i actually find perspectice stuff like this in art and modelling and such SUPER interesting, because like it cant have been easy to figure out exactly in what way to give this model the torture device treatment, to make it look that good and cool in from the very specific camera angle the final image uses /gen
I saw a documentary on making of Into the Spider-Verse. They tortured their models this way all the time. IIRC even had some specialised hardware to push the models into ridiculous poses that would look good in a particular frame.
The actual reason is because they want the character to look like they're being seen using a different FOV (Field Of View) than the rest of the scene.
There are other ways to do this, such as rendering the character as an overlay in a different 3D scene (lots of FPS games do this for their HUD guns), but this comes with the side effect that the model cannot interact with the world around it and may not occlude correctly or cast shadows.
Someone hacked the camera in DragonBall Fighter to show that they did this with the models to get them to look cool during particular cinematic angles used during super moves.
This is a cheat to camera. Film animation has them all the time. The thing that matters is how the final frame feels, rather than the plausibility of the pose.
That, plus squash and stretch is one of the twelve basic principles of animation. If you ever freeze frame some energetic hand-drawn animation, you'll have these as frames (not even cheated to camera like this)
Shouldn't the camera view be distorted instead of the model?
i actually find perspectice stuff like this in art and modelling and such SUPER interesting, because like it cant have been easy to figure out exactly in what way to give this model the torture device treatment, to make it look that good and cool in from the very specific camera angle the final image uses /gen
Jack Kirby was a master. Anatomy is only a suggestion.
I saw a documentary on making of Into the Spider-Verse. They tortured their models this way all the time. IIRC even had some specialised hardware to push the models into ridiculous poses that would look good in a particular frame.
Huh?? You just look from the final angle, then make adjustments, then check the final angle again.
You have both views open at the same time as well.
Thanks, that's a good clarification. It's not like it isn't still impressive and cool art, but the process is straightforward.
The actual reason is because they want the character to look like they're being seen using a different FOV (Field Of View) than the rest of the scene.
There are other ways to do this, such as rendering the character as an overlay in a different 3D scene (lots of FPS games do this for their HUD guns), but this comes with the side effect that the model cannot interact with the world around it and may not occlude correctly or cast shadows.
Someone hacked the camera in DragonBall Fighter to show that they did this with the models to get them to look cool during particular cinematic angles used during super moves.
Cooooool!
This is a cheat to camera. Film animation has them all the time. The thing that matters is how the final frame feels, rather than the plausibility of the pose.
That, plus squash and stretch is one of the twelve basic principles of animation. If you ever freeze frame some energetic hand-drawn animation, you'll have these as frames (not even cheated to camera like this)