Post news RSS Brawl Animations Video 1

Thanks to everyone who has emailed in support and ideas for Brawl. The team thanks you very much. So we decided to show you a (WIP) video of our Veteran model animations. To download the Veteran Model Animation Teaser Click here!

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Veteran Model

Thanks to everyone who has emailed in support and ideas for Brawl. The team thanks you very much. So we decided to show you a (WIP) video of our Veteran model animations.

To download the Veteran Model Animation Teaser Click here!

Comments
BlueWolf72 Author
BlueWolf72

Just visit my profile page and you will the other file I uploaded. The bipeds so you can model

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BlueWolf72 Author
BlueWolf72

Thus I called this the WIP work in progress animations we just wanted to show something. We think alike you and I!

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zombieOnion
zombieOnion

i see that he has an idle, punch and kick animation. what will I need to add to my own brawl models for them to appear in the game?

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tomdon
tomdon

Anticipation: The fighter pulls back his arm, about to punch


Boxers dont tend to pull there arm back before punching, if they did it would be easy to spot and block.

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KingTurd
KingTurd

eeehhh

doesnt seem fluid enough, and he needs to put his whole body into it

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makkE
makkE

Yes, I´d say too.. good start, but I agree with KingTurd. I understand it´s not easy to do this kind of animations of course, but since it´s gonna be essential to your mod, maybe try to videotape some martial arts/boxer guys around your place to take some reference videos. I could imagine it would be fun :) Been watching this mod, models are excellent, keep it up!

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armanguy
armanguy

not fluid at all he looks like es jerkin his knee when he goes for his high kicks but this is a wip so oyu guys will probably improve it other than that good job.

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::idiot::
::idiot::

maybe he should'nt be standing so stragiht. Also, what's with that kick a kick like that will just sprane your knee, not hurt anyone.
Oh and I don't think anyone moves like that.

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Farfarer
Farfarer

Needs a vast amount of work, I think. An ok start, but you should study videos and theory on movement in fighting. He's nowhere near fluid enough for a competent fighter or even a real person.

Also, in the future, could we have a brighter background on the animation vids? It's rather hard to see.

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Makkon
Makkon

I agree with all that was said here, good start, but not fluid nore realistic.
You need to understand how much Newtons 3 laws of motion apply with animation. Also, you need to know the 3 laws of animation in particular: Anticipation, Action, and Followthrough. From what I could see in your animations, all you had was the action, nothing else, and thus the presentation suffed a tragic death.

Let me illistrate what I mean.
I. Every object in a state of uniform motion tends to remain in that state of motion unless an external force is applied to it. This we recognize as essentially Galileo's concept of inertia, and this is often termed simply the "Law of Inertia". Inertia is that feeling you get when your body is hailed foward when you slam the brakes in a car, or floor it for that matter.

II. The relationship between an object's mass m, its acceleration a, and the applied force F is F = ma. Acceleration and force are vectors (as indicated by their symbols being displayed in slant bold font); in this law the direction of the force vector is the same as the direction of the acceleration vector.
What that basically means is that Force = Mass x Acceleration. The greater the mass of a particular object, than the greater amount of force is required to cause it to move, or stop moving for that matter. Like they say, the bigger they are, the harder they fall.

III. For every action there is an equal and opposite reaction. You've heard this enough that I don't need to explain it in too grat of detail.

Now, for the 3 laws of Animation

Anticipation: The fighter pulls back his arm, about to punch

Action: The fighter lunges forward with his fist, arm, and upperbody to give a powerful blow

Followthrough:
-First part:The fist continues to travel, includung the other bodyparts that followed with the fist.
-Second part: They begin to slow down and recover from the action, retruning to a neutral position as they are pulled back.

Hopefully, that's enough for you to get on the right track.

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Swiss_Cheese9797
Swiss_Cheese9797

OK, thanks for the comments. Plz post here the animations you have made of combat. And I shall review them and make improvements. If you have not made any, please make some that illustrate exactly what you are suggesting. Make sure they look super realistic too.

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EdgeFilm
EdgeFilm

Tomdon is referring to telegraphing, the act of giving away your maneuver with an anticipatory movement.

It is ideal to not telegraph/anticipate what you are about to do. Much like someone firing a gun, anticipation of the action generally leads to inaccuracy or the maneuver being avoided/blocked. However, this is not foolproof; unless you are Bruce Lee with your one-inch punch there will be a degree of anticipation. The more skilled the martial artist, the lesser the degree, and the harder for the opponent to pick up on it, however, it will always be there even in the most subtle, subconscious sense.

This brings me to an idea I had while writing the previous paragraph. If there were to be an experience or skill-based progression system with your character, you could employ scaleable animations wherein the more fighting you did the less you inherently telegraphed your moves...this could apply to a myriad of other things as well.

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Bashh
Bashh

That's pretty lame. Model is great, but his head doesn't even move when he kicks, ect.

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TheFrog4u
TheFrog4u

nah, sad to see somethin like this.. its not the worse animation i´ve seen, but in realation to the quali of the model and the rest of your work its not good enough (yet).. this is not an attack against anyone, i just think you will need to spend some time in practising animations.. i´m sure u´ll get it! (perhaps take a look CLOSER look to other fighting games)

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TheFrog4u
TheFrog4u

foud this on the web.. maybe u get inspired to make it better.. esspecialy take a look @ the upper body
Jkim.com

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Makkon
Makkon

Anticipation is merely a key technique in animation. It's not always noticeable, and sometimes it's just placed differently. The fighting stance is actually considered anticipation.

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Swiss_Cheese9797
Swiss_Cheese9797

No, I don't want to see something you found, something you made. I wanna see how I can improve upon my animations looking at the combat animations all these experts here have made. There's a vast resource right here of people posting on this thread who are, obviously, very experienced at 3d animation and know what they are talking about. I'd particularly like to see the combat animations Makkon has made as well as what animation/Ik system he used to make em. Did you use max or maya or XSI? Thanks.

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