Thursday, January 29, 2015

How to Animate Fight Scenes. The things to consider and how to go about it.


Hello HypefroActive fans and welcome to another stunningly exciting edition of animations on HypefroActive. This episode kicks off from when i last blogged, even if i said i wouldn't want to bore you with my progress and yeah... i'm doing it again, i'm breaking my promise and i'm sorry about that but it cant be helped. Alright as you know we are in the month of January and HypefroActive will be going full throttle on animations and this takes effect from the beginning of the year. So let's get started.

Well as you know, my primary focus is on the newbie and that's why i'm here to help and encourage the newbie which brings me to the shot i'm rolling out next month. The shot has two characters in it with the scene not yet determined but i've began animating. It's a fight scene, low poly but i'm hoping i get the moves right and make it as interestingly comical as much as i can and not forgetting the realism which is of course why i'm embarking on it in the first place. So, i've got for you guys a couple of shots from my work-in-progress WIP. So far, for me it's coming out really nice and the best of all is that both characters are rigged in 3dsmax CAT, with everything  animated from scratch and that means there's NO element of MOCAP in it, just manually created animation frames.

So how is it i'm able to animate or come this far doing this fight scene you ask? well, let's just say i know one or two things about it plus i watch a lot of television and i love fighting sports. From wrestling, boxing, the martial arts and everything in between. Well almost about everything in between. So for me, animating a fight scene would be challenging as with other artists but would be interesting as well. Because the idea of bringing things to life through animating alone is something special how much more when you do uncommon things with it, in extra-ordinary ways. Now one thing that i've come to realize is that, everyday we live, all that we pick up from watching movies to interacting with other people including all other things that may not look important comes into play when animating. So nothing is a waste as no knowledge is lost because these little things that you ignore are what you actually are animating, for how are you able to animate what you do not understand. Sometimes, it's not just the principles of animations that counts.
Certain dance steps would require that you understand the dance move enough to be able to animate it. Take for instance a Michael Jackson dance move. Lets think about it and break the possible key challenges down so that we understand a bit of what it is to animate anything at all. In MJ's dances, he does the tap dance for a while, twists and turns 360 or so, then do a couple of weird hand poses, grabs his zipper area, and don't forget the signature kicks and moon walk. The list is endless but the point i'm trying to make here is that, for you to animate an MJ dance you have to consider as well as know how to do all of these things. Because in the process, there'll be need for you to test these things out, more like acting them out to see what moves and when. And this is the formula for creating virtually anything animation-wise even if there's a lot more to it, but it all begins with testing things out. Yeah, now you get my point.

Anyways and as usual, i'm posting these images from my WIP so that you see it first and when i'm done again with it, i'll post the finished shot here first as well. So until we meet again, let this images inspire you or better still find something to inspire you to create Awesome animations and in no time you'd be a Pro just like the ones in the Big Studios.











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