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		<title><![CDATA[Forums - Bricks in Motion - Animating Fist Fights]]></title>
		<link>https://bricksinmotion.com/forums/topic/17652/animating-fist-fights/</link>
		<description><![CDATA[The most recent posts in Animating Fist Fights.]]></description>
		<lastBuildDate>Sun, 25 Aug 2013 14:45:14 +0000</lastBuildDate>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307887/#p307887</link>
			<description><![CDATA[[quote=CheesyBricks]I don't know if this would be useful, but a long time go I tried out a different kind of [url=http://youtu.be/BUDTiyLMWO4]punch animation[/url].
If you don't want to use this method, the others have all left good advice and you'll get a good result either way.[/quote]

Wow! That was pretty good! My only drawback was that the punch could've of used a bit more force and quickness. But other than that it's really good! I'll refer to this while animating.]]></description>
			<author><![CDATA[dummy@example.com (GHB)]]></author>
			<pubDate>Sun, 25 Aug 2013 14:45:14 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307887/#p307887</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307885/#p307885</link>
			<description><![CDATA[I do like how Cheesy's punch tests look; they're not bad, actually.]]></description>
			<author><![CDATA[dummy@example.com (Mickey)]]></author>
			<pubDate>Sun, 25 Aug 2013 13:49:26 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307885/#p307885</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307881/#p307881</link>
			<description><![CDATA[I don't know if this would be useful, but a long time go I tried out a different kind of [url=http://youtu.be/BUDTiyLMWO4]punch animation[/url].
If you don't want to use this method, the others have all left good advice and you'll get a good result either way.]]></description>
			<author><![CDATA[dummy@example.com (CheesyBricks)]]></author>
			<pubDate>Sun, 25 Aug 2013 13:25:29 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307881/#p307881</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307815/#p307815</link>
			<description><![CDATA[Yeah, I'm gonna try what minifig is saying. I'm not doing a remake of the scene from the movie, but I have an original film now which I think would be better than doing a remake.]]></description>
			<author><![CDATA[dummy@example.com (GHB)]]></author>
			<pubDate>Fri, 23 Aug 2013 18:31:42 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307815/#p307815</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307814/#p307814</link>
			<description><![CDATA[[quote=masterlego][quote=Juggernaut Pictures][quote=minifig051]Don't put in a frame where the fist is touching the face. Leave a gap.[/quote]
I disagree with this. A keen eye can easily spot if contact was really made or not. As long as your careful, I think you should make the minifigs touch during contact, as that's what happens in a real world confrontation.[/quote]
i agree this makes it even more realistic then some live action fights meaning in a live action fight the actors don't actually touch its a combination of trained stunt men and camera trickery and in a brickfilm real people wont be hurt so the minifigs don't need to "fake" the punch[/quote]
You guys don't get it.
The reason it's done is because of the timing, so it looks like the punch is more forceful.
The punch is implied instead of shown. A viewer's brain fills in the gap (which is why animation works in the first place).

If you guys don't believe me, try animating a punch with a contact frame, play it back, delete that frame, and play it back again. See for yourself which one appears to have more force.]]></description>
			<author><![CDATA[dummy@example.com (minifig051)]]></author>
			<pubDate>Fri, 23 Aug 2013 18:16:30 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307814/#p307814</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307783/#p307783</link>
			<description><![CDATA[I've been starting to learn how to do fist fight type of stuff, lately. A couple of things I recommend are to do shaky cam and move with the characters movements some of the time. Also, when throwing the actual punches, use ease in and out, and make the movements flow. Make sure that the movements isn't too fast, nor to slow, as these will make it appear choppy or boring. And as Minifig051 said, if the camera angle is right, and you find it hard to make the characters actually come in contact, then don't have them touch. And, of course, make sure the minifigs are not too close or too far apart from each other, as this makes lots of issues when animating (I learned from experience). Now, Masterlego mentioned blue tack. I wouldn't suggest this, unless the shot doesn't include the feet, or if you use it without much being seen by the camera. Otherwise, you may be forced to mask it out, which means the shadows will get messed up and the shot will look too fake.

Hopefully you can understand some of my rambling here, and get some help from it. ;)]]></description>
			<author><![CDATA[dummy@example.com (legoguy501)]]></author>
			<pubDate>Fri, 23 Aug 2013 04:44:15 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307783/#p307783</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307769/#p307769</link>
			<description><![CDATA[[quote=Juggernaut Pictures][quote=minifig051]Don't put in a frame where the fist is touching the face. Leave a gap.[/quote]
I disagree with this. A keen eye can easily spot if contact was really made or not. As long as your careful, I think you should make the minifigs touch during contact, as that's what happens in a real world confrontation.[/quote]
i agree this makes it even more realistic then some live action fights meaning in a live action fight the actors don't actually touch its a combination of trained stunt men and camera trickery and in a brickfilm real people wont be hurt so the minifigs don't need to "fake" the punch]]></description>
			<author><![CDATA[dummy@example.com (masterlego)]]></author>
			<pubDate>Fri, 23 Aug 2013 00:06:07 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307769/#p307769</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307752/#p307752</link>
			<description><![CDATA[[quote=minifig051]Don't put in a frame where the fist is touching the face. Leave a gap.[/quote]
I disagree with this. A keen eye can easily spot if contact was really made or not. As long as your careful, I think you should make the minifigs touch during contact, as that's what happens in a real world confrontation.]]></description>
			<author><![CDATA[dummy@example.com (Juggernaut Pictures)]]></author>
			<pubDate>Thu, 22 Aug 2013 18:49:51 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307752/#p307752</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307748/#p307748</link>
			<description><![CDATA[This is the KEY to animating an impact of any kind:

Don't put in a frame where the fist is touching the face. Leave a gap. Also, don't ease out when the character is being knocked back; he's standing still in one frame and displaced the next.
This makes it look like the punch has more force.]]></description>
			<author><![CDATA[dummy@example.com (minifig051)]]></author>
			<pubDate>Thu, 22 Aug 2013 18:03:11 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307748/#p307748</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307745/#p307745</link>
			<description><![CDATA[Great thanks everybody! This was very helpful! Hopefully this will turn out well.]]></description>
			<author><![CDATA[dummy@example.com (GHB)]]></author>
			<pubDate>Thu, 22 Aug 2013 16:27:37 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307745/#p307745</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307737/#p307737</link>
			<description><![CDATA[yes what jstudios said i sometimes fail at that too but also have some more things then just punches add camera shake kicks(i also fail to do so) maybe some flips or even a "ninja getup" i like to add some flashy elements in it sometimes parkour or something these are just things to mix things up if your a fairly good animator also 

                                    [u][i][b]USE BLUE TACK AND MASKING WHEN NEEDED[/b][/i][/u]
it is a very good tool and you should use it especially in scenes like this sometimes you can cheat masking and just sick it to a near by object but im getting off track]]></description>
			<author><![CDATA[dummy@example.com (masterlego)]]></author>
			<pubDate>Thu, 22 Aug 2013 14:40:02 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307737/#p307737</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307736/#p307736</link>
			<description><![CDATA[That's funny, just watched the first and second Bourne yesterday :D, and planning on watching the last one today or tomorrow.

Based on the the first and second movie's fight scenes, I can guess that a recreation of one from the last one will be amazing. Just remember that everything needs an ease-in and an ease-out, but depending on the quickness of the motion, you have to use different levels of easing in and out. And also be sure to use jstudios advise, I have had that same feeling with movies also.]]></description>
			<author><![CDATA[dummy@example.com (GEF)]]></author>
			<pubDate>Thu, 22 Aug 2013 13:59:44 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307736/#p307736</guid>
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			<title><![CDATA[Re: Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307730/#p307730</link>
			<description><![CDATA[One thing that really annoys me about a lot of lego fistfights is that the figures never follow through with the punch. I often see punches thrown that only go up to the point of impact and are then immediately drawn back, which isn't how it works. It makes the punch seem really weak and that it has so sense of impact, the punch should go past the point of impact before slowing down because it should have a lot of momentum behind it.]]></description>
			<author><![CDATA[dummy@example.com (jstudios)]]></author>
			<pubDate>Thu, 22 Aug 2013 13:05:25 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307730/#p307730</guid>
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			<title><![CDATA[Animating Fist Fights]]></title>
			<link>https://bricksinmotion.com/forums/post/307729/#p307729</link>
			<description><![CDATA[Ok, so I'm hoping to do a recreation of the Bourne vs. Desh scene from [i]The Bourne Ultimatum[/i], but I really have no clear vision on how I'm going to do it. I know I'm going to rotoscope the original clip, but I think I need some basic knowledge on animating fights like this. Any help?

(Yes, I know Keshen already did do a recreation of this)]]></description>
			<author><![CDATA[dummy@example.com (GHB)]]></author>
			<pubDate>Thu, 22 Aug 2013 11:56:21 +0000</pubDate>
			<guid>https://bricksinmotion.com/forums/post/307729/#p307729</guid>
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