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Jimcarry's Animation Thread


Jimcarry

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Posted

Going to post my animations in one place so I can manage them easily. Feel free to discuss, and give feedback. I will release them when they become good enough.

 

Sofa (Whatever position this is)

 

 

 

V3

 

 

SomberObviousHoneyeater.gif

 

 

Need to make movement flow better. 

 

 

 

 

Sofa Doggy

 

 

 

V12

 

 

HonestUnfitDog.gif

 

 

 

 

Old Versions

 

 

 

 

 

Sofa BJ

 

 

Just an idea W.I.P

 

 

Capture.png

 

 

 

 

Posted

Good start Jim, ill throw some advice your way if you dont mind. On the 1st two gifs the male hands are moving in strange matter. If you want them to hold still on the furniture then go to farme 1 , select the hand controllers and disatach them from central controler. This way they will stand in same place no matter what and the animation will look cleaner.

In couch doggy do the same with female hands animation , so she will hold the sofa, will save you alot of work trying to ofset the torso movement.

About the male movement, remmber that you dont have to bend the whole torso for the penis to go upwards, inside central controller there is pelvis controller. Use it to control the penis angle instead.

Posted

Good start Jim, ill throw some advice your way if you dont mind. On the 1st two gifs the male hands are moving in strange matter. If you want them to hold still on the furniture then go to farme 1 , select the hand controllers and disatach them from central controler. This way they will stand in same place no matter what and the animation will look cleaner.

In couch doggy do the same with female hands animation , so she will hold the sofa, will save you alot of work trying to ofset the torso movement.

About the male movement, remmber that you dont have to bend the whole torso for the penis to go upwards, inside central controller there is pelvis controller. Use it to control the penis angle instead.

How do I detach the controllers? Thanks for the advice. 

Posted

http://oi67.tinypic.com/fwtw88.jpg

The button left from it is "atach", can also be usefull when you for example want female hand to always lie on her leg or belly , just atach the hand controller to the right bone and it will stay there. Just remmber to not atach actors to eachother if you dont know how to bake animations

 

Wow i didn't know it was that easy...

 

 

 

SomberObviousHoneyeater.gif

 

Posted

http://oi67.tinypic.com/fwtw88.jpg

The button left from it is "atach", can also be usefull when you for example want female hand to always lie on her leg or belly , just atach the hand controller to the right bone and it will stay there. Just remmber to not atach actors to eachother if you dont know how to bake animations

wow thank you as well for the advice. ^_^
Posted

Looking good. 

Remember the 12 principles; specifically anticipation, follow through, and exaggeration.

Give the guy more wind-up before the the thrust. Really telegraph that attack. Remember Newton's 3rd law: when he thrusts his lower body forward he needs to counterbalance that by pulling his upper body back. The head should follow this motion, but delayed, to give follow-through.

Posted

Sofa Doggy v3

 

DisguisedEcstaticGodwit.gif

 

EDIT: wow.. I totally forgot about the feet. I will make them closer to the sofa in V4. Maybe that will make the male look less awkward. 

Posted

Sofa Doggy v3

 

DisguisedEcstaticGodwit.gif

 

EDIT: wow.. I totally forgot about the feet. I will make them closer to the sofa in V4. Maybe that will make the male look less awkward. 

 

The "heel peel" and various other settings can also fix this while keeping your character's feet on the same position.

 

 

j22sJj.png

 

Posted

 

 

HelpfulCircularGazelle.gif

 

 

 

next animation

 

 

Capture.png

 

 

I was sorry to see you put down UUNP converting for this. Now that i see THIS, I say keep going! Thanks for those conversions though, hope to see you do an animation pack for SL soon.

Posted

Looking good, always great to see new animators. Just wondering where is this sofa thing at? I never knew Skyrim had invented such a high caliber invention.

Thanks. Still working on the movement and timing. I borrowed the sofa from Halo's Aether Suite mod http://mod.dysintropi.me/mods/skyrim/

 

I was sorry to see you put down UUNP converting for this. Now that i see THIS, I say keep going! Thanks for those conversions though, hope to see you do an animation pack for SL soon.

There are already enough UUNP converters, so you won't be missing out on anything. These animations still suck and I still need time to fix them up because in game they look......Robotic.

Posted

Jim try to move some movements 1-2 frames ahead of others. For example you have 20 framed animation, If you have all movements in frame 10 it will look robotic, nothing in real life is synchronized. The way i do it is copy the animation around untill i have 100-200 frames. Then decide wich body parts apply the force and wich reacts to this force. The reacting ones should start moving after the applying ones. For example female torso moves up after male thrust -  grab all the keys in torso controller and move them 1 frame ahead, The further in body chain the controller is the bigger the move forward should be. It gives the "wave" like movement. After ur done with all that just put a key at the last frame of the animation and copy it back to frame 1 for all moved controllers for animation to loop right. Its not perfect method but its very quick and effiecent.

Posted

Jim try to move some movements 1-2 frames ahead of others. For example you have 20 framed animation, If you have all movements in frame 10 it will look robotic, nothing in real life is synchronized. The way i do it is copy the animation around untill i have 100-200 frames. Then decide wich body parts apply the force and wich reacts to this force. The reacting ones should start moving after the applying ones. For example female torso moves up after male thrust -  grab all the keys in torso controller and move them 1 frame ahead, The further in body chain the controller is the bigger the move forward should be. It gives the "wave" like movement. After ur done with all that just put a key at the last frame of the animation and copy it back to frame 1 for all moved controllers for animation to loop right. Its not perfect method but its very quick and effiecent.

 

I don't keep my animations long, I only have like 3 frames for each part I am moving (beginning, middle, end). I have changed the frames for the male and the female. Do you actually have 100-200 keyframes? I think I only have 30 in total.

 

 

V12 ... I think I am on to something here.

 

 

HonestUnfitDog.gif

 

 

Posted

I usualy make base movement around around 20-50 frames then i copy it to be 150-300 frames. I do that cuz it then leaves me with alot of space for secondary motions that i add ontop of already animated controllers using diffrent animation layers. Ill try to post an example when im back from work.

Edit: ok here an example:

https://gfycat.com/VibrantThinIrukandjijellyfish

The base movement is about 50 frames. The neck and head controllers have 2 animation layers. 1st one the base movement layer that repeats every 50 frames. It is there as a response to torso movement. The second layers added on top is for the female head tilt. It spans thru whole 300 frames.I would not be able to fit movements like that into 50 frame animation.

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