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// how it's animated

21,919 次观看 • 2 年前 •via X (Twitter)

8 条评论

rootbeer2222 的头像
rootbeer22222 年前

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.

John Animates 的头像
John Animates2 年前

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.

RedDeer.Games 的头像
RedDeer.Games4 年前

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

TomCAT Character Art 的头像
TomCAT Character Art2 年前

Truly a master!

Egabor8 ART 📸🎨 的头像
Egabor8 ART 📸🎨2 年前

Bravo 👏

Bibi Fontana 的头像
Bibi Fontana2 年前

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?

John Animates 的头像
John Animates2 年前

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.

Mr Nadeem 的头像
Mr Nadeem2 年前

Really you're expert.

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