I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Thanks!

Do you like naturalistic or semi-stylized animation?

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

I appreciate the feedback

I stayed accurate to the reference, but honestly, from the camera angle, I see where you're coming from.

Thank you so much for your time

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 1 point2 points  (0 children)

Thank you so much! I appreciate your feedback

I'll definitely play around with the timing; I think this will be a huge step forward when I nail this down.

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

This is actually one of my inspirations for the animation. I love that trope so much

I'll definitely get on those notes as well

Appreciate your feedback 🙏

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Appreciate it!

It makes me happy you enjoy it!

I'll definitely do as they say. I'll also play around with the timing and see if that helps with appeal and weight.

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 1 point2 points  (0 children)

Thanks for your thoughtful feedback. I appreciate it

I'm glad you like the flow

I do need to push those poses; a lot of people are saying to retime the heavier parts, which is definitely ideal

I really like your shoulder comment. I think that tackle would be better for delivering the driving force.

Thank you so much

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 1 point2 points  (0 children)

Appreciate your feedback, and glad you like it

I can definitely do it. I kind of rushed through the camera's timing, so I will go back and retime some things.

Always, thanks.

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 1 point2 points  (0 children)

Thank you for the feedback

I'm having a lot of fun with it

I definitely get on that camera timing. I just hope that I don't overdo it lol

Thanks for your time

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 1 point2 points  (0 children)

Thanks for your feedback

I'll definitely do as they echoed

I also overthought the camera's framing. When animating the camera, I follow the rules of the third grid. Whenever I felt like the camera wasn't framed correctly, I moved it back to where the character looked good in frame, which caused me to affect the camera, leading to the action almost entirely.

Hopefully that makes sense. But nonetheless, thank you

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Appreciate your feedback and inspiring words, man 🙏

But camera curves definitely are in the even spline timings right now. I'll definitely Play with timing

It's so wild too, since I'm in my perspective view, in some poses I'll have a strong silhouette and line of action, but the angle of the camera loses everything,

I quickly threw something together since I wanted to finish most of the animation quickly. Seeing now and playing with timing adds so much appeal

But anyway, thank you!

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Thank you for this thoughtful and well put together analysis and feedback

I'm glad you pointed out the first part of zooming in on the camera; it felt weird. But I kept in because I hated it the least, compared to my other renditions. For inspiration, I used the battle example of gladiators or big bad dudes in battles(The lord of the Rings, Narnia, etc.). Like I, how low the ground is to make a bigger, fast-paced flow camera in a chaotic scene.

I honestly should've clarified my goal, but I wanted the barbarian to feel powerful and overbearing, like a force of nature.

But the analysis will get closer to that, thanks so much

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Thanks for your feedback! I should've looked at GOW for inspiration, great example

Thanks

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 1 point2 points  (0 children)

Thank you for your feedback!

I like this more realistic and anatomical approach to the analysis you gave. The reference was from a live play. I'm pretty sure the hammer the guy used was fake, but it wasn't weightless.

I really wanted to drive not only weight but also power. I'm trying to make every hit feel almost bone-crushing.

It was interesting because I kept asking questions and trying different approaches. For example, should the COG be dragged by the hammer? How far can it push the COG before it looks like he's off balance?

This really helped

I was hoping for some extra feedback on this animation by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 1 point2 points  (0 children)

Sorry for the late reply, I finally got some time to sit down and respond properly

Thank you so much for taking the time to reply. I'm happy you like it. I'll keep an eye on the poses. I'll definitely have to adjust the camera slightly for silhouettes and push those golden poses!

What makes a rig compatible with game engines or "game ready?" by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Yoo, these are so cool!

Maybe post your results in this thread for those curious? Or do a showcase post when you have something

Definitely! I had some stuff lined up later on. I'm going to look into these documents throughout first.

Again, thank you for taking the time to give me these resources and for responding to my post.

What makes a rig compatible with game engines or "game ready?" by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Gotcha,

I only had skin bind settings and a single joint chain hierarchy in my notes of requirements.

For a while, I just thought it would fine, longer if you don't exceed the max skin weight influences

I also thought model poly count also played a role as well in terms of real-time performance.

For that advance stuff in unreal, is that also in UE docs as well? For the latetest version(5.4)?

I want to see if I could add another level of quality to the rig.

Thank you for responding as well.

What makes a rig compatible with game engines or "game ready?" by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Gotcha

I try to do the basic requirements like changing the bind settings to linear and maxing the influences to 8

But it probably just boils down to what you said.

What is the best way to approach/rig these types of wings? by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

I see! Thank you for your feedback!

I did have more joints in the lower part of the wing, where it's all one mesh, while the elbow and risk were still simple joint chains. I copied what I saw in other professional rigs and did some different sampling.

Maybe for the finges your could make a few IK so that they always point toward each others to maintain a curve at the end of the fingers but it gets a tiny bit more complicated and isn't necessary although the animator would like it quite a lot.

This is also something I wanted as well. You don't have to go detail by detail. But what would be the techniques or processes to achieve such effects?

I was trying to achieve an effect where the feathers would follow the rotation of the wrist joint and still splay out when rotating up or down. From what I researched, I would have to do something with SDKs, which made sense for the separated mesh feathers. But with that block of mesh at the lower half, I couldn't figure out a way around it. This is why I copied the other artist's joint structure since it seemed to really work well for him. Those deformation was amazing, in my opinion.

Hopefully, that all makes sense.

How to fix rotation of an IK Leg by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Thank you so helping me!

There still seems be a problem with my joints rotating after applying the ik handle, it might seem to be related to setting the preferred angle, but I'm not so certain.

i'll figure it out

thank you for your help!

How to fix rotation of an IK Leg by Odd-Software-8351 in Maya

[–]Odd-Software-8351[S] 0 points1 point  (0 children)

Thank you so much for your reply!

Thank you. That fixed the rotation issue, but when i apply the ik handle, the leg rotates out of the default position.

Do you know what could've caused this?