Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 04 4:13 pm)
Attached Link: Kitty Hunt by stimuli
It need not be that way. Have you seen stimuli's animations over at Renderotica? Here is a link to (IMO) one of his best - Kitty Hunt - no nudity in this one, just two very cute nekos.I don't know how he does it, but he certainly does it!
"If I were a shadow, I know I wouldn't like to be half of
what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki
Murakami)
This is a natural problem. When I'm making an animation, my
first tendency is always to move things more slowly than reality.
You just have to force yourself to think "snappy" rather than smooth.
If the hand holding the spoon starts on the table at frame 30, your
first thought is that it should reach the mouth by frame 60.
Stop. Think snappy. Force yourself to make it happen at frame 40,
or even 35, and you'll be a lot closer to reality.
In other words, too fast is more forgiveable by the eye than too slow.
Also, use linear interpolation rather than spline interpolation. Switch
to spline only for the motions that need to be sinuous ... but those motions
are not very common.
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To add to what ockham said, get a stopwatch and get in the habit of timing yourself. Humans are not very good at judging absolute time and you need to actually use a watch to get an accurate idea of how long stuff takes.
eg that 30 frames you use as a keyframe interval is over 1 second of real time (at 24 fps) In 1 second, a person can easily take one whole step while walking, blink 3 times, bring their hand up from their waist and wave once, punch someone 2-3 times, do a full somersault... ie it's way too long for most motion. Instead put your keyframes where the character changes pose, whether it's at 1 frame intervals or hundred frames.
And don't worry about keeping your fcurves 'smooth' cause it's not as if you are gonna render those out. Instead, get them as dirty as you need to, as long as your final anim looks cool.
Attached Link: Hansel and Gretel
My Hansel and Gretel script kit also helps in timing a complex sequence.It lets you draw a 2-dimensional movement path in real time with the mouse,
and then use the path to control one or more parts in Poser. It won't pose everything
at once, but it will give you a real-time reference.
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I had an account in rotica but I somehow forgot about it so I am waiting for my password. Thanks for the info guys.
I thought hansel and gretel are used only for props? You mean I can like parent a bodypart to a path created through it?
Passion is anger and love combined. So if it looks
angry, give it some love!
i am also an admirer of stimuli.
one thing that is completely legit is to purchase one of his animations, such as the V4 strut (a great walk cycle for V4) and then use it and study it.
I have a tendency to keyframe too fast! There have been many times I have had to extend just to slow things down.
My work flow is to stay in linear and then go into the graph editor to create and fine tune spline motion where needed. And think snappy.
Wait. Ockham already said that! Revision: pay attention to Ockham!
hand-keyed hop:
http://jrdonohue.com/amaya/mm5.mov
::::: Opera :::::
"I have a tendency to keyframe too fast!"
That gives you a head start over us natural slowpokes!
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Attached Link: http://www.youtube.com/watch?v=LvtJruKGpvg
I noticed in the many poser short movies I watched, many have a certain *subtle slow body/limb movement* which make it look still way off actual human movements unless you use mocap data. Is there a way to quicken it up a bit without sacrificing the smooth curves in the graph editor?When I animate I usually put the keyframes every 30 frames.
Passion is anger and love combined. So if it looks angry, give it some love!