Alessandro i was a struggling, confused, beginner animator. But ever since i found this channel i have all the answers to my questions. I honestly thank you for making raw, honest and informative content like this your channel is pure gold
Love your channel Alessandro! Piece of advice I heard a few years ago which has helped me is treat each key pose as if it was a single model/action figure that was going to live on your desk in that pose and push that pose as much as you can to make it as dynamic and appealing/eye stopping as you can. You don't want it to look stiff/boring the way it does in reality.
This is something that always bugs me from the beginning until now sometimes, sometimes im afraid to push the poses because i’m afraid that the action won’t look believable but at the same time i want to push the dynamic :’)… and maybe its just me but sometimes i do feel that the poses are too exaggerated(and maybe generic), but other people thinks its fine or good, so i think every animators have their own preference on how much they want to push the poses and what they think its appealing, but at the end of day as an animator in a company we just follow your lead/supervisor feedbacks haha… therefore i guess it depends on the company or project u want to work with? But still a good video explaining how to utilize a reference instead of copying it :), just wanted to share my thoughts about it.
Reference is meant to be referred to and not copied from, and this is true in any artform. It's the difference between tracing an image and drawing an image by looking at it. I do think another reason why the animation looked stiff and awkward is that the proportions of the character are different from the person in the reference, so the centre of gravity of the character wasn't in the right place, and it threw off the physics. Some of those keyframes made me think: that character is going to injure herself executing a move like that! But, of course, these things come with more practice. Whenever I see Blender animators asking about animation tutorials I steer them toward your channel even though you don't use Blender, because your advice is universal for 3-D animation, focussing on the technique, not the tool.
very informative video, thanx! it seems a good idea to start blocking with jumping balls instead of body, to see overall dynamics, and then add arcs- lines of action
I love watching your videos, Alessandro! Tell me, how do you work with references when they differ in the number of frames per second from the desired frequency? Maybe there is some way to change the FPS?
Alessandro i was a struggling, confused, beginner animator. But ever since i found this channel i have all the answers to my questions. I honestly thank you for making raw, honest and informative content like this your channel is pure gold
@@wickyfrl appreciate your comment man
Love your channel Alessandro! Piece of advice I heard a few years ago which has helped me is treat each key pose as if it was a single model/action figure that was going to live on your desk in that pose and push that pose as much as you can to make it as dynamic and appealing/eye stopping as you can. You don't want it to look stiff/boring the way it does in reality.
@@scotthuster3531 completely agree, great advice 😊
This is something that always bugs me from the beginning until now sometimes, sometimes im afraid to push the poses because i’m afraid that the action won’t look believable but at the same time i want to push the dynamic :’)… and maybe its just me but sometimes i do feel that the poses are too exaggerated(and maybe generic), but other people thinks its fine or good, so i think every animators have their own preference on how much they want to push the poses and what they think its appealing, but at the end of day as an animator in a company we just follow your lead/supervisor feedbacks haha… therefore i guess it depends on the company or project u want to work with? But still a good video explaining how to utilize a reference instead of copying it :), just wanted to share my thoughts about it.
Reference is meant to be referred to and not copied from, and this is true in any artform. It's the difference between tracing an image and drawing an image by looking at it. I do think another reason why the animation looked stiff and awkward is that the proportions of the character are different from the person in the reference, so the centre of gravity of the character wasn't in the right place, and it threw off the physics. Some of those keyframes made me think: that character is going to injure herself executing a move like that! But, of course, these things come with more practice. Whenever I see Blender animators asking about animation tutorials I steer them toward your channel even though you don't use Blender, because your advice is universal for 3-D animation, focussing on the technique, not the tool.
Guys who loves the sir ❤
very informative video, thanx! it seems a good idea to start blocking with jumping balls instead of body, to see overall dynamics, and then add arcs- lines of action
you can start to block with the posing, but you need to do an effort to make it look different
Very cool feedback Alessandro!
Thank you, for sharing Alessandro! Hope all is well.
hey Eric, all good thanks, hope you are having a good time as well
Thank you Mr. Camporota
HEY GREAT TEACHER ALESSANDRO, THANKS FOR THIS VIDEO MAN... LOVE YOU SIR.....😄🥰
@@brothersphotography7708 thanks sir
I love watching your videos, Alessandro! Tell me, how do you work with references when they differ in the number of frames per second from the desired frequency? Maybe there is some way to change the FPS?
yes in premiere
@@acamporota, очень благодарен!