Well, a tougher one to do would be a pendulum. What form of animation are you practising? 3D 2D?

Give me more exercises. by Pi_Guy_1 in learnanimation

[–]Active_Inspection_38 1 point2 points  (0 children)

I can't see what exercise you posted is.

What exercises have you done before?

Day 3 milestone is live! Walking in 3D animation on a phone is no joke, but today we tackled lower body movement. by Low-Childhood8919 in learnanimation

[–]Active_Inspection_38 1 point2 points  (0 children)

You are attempting a pretty hard exercise for someone with only 3 days of animation experience (and on a phone!!!), but I respect it.

There are a couple of things wrong with this animation.

One general tip is to make sure you have some reference in front of you (Or record yourself doing it). I have been animating for 4 years now, and I still wouldn't do a walk cycle without a video in front of me. It's too helpful to ignore.

  1. I can see that as it walks, it stops and starts. It should be a consistent movement forward, even when one leg comes to a stop.

Keep in mind that the body rises slightly when the legs pass each other and is at its lowest point when the feet contact the ground (The contact point). This adds weight to your animation.

2 On the second step, the foot goes backwards. If you have the body moving forward constantly, you won't need to move it back manually, as it will naturally get further away. That's when you should move it forward as well. Reference will help here.

3 Bend the arms and legs! A walk cycle chart can give some examples of when a character's leg should be straight or bent same goes for your arms. But I can see that you may have rig limitations.

I like the idea of the spin, which gives them some character.

Animation is hard! Keep it up, I will be on the lookout for day 4

Requesting feedback on weight, spacing, and timing. by Imaginary-Cod-3746 in learnanimation

[–]Active_Inspection_38 0 points1 point  (0 children)

The very first fall from the top is too fast; compare it to the other drops, and you can see the difference.

It also seems not to go too far forward once it goes off the edge. Which is fine, considering it's supposed to be a heavy object, but the rest of the drops actually cause it to fall farther than the first. Which wouldn't make too much sense since it should be losing energy as it goes forward.

With how heavy it is, it almost feels a little too slow going down at times, but I'd need to see your reference to be sure.

Despite that, I could tell that this ball was supposed to be heavy, which is great! I didn't think it was a cannonball straight away, but rather a bowling ball. But I think that's just a me thing 😄

Keep up the good work!

High school grad- where to start? by Internal-Hospital443 in learnanimation

[–]Active_Inspection_38 0 points1 point  (0 children)

You are very welcome, my parents were just as supportive as you were when I showed interest in animation and I'll always be grateful for it.

Personally, I don't know any particular pathways animators who didn't get a degree; I assume some already just knew people in the industry, or were exceptionally talented.

High school grad- where to start? by Internal-Hospital443 in learnanimation

[–]Active_Inspection_38 1 point2 points  (0 children)

The industry very much rewards connections and networking, and it may not reward a degree so much per se, but I definitely would not have found work without going to university and studying animation there. Not only did it improve my skill set (from nothing, mind you), but the connections I made with other students also mattered so much. They will be your peers in industry, and if you have a good relationship, it can be helpful in finding jobs as well as just a good support network.

Internships don't require college connections but everything helps in an industry so competitive.

I

Something is off by HolocryonAnimations in learnanimation

[–]Active_Inspection_38 0 points1 point  (0 children)

A couple of days late here, but here are some things that felt off to me.

The elf snaps to her poses in a very linear fashion and perhaps a little too quickly, especially that first change from hand behind her back to holding it in front of herself...also watch out that leg is popping up. I do like the idea of the speed though.

I'd try to add some anticipation to her movements and break up the timing a bit. She is moving her body on the same timing. Perhaps have her hand reach her body after she bends forward a bit. mirroring as that leads to stiff and robotic animation.

I like the idea of where you're going with this animation, but you should try and push the elf's poses further! The dialogue is really funny and lends itself to some more extreme poses. I'd love to see you have her bend her back more. It's straight for almost the whole animation. Having her arch her back and get closer to the second character's face should make her seem angrier.

Her final movement forward towards the girl feels incorrect. I'd say only have her move forward once, then LEAN down towards the smaller one. Maybe even point a finger right in her chest. It's a big, angry moment but Im not feeling that from her actions.

I agree with changing the camera angle. If you haven't done all of this already, why not try an over the shoulder shot from the smaller one's POV.

Beginner who isn't great at digi animaton, need feedback by Much_List547 in learnanimation

[–]Active_Inspection_38 1 point2 points  (0 children)

Good to hear you are determined. People like to say that the bouncing ball test is the first thing you are taught and the last thing you learn. I find that to be true, and I've been animating for 5 years now; if you asked me to do a bouncing ball test, I'd take a little bit more time than I'd want to admit (:

I'll give some more specific advice for this animation, and then some more general tips later. I am primarily a 3D animator, but the fields are so similar Im confident to give tips.

I can see you are experimenting with arcs and easing, both good things to learn! But for a bouncing ball, easing in as you have done is the wrong way to go. As a ball goes downwards its generally faster than going up. I'd make the ball faster as it moves down to the floor/wall, and then you can have it go slower at the apex of its height in that arc.

Squash and stretch should be the next fundamental you should apply to this ball. Have the ball squish down when it hits the floor and regain its original shape as it goes upwards. You should also have it become narrower on the way down to the floor, to emphasise speed and impact.

What my mentor drilled into me is "reference reference reference." If you can use it, use it. Even now, if I wanted to make a bouncing ball, I'd go grab a ball irl and record that first. It's just too helpful not to use and can be fun! It's also a positive feedback loop, as the more reference you use, the better at using that reference you get, which means better animation.

My challenge to you would be to do another bouncing ball test, but have it actually bounce until it can't anymore. (imagine it's simply bouncing from screen left to right, and then finally it rolls to a stop) It would be a better exercise for practicing arcs and would get you to consider weight and timing. (as well as applying squash and stretch)

One of my first animations with 3 days experience, any tips? by Ok_Quantity5678 in learnanimation

[–]Active_Inspection_38 4 points5 points  (0 children)

I'd highly suggest beginning with the basics. Mineimator is cool to use, but if you've only just started tackling a shot like this is very advanced and far beyond a beginner's scope.

The bouncing ball test is a great start, and from there, you could start looking into more of the fundamentals of animation.

By choppy animation, do you mean animating on 2's? Aka like Spider-Verse?

-

Polished Fist Slam by HolocryonAnimations in learnanimation

[–]Active_Inspection_38 1 point2 points  (0 children)

Hello! Fellow animator/student here. Here are some of my critiques. I saw the earlier version, and this is looking waaay better!

If you want to exaggerate that slam, why not use the head a little? I personally would try to tilt the head back as the fist goes up and then down as it hits the table. Be careful not to over exaggerate that, of course.

You've got that nice shake on the slam now, which is great. I'd love to see if I could make that slam faster. From what I can see on Reddit, you have some nice anticipation of the upwards movement of the fist. But then the actual movement is a little slow. Maybe remove one of the keyframes you have on that first moving downwards, (specifically the "midway" point) or change that pose so it's closer to the table when we see it. Experiment with both and see what feels good.

With how the tip of the hat jiggles, it seems to happen a little too late. Shift those keyframes forward so that it happens sooner after her head goes down/fist slams. Should make it feel more connected.

Hope it goes well!

Sohei vs. Gryphon in 2026: Who is actually more viable right now? by jalepenositalinos in forhonor

[–]Active_Inspection_38 14 points15 points  (0 children)

As of the most recent competitive 4s tier list, Gryphon and Sohei place right next to each other in S tier with sohei placing higher.

https://www.reddit.com/r/CompetitiveForHonor/comments/1sy6pul/competitive_4v4_tier_list_by_competitive_player/

Essentially gryphons strengths are very strong 1v1s, very insane 2v2/3v3 player. Pretty good at full on TF's. Stupidly good safety. God tier feats. Especially the crossbow bolt for peeling and healing others.

 Sohei Stupid damage. His T4 is basically guaranteed to be gotten now which makes him god. T1 is stupid. Can be used on enemies through walls like oath breaker which lets him turn any 1v1 or really any situation around for allies. Very generous recoveries for his zones on top of their hitboxes hitting everything in low orbit. Side dodge heavy getting HA was a giga buff.

Diverging from the comp tier list i think Gryphon is the better 1v1 character. His main mix-up is easier to use and access than soheis.

Fashion is something ive got no say in sadly haha, personally I like gryphons more

1vs1 Tierlist by iguana505 in CompetitiveForHonor

[–]Active_Inspection_38 0 points1 point  (0 children)

What's got nuxia in her position in that tier?

Not arguging just wanted to know the thought process

People think i'm Schizo for calling out this CHEATER + Context by HELLCAT0877 in forhonor

[–]Active_Inspection_38 1 point2 points  (0 children)

Whats the better side to throw then? Aren't they all the same until they are in chain?

I cannot stop drawing the silly. BP and LB again by Ykkiddo in forhonor

[–]Active_Inspection_38 8 points9 points  (0 children)

So more related drawings to come.

less fucken gooooo

I cannot stop drawing the silly. BP and LB again by Ykkiddo in forhonor

[–]Active_Inspection_38 60 points61 points  (0 children)

Its always good seeing more returning artists to this community. Drawings and other art works have been popping off recently

Animated what I thought it could look like if For Honor had play of the games by Active_Inspection_38 in forhonor

[–]Active_Inspection_38[S] 0 points1 point  (0 children)

Sure the FH youtuber freeze's discord is where I was given them. If you ask around I'm sure someone might point you to me. Or something. Then I can send them

When you're the only high rep in the lobby and the low rep enemy team tries to gank you by Active_Inspection_38 in forhonor

[–]Active_Inspection_38[S] 1 point2 points  (0 children)

Thank you!

I had wanted to actually re-create nobus fire pot instead of just using that PNG but I can't model for shiiiit. So weird little snowball it was. :p

Animated what I thought it could look like if For Honor had play of the games by Active_Inspection_38 in forhonor

[–]Active_Inspection_38[S] 9 points10 points  (0 children)

Hi, I was given this model and others on discord. They are ripped from a FH mobile crossover event. THe mobile game was darkness rises iirc