Rotation on Two Axes [Animation]

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Rotation is a simple form of movement!
However, that simplicity means we have to be careful that things don't end up looking too mechanical.
By the way, this is the final video in the Animation category!
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In case someone wants to do more research on this, in animation in general this is called a principle of arcs - basically that human bodies generally move in complex arcs, rather than simple lines.

ShinoSarna
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I can't believe Sakurai would actually reveal his true robot identity

WoahCuber
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Those mechanical sounds are really funny to me and fit so well

CatsLilaSalem
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Now I know how to turn my head, thanks Sakurai

joelruys
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Thanks for this advice! When I studied 3D production, I always had a hard time animating by rotation because some examples I got from my teacher were not particularly straightfoward. As a result of that, some of my best works according to him were furnitures like tables and chairs, because I was able to make them as quick as possible.

RingTeam
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your videos have inspired me to make my own video games, while keeping your advice in mind! Thank you!

V-Studios
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I only realised that rotations do most of the heavy lifting in 3D animation, so it makes sense to have an entire video just on rotating things.

connordarvall
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Reminded me of how much personality Tanks have of all things in the metal slug series, mostly because the movement is not on 1 axis, even though they use 2d sprite animations there.

DPedroBoh
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Sakurai is a terminator, I knew it!

This is why you put your characters in a rig, so the other axes are already moving together with the one you wanted to move by default. Rigging a model takes a lot of time and work, but key-framing every single thing is even more exhausting. It is work that you don't want to start, but once you do, the end result is worth it.

This lesson equals with the "secondary action" animation principle.

SobmicSSBB
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Another attention to detail again! thanks for sharing this Mr Sakurai!

DarkBloodbane
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It's always a commitment to the human-ness that animators need.

TheHylianBatman
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0:25 Depending on your 3D software or game engine, the Y axis might not be the up axis as there is no standard for this. The axes configuration Sakurai San describes here (Y up, Z front) is consistent with Maya, Houdini and Unity, however Blender and also typically CAD or 3D printing software are Z up for example.

michipeka
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Sakurai is a cyborg confirmed.
But seriously, another very useful video! Animators do this all the time.
Things move in arcs rather than straight lines.

FloatingSunfish
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Got to remember how the body all flows together as it moves, and how someone moves tells you about their character.

shawnheatherly
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One underappreciated element of human movement is overshooting, people aren't robots who can judge distance with 100% precision, there's going to be some error when moving an arm up or whatever it is you're doing.

jimbob
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He explained xyz-axis better than any math teacher I’ve had.

vonvirgo
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Tangent, but I'm reminded of the granular nuances of simply standing, such that a human standing on both legs will tend to rest the majority of their weight on _one leg, _ making it stock straight/rigid while the off-leg is bent slightly. I've _always_ posed my figures with this in mind (even the robots!). Wish double ball pegs were used more commonly as neck-to-head joints, so much better than hinges.

CyberDragonK
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Perfect video as always. This also reminds me of how Disney costume characters tend to tilt their head a little bit when posing for photos, as this "feels more natural". Additionally, these small movements before the final pose occurs says a lot about the animation - in Smash Bros, moves that some people would call "the same" are actually very different because this gives them a different feel.

meyerpictures
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It is amazing how kind and supportive the comments on sakurais videos are. What an amazing man.

chiptuni
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someone on Sakurai's editing team had fun going through a whole slew of mechanical sfx for this episode!

that last line about over-rotation of head movement when combined with eye movement is REALLY important, and if not done right can easily break the immersion of the illusion of life, or, animation, in a human character.

ojhat