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21,919 Aufrufe • vor 2 Jahren •via X (Twitter)

8 Kommentare

Profilbild von rootbeer2222
rootbeer2222vor 2 Jahren

at what point do you consider an animation "done"? cause near the end it almost seems like nothings changed but I know there's some tweaks in there but theres just so much going on.

Profilbild von John Animates
John Animatesvor 2 Jahren

short answer - whatever the shot-time allocation is. 1. shot get assigned to animator 2. shot has a specific days/hours time assigned to it 3. animator must deliver shot within that timeframe I basically animate until I run the clock out for the shot then I jump onto the next one. I try to get the anim looking as cool/fun as possible within the context of the game while respecting the deadlines for the shots.

Profilbild von RedDeer.Games
RedDeer.Gamesvor 4 Jahren

Customise the colours yourself or simply connect the Joy-Cons ! Head to ➡️ for more details about #AAAClock ! #indiedev #indiegame #IndieGameDev #nintendo #OLED #switchOLED

Profilbild von TomCAT Character Art
TomCAT Character Artvor 2 Jahren

Truly a master!

Profilbild von Egabor8 ART 📸🎨
Egabor8 ART 📸🎨vor 2 Jahren

Bravo 👏

Profilbild von Bibi Fontana
Bibi Fontanavor 2 Jahren

I love seeing your process. Thank you for sharing, I figure I don’t save all my playblasts. Do you follow references for this kind of anim?

Profilbild von John Animates
John Animatesvor 2 Jahren

references are always useful no matter what it is you're animating. But often times, the turn around for game animation is such that you have very little to no time to do any proper research on what you're trying to animate. for this animation, I had 1.5 days to make it work so I prolly spent around 30-45 mins watching Jurassic Park and whatever else I could find on YouTube before I started animating anything, just so I can get into that Raptor mindset. between coffee breaks & lunch and watch clips just to keep things fresh in my mind.

Profilbild von Mr Nadeem
Mr Nadeemvor 2 Jahren

Really you're expert.

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