Nov 21, 2010

ICG Animation Challenge # 4: In-Game Action [Winner]

UPDATE:

 Good news. I win the first place. Unlike the previous challenge which I always got highest vote but various liking from the jurors, this time they like my animation the most. That's a good progress. The other contestants also have pretty good animations. What a fun and experienceful challenge!
You can find the Jurors comments down the post.

Design of Punyu's sword, Omega.

In the end I remove the blue part of the sword, only because I need sword that looked light and fast. Punyu is a small girl with small figure, she is better to be an agile and nimble character rather than a heavy armed brutish orcish like.
I make her walkcycle to be a sneaky walk.



attack WIP, half combos, I think it needs a little more exaggeration. Too realistic is not interesting at all, guess I'll push it into hyper realistic



new update of the attack



I think I'm not satisfied with her finishing attack. Gotta think another one which will more cool and ultimatic [is that even a word?]

update on H-12


final progress rendered.



JURORS C&C

Rini Sugianto:

After judging the challanges for couple time.. I can see a lot of improvement on hiffary's work... I think this is one of the best work that he's done so far.
There isn't really much to critiques on this one.. the movement style fit the character.
If i am being really nit picky ... on the walk.. the head feels a little stiff and there is some jittery on the movement ( around frame 60-ish) and it looks like there's bit of a pop on the head also . The run feels good! right now it's really anime style of running.. but if you have to make it realistic.. the body needs to go up and down a little bit more .. and also the upper body doesn't really move right now.
The attack feels good..
the get hit ... the beginning part feels a little choppy ..
overall .. good job!

Jebbie Barrios:

The sneak walk is fine,but put it as a reminder that its much better to have it not cycled if you are entering a contest, intead used walking with an attitude in every step would make a difference.( e.g., on second or third step, lower the body, lift the arm a bit, have her squint, blink, apply more follow through on secondary action like hair etc.)

The same as in run as well...too much of a cycle and lacks some secondary actions such as follow through on hair and cloth on pants.

The fight scene is wonderful with a heart-melting acting and drama though still follow through is missing.

The material on the head is confusing as to whether it is a helmet or a hair. It moves like a steel and seemingly appears like a hair or a kind of soft elements. My experienced in designing on feature films suggest that she has no armour,-perhaps on the hand. So, I supposed its a hair and should move as a soft material.

That out-balanced on the fight scene,--it was nice. I would buy it.
All is perfect except for a bit of tweak on walk, run and follow through.

Wendra Alamanda:

pemahaman dan penerapan secondary motionnya sangat baik. jika walk fokus di kaki, maka gerakan tangan hanya mengikuti pergerakan kaki tersebut. trus selagi attack tangan kanan, tangan kiri mengimbangi gerakan animasinya. balance juga sudah cukup baik. mungkin bisa dilihat lagi tiap frame ato posenya, dimana pelvis dan berat tubuh karakter terfokus, dan bagaimana bentuk pose bahu dan tangan mengimbangi balance fokus berat tersebut. anticipation animationnya mungkin bisa dijadiin reference buat yg lain... smile

secara in game, attacknya masih terlihat terlalu rumit. terlalu bnyk perpindahan koordinat. jika ini game rpg yg 'in group/in party' karakter, attack itu mungkin bisa 'nabrak' karakter2 lain yg ada di sebelahnya (jika engine gamenya punya physique engine yg bagus, tentu tidak jd masalah). hit, timing kena attacknya mungkin masih bersinergi dengan hitnya. tp bagian akhir terlalu panjang. mungkin itu bisa jadi satu animasi sendiri, yaitu animasi 'die' (beberapa ingame punya animasi ini, karena tidak setiap attack lawannya lgsg mati). tapi disamping itu semua, animasinya oke, jd masukan diatas bisa diterapkan untuk animasi ingame lagi di kemudian hari. best luck! 


For the final vote and complete jurors comments and final decission, u can go directly here

2 comments:

leh nyekel pedang ra penak pas attack hil... ra power, ra natural

kuwi cen semacam xianghua-talim soul calibur ngono kae yek. sabetane crat crit crat crat crit thok :))

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