Jump to content

SharpWind

Members
  • Content Count

    47
  • Joined

  • Last visited

  • Days Won

    1

SharpWind last won the day on April 12

SharpWind had the most liked content!

About SharpWind

  • Rank
    MI Veteran
  • Birthday October 6

Profile Information

  • Gender
    Male
  • Location
    Slovenia
  • Interests
    Animation mostly, parkour, film production, multimedia in general
  • Minecraft username
    SharpWind

Contact Methods

Recent Profile Visitors

1143 profile views
  1. Perhaps at the beginning, as i was using footage that was around 2 years old
  2. Divided is most definetely my most successful animation I've ever made. It consists of 4 episodes, the fourth one premiering on April 17th - in 5 days as of writing this post. It's a story about depression based on real life. It's shown in a graphical way, where the protagonist has manifested his depression into a physical being and fights it in his head. The story has also got a lot to do with the events taking place in real life, abandoning friends, and so on and it includes a lot of psychological metaphores. It shows really deeply the effects of depression, how it can "devour" an individual from the inside and what an absolutely crucial role is being played by the pacient's friends and family. Divided itself is a project that has took me 3 years and a month to finish: from the episode 1, where my skill was not nearly on the level it currently is, till the final episode, premiering in a few days, while throughout the story I've prograssed and learned, becoming better and better as it went. Each episode took 3-6 months to being finished, with a 2 months break in between, except episode four (the one premiering). Episode 4 took a year and a half, with the first planning started in December, 2017. It started with the script, upgrading the rigs, building the worlds, later on the storyboard, contacting people and auditioning for voice actors and over the course, up till now, the lovely piece of art was growing. It took more than 4000 hours of work, 10 acts, 7 voice actors (recycling voices for several roles), over 2600 blocks being animated by hand, a lot of nerves and a lot of emotional support from other people (who I'd like to thank). It was made to wrap up the story in a spectacle and a meaningful emotional twist. A lot of credit goes to my YouTube partner, Freedom!, for providing me the access to licenced music, which has made the overall experience better on a whole another level - despite the fact that I still had to compose the soundtrack myself, using all the available material and properly crediting them in the end credits. Preproduction and production Animation was most definetely not everything there was needed to be done, of course: - First I needed a script (which I had written in the school cafeteria on a sheet of paper, ripped out of my notebook, and was later on written in the proper script format) - Afterwards, I required all the skins, rigs, voice actors, worlds, and assets that I would use in my animation - The storyboard, with individual shot lengths - A customly made soundtrack, based off which I would sync my animation (the first version including only the voices, and urgently timed events and adding the rest - such as footsteps, cloth sound effects and music - later in post-production) - Then I've tackled the animating part, which took most of the time, going at a rate of 1 second of animation being made every 2 hours or so; exporting the animation in bits of 20 seconds to prevent lagg and improove organization - going through the animation several times to add lighting, camera effects, fix minorities, animate statists, etc. Postproduction After the animation was exported, my work was FAR from done! I had to: - Open the animation in After Effects and create VFX, correct colors, etc. and render it (extra 10h of work per 20s of animated sequence) - Compress the file with professional software - Throw bits of the animation in my Premiere Pro project, arrange them and add every single possible occuring sound effect, going through several times to further correct colors, make sure the sound levels are plausible - Export individual acts as video files Post-postproduction At the end, I had to: - Merge all the uncompressed Premiere Pro project files into one super large one, to prevent quality loss - Do a double-check on sound, replace some sound effects, make sure the volume is right for individual sound effects (over 500 sound effects) - Manually color correct every single camera shot in the entire animation (over 1000 shots) - Run through the entire library of used sources, such as music, rigs, assets and even induvidual skins appearing in the background of the animation - Alphabetically organise the sources and form them into groups - Make the end credits - Export Divided 4 entirely I am currently at the final stage, where I'm raising awareness of the animation to put the year and a half worth of work into use - also known as advertising It's been a long journey and I'm proud of where the animation, that started as a small project and emerged into an enormous story, has gotten. Thanks again for everyone who has helped me with the work, all the statists, all the people from who I just took some of the rigs without them knowing (they are credited in the end credits though), and to all my viewers who were patient enough and understanding. Now i keep blubbering about some "premiere", but never show anything, so here is the link to the final Divided 4 finished animation - and you're all more than welcome to come join us at the premiere on April 17th, 5PM CET time. Thank you all for standing by my side and Stay Sharp!
  3. Whoah, that does seem like plagiarism to me @Mehradcraft no problem, glad you like the weapon and there's nothing wrong with you, wanting to use it - but some credit would be nice
  4. If you want download more of my models, follow me and wait the new models and 

    ways for post your animation is make download link with animation

    1. Show previous comments  7 more
    2. TecnoGamerJW
    3. xXsentienXx

      xXsentienXx

      @Justin the space dude just stop before this gets a barrage of downvotes you do not want to walk the path to a -100 rep just turn back you know this is not gonna end well for you

    4. SharpWind

      SharpWind

      Heyyy, calm down all of you

      @Justin the space thanks for the nice offer, but I dont have problems making my own models (plus i prefer to, because it feels better in general ;))

      The rest of you really dont need to attack him for it lol

  5. How to Break/Shatter Glass! Sooner or later (if you haven't already) you'll come across a point where you need a glass pane or a window to break! Doing that is sometimes tricky, but it only matters you take on it right! As usually, there are 2 methods you can do this with: First method - Particles! - (easier to create, more practical, not as realistic) You want to make a custom image for particles. I best recommend you to copy Mine Imator's original one and modify it, so you know what you're doing (but be sure to COPY it, not take the original!). Mine Imator --> Data --> Minecraft --> the .zip file --> assets --> minecraft --> textures --> particle. On the image, you should see a bunch of familiar states of Minecraft particles. At the same time, you should open the glass block texture, which can be found in the same directory; ... textures --> block. Then select parts of the glass texture you want to use as particles and paste them in the particle texture over existing particles (replace existing particles with bits of the glass block - that's why you needed to copy the image). Once you have added 5 glass particles or so, save the image anywhere, and save it with the .png format! From then, open Mine Imator and make a new particle spawner. Set the spawn rate not to be constant and determine how you want particles to move (assuming you know how they work - if not, i'm making a tutorial on particle spawners once the idea gets voted). When determining the particle, select the texture we've just made and click on one of the glass pieces we've added in as a particle. Lastly, on the point of impact, make the glass block invisible and make the particle spawner summon the glass particles - your glass block just shattered! Second method - Items! - (as realistic as it gets, harder to create and even harder to animate) For this part, we're going to be using an itemsheet - i'll include a download link to several itemsheet presets i made on the bottom of this post. Do the same as we did with the particle method, but we need to use up all pixels of the glass block, so if you put all the items thogether, you'd get a face of the glass block - which is exactly what we're doing right now. Open Mine Imator and import a new item, change it's texture to the texture of the itemsheet with glass we've just made. Select the first item texture and place it somewhere, then adjust it's rotation point, so the item is in the center (it usually only requires you to adjust the Y value). Add more items until you build the glass block face and all items have their rotation points in the center. Then place all your items in a folder and duplicate it 5 times until you build the entire glass block. If you want to animate the glass block shattering, you need to animate each item flying out of the block. If you want to animate the items flying out in an arc, place individual items in a folder. Then move the item outwards with a linear transition and rotate it as you wish. Then create the first and the last keyframe on the folder and raise the folder up in the middle of the action. From then just give an "ease out" transition to the first folder keyframe and an "ease in" to the second one. For anyone who is confused with the explanation above, i've also made a video tutorial explaining it: Itemsheet presets link: http://www.mediafire.com/file/hc6s2ypwyd741rc/Sharp's+Itemsheet+Presets.zip ~Stay Sharp
  6. Divided 4 Trailer! You probably know my Divided fight series - a popular minecraft animation triology, with over 260 thousand views and a sparking discussion in the community. Nearly two years later i bring you the next episode! The link i'm sending here is a trailer to the animation, which is around 18 minutes long, and the trailer is premiering in 50min after this got posted. Stay tuned as i bring you the final episode and close the story and all possible cliffhangers. I promise that this episode will contain much more story and a big spectacle! After all... - We all die, so why not be happy? ~Stay Sharp
  7. How to animate talking? Conversational motion! That answer is actually a BIT hard to answer. I've made a series of 2 videos where I go through the process of making a nice talking animation. In the first video i've talked about lip sync, as it's a whole philosofy on it's own, talking about how to get the mouth in sync, how much to open it, how the speed should adjust, as faster motion of the mouth can indicate louder syllables, how to set the right tone, when to adjust the teeth, and what to do with the smile and frown. In the second video (the one linked below) i talk about the body motion. How the character is supposed to move as well as how the face should act. I explain a lot about the character motion, reasons and causes, overlapping action with multiple timelines, body language and how to express motion with the body. On top of that, animating the face gives your character personality. It's very important to know how to animate the face, because that motion will reflect how your character feels, what's going through his mind and to put simply, what kind of a person he is. The end result looks pretty smooth and realistic. Me, being a VERY critical person and a perfectionist, i'd give it a whooping 9.5/10. So i woulnd't hesitate to watch the tutorial linked below (that is, if you need to learn about how to animate conversations) ~Stay Sharp!
  8. The ball is pretty slow, altho it looks pretty elastic try making it faster and the end where it rolls off looks unnatural
  9. 11 Useful tips for Mine - Imator users! Disclaimer: Most of these tips were simply requested tutorials that were too short to have their own full-length video Mine Imator is prone to be seen as "unprofessional" and "cringy". And while these tips wont solve that, it'll probably help out a little bit! Here's 11 useful tips for all Mine Imator users: 1.) Trails 2.) Easier navigation 3.) Layering lights 4.) Gunshots 5.) Camera shake 6.) Realistic lava sources 7.) Saving your rotation points 8.) Energy auras 9.) Animate tentacles (or anything wavy) 10.) More realistic biomes 11.) Constant motion! I've made a video about it, going further into detail: ~Stay Sharp!
  10. Appreciate the mention, however the Cleaver is a two-handed sword Just something i thought i'd mention for the next time
  11. How to mutate your character? There are multiple ways of making a character/block/item/object transform state in your animation. In this post (as well as in the video) i'm going to explain a few: First method - Quick moves! You can do nearly anything if the moves are fast; the viewer wont have the time to notice the changes and the transformation will look legit (lol). You could help yourself out with particles or textures to make it look even better: - Animate something with a fast motion on the place where you wanna transform your character - Import your transformed character - Copy paste the frames, so both characters are doing the same thing (if it doesnt work, export the frames and import them onto the other character) - At the transformation point, make one visible and the other invisible - Delete the excess keyframes (the invisible ones) Second method - Energy blast! Now's your chance to abuse the bloom feature in MI. An energy blast is so bright and intense, it hides any changes you make! You can do anything while remaining perfectly safe under the cloak of the blinding energy burst! - Animate the character shaking/losing their mind or simply showing any signs that something isnt "well" - Add some particle effects, make them glow (preferrably make your own and animate them - those look sick) - Animate a camera shake (optional) and the bloom coming up with a strong ease in transition - At the brightest point, make the mutation visible and the original invisible - Fade down the bloom and stop the particles Third method - The creepy crawler! You can keep the transformation relatively slow! Have each bodypart poke out of the body with a strike of violence. The character's arms/legs would rotate, position and scale to adjust to the new bodyparts and the camera position and the character motion speed would hide the flaws once again - Animate your character doing stuff, have the mutation be positioned inside of him, scaled down to be very tiny - Make parts of the mutation start bursting out of the character (you can add particle effects to make it look gory and nice) - Adjust the chatacter's arms/legs to fit the position of arms/legs of the mutation and slowly fade them, making it look like they turned into the new bodyparts - Once you can no longer see the character, simply make him invisible Fouth method - The even creepier crawler! Transformation doesnt need to be shown at all. Or at least not in action. If you really want to build anticipation, you can have the transformation take place in several shots! Each shot revealing more detail and getting closer to the final mutation. - Have your character be completely normal - Change the shot, show us something else - Back to the character, he should now have a more deformed skin, making it look like he's transforming into the desired mutation (you need 2 characters with seperate skins for that) - The shot changes again, next time the character is shown, the mutation is even worse, now parts of the body are different as well, a few extra added - The shot changes once more and the last time we see the character, it's now taking form of the final mutation. I've made a video on the topic as well, touching 3 out of 4 listed topics in this topic. Enjoy! Stay Sharp!
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...