hi, I'm back from while as Cobra5005 (I was Cobra5005 but I don't remember my past password so I open my new one)
I used anime studio pro 8 until 2012 but today I used the 11 version with some other animation softwares.
so I will post my first to animations made on asp11:
this one was my entry for the first jazza's animation contest
if you see issues, tell me and I will fix it
Re: My Anime Studio Pro 11 animation
Posted: Mon Oct 19, 2015 8:12 pm
by dueyftw
The jump is way to slow. Like 6 million dollar man slow. Jump in the air and count one one hundred, two one hundred, three one hundred. For each second animate 24 frames. So if you get to three one hundred you should have 72 frames in your animation. And you should be in a super man competition.
The second is way to fast. Slow it down just a little. The fall is fine, but the moment the woman realize that she is poisoned her eyes should get big not smaller. Use the eye brows to convey her pain and maybe having the tongue come out of her mouth and then drop to her chin.
Dale
Re: My Anime Studio Pro 11 animation
Posted: Tue Oct 20, 2015 4:00 pm
by Cobra5005
see the first on as I improved it.
the clip itself is 24 fps
Re: My Anime Studio Pro 11 animation
Posted: Tue Oct 20, 2015 11:17 pm
by strider2000
Hi Cobra5005 Good start. The other things I'd suggest on the jump is to be at full extension before the feet move. You can go past full extension in the air, but the feet, in particular, appear to be sliding. Hope that helps.
Re: My Anime Studio Pro 11 animation
Posted: Wed Oct 21, 2015 8:06 am
by dueyftw
Cobra5005 wrote:see the first on as I improved it.
the clip itself is 24 fps
Still too slow. The jump is about 24 frames. Anime Studio has a re-timing. A normal jump is a half a second or less. Try 6 to 10 frames 12 at the most.
You have foot sliding. Make a new layer and put square blocks behind the feet. Adjust the feet on each frame so they don't move until the body leaves the ground. Render without that layer visible.
Make it more interesting by not having the feet move in unison. You could add a little anticipation by having shoulders move up and the head back just a little before the down movement.
Dale
Re: My Anime Studio Pro 11 animation
Posted: Wed Oct 21, 2015 5:40 pm
by Cobra5005
hi, I send it as .anme file before I reupload my video to youtube again.
The jump is about 9 frames in the file, which is better timing-wise.
One thing I would look at is the direction of the jump. She appears to be jumping back and then falling forward, as if she's moving in reverse. Try to follow the force of inertia. That is, you can have her jump up and down:
or jump back:
Just not back-forward, which defies physics. Does that make sense? Overall it's a good start. I like the character design.
[On a side note, for some reason your file makes my ASP slow to a crawl. Bone dynamics or something? I don't know. )
Re: My Anime Studio Pro 11 animation
Posted: Thu Oct 22, 2015 3:19 pm
by Cobra5005
neeters_guy wrote:The jump is about 9 frames in the file, which is better timing-wise.
One thing I would look at is the direction of the jump. She appears to be jumping back and then falling forward, as if she's moving in reverse. Try to follow the force of inertia. That is, you can have her jump up and down:
or jump back:
Just not back-forward, which defies physics. Does that make sense? Overall it's a good start. I like the character design.
[On a side note, for some reason your file makes my ASP slow to a crawl. Bone dynamics or something? I don't know. )
so what I need do to fix my clip?
Re: My Anime Studio Pro 11 animation
Posted: Thu Oct 22, 2015 3:48 pm
by jahnocli
For me, the main problem is the centre of gravity. When the girl lands, at present she would fall over. When she is in the air, she needs to draw her knees up and then extend thembelow her as she lands, so a vertical line through her head would go through her feet.
Re: My Anime Studio Pro 11 animation
Posted: Thu Oct 22, 2015 9:45 pm
by neeters_guy
Cobra5005 wrote:so what I need do to fix my clip?
If you want an up-and-down jump:
1) Select her pelvis bone and look at the Selected Bone Translation keys on the timeline.
2) Notice the keyframes on frame 8 (take off) and frame 12 (peak)
3) Turn on onion skin at frames 8 and 12. Even though the Pelvis bone is a simple up and down translation (the x value doesn’t change), her body mass is arching backwards. You need to compensate for the changing center of gravity (as jahnocli pointed out).
4) At frame 12, move the Pelvis bone slightly to the left until the torso mass is centered over the torso at frame 8.