新洸
发表于 2022-6-28 17:48:14
好久没看到红色了,第一反应居然是不能过审。。多半是没救了{:6_227:}
你又Q歪了
发表于 2022-6-28 10:41:06
想参加。。。。但是进不了群,申请了好几次都没通过。。。。
vanessa_66
发表于 2022-6-27 20:52:50
每个作品都给评语,那就完美了
无铭sama
发表于 2022-6-27 20:19:46
评委点评:
周笑天:
1号作品:
1,先说动画基础
走过来的不够慢,不够优雅。会显得节奏平。准备握剑的右手,一开始,不要下垂,建议从上方优雅的过来下来。
剑拔起来,到
过程太简单,建议加一个剑花,全身运动,最后定格的pose和角度不够好看,不够立体和潇洒,看不到左手剪影。
收的中间帧,同步了,质心先收,左手牵引,上身稍转过去,这时候刀剑还是指向攻击点的,滞后。
到这一帧,滑步,攻击方向偏移太多。
同样这个pose,参考的芭蕾,但是身体还是不够优雅。动静结合,能明白你表达的意思。但是头看的太直,手太僵直,就会不够优雅。
脚踝。脚踝,定格的pose不好看。脊椎扭得太过头,手臂,手腕,太直
最后收刀,设计的简单了,质心转圈儿。可以有更好的收刀设计。2,说设计,全部参赛作品看了一遍,这个是我觉得比较好的,我喜欢的类型。说说建议,关于ACT的设计节奏。
你多看几遍,你会发现最后一下,画蛇添足,特别多余,节奏上断层了。最后一下,明显是要收。;来个节奏慢点。优雅的收刀结束动作,,会很玩完美。234 下,这些比较碎的攻击,节奏可以拉快,区分一下
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2号作品:
风格和想法很好,但是像未完成的BK版本。故事没有讲清楚。
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3号作品:
一些pose 不好看。基础不错,但是这种重武器的设计,见过太多了,没有设计。缓冲的地方可以做的更细。总之,做ACT 设计是第一位
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4号作品:
这个动画还停留在小球动画阶段,人物不是飘带,不是小球,有主动性。这个动画里全是被动动画,像提线木偶。角色动画不是这么做的。
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7号作品:
这个ACT的节奏是最对味儿了,但是基本功是最差的。但是不重要,设计是第一位,基本攻靠时间可以锻炼出来。但是节奏的敏锐是天赋。
太多需要扣的地方了。Pose 都不够好看,太普通
到
预备,太苍白了,角色定住不动,收刀,全身运动,一个刀花,接蓄力。这样才有内容,不干瘪。
结束pose 是观看视频记忆点最多的地方,这个pose,占了30%的重要程度,
不好看。
收刀太简单,这个pose 不就是T pose吗?建议多看看参考。多逛逛https://www.pinterest.com/https://www.artstation.com/如积月累。培养审美。收集pose
不要浪费你的天赋,节奏和感觉是天赋,我没有
控线人_无限風
发表于 2022-6-27 19:11:48
希望比赛越来越好,吸引更多大佬参加,促进业内动画交流
控线人_无限風
发表于 2022-6-27 19:09:50
感觉还是缺乏业内大佬的参加,在职的都没啥时间,且比赛不够吸引人。作品里九叶风我在b站看过他的对打做的都很好,感觉这比赛里他发的还不是花时间打磨到最好的。2号作品虽然我看不懂要表达什么,也没很好的缓冲,但是节奏和风格确实让人眼前一亮。
laowei
发表于 2022-6-27 17:46:04
加油 希望可以一直办下去 越办越好
zerobass
发表于 2022-6-27 17:24:07
加油加油
奶牙
发表于 2022-6-27 16:43:31
特别勠力用心 祝愿比赛走势越来越好
无铭sama
发表于 2022-6-27 16:40:08
评委点评:
Brandon Tabone(索尼互娱旗下insomniac games资深动画师,insomniac games代表作:《漫威蜘蛛侠》、《瑞奇与叮当》):
中文翻译:
看起来都不错!从第一名到第三名,我的选择是:7,4,1
7号作品:整体上,镜头是很扎实的,包含了电影摄影,构图和演出。我认为这个动画最有可能改进的地方就是开始和结束的pose,可以让它们更强烈,更有记忆性。现在,如果你看了开始和结束帧,结束得非常一般,并且如果英雄角色的pose有更好的动态,我认为它可以更有冲击力。同样,在最后一个冲击之前的一帧(红色闪光的一帧),在进行最终斩击之前,可以采用一个更强烈,更有动态感的预备。现在,英雄角色被藏在了立方体后面,实时播放的时候,动画显得很仓促。最后,我鸡蛋里挑骨头一下,第一个三连攻击组合现在感觉发生在各自的10帧里。即使pose都不错,我也想找方法分解一下节奏(甚至通过加或减一帧),来让动画变得更有趣。讲真,整体来说是不错的动画作品!
4号作品:这个动画整体的编舞是不错的。我很欣赏最小的相机运动与大胆地选择把两个角色都放在屏幕中。开始的攻击很精彩,你可以实际地感觉到第一次攻击背后的预备动作。我也很喜欢英雄角色挑起和处决敌人之前的那个刺击。我认为如果你实际结束在最后的后刺或者扔武器那一下,这个动画会更好。拖延它的话,就感觉像另一个攻击组合,衰减了你已经营造好的结果。我尝试像听音乐一样看这个战斗编舞,构建一个让观众觉得满意的渐强。我认为你通过后刺已经做到了,如果你在这里结束,变焦放大在冲击力上,观众会觉得是很值得的,不需要更多的动画了。整体都不错!
1号作品:一瞬间,这个动画就展示了非常多的环境元素,很美,也表现了角色性格。角色抓剑的方式是很好的,挥舞动作非常有趣。但是,当你展示这样复杂动作的时候,展示手的时候,确保给出细节和需要的细化。如果一只手非常诱惑地抓剑把,这个手不必完全像当前一样展开。同样,总体上我觉得这里有很多相机运动在整个动画中进行,它转移了精彩角色动画的注意力。要记住,好的角色动画会很容易被一个僵硬的或过度运动的相机给埋没。最后我认为你可以切掉3秒长度的动画,从第5秒到第8秒范围之间(如果是第二个跳跃攻击作为最后打击,切掉旋转抡打和第三次跳跃)。其他的攻击也不错,但开始觉得更多的动作动作是为了填补空间和节奏,在下一个安排的动作之前。我很喜欢这个作品的野心,也欣赏做到这个程度的所有努力。
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评语英文原文:
Just got around to judging all the entries. Some great stuff! In order from 1 (best) to 3, my top choices are: 7, 4, 1.
For entry 7: Overall, this shot is solid. It encompasses great cinematography, composition, and staging. I think the biggest area of improvement for this animation could be starting and ending on a stronger, more memorable pose. Right now, if you look at the start and end frames, it ends pretty generically and I think it'd be more impactful if the hero character's pose was more dynamic. Also, the frame right before the final impact (where it flashes red) could use a stronger, more dynamic anticipation before going into that final slice. Right now, the hero character is hidden behind the cube and it makes that action feel rushed when playing real time. Lastly, and this is nitpicking, but the first three hits of the combo right now feel like they all happen within 10 frames of each other. Even though the poses are awesome, I'd look to find ways to break up the timing here (even by + or - a frame) to make it more interesting. Great work overall! Seriously.
For Entry 4: The overall choreography of this was great. I appreciated the minimal camera movement and the bold choice of leaving both characters fully on screen. The starting attack is awesome, you can really feel the anticipation behind the first attack. I love the stab, too, before the hero character lifts up the enemy and finishes him/her. I think this animation would be stronger if you actually ended the sequence either on that final backwards stab or the weapon throw right after. Letting it drag on into what almost feels like another combo actually feels like it has diminishing returns on what you already set up. I try to view fighting choreography like music, and build to a crescendo that the audience feels is paid off. I think you did that with that backwards stab, and if you ended it there with a crash zoom on impact, could feel rewarding enough without the extra animation work. Great stuff overall!
For entry 1: Right off the bat, this sequence displays a lot of contextual elements that are lovely and show a ton of character. The way the character grabs the sword is great, that flourish is super fun. However, when you show an intricate action like that and put the hands on display, make sure to give those areas the detail and polish they need. If a hand was grabbing the hilt of a sword, almost seductively, the hand wouldn't necessarily be fully splayed out like it currently is. Also, in general I feel like there is a lot of camera movement going on throughout the piece that detracts from the awesome character animation. Remember. good character animation can easily be negated by a stiff or over-animated camera. Lastly, I think you could cut out ~3seconds of animation from around the ~5s mark to the ~8s mark (basically if the second leap attack ended in the final blow, cutting out the swirl around swipe and third leap). The extra attacks are cool, but start to feel less like that character and more like actions that are there to fill the space and timing before your next calculated move. I love the ambition in this piece, though, and appreciate all of the work that went into it!