Hey /3/, what are good ways to learn to animate realistically? My school trained us mostly in the classic cartoony style, which im proficient in, but I just started at a game studio and am struggling to create realistic looking animation.
motion capture suits and roto
>>519535
Pretty much this. Motion capture and rotoscope if you want realism.
>>519535
fuck off motion capture. Its too much money. the key to realistic animations is good walk cycle pictures or whatever
pic related
>>519573
watch real people doing real things and mimic you fucking tard.
>>519579
You are the cancer i have seen this shit back on /b/ go and fuck off
Good reference and a lot of time to study it, there is no other way.
One option would be to take your video reference, turn it into an image sequence and bring it into your scene. In Maya, you can create an image plane with the image sequence and then just match the rig's pose to the video every 3-4 frames. This will turn into more of a straight ahead method, but after you polish, it'll look a lot more realistic.
IMO the most important aspect about realism in animation is the perceived weight and force of their actions, while also accounting for the secondary actions such as what would the elbows do when a man turns around with his shoulder, etc
Legitimately though, a lot of references and practice is what you need
>>519534
no offense but if you really were proeficient in cartoony animation you wouldn't ask this question, or have so much trouble with realistic animation that you'd need to ask /3/ how it's done
but real life observation and use of references is a good start
>>519573
motion capture is generally much cheaper than keyframing