Karate-girl, you said?
a-sennov
Posts: 331
Hi,
Holidays ended and this is the result:
http://www.youtube.com/watch?v=rXVoKdjTx3Q
Have made some moves and then played with them to see how they fit. And know what? They're better suit fighting game than the CG short.
Opponent will (probably) fight back in next clip :)
PS. I really should learn to encode for Youtube.
f30.jpg
960 x 540 - 36K
Comments
Decent animation.
Just wondering... are you going for Hollyweird fighting or real life action? I can tell you as a Martial Arts Instructor, that in Real Life, anyone catching a "Roundhouse" kick to the side of the head is not going to remain standing. Mawashi geri (roundhouse) is a finishing kick and is designed to either remove your opponent's head or render them unconscious from head trauma. Even blocking a full kick will cause the defender to move in the direction of the force in a significant way -- in many cases breaking the bones in the arm(s) used to block. Take a quick trip to a dojo sometime and watch. An experienced adult trainer holding a kickpad will have to readjust after receiving a full force mawashi geri from even a 10-12 year old. Getting hit from someone close to your own mass will transfer a significant amount of force.
Only in Hollyweird can a person take a shot like that and remain on their feet. And if that's what you're wanting, then that's good. :-)
Kendall
First, you're right about the variant of mawashi geri depicted in animation - this kind of the kick is indeed for
cutting the opponents head (I just was too lazy to animate that, look, he even kept his hat on :) ). This
strike is realyy powerfull but this power comes with the cost - if you miss, opponent will have your back. The
variant(s) of such counter attack will certainly be in the system.
As in RL fight you'll have choices: use more power or more speed - there will be variant of mawashi with front leg.
About the purpose of the work: first I wanted to make a short movie in sci-fi settings involving the girl
(as usual :) and some good fights (Hollywood style, yes - in RL fights are either too short or too boring :) ).
But the more I'm into animating this the more appealing the idea of game is looking.
Story itself will fit into game as nicely, moreover one may add more depth to it using ingame
things like notes, recordings etc. So I'll try to establish the pipeline from DS to some game engine
(Havok seems to be a logical choice to start up, or Torque3D, both have their advantages).
I understand that I couldn't compete with AAA games in visuals, even more in audio -
I simply do not have their people nor money. So I'd rather concentrate on gameplay and story and see where
it will lead me :)
My intention is to make system that "feels right":
1. characters have normal proportions (no overmuscuar or gorilla-handed dudes)
2. key poses are believable, moves at least partially obey laws of physics
3. combos are logically formed from base moves, design of moves themselves is based on real world styles and
serves some purpose (or at least I could explain this purpose :) )
4. attack-defence-counter attack balance
5. distinctive but not "academic" styles, i.e. "army" or "street" instead of "shotokan" or "goju ryu"
6. punches, kicks, throws, no fancy weapons, but fighters may use some nearby objects like bottles, stools or computers :)
I'll try to keep rendering clips while this will progress, so your critics is welcome :)
PS. It's funny how the same wording is used in martial arts even across the oceans -
"remove your opponent's head" - just like my Master said :)