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Kenamy
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Kenny @Kenamy

Age 24, Male

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Lyon

France

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Improving in Madness Animations by Realism

Posted by Kenamy - January 26th, 2018


Hello, it's been a few months and i just wanted to give infos of my current changes, as you can see, I've set a Ranking leaderstats on my previous post called "World Ranking System" WRA for short,

it's on it's first version and will not be updated for a long time already, so forget about it,

I Will be a year old in hyun's dojo already, everyone may knows that already, but i've been a stick animator to progress further in animation, and it's been the case for a few things.

didn't confirmed anything yet, but i may also be inexistent as a stick animator (i'm already am somehow lol)


 

Aside this, i've decided to take on 2 Collab Projects that picked my interests, both of them will be done alongside @Kryy (we both admire each others lmao)

And that's all about future plans, it is not really a comeback, just doing what i regret not completing.

4046451_151701653011_ao.png


Now into the details, the Madness Community, yes, this is a very common discussion which probably every animators questionned about it once ! i don't think i have ever discussed about this seriously in any of my posts, but figures i have to give my thoughts about the current animators.

I'm starting off about sticks again, and bragging too (lol), i've done in numerous collab and few movies, and people knows me for a few things such as how i pull off combos or my fast pacing action, though, obviously, hyun's community point of view may vary, in alot of ways, to the extend that in a year of experience, my way of thinking changed and i basically hardly can appreciate the current contents others madness animators have to offer,

I'm not saying that it's was bad, i can't appreciate it for others reasons than animations, the way of thinking for "improvements" have quite changed, people want to reach a level of smoothness and easing near perfection, that's cool and all but it's all there is to it, as long there is someone who's better you'd maybe think you can train to become the same, which isn't a bad way of thinking, just weak.

The complains (that i think we no longer receive) was "originality", what is originality, and how do i archive it if everything else has been done in madness ? i don't really expect to see some innovative contents, but please, atleast try to pull off something you'd never done once or is uncommon, "tests" purposes is to improve, you don't improve if you keep experimenting the same shit such as walking, frontflip & shooting.

The current problem, is that animators do not have enough objectives and it do not end up as a satisfying results.

Do you care about the viewer first impression ? can i pull off a good scene in this background ? is the Character design attractive ? is his power obvious for spectators ? was the boss fight "cool and long enough" to call it a boss fight ? isn't my character too overpowered or it's just the agents i made that are idle or too slow ? it's not realistic enough... maybe i'll add a surprise there, can my Camera view everything correctly ? is there a display mistake ? a perspective wrong ?

Obviously, probably none think about it deeply, which is normal, you're not a professional and animate for fun, but wondering about atleast a few questions amongs all of the one i listed should probably even reconsider how shitty your movie was. (i'm watching you dudingdarn, lol jk ur hot)


So, after resuming the problem (which tl;dr was that animations is not a problem, but everything else is.)

I'll say my "ideal" way of building up a decent scene, that i've mentionned to a few animators via discord is what i'd call adding "REALISM",

what is realism ? you might ask, my versions converted for madness are just actions that looks realistic, feels real, and physics + mindset are based off real life, a real humanoid.

As i could see in a few streamings that i've been on, most of you lots have been animating with the following thoughts : "What the Protagonist will aim at, kill, and go at ?"

This is plain, at best it's the same function as "which bus should i take to go at school". Objectives are really simple and obvious, and "expected" contents are really not appreciated for regular customers anymore (especially for old animators who might have got some nightmares with a infinite loop of untouchable protagonists (it's fine, but most of them don't even struggle killing massive amount of trained agents anymore, which is also plain if repetitive)

I don't have much suggestions on how people should be thinking, we are all different, so we all work differently and the results are all differents, i'm just giving examples of the common plans that must be changed.

but this is where my so-called-sexy-method "REALISM" can be applied ! realism is, as i said, both involved in the animations and the plans/story/actions/objects !

How to apply it, it's only up to you, i'll give a few ideas of what a "real" scene contents need to have,

4046451_151702002062_aoo.png

- Agents seems dynamic only from the picture

- Not Idle, crawling, why ? to avoid projectiles from Protagonist ? it's need a purpose to all his actions.

- Conscious, he's not looking away, ready to take on his opponents, make the emotions more obvious such as if he's scared, shocked, troubled, confused, suffering, etc....

- He have no face, knowing the agent current emotions is no easy task for any viewers, it's should be expressed via his activity and movement changes.


First, please consider atleast occassionally "Opponents" as a living being, consider also their value depending their rank, because as far as i can see, the only different right now is the fact they change blood red to yellow, which is very dissapointing and even A.T.P Soldiers ended up being trashbag level even though they have been exposed first officially in Madness Combat 7.5 as Elite, Highest Upgrade that currently exists.

This is a very important notion to have, because, what if you think agents as beings and that you'd apply "REALISM" ? if you have a wild imagination, you can already see agents as "Humans" who could "think as a humans", Which results in a pretty interesting situation : enemies are intelligent ! it's sounds awfully dumb to do this step but trust me, it is getting interesting, why ? because the agents can think for himself or his comrades, so it's can eventually can plan a counter-attack or way better movements that would looks way more logical (i'm not joking, some scenes have agents that are like placed somewhere and goes idle just the purpose of waiting being killed, and i don't even know how veterans can still like these shit, they mostly all left anyways lol)

At this point, you'd think the agent would be too powerful that way, you just have to make the protagonist smarter, if you can't, then it's just means that's your limit and you need to improve in another way, because imaginations have no limit, and scene planning is part of your imagination.

I've left a pretty huge text full of contents i thought it might help you and consider as essentials to know in order to have better results in finished scenes, this is actually only a part of the problems animators nowadays are encountering, this may or may not solve it, by the way i'll probably do more madness tutorials, advanced one this time, i'm thinking about it.

TL;DR : ur a noob


1

Comments

First.

Cool as always my man! I Iove it! :DD

Second :c

dude Summarize

ur ded aneweys

Kenamy the teacher

You're an idiot

atleast tell me why

in a nutshell? lmao

this post doesn't concern you either way.

good luck man

tenx

welcome back.

Hey nice

good, finally, someone shares my opinions on being original 'n not trying to copy the style of people they look up to and adding realism to their animations.

I wholly agree with you, people I chatted with always say that they want to do the style of a certain person, but what ends up happening is a really smooth animation, but the content is just a regular go into a room and kill everyone, without people going into cover, without handling their firearms correctly, without stopping/slowing down when they fire (which honestly looks very repetitive).

and for the realism thing, yes, same here,
I see people who say "' This is madness, realism is bad "' blah blah kind of shit (you know you you are), they think that realism makes actions less cooler and bland, but they're the ones who keeps animating characters who just acts unreasonably (one handing uzis, shooting while walking, standing in the open, etc...) which they think looks cool, but actually it makes the characters they're animating looks very stupid and unskilled at combat.
for me, adding a bit of realism to the actions of character would make clips looks cooler and more awesome to watch, it makes the protagonist/s looks skilled and well trained for the job.

TL;DR :
I agree with what you said
(even with the noob part since I still consider myself a noob even though I've been animating for 2 years)

i'm actually surprised to hear "realism is bad" or any of this sort, not that i don't respect opinions of others, but i don't really even see "once" attempting to improve from this method.

it's safe to say that it's not even a actual thing, but they have a point saying 'this is madness' because we're doing tributes of it, so basically the goal of a few is to produce the same as krinkels.

we've been stickified.

also i don't think years of animation matter, there are people who doesn't improve for various reasons : not animating for months, not looking to improve, can't found the problem on what's wrong in the animation, etc... i won't mention anyone but i know the kids who barely got better in 6 years

Does that mean that you may start a collab of madness with realism or do you speak of a project of your own?

REALISM?

U mean REALMISM?

well no in the contrary, it's something to avoid AT ALL COST