Splinterlands Art Contest! // Week 146 // Fanart Skleton assassin
Hi hivers! Happy Friday.
Today I am sharing this art with you for the weekly Splinterlands contest. This time it is not a sculpture but a small animation that I applied to the model of this character that I made 🤟
Hola hivers! feliz viernes.
El día de hoy les comparto este arte para el concurso semanal de Splinterlands. Esta vez no es una escultura sino una pequeña animación que le aplique al modelo de este personaje que hice 🤟
The truth is that this is not my strong suit and the animation part was quite complicated for me, but I finally got it.
La verdad es que este no es mi fuerte y se me complico bastante la parte de la animación pero finalmente lo conseguí.
reference image / imagen de referencia
https://splintercards.com/beta-skeleton-assassin
The first thing was to make the model, but this time with box modeling to be able to animate it.
Lo primero fue hacer el modelo, pero esta vez con modelado de caja para poder animarlo.
- After finishing the modeling process, I wanted to do the fabric simulation animation for the t-shirt and wristbands, but it was a nightmare hahaha. I forgot the idea and then the rig gave me an error, I had to change the model a bit because I could not animate it, finally I could only apply the fabric on the sweatshirt and weapons
- Luego de terminar el proceso de modelado, quería hacer la animación con simulación de tela para la camisa y muñequeras, pero fue una pesadilla jajaja. olvide la idea y luego el riging me daba error, tuve que cambiar un poco el modelo porque no podía animarlo, finalm!
ente solo pude aplicar la tela en las tiras de la cabeza y de las armas.
- For the texture part I used some photos and some modification in the nodes with different materials to make it look a little better.
- Para la parte de la textura utilice algunas fotos y alguna modificación en los nodos con diferentes materiales para que se vea un poco mejor.
Here are other renderings / Aquí les dejo otros renders
Well friends, it's all in this post, I hope you liked it ✌️
Bueno amigos es todo en este post, espero les haya gustado ✌️
Play Splinterlnads: https://splinterlands.com?ref=rowell
https://twitter.com/Sterleep/status/1418638819394527236
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Cool jump :)
!discovery 20
thanks friend
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Yay! 🤗
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está chévere el esqueleto saltarín :D buena suerte en el concurso!
Gracias amiga, igualmente si estas en el, me salió una carta muy buena la semana pasada, el invocador del gatito.
I have a number of things to nitpick with the timing and the actual backflip if you want nitpicking. Otherwise that was pretty cool especially given the amount of time you'd have if you're cramming into the weekly comps :)
Yes, I had to do frame by frame in the scroll because when I rotate the entire animation 360 °, what it does is return the rotation in the last frames, that also got complicated for me.
What else do you notice to take it into account?
When the computer is calculating tweens it will always try to take the shortest possible path between keyframes so you will generally need a few for complicated things and full rotations (and sometimes you need to mess with the graph as well which I hate doing x_x).
What do you mean when you said you rotate the entire animation 360deg?
What else did I notice, a bit, but I only finally registered that you made an animated gif so basically my brain now switched into treating it as an animatic, so I'm basically giving critique for a final and adding why it's okay to omit for an animatic.
Although backflipping just to leap forward makes absolutely no logical sense whatsoever, it looked anime awesome and I loved how it flew into/past the camera XD Perhaps a cut to black when it "hits" would add to the effect for if you ever do a similar future project :)
Very good observations.
Some things I had in mind, it is difficult to animate, if one day I have the opportunity I hope to study it as it should be, but I like the modeling part more.
The 360 ° thing is the complete turn that I give the character, but when creating the frame like this, it does not take it and returns the turn with respect to the frames that I edit.
It may have done but you may not have noticed as like I said the bones will take the shortest and straightest path they can. If you want to animate turns you need to do it in degrees. Generally start by keying the directions that you want the character to be facing during the turn with the end keyframe at the end of how long your action is for. Then key in more smaller actions between your main frames to smoothe it out (and sometimes playing with the graph helps too but that I'm terrible at XD).
Was that any clearer or still mud? :)
And while knowing how to do the other stuff is useful, there's nothing wrong with concentrating more on what you enjoy so if you like modelling then concentrate on that :)
Great job on the animation! Love the details you captured on the Skeleton Assassin.
thanks, it was a bit difficult but it went well 😁