also requesting the usual nintendo_thread.webm
Man, the worst PC's I've had to clean were ones where the people would smoke in their houses near/around their PC. There would be fucking tar and goop all over everything then dust would get on it and it would be a cluster fuck of sludge with a layer of dust on top. The worst though was one pc had so much fuckign sludge in it that it like oozed into the ram slots and basically cut off its connection so i had to dislodge the glued in RAM and just use Goo gone + alcohol to clean it off.
>air strikes against ISIS are becoming more and frequent with increasing power
>why noone is really doing anything about them.
...now I need a pet sloth.
even if it scratches the fuck out of everything
>reverse image search only gives me pictures of bruised skin
>this thread will 404 before someone can provide source
Shitty tweening 2 static faces switched between to show "emotion" looping in the beginning and the whole giggle shit makes it look like shes just a water balloon pretending to be human.
Good character animation is not just an imitation of life (Whitaker, Halas 2009, 120).
conveys more information than a drawing is able to dupli
cate. As result,
animation traced directly from live action footage feels weightless and unbelievable.
ate truly convincing animation,
must be exaggerated. (Williams 2009, 371.)
t mean violently distorting the action, but
rather delving into the e
sence of the action and creating a caricature of it (Thomas, Johnston 1981, 65).
similarly to how they would in nature
, only pushed to the extreme. Thus to
create convincing anima
tion, the subject’s
tural behavior must first be understood.
aker, Halas 2009, 27.)
After studying the mechanics of movement in reality, these mechanics
can be applied
in a way that is not bounded by the limitations of reality (Wi
liams 2009, 370).
y poses are the key to strong animation. Pushing the dynamics of a pose results in
more powerful and interesting action. (White 2006, 224.) Live action can be used
as reference, but it is the artists’ task to
emphasize what they deem important, a
what they do not (Williams 2009, 374
The core concept is incredibly fun. The first one was terribly unbalanced, but they did a pretty good job balancing wizard wars.
However, it's really hard to get into since it's a whole new set of controls and you have to react very quickly. You need insane APM to be really good and it's hard to translate thoughts into inputs. That's what turned me off the game.