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anobrin
11-30-2003, 05:55 PM
finally started on some new CA this four day weekend
just thought id post some early previsual motion tests
All HAND KEYED and Dopesheeted... (Dopesheeted???):shrug:
By Me yesterday and rendered in bounding box mode in C4DXL
IM considering doing my next personal character animation project
with simple "Box people"
to force me to become better at conveying emotion without benefit of facial
animation and dialog. plus it renders WAY FAST!!( about 4sec per frame on my aging G3!!)

needs alot of tweeking i know:blush:
but i got alot "roughed out" yesterday

(7Meg Mpeg)
http://66.70.166.29/promo/boximation.mpg

flingster
11-30-2003, 07:18 PM
like it...i think currently the box guy is a little bulky...other than that the animation looks cool...go for it...boximation is certainly a challenge to get across emotion etc. will no doubt teach you alot...go for it.
:thumbsup:

Manwich
11-30-2003, 07:40 PM
Nice work just a couple of things i noticed:
- The toes sink under the floor as he is pulling the block.
- As he comes down after jumping he seems to float
down just before he reaches the ground.
I think you should work on the jump it looks a bit unnatural maybe start from a crouch to emphasize the jumping and continue the movement as he is in the air and then feeling the pull of gravity as he hits the ground.

I only realised these tips cos i've been watching Jeff Lew's
"Learning 3D Character Animation" DVD check it out
www.Jefflew.com

Good luck

Manwich

anobrin
11-30-2003, 08:06 PM
Thanks guys!!
simulated weight and impact is the hardest thing
to keyframe but using box figures will force me to
concentrate on the many subtleties of human motion
@flingster the figure is carotonishly huge but thats how i prefer
CGcharacters
he is a DAZ figure BTW
afterall I suck at humanoid modeling:blush:

(Box man fully rendered forgive the crap composites)

http://66.70.166.29/promo/matrixstyle.mpg

Geespot
11-30-2003, 09:18 PM
nice work, only problem I can see is that it looks like his being pushed backwards at the start, instead of pushing the block (or is that how its supposed to be?)

anobrin
11-30-2003, 10:20 PM
Yes
he is forcably stopping the moving block like superman stopping
a locomotive.

Geespot
11-30-2003, 11:45 PM
Originally posted by anobrin
Yes
he is forcably stopping the moving block like superman stopping
a locomotive.

then great work! it really does look like he is :)

AdamT
11-30-2003, 11:50 PM
[edit: duplicate post]

AdamT
11-30-2003, 11:55 PM
Pretty good overall. The first clip doesn't look that convincing. Seems like he'd be more laid out if he was really trying to stop a super heavy object. Maybe his feet would slide for a good ways before he managed to slow the thing down and gain a purchase.

When he jumps over the box it doesn't look like he has enough of a wind up to justify the lift he achieves. I'd say it needs more anticipation, with his hips bending quite a bit until his chest comes close to his thighs.

Similarly the landing needs more follow through with the same kind of deep bend at the waist. On the landing I'd also expect his arms to drop quite a bit more until they rebound.

Keep it going!

anobrin
12-01-2003, 01:08 AM
Right on all points Adam:beer:
I now realize that on the jump
his arms need to snap down much more sooner
and perhaps quicker as soon as his feet
impacts the floor
and im going to add more forward snap at the waist
and Head on impact also.

the box push is frankly an experimental"Cheat":blush:
as I orginally keyframed him pushing a box forward
but exported the motion to credos lifeforms®
and reversed it and brought back in.
I do have the original forward motion saved though
and plan to have him pushing a truck or something over
a cliff

anobrin
12-02-2003, 02:35 PM
HI Guys
thanks for all of your great input:beer:
I revisited the jump sequence first and as suggested by Adam
I added more forward "snap" to his torso upon impact.
I aslo added more upward jerk to his forearms and head
at the start of the jump as people tend to do to give themselves
upward momentum whem jumping high.

I also offset his arm motion slightly from each other
so they are not so identical or "twinned"
I also added some slight "ambient" motion to his arms
at the bottom of the impact to try and simulate that
"regaining my balance" effect
and finally the apparent footslide of the left foot
at the very end is intentional
as we often shuffel our feet for balance when we dont quite
"stick" the landing as they say .
BTW this is one animated figure that has been instanced
in Cinema4DXL and the odd man on the left
was offset by 30 frames

Apologies for the long post but im am very inspired
by this new "Boximation" project and already have plans
for a series of shortfilms in this style
so be on the lookout for "BOX WARS EPISODE I":D
coming soon!!:buttrock:

(1.3 meg mpeg)
http://66.70.166.29/motions/threejump.mpg

AdamT
12-02-2003, 02:53 PM
Cool, that's much much better! One thing still strikes me as odd; on the jump I'd expect his arms to go up over his head. Could be artistic license though. :)

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