View Full Version : Comp #28 ---Wrestling Move--- Comp #28
29-06-2008, 01:36 AM
Its time to get down and dirty, I’m talking suplexs, body slams, tomb stones, half nelsons, full nelsons, even do a stink face if the mode is right. Any wrestling move you can think of is fair game. Shoot, you can even make up new ones. I want to see you come off the top rope with this one. In a perfect world, you would need to animate 2 characters, but the world isn’t perfect, so animate one, if that’s all you can do. Let me know if you need a character to animate, I think I have the perfect mesh for this.
- The due date is July 27th, (four weeks and some days from now) a Sunday, 12 midnight (GMT). Voting will be on that following week. Post your final entries in this Thread.
- Minimum animation: your animation needs to include a minimum of 5 seconds, with or without music, do more if your bored.
- Recommended screen resolution in 320x240 (you can do 640x480 if you want, but why would you). I will.
- You can post W.I.P.s but you are only allowed one complete entry. That link is also final. You can and should post your wip’s to get help.
- Websites where you post your finals is up to you.
- Remember, it's about animation, use your time for animation, not to get the best render possible, unless you can afford it.
- Use of plug-ins not allowed. Must be key framed (hand animated)
- Use QuickTime. It will allow everyone to view your hard work, plus it gives everyone the chance to go through your animation frame by frame to see how you did what you did
- You must post a render of some sort with your final entry post; also include a screen grab with key frames.
- Voting will be as follows -
First place (3) points
Second place (2) points
Third place (1) points
Prizes:(only available with 6 or more final entries)
Winner gets to choose one of the following options:
- 12-month subscription to the 2DCreative magazine
- 12-month subscription to the 3DCreative magazine
29-06-2008, 02:34 AM
Great Idea Bigtoe, If I could animate well i'd have a go :) .. Good luck everybody.
29-06-2008, 06:37 AM
great idea! i want be able to participate, but i will definitely watch this one! :)
29-06-2008, 04:28 PM
Would be tremendously fun to see Knut's one legged skinny guy wrestling BigToe's green alien monster :D
awsome I'm tottaly in and I'll be happy to animate the mesh you have suggested
29-06-2008, 05:58 PM
ok, so I added a mesh to the first post and if anyone wants a real challenge they can have the first guy wrestle with this guy.
and textures for both:
you can use these, for fun and demo reels, just give a shout out to me when you do.
29-06-2008, 10:32 PM
aaa this would be so fun to do, I wish I had spend so time learning how to animate, I would so love to do this one. i going to keep my eye one this one. some one has to do the "Stone Cold Stunner" from Stone Cold Steve Austin.
29-06-2008, 10:55 PM
Big ToE - Thx for the mesh now i don't have to create one
heres a basic rigid rig on Big Toe's character. the skinning is very simple so there maybe some issues with deformation. just want to state that before ppl start picking it part in the future.
a classic David and Goliath match up
Cool Im In!
Lythis, it looks like a funny idea already.
I was wondering, if Maybe some one could post up a Wrestling Ring everyone could use.
30-06-2008, 07:48 PM
thats a good idea.
30-06-2008, 07:49 PM
Hey first timer, just getting into animation in Maya.
im a little bit of a WWE fan and had to take part in this, so ill be doing a chokeslam Kane style.
so heres two shots.
and a quick (VERY QUICK) ring for everyone. its not made to be animated, as i dont need it, but it wont be hard to fix that.
Right Click Save Target As .... (http://www.aleg8r.utvinternet.com/ring.obj) file name is ring.obj
Hey Big Toe,
I just wanted to ask you what part of your Big Al model the circled part of the texture below is from.
30-06-2008, 10:26 PM
Gimme a bit an I'll have a ring up for the taking :)
EDIT: Ok as promised here is a link to a wrestling ring I put together real quick, in the zip there is a maya 8.5 version and an exported .fbx version for the max users (I tested it with max 9, and it works fine except it has a few extra turnbuckles for some reason but you can easily delete them :) ), as well as a texture file for the mat.
Anyways have at it!
01-07-2008, 04:52 AM
Osky: that area/part of the mesh, would be his "probe" it might be hidden in the file, it has to be because you can't miss it if it was not hidden.
01-07-2008, 04:04 PM
Hi guys, I am new here. Can i rig the characters using biped...any harm in that??
01-07-2008, 05:59 PM
no harm in that.
03-07-2008, 06:52 AM
Basic initial blocking done. Going to start cleaning up the blocking tomorrow!
Evolution- the blocking stage looks fine. I think the timing is good.
06-07-2008, 09:06 AM
Cool topic, think Ill have a stab at this one. Thanks to evolution for the ring.
Aleg8r - the shots looks good.
Think ill be doing the backflip from the top ropes (dont know the name for it):o, or maybe this one:-
Im gonna animate these guys.
09-07-2008, 03:06 AM
Osky the character match up is pretty amusing, what move are you planning on animating?
09-07-2008, 08:58 AM
I'd say the pile driver :D
09-07-2008, 10:48 AM
erm, i hate to ask, because i know it will get flamed... but i like to create monsters and things... but when i try to animate them, using bones+skin modifier (the only way i know how) alot of vertices get pulled during animation that arent (or shouldnt be) in the envelope. I use 3d studio Max. Has anyone had any issues with this? if i can figure out basic animation, i think i would like to give these animation challenges a go.
09-07-2008, 01:34 PM
Halitosis: when in the skin modifier, click the vert option, now you can select verts and increase/decrease the amount each bone moves them. Sometimes just playing with the envelope doesn't get the job done.
Can anyone tell me, how to embed the movie onto my post like last competition participants.
If im using you tube, or Veoh. How to do it with both. Thanks.
11-07-2008, 02:17 AM
thats a good start.
as for embedding video, you can't. But you can post screengrabs and renders and set them up as links that take you to your video file.
Thanks Big Toe,
Do you think that in the future a feature of emebeding our animation videos could be included? Like on my space when someone puts a comment on a friend with a video clip.
Here's the final keys, now time for breakdown, and in-betweens. Don't know if I'll finish.
Not a lot of people are joining this one this time. Sucks cause its a cool concept.
Will post more progress tomorrow.
15-07-2008, 05:46 AM
the close line is awsome, the kick to the knee is great too.
15-07-2008, 12:48 PM
Osky - thats a good storyline you have got going there. Hope you get to finish it in time, else I wanna see it anyways.
Im still in the process of keying/inbetweening, so I haven't got a timed out version. But here the story keys:-
Im doing an air spin thing. I saw it on this video, 0:33 in:-
Thanks, Poker. Ur poses are looking good for that move.
Big Toe-the lil guy steps on the big Guys toes. Then the big guy starts hopping around like the lil girl that he is. Hahahah.
I don't know should I have different cuts in the animation to emphazise the key points, such as the step on the toe, and the finishing close line.
15-07-2008, 02:31 PM
Osky - I my opinion you shouldn't have any cuts in the animation. I confuses the audience, and distracts the viewer from you hard worked animation.
Will keep the camera that I have as is.
15-07-2008, 04:19 PM
Osky: as big toe already said the clothesline and such look great. The sequence is very amusing overall. I really hope to see it finished, even in its blocking stage it made me laugh so it should be great once its all cleaned up.
Poker: The blocks look good so far, the ending mockery is pretty funny. Any chance of getting a video of the blocking posted so we can get a sense of the timing?
I've been working on cleaning up my blocking when I have time, but a rapid approaching research deadline is slowing my progress, I'll hopefully have something to show soon!
15-07-2008, 04:40 PM
just finished the timing out stage, and its back to the keys to adjust, but heres what I got so far:-
The timing is good in it, and pretty funny ending.
I bet that you're aware of this, but at around frame 21 you have the main characters right foot flipping.
Also I think that before both of the characters feet are off the ground make the guy thats doing the move bend his knee a little making his body go down at around frame 22 for anticipation.
then impulse himself up around frame 26 with right foot still planted, to get into that pose where they are both in the air at the same time.
I like the bounce of them when they hit the mat, that looks great. I also like the hang-time that you gave the characters when they are in mid-air, pretty cool.
Keep going. I'm hoping to finish, really enjoying how my characters performance is coming to life. Now if I can just get all of my other projects done for work as fast as I can. This will look great in the End, and an awesome portfolio piece. Will post something tonight
15-07-2008, 06:34 PM
Osky - Im on it:-)
15-07-2008, 07:01 PM
Osky: adding camera angles can mess with the viewer, if you do wrong. What you can do is, render out everything from the camera you have now, then if you have time, you can go back and add a camera to the feet(toes) so we geta close up of that. And if your in a good mood, do a camera for the close line. Then, you would need to edit it all together.
Hmmm. Big Toe you've just given me such a great idea now. But do you think, that the deadline could be extended-one more week. I really wanna finish my animation, just going to be hard the rest of this week.
15-07-2008, 07:16 PM
we can extend the deadline, but we need to ask the rest of the people animation how they feel about it.
So, Everyone entering this competition, how do you feel about an extra week.
15-07-2008, 07:40 PM
Sounds fantastic to me as I was also going to be pressured to finish on time!
15-07-2008, 07:43 PM
R we the only three competing this time.
15-07-2008, 09:02 PM
Wuuuhuuuu, 100 % chance of at least a third place:-)
15-07-2008, 09:59 PM
ok, due date is July 27th
16-07-2008, 06:13 PM
Sweet! cogs for everyone! :)
Poker: was finally able to get a chance to watch the video you posted, the timing looks good and the swing around is very smooth and fluid. Also the hang time is great, and the impact has a good weighted feeling to it! The only thing is, like Osky said, give the jump into the air a bit of anticipation. Overall though its a very solid sequence with an amusing ending!
16-07-2008, 06:43 PM
thanks for the kind words, ill get on the anticipation in the next stage. Probably tomorrow.
Heres and Update on the beginning of the clothes line animation. I think that I have the big guy trying to hit too many different poses. I sometimes tend to overanimate my characters. I'm gonna finish up the rest of the animation, and then go back and smooth out the curves as much, so that my characters aren't moving too fast, or looking floaty.
Right now my big guy is moving too fast, and the lil guy is looking floaty.
I want u guys to crit this as much as you can, I mean that's how we'll get better at this; sometimes pain in the a**, thing called animation.
17-07-2008, 04:29 AM
the movements look great and the over exageration of the arms is cool, but I think the speed is a bit fast up till the big guy puts his hard on the small guys shoulder.
Thanks Big Toe.
Will work on the big guys curves to make them ease into each pose, I just think I have too many keys set when he brings his arms up.
17-07-2008, 09:50 AM
Osky - yeah, you definately got too many poses a very short time. I think you could do just one or poses, or else more frames. You also lose his right arm at around 24-30 and at 112, that pose to be read more clear by getting the arm into view of the camera. Generally you should watch out for that right arm.
On 76 and 94 it looks like the big guy is trying to headbud the little guy.
You probably know this, but you got a sliding foot on the big guy at 109 (left foot).
One thing I would love to see it, is weight on the little guy, when the big guy puts his hand on him. So you really feel the size difference between the two characters.
About the little guy being floaty, then I think hes alright, the main focus is on the big guy. You might have a bit too much of the head rotating from side to side.
Keep up the good work, really looking forward to this one being finished.
18-07-2008, 11:19 PM
Looks like you guys have some great stuff so far! I Hope more people join in :)
Heres the 2 characters im using. Im ganan go for a High Flying move.
19-07-2008, 12:00 AM
uhh, nice. Looking forward to seing your stuff Calcuttason:-)
BTW is it selfmade characters??
20-07-2008, 06:52 PM
Just crit the pants off this one, because I do not know what to do with it anymore. I got suggested that I could have a third character in the scene; the opponent (see the picture). But to be honest I think its gunna steal to much focus from the move it self.
Hey Poker-it looks good. There's no major things to fix, but I would suggest to make the guy on the floor twitch right after the main guy finishes pointing at him. Also when the main guy turns, he leaves his head behind. I think that he should lead with his head and when he is turning towards the camera. That way we'll get to see his face longer. That's about it, everything else is great.
23-07-2008, 07:56 PM
it looks nice man. i like how after the other guy is down he is pointing like " In your face." lol. very nice.
23-07-2008, 08:08 PM
osky man. at the begining there is too much going before he puts his hand on the lil guy's shoulder and too fast, its kinda distracting. but besides cool. i liked your pose to pose video very nice
23-07-2008, 08:23 PM
osky - Fixed and done:-)
manny - thanks for the kind words, appreciate it.
I'm done, not gunna do anymore to this one. So I would greatly appreciate if we could have a submittal thread opened. BIG ToE???
Manolo, Thanks for the comment.
Im working on making the big guys movements more subtle in the beginning, and finishing out my in-betweening.
I'm hoping to have something nearing completion by tomorrow to post up, aight.
24-07-2008, 05:02 PM
I wont be near my comp for the next week or so, so heres the final render of the move. I haven't changed any major things, just fixed the comments from Osky.
Pocker-It's great, the character pulls of the move with style........LOL.
You did a great job with this excercise, I like the weight of the move, and the character is just so damn cocky and funny. It's cool.
24-07-2008, 07:10 PM
Thank You Very Much:-)
24-07-2008, 08:49 PM
Poker much better somehow the animation looks so much smoother. much better.
Here's my finished clothes line animation.
26-07-2008, 12:50 AM
osky just one little thing man. everytime they go outta the screen and come back in it looks like a different animation its kinda too fast, kinda snappy specially the second time. but besides that bro. nice job. man very cool.
Aight, Thanks for the comments Manny.
I think I have some time to fix the speed of the big guy running off screen, and the speed of the last part of the animation.
As for when they leave the screen, im gonna cut to a shot of the big guy turning around and hitting the ropes.
26-07-2008, 11:33 AM
I have to say that I am no animator at all, but I remembered that there was that turtle model waiting to be animated for the current Blender project, an open game titled "Yo Frankie!" (http://www.yofrankie.org/), featuring the flying squirrel from the Big Buck Bunny (http://www.bigbuckbunny.org/) short movie. I thought it would be like killing two stones with one bird and decided to give it a shot. :D
long story short, I've put some "fight" moves together here (http://www.vimeo.com/1409519). I'm not sure if this actually qualifies for this challenge, but the opening post says we should feel free, and this definitely counts as martial arts. :D
I know the animations of the wall are horribly crude, I whacked them together in like, two minutes - my focus was lying on the turtle's animation "modules" for the game ;)
credits (everything is CC-BY (http://creativecommons.org/licenses/by/3.0/) licensed):
the turtle was modelled, rigged and equipped with a first color map by Jeroen Hoolmans, who also made the hide-in-shell animation (link (http://www.vimeo.com/1345627)).
specular/normal map and modified color map by Nate Nesler.
(click the image for the video)
26-07-2008, 03:09 PM
gnome: was that animation made for this competition, if so, then its fine, all you would need to do is show a screengrab of your animated keyframes and a quick render. The reason for this is so that when its time to vote and everyone is ooking for entries, they canb find them.
That goes for everyone, if you've posted your final entry, make sure you have a screengrab of your animated keyframes and a simple image that shows a frame from your animation.
26-07-2008, 03:26 PM
yeah osky that sounds much better, its gonna give the animation more continuation i think is the word I'm looking for.
26-07-2008, 05:42 PM
okay, thanks BiG ToE.
The first post still says there would be a final entries thread, btw. :D
26-07-2008, 05:45 PM
yeah, I blew it on that one.
Figure, I'll start posting the final entry thread when I post the main wip threads from now on, that way people who finish quickly and go out of town can still enter.
But for now, we will just have to use this thread for everything.
27-07-2008, 05:57 AM
Ok here's my final entry, unfortunately even with the extension I haven't been able to get back to this as I had wanted, which is a shame cause this was a really fun idea for the comp. I want to post it anyways and get feedback, I know there are some speed issues especially after the second rope bounce but please critique the heck out of it, it will be very much appreciated!
Click the image to see the animation!
people's elbow look cool :)
27-07-2008, 10:54 PM
ok, updated my post above. you can download the .mov file from vimeo too (although I think you need to register).
Either I am too stupid to see it, or Blender has no way to display all keyframes of the full animation at once, so the image showing the keyframes is edited (especially, the keyframes of the single animations were moved around). The last image shows how the different parts are put together.
28-07-2008, 02:28 AM
-----Times Up, Start Your Voting-----
Hey all, Manny no pude terminal la animacion, este fin de semana se me presentaron mucho party-ceo. Pero la voy a terminar y te enseno pa que me digas, Aight.
Aight, my bad for all non-Spanish speakers, but just sending out a shout-out to my boy from the M-I-A.
Anyways, my votes go like this:
Poker- like I sayed very well done animation of your two characters tossing themselves.
Evolution- I like you tried to feel like I didn't put all the time I needed into my project, even after asking for an extension(next time, I'm gonna stick to the deadline and hit it). As far as critiquing your work, I think that you needed to put more time into it, as it is you have some well defined poses. But, I think that you needed to add more inbetweens to make the animation more smooth. It's stiff, like for example when he is swinging his arms accross his chest, he should also be moving his clavicle, and also his upper body should have some slight up and down movement, and there should be an offset from the shoulder, to the elbow, to the wrist, just by like one or two frames to make it look smooth. Also the timing is off, there is so much movement done in so little time, like the running accross the ring from side to side (a problem I have with my animation also). But, it's good man. Just keep animating.
Gnome- your timing in your characters idle animations is good. I know the character is a turtle and his movements are slow, but I wanted some Ummpphh! from a wrestling move, and I think that the turtle is lacking that in his moves. But nice job.
This is just some constructive criticism, from some young, unknown animator trying to learn as much as possible, and gain as much experience to be able to make a name for himself in this artistic movement called character animation. So you guys, can either listen to my criticism and apply it to your works, or just ignore my comments, if you think im just talking some BS.
Big Toe, start the next comp, I need to keep on practicing.
I think next comp should be animating something intimate/romantic, like this couple on a date, but the dates are not a match. I don't know something funny, but intimate between two characters.
28-07-2008, 01:39 PM
1st - Osky; good entry, a big task to pull of with the length of the shot. I think if you had more time, you could look into having more betweens and looking into the timing of the keys. Good work!
2nd - gnome; like the different moves, but there is missing a flow in the animation. I dont know about Blender, but if you were on 3ds max I would say that you need to look at your curveeditor. Also it would be nice to see some followthrough.
3rd - evolution; I still like the poses, cant really say anything else.
28-07-2008, 05:18 PM
1st-Poker: The motion is very smooth and has good weight on the slam, the only thing is right before he leaps into the air he still seems to be lacking some anticipation and he seems to just pop up into the air without preloading the leg for the jump. Other than that its very fluid and amusing.
2nd-Osky: The poses are great and the motion is smooth for the most part. It does get a bit quick in some parts, as you mentioned its one of the same things I suffer from in my work. I know you planned a different cut for when they hit the ropes, and just ran out of time so I know you are aware that it breaks the flow of action a bit. The last little thing is on the clothesline, the smaller guy sells the hit really well and makes you really think he was hit hard, but the bigger guy just kind of hangs his arm out there. I know that he is a lot bigger and in reality the big guy would probably hardly flinch while leveling the small guy, but I would have liked to see the big guy maybe lean into it a little and swing his arm through a bit to give it more power and interaction to really help sell the hit. Other than that the piece came out really good. Also thanks a ton for the crits, they are very much appreciated, especially in regards to things like the clavicle, I also seem to miss thefiner connections of how some actions move more subtle things like this!
3rd-Gnome: As Osky pointed out I feel like the moves were missing some weight and power to them. The hits seem to be tweened very linearly so there isn't a very drastic change in the character silhouette once he is at the point of striking the wall. For example when he hits the wall with his head the speed in which he swings his head forward is the same throughout so there's no sense of impact when it gets to the wall. I'm also not sure what sense of a curve editor blender has but you could experiment with how you transition the movements, for example rather than having the head swing with linear speed have it quickly speed up so near the contact the head change is more drastic.
Just some ideas that may be helpful, I'm in the same boat as Osky, just trying to help with the small amount I know!
EDIT: I realized my comment to you Gnome might be slightly confusing as I read back through it so here is an example of how a drastic change helps show impact. It's taken from The Animators Survival Kit, by Richard Williams. Hope it helps clarify what I meant.
28-07-2008, 07:03 PM
ugh, hard to judge on this (especially for a noob like me :D), cause all of you did a nice job on your animations!
1st: Poker. Nice idea, well implemented, not much to criticize. The way the referee hits the ground and bounces back looks a bit like rubber, but hey, a cartoony look is OK.
2nd: Osky. Good animation, nice job. My only crits are about how the character leaves and re-enters. When Big Al comes back from the left, it looks like there are missing a few frames, when he appears he seems to be one step into the image already. When he disappears on the right (frame ~475), give him some more time; Big Al doesn't look like he could turn around within 5 frames. :)
3rd: evolution. I agree with Osky, put a little more time into it. For example at the beginning, after poking the knocked-out dude, let your character look at him for a split second, maybe add a blink. Also, the way he throws that gray armlet thingy isn't quite convincing IMHO (although I figure it must be hard to get it look right).
Aand the same disclaimer as from Osky and evolution: I'm a noob, if you think you know better, you probably do. :D
And thanks for the comments guys, I appreciate it. I'll definitely take a look at my curves when I find some time, 'cause I haven't even touched them.
(Except for the rotation part, which was totally weird. Blender doesn't seem to let you put two keyframes for a full 360° or more, it kept doing strange stuff, I had to place approximated sine/cosine curves by hand, that's why there are so many keyframes in there.... :wall: And whenever I tried to set the curve to Bézier interpolation it kept screwing up :shout:)
If I decide to do more animations, I really gotta look at some good animation tutorials. :D
30-07-2008, 05:40 AM
Hi guys! I found out about this contest kinda late but I thought it would still be cool to show you guys my animation. The move is called the desecrater. I found it online, its like the top 10 best women wrestler moves. I just rendered the bipeds as they are to get something to show you guys. You can click this to download the .avi, its tiny.
my vote if I'm still allowed:
03-09-2008, 10:44 PM
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