- Joined
- Jun 4, 2023
- Messages
- 419
So I've been beavering away at the Lae'zel model but I'm getting a bit frustrated with the attack animation.
I feel like I need some advice from a resident Animation Wizard, because I've tried a few different things and it's not really remedying the problem.
what I have atm
and a few notes: the skin is placeholder, and don't worry about the legs. Also with this one I'm not aiming for an exact replica of Lae'zel's attack.
What I'm really fussed with is the weapon and arm swing, it feels too.. like slingy. It's better than a couple of earlier iterations, but it feels too much like.. I dunno hard to describe.
Maybe the swing comes to a stop too abruptly?
If you look at the crappy spell animation I did for the pterodactyl, I get the same feel, especially in this case with the dinosaur rider, the weapon swing feels too much like a windmill rotating.
In that case I think it could be improved by making it more whip-like, have the shoulder rotate, with the elbow and finally wrist following behind slightly, out of synch, doing a flick.
Maybe that gives the effects of variable speed as well, like the final crack of the whip accelerates the weapon?
Back to Lae'zel, things I've considered, but haven't really tried yet (lazy?):
The bones and frame are sufficient, I really just think it's a question of knowing what little spice is missing. It's like drawing something as it is, instead of how you think it is.
I've tried acting it out in the mirror (Warning Boomer Alert), And I picked up a few little things that were lacking, but I'm still missing something(s).
So yeah, I think that's everything.
Any brainiacs, professional animators or anatomists, please give me some tips.
EDIT-8/6
Made the swing slower at peak, faster at the end of the fall. Better?
Other shit I'm mostly happy with:
I feel like I need some advice from a resident Animation Wizard, because I've tried a few different things and it's not really remedying the problem.
what I have atm
and a few notes: the skin is placeholder, and don't worry about the legs. Also with this one I'm not aiming for an exact replica of Lae'zel's attack.
What I'm really fussed with is the weapon and arm swing, it feels too.. like slingy. It's better than a couple of earlier iterations, but it feels too much like.. I dunno hard to describe.
Maybe the swing comes to a stop too abruptly?
If you look at the crappy spell animation I did for the pterodactyl, I get the same feel, especially in this case with the dinosaur rider, the weapon swing feels too much like a windmill rotating.
In that case I think it could be improved by making it more whip-like, have the shoulder rotate, with the elbow and finally wrist following behind slightly, out of synch, doing a flick.
Maybe that gives the effects of variable speed as well, like the final crack of the whip accelerates the weapon?
Back to Lae'zel, things I've considered, but haven't really tried yet (lazy?):
- needs more upper bosy reaction/momentum
- in particular more scissoring at the waist
- Variable swing speed, probably slower at first, peaking at impact?
- making the swing stop less abruptly, say by slowing on her left side, then very slowly 'bouncing back'? kinda contradicts the last point though.
- just a timing problem? swing too fast/slow(simple) or need to desync bone's keyframes(complex)?
The bones and frame are sufficient, I really just think it's a question of knowing what little spice is missing. It's like drawing something as it is, instead of how you think it is.
I've tried acting it out in the mirror (Warning Boomer Alert), And I picked up a few little things that were lacking, but I'm still missing something(s).
So yeah, I think that's everything.
Any brainiacs, professional animators or anatomists, please give me some tips.
EDIT-8/6
Made the swing slower at peak, faster at the end of the fall. Better?
Other shit I'm mostly happy with:
Last edited: