The more things change the more things stay the same XD

The more things change the more things stay the same XD

I don't mean to cause any discourse or anything by putting this here, I was just getting Lullaby for a Deadman for a project and decided to look through the comments and found it funny.

I wonder if they'll try making the mode into a loop for the next story, third time's a charm! XD

u/BGodzilla2042 — 9 days ago

Animation tips for more natural/flowing movement?

Heya! I'm a very, very beginner 3D animator. I know most things to know about animation but my practical application is extremely limited and in blender it's literally nonexistent, so I decided to practice by just having the slayer toss an imp head into the air and catch it with the Doomblade.

The first attachment is just me getting the general feel for the reference I did of myself doing the same action, obviously it's very simple, just getting the movements and learning how to work within blender and all that.

For the second, I copy-pasted the first fella and polished up his movements a bit, still sticking to the reference heavily.

For the third I discarded the reference now that I had a feel for how to do the movements and focused on posing and timing, getting it to become much closer to how I imagined it looking in my head, while also accounting for how certain limbs move to get to the position they end in hence the leg raising. A big focus was on exaggerating the movements to make them more clear and readable. You can see every individual action and I was pretty happy with it but it wasn't perfect.

For the fourth I was focused on further exaggerating some of the movements but also trying to have them flow into each other better, it got a bit messy near the end and the blade goes entirely off target, along with the ending recoil in general just not looking great. Really happy with how the right hand moves though.

I figured that my biggest problem so far was that I was going from blocking to interpolation way too fast, so I copied the fourth guy and brought him back down to his blocking phases, but then I hit a bottleneck as I couldn't really see how to retroactively make him look more natural in just the blocking process, I did some things like making him step into the throw with his right foot and giving a little bounce before he goes into priming the blade, but the interpolation looked really wonky and I knew more had to be done if I wanted him moving better.

I'm thinking I should start from scratch again like I did for the third guy, but I may as well ask for any tips beforehand on how to accomplish a more natural looking way of movement for a character, especially when blocking them since it can be a bit difficult for me to see it during that stage. Anything helps!

u/BGodzilla2042 — 5 months ago