The small one conforms to the required format for the challenge. I actually animated for 24fps, but the challenge required either 25fps or 30fps, so I just set the small one to 25fps. Don’t think it affects it that much.
I save in versions, so there’s a lot of blend files in there. But I guess that means it also documents my process somewhat, which some people might find interesting.
[Kothe]:
there are definitely things about Blender’s animation system that are nice, but there are also some features that are severely lacking. So don’t hold it up on too much of a pedistal.
I know it will only get better, though. And I plan on helping that process along.
After messing with my dive animation most of this week, and getting frustrated working out how to make him leap in a nice arc, I have to say I really love the way your guy leaves the ground. I’ve played that bit back and forth just watching him follow the curve from squash to stretch.
It will be interesting to take a look at the blends and see how you did it. I didn’t want such a powerful arc as yours but I did want some fluid movement. I just kept fudging him until it was nearly almost acceptable
redbyte:
I posted it on cgchar-animation.com. It’s a rather low-traffic forum, but the people there are often very critical (in a friendly way, of course), which is nice.
Not sure if I’ll post it on cg-talk. I’m kind of iffy on whether it’s good enough (not trying to dis elysiun…). But rest assured that when I produce something I think is good enough, I will post it there.
Silverframe:
I did use armatures. I didn’t use them directly to animate with (I prefer oversized animation controls), but they are used as part of the rig’s internal structure. They are hidden on the third layer.