How do I ... implement a simple anime jutsu fight scene

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funksmaname
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Post by funksmaname »

Looking good!
I like the fact youre planning your moves using really basic blocks - its the best way...

If they are just the same shapes with point motion, why not double click the switch layer and turn on interpolation? that way you will get nice smooth movement - although i think its good to use this step look to come up with your key poses :)

Nice work.
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dlangdev
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Post by dlangdev »

yup, i'll keep that in mind. need to make a tutorial file for that.

thanks for mentioning it, i'll definitely need that.

i noticed, planning the sequence of actions can be really tricky and complex, with so many variables up in the air.

posing-wise, i'm seeing two lenses can be useful for anime (naruto) style, the first is 20mm that can change the image a bit, while the other is the 70-200mm lens which is good for close action sequence like punches, parries and throws. but i'm speculating at the moment, guessing the outcome. i need to test these concepts to prove their worth.

going back to lenses, i think 20mm can be a good camera view since the image is a fisheye, the actor can be closer to the camera. although i still have doubts on that because it might not render well, compared to the 70 to 200mm lens which i think can deliver good framing at a distance, there is less or probably no fisheye effect.

found an interesting article about fighting styles...part of the research material.

http://www.reality.com/dmhist.htm

http://www.reality.com/dmstyle.htm

http://anime-editz.net/naruto_jutsu.php

http://www.ninjitsuryu.com/

http://en.wikipedia.org/wiki/Ninjutsu

http://www.naruto-kun.com/naruto+jutsus/ninjutsu.html

http://www.realninjutsu.com/the-art-of-ninjutsu.html

i'm also doing research on timing with respect to keyframes. i'm pretty much a newbie on that. though i have read a few articles and comments about developing a style on how to calculate frames.

there was one japanese animator who used a stopwatch to time segments, and then he translated that to frames, maybe i'll go for that kind of style.
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dlangdev
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Post by dlangdev »

hi all,

i just made another sample animation ...

not sure if u got the action action animation correctly, it seems that i need advice on this one.

the technique was basically taken from the output of a 5fps DSLR.

the only part i cannot get is the moment of impact, i find that tough to fgure out the frames, though.

version 1:
http://begonza.com/animation/aspro/aswi ... .small.mov

version 2:
http://begonza.com/animation/aspro/aswi ... .small.mov



http://begonza.com/animation/aspro/aswi ... 17.01.anme

Image
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dlangdev
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Post by dlangdev »

Genete
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Post by Genete »

not sure if u got the action action animation correctly, it seems that i need advice on this one.
I've corrected keyframes interpolation at fraames 1, 24 and 37 for the ball.
If you want to move an object as a solid rigid better to add a bone, bind all points and move the bone. It will produce only a keyframe every time and would be easier to control.

http://www.darthfurby.com/genete/Other/ ... .01_2.anme

-G
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dlangdev
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Post by dlangdev »

muchas gracias, amigo.

thanks so much for your help.

it is much better now, the moment of impact looks acceptable to my eye now.

simply A M A Z I N G

i wonder who can this world cup player be? looks like a ronaldinho, huh?

hehe.

man, i can't believe you managed to get that half-second ball control going before flicking the ball up. that's definitely cool.
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dlangdev
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Post by dlangdev »

quick question: does a scale matrix operation have the ability of propagating down the lowest node (leaf element).

let's say i do a matrix op on a group node, will that cascade down to the leaves?

i'm hoping that's already a feature in code.

thanks.
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dlangdev
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Post by dlangdev »

ok, here's another sample corner kick simulation.

taken from a study based on a 5fps dslr output images.

tweens were added to fit 24fps, though.


anme:

http://begonza.com/animation/aspro/aswi ... 01.04.anme


movie: (182KB)

http://begonza.com/animation/aspro/aswi ... .01.04.mov


background img:

http://begonza.com/animation/aspro/aswi ... .01.04.jpg

Image



fortunately there was another game going on and took this motion just for fun.

Image
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dlangdev
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Post by dlangdev »

hi,

here's the update on the fight scene.

http://begonza.com/animation/aspro/aswi ... 022.10.mov (504kb)

i need help on figuring out how to make a glowing white light effect on the eyes and mouth. i read a script can do it, but i still have no clue what script file to look into.

also, i've managed to implement an anime/mange running sequence. that one took a bit of practice to get a good running-springy rhythm.

Image
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heyvern
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Post by heyvern »

You can animate soft edge or blur either of a shape or layer.

The trick with a "glow" is that the area around the glow needs to be "darker" than the glow otherwise it just looks a bit wimpy. ;)

If the eyes and mouth are 100% white to start with, the most you could get would be a blurred glow around them... which might not look very "glowy".

You could use a mask and layer blending to "darken" everything BUT the glow... that would be kind of cool and dramatic.

Or do you want a streak of glowing light shooting out? Same thing. A base shape and a copy of the shape with a soft edge or blur of some kind.

I don't think a script is needed to do this. The basic tools are already there.

-vern
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dlangdev
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Post by dlangdev »

thanks vern, i'm also looking into this undocumented technique found in this thread...

viewtopic.php?t=8684

additive layers were mentioned, gotta know what that means.
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dlangdev
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Post by dlangdev »

this is closest i can get.

is there anything i need to know?

http://begonza.com/animation/aspro/aswi ... .01.01.mov


http://begonza.com/animation/aspro/aswi ... 23.01.anme


Image

i wonder what he meant by 'inverted image'
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heyvern
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Post by heyvern »

I don't know "exactly" how that jellyfish was done but I understand the technique involved... pretty darn COOOL!

I would have to experiment considerably to replicate it... ;)

Anyway here is what is going on:

Each layer has an option for "Layer Blending" at the bottom of the layer properties (double click the layer. At the bottom is a menu).

This is just like the blending mode for layers in Photoshop; Multiply, screen, Add, etc etc. These options change how one layer effects layers below it. For instance a white filled shape with a black border set to multiply, will basically make the white "invisible" on layers below it. Muliply blending mode multiplies the RGB values of the layer TIMES the RGB values of the layers below.

Screen would be the OPPOSITE of multiply. The black stroke would be invisible and the white would overlay the layers.

By blurring and layering different vector layers in a specific way, and applying different blending modes, you can create AMAZING effects.

You will not be able to see ANY OF IT until you render though. You pretty much are working blind. But the results can be wonderful.

It takes some experimentation... and a lot of test renders. ;)

Play around with layer blending modes... they are cool as heck.

-vern
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heyvern
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Post by heyvern »

This image used the Screen blending mode on a black background along with motion blur.

I rotated the layer in perspective and moved the layer up in the Y axis with motion blur.

The screen blending mode creates the "glowing" vector display look.

Image

(This is an image layer. The image was taken from a screen grab of the movie Andromeda Strain).


-vern
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dlangdev
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Post by dlangdev »

ok, i think i'm getting it now.

Image

i'm going to try the rotate layer next.
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