@superquad7 In addition, the combined force on his center of mass should point through his convex total footprint, if he's resisting it directly, and any connected parts capable of movement should reflect the direction of the summed force. Effectively, there should be just the smallest amount of effect of 'rippling' from the point of impact - feet-legs-torso-arms for hitting the ground, fist-arm-torso for a solid punch etc. Not the parts themselves, of course, but the connections between them.
@superquad7 It's possible to give the parts mass, or at least animate them so that they move as if affected by gravity. When SS hits the ground after transforming, all his parts should move in combined arcs that indicate there's still downwards inertia even as he counters it by force of active movement. It's also possible to have parts connected by very short-range 'shock-absorbers', so that his joints and so forth compress/collapse/telescope just a fraction when he hits.
This is some really fine work, man. I have a question/inquiry: is there a way for the figure to feel like it has weight when it's transforming? It seems that, while the transformation technicalities are really well done, that the figure doesn't weigh anything when it's transforming. I've noticed this a lot in general with 3-D rendering of transformers.
@superquad7 In addition, the combined force on his center of mass should point through his convex total footprint, if he's resisting it directly, and any connected parts capable of movement should reflect the direction of the summed force. Effectively, there should be just the smallest amount of effect of 'rippling' from the point of impact - feet-legs-torso-arms for hitting the ground, fist-arm-torso for a solid punch etc. Not the parts themselves, of course, but the connections between them.
Geminii27 5 months ago
@superquad7 It's possible to give the parts mass, or at least animate them so that they move as if affected by gravity. When SS hits the ground after transforming, all his parts should move in combined arcs that indicate there's still downwards inertia even as he counters it by force of active movement. It's also possible to have parts connected by very short-range 'shock-absorbers', so that his joints and so forth compress/collapse/telescope just a fraction when he hits.
Geminii27 5 months ago
This is some really fine work, man. I have a question/inquiry: is there a way for the figure to feel like it has weight when it's transforming? It seems that, while the transformation technicalities are really well done, that the figure doesn't weigh anything when it's transforming. I've noticed this a lot in general with 3-D rendering of transformers.
Anyways, great work again!
superquad7 6 months ago
wow that's almost on par with Beast wars animation
Spystreak 6 months ago
Perectly fluid, abit slow but one of the best attempts at Sideswipe I've ever seen. :)
saberfrost1 6 months ago
cool ;D
Vdecepticon 6 months ago
Whoa! If the timing was just a bit faster this would be better quality than Randall Ng's animation! You get new hardware/software, bro?
jon3pnt0 6 months ago
Wow love how it looks real and like the toy all at once!
DrewsiferXXX 6 months ago
beautiful model ! Any word on Redemption Episode II >
DOWSOE 6 months ago
i drool every time you post stuff like this...
DonTheTurtleDude 6 months ago