Even with live actors, I'm always telling them that the person hitting will only look as strong as how much the person getting hit reacts. Also, your tip about not key-framing the moment of impact aligns with the method of hitting, where you aim for a point beyond the target, following the force through the impact, a bit like chopping wood planks with your hand, you aim for a point below the wood, rather than the top face of the plank.
Hey Alessandro, excellent video. As a martial arts teacher and also an animation student, I find the contrast between real life and animation interesting. In real life, you demonstrate as little as possible in each movement and blow you use (except in cases where you fake a blow). The intention is that your opponent doesn't even know where the blow came from. In animation, the more anticipation, showing the path of the hit, exaggerating the reaction to the impact, the better and more fun the animation becomes. I find this very interesting.
thank you so much for the advice. I've seen something similar long ago about an example of a football player kicking a ball, where it was wrong to make the neutral contact pose between the foot and the ball, but instead the contact should be pushed a bit further, like the ball should be already deformed to match the foot forme and leaving the ground a bit. sometimes logic can induce us into errors. so if I may ask, can you give more details about those counter intuitive animation techniques one should know about and thank you so much for all the lessons 🙏
Thank you very much, this lesson was very clear and interesting. I have a question regarding the first two wrong animation. Those punches gave me the idea of something playful, like two friends pretending fighting, the second one seems very much like a slap. In a situation like these, where less physicality is required, do you think is best to animate with the same good physicality principle shown in the video with a less exagerated follow up or is it better to animate like in the wrong example? IE putting a contact frame and then pushing the bodylike in 1:23
Hey Alessandro, excellent video. As a martial arts teacher and also an animation student, I find the contrast between real life and animation interesting. In real life, you demonstrate as little as possible in each movement and blow you use (except in cases where you fake a blow). The intention is that your opponent doesn't even know where the blow came from. In animation, the more anticipation, showing the path of the hit, exaggerating the reaction to the impact, the better and more fun the animation becomes. I find this very interesting.
Even with live actors, I'm always telling them that the person hitting will only look as strong as how much the person getting hit reacts. Also, your tip about not key-framing the moment of impact aligns with the method of hitting, where you aim for a point beyond the target, following the force through the impact, a bit like chopping wood planks with your hand, you aim for a point below the wood, rather than the top face of the plank.
@@WaterShowsProd yes really good observation
Hey Alessandro, excellent video. As a martial arts teacher and also an animation student, I find the contrast between real life and animation interesting. In real life, you demonstrate as little as possible in each movement and blow you use (except in cases where you fake a blow). The intention is that your opponent doesn't even know where the blow came from. In animation, the more anticipation, showing the path of the hit, exaggerating the reaction to the impact, the better and more fun the animation becomes. I find this very interesting.
Super interesting and not much of this around the internet about this topic. Thank you Alessandro for this content.
@@enderperez-lopezanimations4103 my pleasure
Very good advice, as always, much appreciated.
Awesome points. Super valid for gaming as user expects immediate reaching upon interaction. Thanks!
Excellent video. I always look forward to them. Thank you.
@@stonemahnich thanks for the support
HEY ALESSANDRO GREAT TEACHER THANKS FOR THIS TUTORIAL AND YOU ALWAYS COME UP WITH SOMETHING NEW......( LOVE YOU SIR)❤
amazing! thank you for this one! there needs to be more combat animation tutorials
they are very time consuming
In detail Analysis. Thanks Allessandro .
@@PrakashPatil-sg1rn welcome
thank you so much for the advice.
I've seen something similar long ago about an example of a football player kicking a ball, where it was wrong to make the neutral contact pose between the foot and the ball, but instead the contact should be pushed a bit further, like the ball should be already deformed to match the foot forme and leaving the ground a bit.
sometimes logic can induce us into errors. so if I may ask, can you give more details about those counter intuitive animation techniques one should know about
and thank you so much for all the lessons 🙏
Thank you for this! :)
Thank you very much, this lesson was very clear and interesting.
I have a question regarding the first two wrong animation. Those punches gave me the idea of something playful, like two friends pretending fighting, the second one seems very much like a slap. In a situation like these, where less physicality is required, do you think is best to animate with the same good physicality principle shown in the video with a less exagerated follow up or is it better to animate like in the wrong example? IE putting a contact frame and then pushing the bodylike in 1:23
wow, this content is germ, Thank you.
@@balachandar3823 glad you enjoyed that
Amazing lesson Alessandro! I was just wondering where you got your rigs?
@@Naambred I forgot the Website, once I found I will link it here
❤❤❤
Hey Alessandro, do you take in mentees that use blender to animate instead of maya?
@@Bruhmoment-uc5pv write me on LinkedIn
Hey Alessandro, excellent video. As a martial arts teacher and also an animation student, I find the contrast between real life and animation interesting. In real life, you demonstrate as little as possible in each movement and blow you use (except in cases where you fake a blow). The intention is that your opponent doesn't even know where the blow came from. In animation, the more anticipation, showing the path of the hit, exaggerating the reaction to the impact, the better and more fun the animation becomes. I find this very interesting.