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Thread: PIVOT TUTORIALS

  1. #1
    Fanatic Enthusiast Kokojo's Avatar

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    Re: PIVOT TUTORIALS

    I'm going to make one this coming weekend on either trails, easing or physics.
    I agree. It is the most inactive forum nowadays.
    I'll tribute it to you.
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  2. #2
    Fanatic Enthusiast Brook's Avatar

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    Re: PIVOT TUTORIALS

    I made one on simple beams i could modify it and put examples of how you can make a simple beam better... (i posted it on my site because the pivot tutorials section here was un able to be posted in ): )
    .

  3. #3
    Maximum Honkitude shift's Avatar

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    Re: PIVOT TUTORIALS

    I'm probably going to make a tutorial on the infamous slow-motion effect, otherwise known as the "matrix" effect... It's simple, but I need a reason to use pivot...
    See You Space Honkboy...

  4. #4
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    Re: PIVOT TUTORIALS

    I thought of making a easing tutorial.


    Since thats my style
    Beyatch.

  5. #5
    Fanatic Enthusiast Fuddermuffin's Avatar

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    Re: PIVOT TUTORIALS

    ^You animate? lol

    There's not much to make tutorials on... but ima try to make one on how to make a stickman kick himself up soooooooometime.
    [img]http://**********.com/img/1221454788.gif[/img] - Click Clack
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  6. #6
    Enthusiast Pooh's Avatar

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    Re: PIVOT TUTORIALS

    It's inactive because only staff members can start threads there.(well that's what i thought DX)
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  7. #7
    Enthusiast MrBond's Avatar

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    Re: PIVOT TUTORIALS

    Quote Originally Posted by Tyson
    It's inactive because only staff members can start threads there.(well that's what i thought DX)
    Yep, it's impossible to make a thread there.

  8. #8
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    Re: PIVOT TUTORIALS

    I TOOK THIS THREAD TOO LITERALLY

    Sylphid's / Paragons Tut.

    There are lots of things, on pivot. We should start on basics.



    0. This button creates a new frame into the animation. This is most important button in whole program.

    1. This puts the highlighted stick behind other sticks.

    2. This puts the highlighted stick in front of all other sticks.

    3. This is the size of the stick, higher the number, bigger the stick.

    4. You can change the main colour of the stick. Note, you cant change the color of each limb, if you wont use sticks as limbs.

    5. This flips the highlighted stick. Example. <- would be turned into ->

    6. This brings the highlighted stick to the origin of the screen. Important, if the orange (moving) dot of stick is out of screen.

    7. You can edit the sticks. [well talk about this later.

    8. This deletes the highlighted stick.

    9. This adds the figure, that you can see in the list above.

    10. This shows the name of stick, you would currenty add if you'd press "Add Figure"

    11. This shows the speed of the animation. [Note, the speed might be different in .gif]

    12. This plays the animation, you have currently on pivot.

    13. This stops the animation, you are playing at the moment.

    14. Here, you animate. Sticks appear here. [Someone with half brain notices this :<]

    ______________________________________________________________________________________


    There were the basics.

    Lets continue.

    How to create sticks.


    This is the interface on creating sticks.

    1. This button adds new line to the part of stick, that your currently highlight.

    2. This button adds new circle to the part of stick, that your currently highlight.

    3. This button turns the highlighted stick into a circle.

    4. You can turn sticks bigger, and smaller.

    5. This button duplicates the highlighted stick.

    6. Here you can make the stick STATIC. This is used, when creating complex stickman, like sig sticks. The armor dont have a red dot on them, if they are static. They have a red dot if they are dynamic.

    7. You can delete the highlighted line/circle.

    9. This is the stick you created (i created this, i made it in 30 seconds, so its not a masterpiece).

    ____________________________________________________________
    To the easing. It is one of the most certain elements of a good animation. Without it the movements look choppy and stiff.
    Easing is the acceleration of the movement. First it goes slowly, then it accelerates to its maximum speed, and goes down again.

    This is good easing.

    no need for piv.

    This is bad

    lol no need for piv.

    As some people say, it goes like this.
    |-|--|---|--|-|
    Not this
    |-|-|-|-|-|-|

    Eased movements look alot better than uneased. Uneased movements equal stiff and choppy.
    Now you know how to ease.
    ________________________________________

    Now. TO THE MOVEMENTS.

    Walking.

    piv. http://upd.animatorhost.com/Sylphid/walking8y9f.piv

    Frame 1.
    He moves SLIGHTLY forward. Not too much. His other leg bends slightly, and head raises.

    Frame 2.
    Hes leg bends slightly more, and the hands start moving to his body little more. Keep the foots at the same spot.

    Frame 3.
    The arms are almost in same spot than his body, and the legs are starting to cross. Keep the leg still, dont bend it anymore.

    Frame 4.
    His legs are now crossing, and the arms are at same spot as his body.

    Frame 5.
    His leg is coming, and the hands are moving away from eachother. Move the other leg forward, and other backward.

    Frame 6.
    Now hes taking the step, hes foot is almost hitting the ground. The hands are going away.

    Frame 7.
    Now the step is ready, the hands are nicely, and hes stopping the movement. Remember easing.

    Frame 8.
    Just slide the legs forward, slightly.

    There you have it! A step!

    Repeat the frames to get a long walk.
    ___________________________________________________________________________

    Running, example:
    piv. I DIDNT SAVE IT LOLE BBQ

    Frame 1. Hes at air, in a middle of the run jump.

    Frame 2. Hes left leg bend a bit, and right leg moves to left a bit, and hands rise a bit.

    Frame 3. Hes left leg bends to right, and right bends to left. Hands move 1px up.

    Frame 4. Hes hands start to go down, and hes legs start crossing. Hands start crossing aswell

    Frame 5. Hes body bends a bit, and legs cross. Hands are crossing aswell.

    Frame 6. Now the other leg is at left side, and other is about to start another run step.

    -ADD MORE FRAMES IN ORDER TO GET SMOOTHER RUN-


    -



    Lets move to bit more advanced movements.
    __________________________________________________________________________


    Punching. This is a very common thing, used in fighting animations.


    piv. http://upd.animatorhost.com/Sylphid/2_hitszrgz.piv

    Frame 1. He slightly gets his hand up, pretty slightly, and starts the step.

    Frame 2. He bends his other leg, in the step, and he is getting the hands up now, even more.

    Frame 3. Now the leg is fully bend, and it stays in the position till the step is over. The hands go up slightly again.

    Frame 4. Now his legs are crossing, and the hand is almost in the punching position.

    Frame 5. Hes legs are crossed, and the other hand is in punching position, in the next frame you start the punch.

    Frame 6. He is charging the punch, and on next frame the hand will hit the target, The other hand is crossing the body, and the leg is going still.

    Frame 7. Now hes foot completes the step, and the other hand is reaching the target. His foot will still slide after this.

    Frame 8. Now his hand hits the target! The other leg slides onward, and the other hand is on <- side.

    Frame 9. The punch is ready. You can add more things, for example kicks into the animation, and it will be a Combo, which well talk about later.


    Kicking. Normal element in fighting.

    Example:
    piv. ttp://upd.animatorhost.com/Sylphid/kick8b0a.piv

    Frame 1. Standing still, in a normal position.

    Frame 2. Start easing, left foot bends 1px, and hand goes 1px into the body.

    Frame 2. Body goes slightly forward, and left leg bends SLIGHTLY. Hands start bending. Head goes forward.

    Frame 3. Legs start crossing, head goes forward, body bends / <- like that. Hands bend still.
    \

    Frame 4. Now leg has crossed other leg, and its 1 frame before the kick.

    Frame 5. The kick reached its target, body is fully bended. Both legs are straight.

    Frame 6-9. Make him just get into the ground, or make him continue with combos.

    ___________________________________________________________________________________

    Now when you have fighting down, you should know how to do the reactions.


    piv. http://upd.animatorhost.com/Sylphid/reactiongisk.piv

    Heres a simple reaction, about a guy getting hit. He first reacts, and then counter attacks into it.

    It doesnt need explaining, as long as the force of the hit affects him.

    I also used Double Framing, which is outcome of duplicating the same frame twice.

    ________________________________________________________________________________

    OK. It's time for EFFECTS.

    VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV

    Blood. Example:
    piv. http://upd.animatorhost.com/Sylphid/baha2hiv.piv

    You may add reaction in the time blood comes, because blood usually just doesn't pop out without reason.

    Frame 1. Blood bursts out. Bursts, so there arent yet so much particles. Only big blobbleys.

    Frame 2. Blood starts particling, so 1 ball duplicates itself, but becomes smaller.

    Frame 3. Repeat 2. Start making the particles smaller.

    Frame 4. Repeat 3, particles still smaller.

    Frame 5. Still repeat. Particles go smaller, you may want to add blood splat to the ground if the wounded part hits the ground.

    Frame 6. There isnt much blood yet, particles still go smaller.

    Frame 7. They r be gone!!!! OMGXOMG WTF HAPPENZ LOLOLOL LOLE BBQ
    VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV

    Next, well see FADING.

    Fading is a way to delete a thing from the animation.

    Simplest way to delete things, would be just deleting.


    No need for piv. =)

    But does it look good? No?

    Heres Fading, it means you change the color of the object untill it reaches the colour u want.






    You change colors here, from very light white to black. It makes it look like fading.



    ___________________________________________________________________________

    Ok. Now for TREMOR.

    Tremor is the effect which makes the ground shake when a hard force is targeted somewhere.


    Tremor... This... is... TREMORRR!!!!!!!!!! *boot*

    Example



    Heres the piv. http://upd.animatorhost.com/Sylphid/tremoru7qn.piv

    Well, when the impact hits it target, the screen shakes. Thats it.

    ___________________________________________________________________________

    Okay... :c

  9. #9
    Veteran Enthusiast ULTRA1337piv0tz's Avatar

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    Re: PIVOT TUTORIALS

    Pretty nice. Now finish it.
    Skype: ruben_vanwijk
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  10. #10
    Nev
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    Re: PIVOT TUTORIALS

    Since Bolt is the only person who can even post a tutorial, it's fucking gay. Old system was superior, as long as we just perma ban everyone who makes a question thread there :P


 
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