@07:58Ah... should've just scrolled down further XD. So your biggest peeve is the accent? I use a kind of RP (Received Pronunciation) meaning that though British, it doesn't quite SOUND British... usually. The rhythm I use is borrowed from the heavily under rated John Rafter Lee. Look him up, he's incredible!
Though I can do a Standard American accent as well, I've gotten a lot of negative feedback on that, mainly because my tone doesn't suit an American Sephiroth as much as a... well, British Sephiroth, but I'm keen to hear your say in the matter for that one if you want me to demonstrate?
As for not sounding like George Newbern... I can't do much about that I'm afraid XD. I make Sephiroth my own.
A fan animation created by me featuring anime and video game characters fighting each other!
All characters that appear belong to their respective owners: Black Rock Shooter - Black Rock Shooter Dante - Devil May Cry Miku Hatsune - Vocaloid Sasuke Uchiha - Naruto Sephiroth - Final Fantasy VII Vivi - Final Fantasy IX
All music that played belongs to their respective owners : Kokuten - Naruto Shippuden The Great North Cave - Final Fantasy VII Melt - supercell Vivi's theme - Final Fantasy IX God Slaying Machine - Rega-P www.nicovideo.jp/watch/sm57911… Black Rock Shooter - supercell Black Rock Shooter Piano Ver - Black Rock Shooter OVA God Knows (original) - The Melancholy of Haruhi Suzumiya (God Knows remixed by me using midi from here: ichigos.com/sheets/272)
@06:17like i said, i think this is the equivalent to her "hyper mode" in the finest sense, after all "insane" BRS was her "true power" in the anime, soooooo.....i think it stands to reason that what you made is her "hyper mode"!
@06:17IIRC = If I recall correctly ryoheihuke.deviantart.com/art/… www.pixiv.com/works/20568048 huke is the guy who created BRS, he's done some other stuff in his pixiv gallery too (like Stein's gate character design). Looks like it's a faster form of BRS since I'm guessing the saws at her feel act like roller-skates, and the gun and her hair look a lot lighter too. Would be cool to see it in an anime or game in the future
thanks melviso ^^ I wanted to tell you that for most of the animation I used spline tangents but for the final part when God knows plays and Dante is playing his guitar I first animated with stepped tangents, then converted to spline. Do you think the animation was better or noticeably different for that part?
I'd love to see it when it's finished! Is it still going to be Cloud vs Lightning?
I think the techniques u employed both looked good.The stepped one looked slightly better.I would suggest in other to even get better with ur next animation is to act out ur character movements or get ur friends to act them out and then record it.Reference these footages when animating and study them.U will notice a lot of things u would not have noticed when animating without them.This makes ur work look more professional and solid.I am also doing the same thing right now and I am really surprised how differently and so much better an animation would look when studying reference footages for a camera scene or shot.
I am doing something based on rwby.For some reason,I find 3d doesn't convey emotion and fluidity when it comes to visuals.VFX most times are not exactly the way u want it to be when simulated.So I am going to do it in 2d.I got inspired after watching Mike Inel's livestream some few days back.He is an awesome 2d animator and his work carries a lot of emotion and fluidity.I feel if it was 3d,it won't carry the same weight.That is not to say I won't still be using 3d.I will employ 3d for environments mostly.
I think I should have found someone who could play the guitar and drums and use them as reference here, I just made Dante press random strings when playing it XD Though I did base Dante's guitar animation on one of Brian May's (queen) performances www.youtube.com/watch?v=JYabmM… Still real reference would be better overall.
I think I saw a screenshot of it in your gallery. Yeah I see what you mean, for example I felt that Sasuke's face looked too wooden when I was animating him getting angry and shouting at BRS. I think it's easier in 2D animation to get the correct expressions and to exaggerate them while in 3D, or at least in my animation, I had to edit the face mesh directly to get certain expressions since the face drivers alone weren't enough. And I needed to add more textures to the face (for example in anime extra lines under the eyes shows tiredness and diagonal lines near the top of the nose show anger)
The animation doesn't need to be precise.U could film urself using a broomstick or prop.U don't need to get the strings currently unless that's what u are going for or u want to do a close up shot of the fingers.This way u could come up with different varieties of how u want a character to be portrayed.Study the frames and get a feel of the animation and how it will look.Overall,the animation was really very good.
Yep..still working on it.Btw,have u heard of AnimAll?Its an addon for Blender and it lets u directly animate vertices on a mesh.www.youtube.com/watch?v=xlJ71X… This could be helpful.You know,this is your first big animation.U will definitely get better with more practice.I still feel I suck at animation.Hopefully,this project I am working on reflects some of the efforts I have made to get better.
Now that I remember, I actually did act out a few scenes using my computer camera (in particular the part when Dante taunts Sasuke and Sephiroth) I even said out his lines and tried to translate the slight changes in my eyes and eyebrows as I spoke onto Dante's face. I probably should have done that more often since I think that animation went quite well.
Looks like a better version of shape keys, seems useful especially that it allows you to animate UVs. Hopefully Maya can do something similar too.
Thanks I hope I do, I'm going to start drawing more too, particularly characters I would like to animate in the future so I get a good idea on how to represent them as 3D models. I guess everyone sucks at first (even my walkcycles look kinda bad) but your 2D animations look pretty good so far, good luck!
No wonder that part looked very well done.It seemed more realistic.
Yep,AnimAll is really cool.I am kinda sure Maya has something like that though I have never tried it.Btw,I wanted to ask.U use control rigs for your animation with curves,right?I use rigify for my models and when I simulate cloth,it collides with the control curves no matter what I try to disable.How did u get the cloth animation to work with ur curves?
Thanks,bud.Drawing is very important.Even the professionals draw all the time to refresh their drawing skills.Walkcycles are a pain to animate..lol.
hmm not sure what you mean. I don't think I used curves for it, I also used rigify and just put collision on the actual body mesh of the model, then lowered the collision boundary to the lowest level.
I probably should have found references of the characters walking and used that to create the walkcycles, since each character should have their own style of walking. I know I found a good reference for BRS and Vivi walking but didn't really look hard enough for the others. And on top of that I could have added more variation to it, instead of just repeating the exact same cycle.