Kindred animations

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  • Опубликовано: 15 окт 2024
  • Some animations for the Kindred champion released a while back. Really enjoyed animating the proportions and anatomy of this character. Very clear silhouette, a key goal was to make her feel light and agile on her hoofs.

Комментарии • 24

  • @pauloeduardo3926
    @pauloeduardo3926 6 лет назад +43

    She defend, she atacc, but most important, SHE CUTEEEE

  • @taluca8474
    @taluca8474 4 года назад +3

    is anyone gonna even talk about how she even shot that bow with her hoof? 1:43

  • @AGM_V2
    @AGM_V2 6 лет назад +12

    Rubber bow XD

  • @albertocoronado7340
    @albertocoronado7340 6 лет назад +2

    Hey Rory! Congratulations, I love the silhouette you have with the character, as well as your time and space, plus those little smearframes in the arch, excellent. I love.
    by the way, I do not know if it is possible to know what type of angle (rotation) you use for the main camera (in the camera when we can see the grid), I suppose it is a Focal Lenght of 30. Thank you very much. : D happy animating.

  • @sofianebouanika9063
    @sofianebouanika9063 7 лет назад +3

    Rory, do you work from timing the gameplay team gives you? I mean when I press Q as Kindred, it needs to shot fast 4 or 5 frames maybe so how do you plan your timing and how do you add the anticipations since you don't have much room for it?
    I really love your videos, my biggest wish is to join you at the animation team ay Riot's.
    Thank you so much for sharing.

    • @RoryAlderton
      @RoryAlderton  7 лет назад +8

      Game designers provide us with 'cast-times'. These are usually broken down in parts of seconds e.g 0.25 sec (8 frames) 0.5 sec (15 frames) 1 sec (30 frames) we animate for League at 30fps. The kindred flips for the Q are cast-time of 0.25 , so the recoil has to hit on frame 8 for the projectile to make sense leaving the character. We can usually put a transition after that which goes to either idle or run which smooths out going into the next animation so were not relying on a basic linear engine blend. Hope this helps! Cheers

  • @roblox1pinchearonquetepasa993
    @roblox1pinchearonquetepasa993 3 года назад

    Cool

  • @miqo6453
    @miqo6453 5 лет назад +5

    I love everything about kindred (fav champ), but the dance is underwhelming :( wish it looked more like a crazy tribal dance with wolf.

  • @airethekindredfox6432
    @airethekindredfox6432 6 лет назад +6

    What music it's amazing😘😘

  • @davedm6345
    @davedm6345 5 лет назад

    wow

  • @heribertomartinez3886
    @heribertomartinez3886 5 лет назад +1

    Is there a reason for her *thicc* -ness in particular?

  • @arturhvan2251
    @arturhvan2251 7 лет назад +1

    Cool! Love it!
    Do you film yourself and use it as reference ?

    • @RoryAlderton
      @RoryAlderton  7 лет назад +7

      Cheers. Usually depends on the piece. Almost all the time for emotes like dances. Gameplay anims like attacks/spells not so much as they need to serve design, needs to feel very snappy/exaggerated so its satisfying. Manga/comic books are great reference for those I feel.

    • @arturhvan2251
      @arturhvan2251 7 лет назад

      Thank you for informative answer ^^. Really like your stuff. Hope I'll become as good animator as you are!

    • @arturhvan2251
      @arturhvan2251 7 лет назад

      Rory , could you take a look a couple of combo attack I made ? I would really happy if you give me a short feedback.

    • @RoryAlderton
      @RoryAlderton  7 лет назад +1

      sure, have you got a link?

    • @arturhvan2251
      @arturhvan2251 7 лет назад

      I sent you a message

  • @rayandercstn
    @rayandercstn 5 лет назад

    That smear tho.