I did not feel like for set selling very much,but there seems to be many people bought at a time plenty, according to the "Transaction History". So, I thought the set item may be necesarry.
Animations in the set "1st collection" are bellow. The price is discounted a little than buying them individually.
Fithing Pose (hands are released) Fithing Pose (with fist) Fithing Pose (southpaw) Right Punch Left Punch Left Front Kick Right Front Kick Left Roundhouse Kick Right Roundhouse Kick Right Roundhouse Kick(with feint) Right Reverse Roundhouse Kick Jumping Backspin Kick Left Axe Kick Left Side Kick Right Backspin Chop Combination of Punch left ,right and left roundhousekick Combination of left roundhouse kick and right reverse roundhouse kick Karate combination skill of Punch left ,right,Backspin blow,Axe kick HUD to control animations , Motion Pug 1.0
Today, I released the "Left Front Kick". Please watch YouTube movie below.
This animation is a kick to the body of opponent, though almost of my animations are to the head.
I am satisfied with this animation very much. This skill is very important in the actual match.
When I make combination skill animations, you will understand the importance of this animation. This animation is in the green vendor on the 1st floor of my shop. You can go to my shop by clikking the images at the right aerea of this page.
Hi, I released the animation "Right Roundhouse Kick ".
I had a hard time a little to make this animation. I think that there is the personality in the kick with a leg of the rear.
There will be two types about the right kick. The first type is raising a leg linearly, and going to hit to a right angle on the head of the enemy.
The second type is swinging down from the top after putting a knee inward from one's center, and returning a waist.
I hesitated a little on making an animattion which way of kicking I would make it. But I decided to make second type. Because in 3DCG game, the first type kick is common very much and is worthless .
I expressed to do a complete turn by surplus energy after the kick. Actually, this action is often seen in battle, whether it is not good.
And I made the another version at the same time. It is "Right Roundhouse Kick with Feint". The feint to start front kick before roundhouse kick is a popular skill. The dificult point was slight adjustment of speed.
Hi, I released a new Karate animation, "Jumping Backspin Kick". This kick is very popular in Japan because it has been used by most popular pro-wrestler "Tigermask" about 23years ago.
I also had been crazy about his fighting, so I had often practiced this kick. Please watch my animation of this kick.
Hi, I have completed the HUD to control animation, "Motion Plug1.0".
I am distributing it free in my shop, and I want to introduce function or how to use here. (You can go to my shop in teleport from right banners)
The video that the avator uses "Motion Plug".
///// Function ////// [Motion Plug] is a HUD to control the avator animation by 1 click. There is a function that the animation can be asigned to gesture and be controled by shortcut key.But the function can be used only for the animation with full permission.
Almost animations in shops are (no copy,no moddify) and they can not be asigned to gesture,so we must open them from inventory by double click, and click the button of dialog box.
[Motion Plug] is a solution for the complicatedness, and makes you enjoy animation in one click easily,by doing access permission at the time of wearing in a mass.I developed [Motion Plug] for my customers to enjoy my Karate animations.But [Motion Plug] can be used for all animations like dances,poses,and so on.
//// How to use //// (1)Rez the object "Motion_Plug1.0_box" on the ground of sand box or your land. (2)Right click it and open the content. (3)Put the "MotionPlug1.0" in the inventory. (4)Rez the "MotionPlug1.0" from inventory to the ground. (5)Operate a camera so that "MotionPlug1.0" is displayed greatly. (It will be easy to adjust it when you move up "MotionPlug1.0" from the ground) (6)Check the "Edit linked parts" box in the Edit menu and select the button modelled the human body parts in the "Motion_Plug1.0_box". (7)Open the Content tab in the Edit menu, drag and drop the animation that you want to use into Content. Put the animation that are not loop animation in this button and hotkey button.(These buttons do't have the function to stop the loop animations) (8)Likewise, open the Content tab of the "Loop" button, and put the loop animation such as pose in it.("Loop" buttons have a function to stop the loop animations by second click.) (9)When you finish putting the animations that you want to use,close the edit menu and take "MotionPlug1.0" in your inventory. (10)Drag and drop the "MotionPlug1.0" to attach your avator. (11)So,the blue dialog boxes will be appeared on the right upper area, click "Yes".20 dialog boxes will be appeared,please click thes entirely quickly. (12)Click buttons of the HUD that is in the lower right area, and please play animations.(Dialog box does not appear anymore) //// Attention //// The animation data are sold separately. Please put only one animation in one button. If you close a Second Life viewer with putting this HUD on, when you log in on the next time, the dialog boxes will appears.
//// Group //// I established a group to send update information from "Brave Stream". Please search the group with keyword "Brave Stream English",and push the "Join" button.
I have finished making animations for the event in Kichijoji SIM. These are animations of "Awa Odori" which is the one of Japanese traditional and very famous dance.
I cannot show you them bay movie now,because the event is the first release of them. But the 1image showing is OK, and it is below.
After the event(17th-19th, Aug),I will sell these animations at my shop.
By the way,I write the important point to make animations by "Poser".
Making animations for Second Life Avator,you should set zero figure pose at the 1st frame. In other words you must zero the rotary angle of all joints like below.And you will make key from 2nd frame.
After making almost keys,you supplement between keys.
When you do it, you will supplement by spline curves.The spline curve makes the motion natural.In the image of abave,the green keys mean the spline curve.
But,when you see the next frame........ The figure is such a terrible condition. Why? The reason is that there is the pose of all joint zero in the first frame.
Watch the spline curve at the graph.
The curve is the motion of her waist. In fact, I want to make the motion like a blue curve from 2nd frame to 12th frame.
But the spline curve makes too big wave. One way to avoid this situation is to make the curve a straight line. The orange frames mean the strait line. But to tell the careful thing, this motion is not natural for human. It is like a machine's motion.
After all I want to use the spline curve.
To use it and not to make broken pose, I push the "Spline Cancel" button, after selecting 2nd frame keys. Hey, I succeeded in getting the effect that I expected at last.