View Full Version : Animation Session 3 - March 5 > 19
SheepFactory 03-05-2004, 10:23 PM Hi Everyone ,
Welcome to the new session , the one before this was a huge success , thank you all for joining and I hope everyone had fun and learned a couple new things.
The topic for this one is : Walk Cycle
Here are the rules:
-Create a character or normal walk cycle. Some ideas for character walk are "happy , sad , sneaky , etc" , if this is your first time doing a walk cycle try NOT to do the character walk cycle but do the normal walk , in many ways doing a normal walk is harder than doing a character walk so it'll make sure you get the foundations right.
-You can use a biped or quadruped character. no inanimate objects , character needs to have limbs.
- You need to render\viewport capture from the side and front view , a perspective view is optional but do NOT make the camera rotate around the character while the character is walking.
- Character needs to walk in place for this to cycle , do NOT make the character move across screen , put him on a path , etc.
-Quicktime is preferred for final submission but you can use div-x too if the file size is too big with quicktime. Renders should be no larger than 640 x 480 and preferebly smaller to keep the file size down.
Best of luck to everyone and please post your WIP's for critique as you go along.
A couple of very good references for walk cycles are:
-Animators Survival Kit by Richard Williams
- Illusion of Life - Frank Thomas and Ollie Johnston
-getty images: http://creative.gettyimages.com/source/Film/filmresultsmain.asp?source=quickSearchFilm&txtSearch=walk&doRF=True&doRM=True
lots of downloadable walk movies in quicktime to study the motion.
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LucentDreams
03-05-2004, 10:41 PM
Already metioned but I'll reiterate, The animators Survival Kit by Richard Wiliams will definitely help anyone on this project, noob or pro. Its got like a 1/3 of the book dedicated to walk cycles
TRi-14
03-05-2004, 10:53 PM
Count me in. This will be a great one.
-chris
ostov
03-05-2004, 10:56 PM
Originally posted by Kaiskai
Already metioned but I'll reiterate, The animators Survival Kit by Richard Wiliams will definitely help anyone on this project, noob or pro. Its got like a 1/3 of the book dedicated to walk cycles
I am happy to say that I just got the book today:)
Jozvex
03-05-2004, 11:49 PM
Yep, count me in too. I might try and do a character walk, then a more complicated one like a person riding a beast...or something. For those that arent lucky enough to own Richards book, here are some links about walk cycles:
Walking in Pictures:
http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/walking/walking.htm
Learning to Walk:
http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/walking/learning_to_walk.htm
And don't anybody be silly enough to just use a default Character Studio walk! Now that would be funny!
:scream:
TethyS
03-06-2004, 12:34 AM
sounds great, i really liked following the last animation session, maybe if can find me some time i will give it a try.
tnx allready for the great references!
raffael3d
03-06-2004, 12:44 AM
great! count me in too.
DigiLusionist
03-06-2004, 12:46 AM
I've never done one of these sessions. Where do we submit the animation clips to, Sheep Factory? As an attachment or link?
DigiLusionist
03-06-2004, 01:20 AM
Front and Side Views combined...
Jozvex
03-06-2004, 02:23 AM
You submit everything into this thread, just as a normal post with a link. If you don't have a website then you'll have to sign up for one of those free hosting places. There's a thread here about where to get free hosting:
http://www.cgtalk.com/showthread.php?s=&threadid=49775
:thumbsup:
plouffe
03-06-2004, 02:34 AM
2d done a few months ago but fits this thread =p.
rough animation and will no be changed haha i moved on to better things. =p
http://plouffe.f2o.org/plouffewalk.avi
DKScully
03-06-2004, 02:45 AM
Great exercise.... Cool... :)
My first attempt at a walkcyle. Apparently I can't create DIVX nor MOV movies, sorry. It requires the 3IVX codec.
Download Link (http://www.3ivx.com/codec/download_win.php)
Walk Cycle (http://users.pandora.be/Wouttgh/Walk Cycle.avi)
As always I'd gladly appreciate any comment,
thank you.
Jozvex
03-06-2004, 06:54 AM
It's good Wout! Cool character too!
My biggest (and pretty much only) suggestion would be to 'fix' the feet so that they don't flip up so suddenly (rotationally that is).
Could you show us from the side? Again, I like it!
;)
Purgpow
03-06-2004, 07:35 AM
yep going to try this one too.
DigiLusionist
03-06-2004, 08:02 AM
Hopefully this isn't too small...
Larsen
03-06-2004, 10:02 AM
Ok i'm in and i'll finish this one ! :D
Can we use the same character used for the past challenge ?
mimo8
03-06-2004, 11:42 AM
i think the character is not the main issue
singleguy
03-06-2004, 01:50 PM
woowee.. more practice.. more critiques.. then i could learn more from pros..
Originally posted by Jozvex
It's good Wout! Cool character too!
My biggest (and pretty much only) suggestion would be to 'fix' the feet so that they don't flip up so suddenly (rotationally that is).
Could you show us from the side? Again, I like it!
;)
Hm, they do flip rather quickly , don't they. I thought it was appropriate since he or she ( what do you think ?) has such big feet. I'll fix it and post a side view soon
Thank you !
ivo D
03-06-2004, 02:41 PM
just created a wlk.. still really beginner got lost in the curve editor so didnt do that :S
and dont know how get rid of the tick, movement when looping.. last key has to go, but than it s really weird :S
here it is : http://ivod.250free.com/wip/testwalk.avi
anobrin
03-06-2004, 04:46 PM
My entry from a 3/4 veiw :D
http://66.70.166.29/promo/simplewalk.mpg
Hey Anobrin, that's looking pretty good, though it's a bit hard to jugde since you can't tell what kind of character you have in mind. Maybe the feet and toes( especially the right ones) should descend a little less abrupt, it almost seems as if it/they is/are suddenly caught in a magnetic field just before it hits the ground. I really like the arm motion though !
delaque
03-06-2004, 05:29 PM
this is my first completely rigged character and so my first walkcycle (done in maya)
http://delaque.pilgerer.org/cg/nick_walkcycle.avi
it is a 3d version of an old german cartoon character called "nick knatterton"
c&c appreciated :)
DigiLusionist:
cool walkcycle, the movement looks so 'placid' ;)
anobrin: i love your animation, its very 'smooth'... also like the cubic look,... develop something on this style!
Hi Delaque,
Currently its looking like a marching robot. Try to make the motion more fluid, less linear. Also, when people walk, their legs are straight most of the time as opposed to this walk where the legs are almost constantly bended. With a bit more work, this could be really good, just smooth it out a little :thumbsup:
Here's my update
I just noticed the toes seem to wobble a bit to much, bugger :)
Walk Cycle (http://users.pandora.be/Wouttgh/Walk Cycle.avi)
grury
03-06-2004, 06:40 PM
Ooohhh! load of people hard at work, I c..
Wout: think the center of gravity on yo character is a bit to further back, the way he walks wouldt take long for him to fall straight on his back, try move the hips slightly forward through all the cycle. also the flip on its feet looks kinda weird, try bendin it downwards when it goes from planted to passing and b4 contact bend upwards, flaten 1 or 2 frames after planting to give u a nice overlapin
delaque: problem with you cycle lays mainly on the hips, it doesnt seem to have any vertical movement. hips should be at its lowest on planting position and at its highest on passing position.
hope it helps
SheepFactory
03-06-2004, 06:55 PM
EVERYONE READ THIS
I'll post a detailed crit later but so far everyone has these problems:
- Before you touch the rest of the anim make sure you have the pelvis working right. the up\down motion of the pelvis and the legs needs to be finalized before moving up to the body because every change you make to the pelvis afterwards WILL effect the upperbody\arms\head\neck and you'll have to change anim all over again.
- the pelvis rotates in a 8 shape , you need to have up\down - left\right and sideways movement all flowing smoothly. do not leave the pelvis unanimated and just move the legs it looks robotic.
- the arms do NOT hit their extreme at the same time with the legs , also the forearm has followthrough. If you watch the references you'll see that the forearm is still going forward when the upperarm starts going backward. Overlap your stuff. dopesheet is your friend.
- THIS IS THE MOST IMPORTANT: The legs DO NOT hit contact position with knees bent , it simply doesnt happen. You have to have the leg fully extended forward before you put the weight on it and the knee bends.
Ali
Aluuk
03-06-2004, 07:23 PM
Hey everyone. Nice work so far!! Here is my entry. Please tell me what you think. I am still learning.
Front View (http://www.sora-ent.com/jeffers/3d/anim/walkfront1.avi)
Side View (http://www.sora-ent.com/jeffers/3d/anim/walkside1.avi)
anobrin
03-06-2004, 10:09 PM
Well I decided to add some more hip swing
to give the upper torso more left right sway
sorry about the larger file size(3MB):blush:
http://66.70.166.29/promo/twoviews.mov
Purgpow
03-06-2004, 11:41 PM
We can Use a FREE Character and rig?
SheepFactory
03-06-2004, 11:46 PM
Yes of course you can use a free character\rig or any model\rig you used in prior challenges.
ivo D
03-07-2004, 08:27 PM
http://ivod.250free.com/wip/testwalk2.avi
did it over again.. still have to figure out the curve editor get totally lost in there.. :surprised
with the curve editor i do understand the bouncing ball excersice for example..
but with a character i dont know what to do anymore.
where are the ease in and outs, now its so choppy :hmm:
grury
03-07-2004, 08:43 PM
anobrin: your cycle is gettin there pretty nicelly. the knee popping its a bit distracting tho, unless you wanted it to look like that, you should try fixin it, by bringin the hip just a wee down, so the leg doesnt get fully stretched and locks the knee. other than that is looking pretty good.
Cheers
Larsen
03-07-2004, 11:58 PM
Here is my first pass, it's the second time i make a walk cycle, i used final rig, such a great system !!
Normal walk side view (http://www.powerofvisual.com/animation-session-WIP/normalwalk_.avi)
SheepFactory
03-08-2004, 12:30 AM
Cipher take a look at the pointers I posted in the 2nd page. You are suffering from those problems right now.
it'll get there with some work :thumbsup:
DigiLusionist
03-08-2004, 06:46 AM
http://www.imageshack.us/my.php?loc=files1&image=BloopyWalkcycle.gif
EDIT: I am having absolutely no luck getting this hosted anywhere. It keeps getting posted as a still. Gonna keep trying...
SheepFactory
03-08-2004, 06:50 AM
Digiillusionist , one quick thing I noticed is your foot is coming forward straight , in walks foot travels in a sideways arc , also dont keep feet facing forward and rotate em a little sideways to have the V shape.
Also in the contact frame the leg needs to be fully straight.
its coming along nicely imo. :thumbsup:
delaque
03-08-2004, 07:08 AM
thanks for your comments Wout and Gru!
and also Sheep Factory, your general critics made things alot clearer for me... :thumbsup:
i've tired to correct the points you mentoined, this is the result so far:
http://delaque.pilgerer.org/cg/nick_walkcycle2.avi
:shrug: the knee is snapping strangely, when the foot is at his foremost position.
ivo D
03-08-2004, 08:24 AM
so.. dont know if anyone looked at my walkcycle, but i need some help there.. how do i go about the ease in and outs, what are the normall things, is it by every movement ease in and out or ,slow to jusf ast at the end and a very short ease out..?
is there a way , to read the curve editor more simple , caus now i get totally lost in it... :S
???
anobrin
03-08-2004, 02:27 PM
Originally posted by Gru
anobrin: your cycle is gettin there pretty nicelly. the knee popping its a bit distracting tho, unless you wanted it to look like that, you should try fixin it, by bringin the hip just a wee down, so the leg doesnt get fully stretched and locks the knee. other than that is looking pretty good.
Cheers
Thanks bro!!:beer:
Ill make another run at it
maybe with a different rig:D
anobrin
03-08-2004, 04:33 PM
Ok I decided to not use a robot rig this go
and opted for a character thats more "organic"
I tried to simulate that "careful" stepping style used on the original ILM
rig.
He likely needs no introduction:D
(3.7 megs)
http://66.70.166.29/promo/meesawalking.mov
ivo D
03-08-2004, 04:47 PM
hi anorbin,
its still very much like a robot, the major thing is the leg, that is constantly bend, and needs to be stretched in the normal pose
your camera movement gives the illusion of something that is not there.. up/down movement of your character.
at the time he has just one foot on the ground, his leg will be straight or allmost, and lift the upper body.
you can see it in my walk very obviously.
but i need some comments to and some help caus i got a long way to go myself, but no one seems to reply on it, why i dont know
:surprised :shrug:
ivo D
03-08-2004, 05:05 PM
http://ivod.250free.com/wip/testwalk3.avi
you people can see this right? (divx)
i made a adjustment.. in my walk of 26 frames, he got 3 begin poses, first middle and end, in the middle his legs where stretched to much didnt saw that so now its little more fluid
Hey Ivo D,
Here are a few things you might want to improve;
Hip movement; Smooth it out a little, it seems very jerky right now.
Left Knee: It snaps back when it reaches its extreme pose. Maybe that could be fixed by positioning the left foot just a bit closer to the hip ( Correct me if I'm wrong, anyone)
Feet: Maybe you could lift them a little higher, the appear to be very heavy at the moment. Also, the're really just blocks right now whereas they should bend and roll over the floor while making contact. The heel makes first contact, than the ball of the foot then the toes.
Elbows/Wrists: Secondary motion, when you move, the movement starts in the center of the body and then spreads out to the limb that is supposed to move. This means that all the different parts don't move simultaniously. This is especially noticable at the wrist.
Fingers: You could, but you don't need to animate them in a walk. Rather put them in a position they'd normally be in while walking. Bend them a little inwards, so his hands seem more relaxed.
Hope this is making sense :thumbsup:
*EDIT* Update
grury
03-08-2004, 06:00 PM
Originally posted by anobrin
Ok I decided to not use a robot rig this go
and opted for a character thats more "organic"
hmmm although u using a more "organic" character, your walk is looking more robotic than the previous versions, think the robot b4 was Ok, it just needed a bit of work on the hips... but hey! pratice makes perfect!
Aluuk
03-08-2004, 07:42 PM
So I am just curious. I haven't seen anything said about my animation yet. Does that mean you guys don't like it?
Aluuk, I ment to reply sooner, but I clearly forgot to do so. For what it's worth, I for one really like it. I've tried to find anything wrong, but have been unable to. Maybe some of the more experienced people ( and there are quite a lot of those right now :p) will be able to give some decent comment.
grury
03-08-2004, 08:30 PM
Aluuk: yeah it looks good, couple o things you may wanna try.. give it a bit o a floppy feet, I know he's wearing hard army boots but still.. just a slight bend upwards b4 the feet touchs the ground and then flaten it 1 frame after, it will help get rid o that snappin feel that the feet have rite now.
otherthing that kinda bothers is the hands, try a bit of overlaping, have a look from the front view and u can notice that thers no movement on the hands at all, which spoils the nice fluid movement of the body and arms.
Hope it helps
Originally posted by Gru
Aluuk:.. give it a bit o a floppy feet, I know he's wearing hard army boots but still.. just a slight bend upwards b4 the feet touchs the ground and then flaten it 1 frame after, it will help get rid o that snappin feel that the feet have rite now...
Hope it helps
Actually, the snapping feet are what I liked, cause he is as you said yourself wearing boots. Right now, he's really hitting the ground everytime because of them. Personal preference I guess.
dmcgrath
03-08-2004, 09:31 PM
Here is my little test, thrown into the mix.
Walk Cycle (.mov 420k) (http://spatiallight.net/challenge/bats/walkComp1.mov)
plouffe - I really like the drawings, there is good emotion there, and good timing as well, nice job.
ivo D - Geting better.. There are some problems with it popping, and he looks like he is still stepping up for some reason, instead of forward maybe it is the camera angle.
anobrin- I like this Mech. I think it is just the subject maybe, or the render... But the animation is good, the arms move a little "loose" for something that is imaginatively that size. If this is a mech, try and think about how this would really walk. Think about what it takes to get TONS of machinery moving, and what it takes to keep it moving. Huge lumbering steps would be more dramatic.
delaque- he is very stiff, there is now upper body movement at all that I can tell. You should definately give this more work and re submit it. He needs more personality.
Aluuk- pretty good from what I can see, I don't see any spine movement though. And the feet need to swing in little arcs, like his arms are doing.
DigiLusionist- I love the "Bloopy" character, he needs more floppy movements, and some wave to his midsection.
If I missed anyone, I am sorry.
delaque
03-08-2004, 10:24 PM
dmcgrath:
the stiffness is somehow intentional, beacuse he is a 'respectable' guy in the cartoons, representing (ironically) the german 'correctitude' ;)
anyways... i'll try to make him more elastic :bounce:
Larsen
03-08-2004, 11:22 PM
Oh yes you're right Sheep, i didn't realize how my animation was looking bad, it could be a walk of an old man very sick and tired :).
I saw a lot of time the references and i begin to understand.
Link : Normal walk side 02 (http://www.powerofvisual.com/animation-session-WIP/normalwalk_2.avi)
I like your anim Aluuk, very caricatural !
Hey everyone,
Havent been involved in one of these sessions yet. What better time to start then with a walk cycle
Here is my little diddy http://homepage.mac.com/blitted/hw/JABwalk.mov
enjoy
ivo D
03-08-2004, 11:37 PM
dmcgrath: looks good.. but his feet are kindah stiff maybe give it a little bend
JBarrett
03-08-2004, 11:39 PM
SheepFactory,
Sorry to be late with this, but something in your earlier comments caught my attention...
Originally posted by Sheep Factory
- THIS IS THE MOST IMPORTANT: The legs DO NOT hit contact position with knees bent , it simply doesnt happen. You have to have the leg fully extended forward before you put the weight on it and the knee bends.
In a lot of cases I think this is true, but I don't think it's fair to say that the knees are never bent at contact. I think that's largely determined by the type of walk. For a "normal" walk the knees should be very straight, but for something like an old person's walk, the knees won't straighten that much because for an older person they just can't. There are other, more stylized walks where bent knees would probably be appropriate, too.
Granted, I think that most of the walks prior to your comment were of the more normal type, so the tip certainly applies to them. But it kinda came across like a blanket statement for all walks, which is probably not how you actually meant it.
Just hoping to clarify things a bit. :)
UnlikelyCorny
03-08-2004, 11:49 PM
hello I was skinning my character and needed to pose him in several positions when I noticed this session. Thought a walk cycle would make a good first test to see what still needed work, but mostly was eager to try my new rig in action. Not at all easy I am afraid and the animations provided are not to my fullest satisfaction, hope some of you here could help me with some tips.
a side view can be found here (http://www.unlikely.nl/cgImages/woefwalkSide.mov) (0.4 mb)
a frontal can be found here (http://www.unlikely.nl/cgImages/woefwalkFront.mov) (0.4 mb)
a 3/4 view can be found here (http://www.unlikely.nl/cgImages/woefwalkthreequart.mov) (0.4 mb)
a frontal, a side view and a threequarter, nicely zipped can be found here (http://www.unlikely.nl/cgImages/woefwalks.zip) (1.1mb)
http://www.unlikely.nl/cgImages/woefwalk.jpg
ok, here's a quick first run at a standard walk. If i get time, i'll try and do a sneak walk.
gah! for some reason direct link doesn't work. so just copy and paste into your browser.
http://mg3d.50megs.com/cg/BasicWalk_mG.avi
divx codec
crits are more than welcome.
:beer:
-mG
andy_maxman
03-09-2004, 06:40 AM
a simple happy walk.....kindly play it using quicktime with loop option on......thank you.....looking forward for some feedbacks....
http://www.pandhicurry.com/anand/generiwalking.avi
( pls. right click save as it is around 1mb )
thanks to my friend Vinod Nannaiah......he has got an awesome flash site - http://www.pandhicurry.com
Grgeon
03-09-2004, 07:09 AM
Hi all.
I promised Sheep I'd enter, and I failed the last two times, but not a third time :D
Here's what I got so far... Using this opportunity to learn XSI.
Here's a WIP side view of what I got so far.
Side View Walk (http://www.gc3d.mselah.com/walk_side_01.mpg)
Still working on the arcs, some overlap, fingers, etc...
George
Edit: Model by William "Proton" Vaughan and rigged by Stefan Andersson.
nomad_girl
03-09-2004, 09:54 AM
hi--
i am trying to start earlier this time... got started today & here is what i have right now---still needs lots of work--
haven't really started the arms & head yet--
http://www.abedovia.com/dustin/animation_tests/
please let me know what you guys think...
thanks!
TANGOMAN
03-09-2004, 10:07 AM
Hi:) ,I do´nt have time to participate but I did a happy walk last year If you like to see :
http://www.vss-solutions.com/tangoweb/johnytangowalk.avi
in divx:
http://www.vss-solutions.com/tangoweb/walky.avi
-John-
anobrin
03-09-2004, 03:28 PM
This will be my last update
a more feminine walk in high heels
I have some other projects that need to be started
thanks for all the tips guys/gals good luck in your animating:thumbsup:
http://66.70.166.29/promo/stickman.mov
Eyemagic
03-10-2004, 01:07 AM
Well, This is the last cycle I made with Raf Anzovin's model for Animation Master.
It's a standard walk. What do you think?
Side (http://usuarios.lycos.es/eyemagic2001/WalkSide.mov)
Front (http://usuarios.lycos.es/eyemagic2001/WalkFront.mov)
Perspective (http://usuarios.lycos.es/eyemagic2001/WalkPerspective.mov)
Cheers:)
TANGOMAN
03-10-2004, 08:42 AM
This is another quick test I did of a quadruped animation:
http://www.vss-solutions.com/tangoweb/armarin.gif
ivo D
03-10-2004, 11:00 AM
nicely done that, piece of furniture. pitty it doesnt loop:rolleyes:
**i have aproblem: when i make my walk cycle the begin and end frame are the same but still it kindah skips when rendered.. but in my viewport it looks good when looped but when its avi or quicktime (movie file) than it looks like it just doesnt go right. how come?*
when i just render 1 keyframe at then end less it sometimes if fixed. but than next time with another walk it aint :S
Ok,
Hi poeple im gunna post firstly a base walk, then happy/sad and possibly a crawl. I did the base walk yesterday took about 2/3 hours but the cd corrupted! *&!£"$! so ill have to burn it tonight and post it tomorrow.
More to come..
eek
UnlikelyCorny
03-10-2004, 11:20 AM
Originally posted by ivo D
**i have aproblem: when i make my walk cycle the begin and end frame are the same but still it kindah skips when rendered.. but in my viewport it looks good when looped but when its avi or quicktime (movie file) than it looks like it just doesnt go right. how come?*
when i just render 1 keyframe at then end less it sometimes if fixed.
If you have a 0-24 frame animation and frame 0 and 24 are identical, you should drop either frame 0 or frame 24 otherwise you'll basicly get a doubled frame, that's probably why it looks better with a frame less.
That is if I got the question right.
ivo D
03-10-2004, 12:18 PM
Originally posted by UnlikelyCorny
If you have a 0-24 frame animation and frame 0 and 24 are identical, you should drop either frame 0 or frame 24 otherwise you'll basicly get a doubled frame, that's probably why it looks better with a frame less.
That is if I got the question right.
yes you got it right:)
i did that but than sometimes it still has it.. its than just me i guess.. ill do another walk tonight to try..
UnlikelyCorny
03-10-2004, 01:01 PM
ok fatal error here accidentally erased my post argggggggg
ivo D
03-10-2004, 01:23 PM
corny , w'll have a blast at 3d fest.. i know it.. with that kindah level lol.. ow boy:rolleyes: :D
Age-1039
03-10-2004, 09:59 PM
wow, you guys got busy quick! Well, here's my WIP. Since my last animation challenge entry was a bit cartoony, i tried making this a bit more realistic. There's still a lot of work to be done here, and comments & Crits are more than welcome! Sadly, this character isn't mine, it's one of many models from 3DM-MC.com. Enjoy!
http://members.aol.com/AgeAnimation/cycle_SideView.avi
(DiVX)
nomad_girl
03-10-2004, 10:33 PM
hi--
i worked on the cycle a bit more-- still some work to be done on the hands.... please see the wip-- comments & feedback welcome!
http://www.abedovia.com/dustin/animation_tests/WALK/walk_stride20F.mov
thanks!!
UnlikelyCorny
03-11-2004, 12:14 AM
ok tuned the arms down a bit and re-rigged the feet to get rid of the jitter caused by the rolling foot nodes. I think they work a bit better now.
a combinated side and front view can be found here (http://www.unlikely.nl/cgImages/woefwalkduocombi.mov) (1.2 mb)
grury
03-11-2004, 01:41 AM
Congrats nomad_girl, what a great character, its good for a change, its not all too often that you see a female character animated around here, unlike on the modeling forums, eh eh.
and the cycle is lookin pretty good too, apart from that knee popping..
perhaps she needs just a bit more sideways swing on the hips.
Cheers
timsvw
03-11-2004, 03:22 AM
Here is my stab at the walk cycle. I think I am going to try to do a few more, trying to put different character into each.
http://tim.sixfoursystems.com/Walk.avi
SheepFactory
03-11-2004, 03:31 AM
Nomad the character needs to be in place , no forward movement please , Its in the rules in the first page.
Nice feminine walk you got there but why is she stepping toe first? It looks weird , I have never seen anyone walk like that , take a look at some of the fashion catwalk footage on the net if you need reference for that. Other than that I think its great.
nomad_girl
03-11-2004, 05:20 AM
thanks for the feedback gru (btw your reel is great! i just checked it out) -- she is the character from my demo reel. i know what you mean about the knee pop-- its a little hard for me to fix for some reason-- i have to try more stuff-- all the curves are smooth (i use a roll for the upper leg bone- no upvector) and its not over extended at any time.... i am not sure why that is happening....do you see it in all views or only the side view (i know it is pronounced there...)? i will try some more stuff and i also want to make the hands a bit smoother--more graceful.
sheep--oops-- sorry about the forward motion-- it is just easier for me to animate the cycle if i see the character moving thru space-- i will change that-- about the toe stepping first--- well she is a pixie- a dancer/acrobat and the idea was to try to let her stay in character although doing a basic walk (she steps lightly & i think heel first can feel heavy-- at least when i animate it!) although i was trying a basic walk-- i am also working on a much more exaggerated walk & will post that soon-- to show more of her personality-- i will also check out more fashion model footage-- it is so challenging those walks-- because they are so subtle, the models hardly move at all from waist up!
thanks guys for the encouragement and i will try to post more soon--
SheepFactory
03-11-2004, 05:23 AM
she is not walking on tiptoes , if you want to give that lightstep fairy effect i would not make the heel touch the ground , right now it looks like a reverse foot contact.
Anyway good work man :thumbsup:
nomad_girl
03-11-2004, 05:27 AM
hey sheep!!!
i am a GIRL!! (nomad_girl!) :wavey:
ps. i will try what you suggested-- thanks!
SheepFactory
03-11-2004, 05:56 AM
lol sorry :) , cant tell from anyones nick , I am surely no sheep. :P
Ok,
here you go, this is a base walk where i start all my walks from. Its the standard 24 frame step. I'll do a happy walk tonight then sad.
Please right-click and save-target-as:
http://www.geocities.com/eekinc/walk_1.mov
eek
grury
03-11-2004, 06:43 PM
hey all, in the end i found some time to do a little cycle, its a guy walking on his hands, didnt use any reference and cos i cant quite act it out, I'm not sure how acurate it looks rite now.
its onlt the first pass, if i have time later will do sume overlaping on the spine, legs and fingers.
WALK01 (http://www.bunchdesign.com/grury/walk.mov)
Cheers
ok did another one,
http://homepage.mac.com/blitted/hw/JABcane.mov this one would represent an old persons walk "P
and here is a links to the original again just in case http://homepage.mac.com/blitted/hw/JABwalk.mov
dmcgrath
03-11-2004, 08:36 PM
Originally posted by nomad_girl
-- i will also check out more fashion model footage-- it is so challenging those walks-- because they are so subtle, the models hardly move at all from waist up!
thanks guys for the encouragement and i will try to post more soon--
I remember watching Tyra Banks do the catwalk thing on the Victorias Secret show, she really moved a lot. Maybe her (their) walks aren't the norm in the fashion biz. But if you could make you character walk like that, you could really have something there.
UnlikelyCorny
03-11-2004, 09:45 PM
Tried to find out why my character had a hunchback walk for a while till I discovered that the scapula bone had been stuck in an upright position all along.
By now I could do with a bit of feedback. I feel the walk has come to an agreeable state, but after such a long time of monitor-staring I probably will even define my 85 year old neighbour to be of an agreeable state.
a combinated side and front view can be found here (http://www.unlikely.nl/cgImages/woefwalkduocombi.mov) (1 mb)
a fullsized front view can be found here (http://www.unlikely.nl/cgImages/woefwalkFront.mov) (2 mb)
a fullsized side view can be found here (http://www.unlikely.nl/cgImages/woefwalkSide2.mov) (1.6 mb)
Going for a break now, will then do my best to supply the other session entries with proper feedback. From what I've seen up till now, it is all looking rather exciting.......
hideandfreak
03-11-2004, 10:25 PM
Hey all,
I am back again for session 3, yeh. I hope they keep these sessions going becuase it is really helping me to do the animation as well as looking at everyone else's.
Anyway . . .
Here is my walk cycle:
AR Walk Cycle Version 1 (http://www.aaronrobbins.com/temp/arWalk_v01.mov)
Thanks for looking and for any feedback.
Aaron
grury
03-11-2004, 11:55 PM
Geez updates are coming tick and fast, hard to keep up with all posts.
hideandfreak: the lower body is looking good, but the upper body still need some work, specially the arms, now they just too stiff, kinda distracts from the rest.
jab: I think it would help if the cane was just a wee shorter, now it doesnt feel like is helping him much moving. the old walk cycle looks pretty good tho, very fluid.
UnlikelyCorny: theres all sorts of weird stuff going on with you walk (unless it plays very jerky on my machine) that didnt seem to happen on your first versions.
eek: thats very good mate, nice sec motion on the tail, sweet.
LITTLE UPDATE (http://www.bunchdesign.com/grury/walk.mov)
Cheers
Grury
sheffdog
03-12-2004, 12:01 AM
First time poster.
Here are some walks I have been working on for the competition.
Let me know what you all think!
/\/\ason
3d Walks (http://www.mason3d.com/gallery.html)
hideandfreak
03-12-2004, 12:47 AM
Thanks gru,
I definately know what you are talking about, just not entirely sure how to loosen the arms up. I will give it a go and post later.
Thanks again.
Aaron
grury
03-12-2004, 01:50 AM
UnlikelyCorny: the arms seem to be the least of the problem, its the legs that spoil it, if u look on the side view the way the knee bend on the back leg, it goes from fully stretched to a sudden bend, which gives that popping effect, try playing with the vertical curve on the hips and it can easly be fixed (maybe starting bringing him down 1 frame earlier will sort the problem). Other thing that makes it look odd is the movement of the head going from side to side, its too exagerated for such a normal/realistic walk, try keep the head as straight as possible maybe just give it a up/down movement but nothing extreme..
hope it helps.
cheers
Grury
Andini
03-12-2004, 04:17 AM
This is my first Animation Challenge entry. I'm very new to animation and this is one of my first animations. The characters a little guy I modeled and rigged in Cinema 4D with boxes. I also animated it in Cinema while referencing "The Animator's Workbook" by Tony White. It's a bit quick but I'm not sure how to slow it down! :)
UPDATED Animation on Page 8
It's not in the specified "Side and Front View" but I want some input before I put up the final animation.
Please comment! I need all the help I can get!
-Andy
hideandfreak
03-12-2004, 06:29 AM
Hey Gru,
Your walk cycle looks sweet. Take it for what it’s worth, I am relatively new at this, but I had an idea on your cycle. What would you think about the legs being a little more scissored at the top, sort of bending and spreading a bit more to keep the character in balance. Right now they are swaying sort of in sync with each other which I assume is very hard to do unless your character is wicked strong. Anyways, good work, just my 2 cents.
Aaron.
andy_maxman
03-12-2004, 07:14 AM
chkd ur animation...was really something diff....looks fine to me.....
tho i thought if the head cud be looking ahead as to where he was walking wud be nicer.......and that wud cause the body to go in an arc...just a thought anyways....
heres what i worked on earlier........
a simple happy walk.....kindly play it using quicktime with loop option on......thank you.....looking forward for some feedbacks....
http://www.pandhicurry.com/anand/generiwalking.avi
( pls. right click save as it is around 1mb )
cheers!
:)andy
UnlikelyCorny
03-12-2004, 08:27 AM
Originally posted by Gru
its the legs that spoil it, .......try keep the head as straight as possible
Thanks Gru,
The jumpy leg I managed to do something about and I got rid of a lot of motion on the head. It all seems a bit calmer now. I still have trouble with some sort of jitter from when the knee in the front bends just before contact. I think it's due to the rolling foot pushing the kee up and forwards, while the ik on the foot itself is pulling it down and backwards........tried to smooth it out as much as possible, but I'm starting to think that I may have to change the rolling foot to a reverse foot in the end..
the new and improved side view can be found here (http://www.unlikely.nl/cgImages/woefwalkSide2.mov) (1.6 mb)
Purgpow
03-12-2004, 08:45 AM
Ok here is my first time posting any work on Cgtalk.
This is my first rough.
Purgpow walkcycle rough (http://www.nogenius.com/purgow_walk.mov)
UnlikelyCorny
03-12-2004, 09:34 AM
ok my humble two cents for those who want them:
@Purgpow - Welcome, hope it will be worth something for you. I guess your walk could do with a bit of hip and shoulder-swing and looking at the character I can imagine it would look nice if the top of the torso swings a bit back and forwards due to its size.
@andy_maxman - the music makes the animation feel as if it has a slight hick-up, but with the sound off that seems to be gone. decent generic walk, looking forward to a bit more of an expressive one.
@Andini - your animation goes a bit quick and walks offscreen (has to be a walk on spot anim in this case) Try to bend the feet when they touch the ground and rotate them a bit so they are not completely parallel but create a bit more of a V-shape.
@Gru - very nice indeed. One thing I still do miss is a feeling of the weight of the character when he switches from one hand to the other, it seems to go a tad bit too easy.
@HideAndFreak - nice character, I think he would benefit a bit though when he's hands would swing back a bit more, they seem to move a bit lineair as well. The feet are parallel as well and a suiting rotation may take the robotisme a bit out of him.
@Jab, works very well, two small things: 1 the foot and stick don't shift backwards in the same speed, the stick is already at rest when the foot still moves. 2: the arm is a bit in a stiff diagonal state as if there is no gravity.
@Eek, nice walk, only suggestion: bring him down a bit, get the feeling he's a bit high on his feet, but that could be personal off course.
@timsvw - I get the feeling there is a bit of a sway in the entire animation which is not intentional, but can't place it exactly
@NomadGirl - Models have the akward tendency to cross their feet over one another when they walk, maybe you could try that. The back looks too rigid to me.
@IvoD - It's gonna be a ball.......
grury
03-12-2004, 10:17 AM
Thanks Aaron, Andy and Corny, I'll look at those in a sec, I agree it lack a bir weight rite now.
Corny: looking at your cycle frame by frame i noticed that on 2nd frame its yo passin position but the hips are still down, they should be at highest at this point, it takes 9 frames to go from pass to plant and only 5 to pass again, this my be whats making it look odd.
grury
03-12-2004, 03:01 PM
Cheers guys, I worked on the issues u pointed, it feels much better now, but still not quite convinced about the weight of his body when he goes up..any sugestions?
HERE IT IS (http://www.bunchdesign.com/grury/walk.mov)
Cheers
UnlikelyCorny
03-12-2004, 03:24 PM
Hey Gru that looks so much better allready! The thing that would make it even more convincing is a small ballance adjustment from side to side when he lends to one side. Even proffessional acrobats wiggle a bit when their hands have to take on the sudden weight of their bodies. So let the body swing on a bit (1 frame?) sideways after the hand has taken on the weight. Or maybe put in a misiscule bounce in the Y direction when the weight comes down.....
Meanwhile I tried to look into the hip-thing you said, but can't agree with your findings. it may seem like this when you scroll, but I found the hip to move evenly over a sequence of 24 frames with the correct up and down points matching contact and passing points. I had altered the distribution of bodyweight forwards so The body would 'fall' a bit more on and after contactpoint, maybe that is what caused the problem. I've taken it out and udjusted some other small things, making the walk more generic and less pronounced. The result is a bit more boring, but is in the end probably better. Knees still jitter a bit (although less) and It seems I can't get arround this reverse foot thing, so I am afraid it is going to have to go.....
Anyhow here is the new version:
rightclick, save as etc. (http://www.unlikely.nl/cgImages/woefwalkSide3.mov)
grury
03-12-2004, 06:32 PM
Thanks Corny!
Heres the new update, it looks much better from the back view, side view still looks a bit to "easy"..anyway, open to sugestions
3/4 VIEW (http://www.bunchdesign.com/grury/walk.mov)
SIDE VIEW (http://www.bunchdesign.com/grury/walk02.mov)
BACK VIEW (http://www.bunchdesign.com/grury/walk01.mov)
Cheers
UnlikelyCorny
03-12-2004, 06:46 PM
excellent Gru,
The one thing I can think of is this: As it is quite hard to walk on hands someone will have constant small breaks while in a rest position. To emphasize weight you could have him land on his hand, re-ballance (small shift down and up and possibly sideways as well), than be still for a frame (or two) and from that restpos put some force into the next movement by lowering the body a tiny bit before raising the other hand to the next step.
Am I clear here or does it sound a bit vague?
Anyhow, you're doing great..........
hideandfreak
03-12-2004, 07:49 PM
Hey gang,
Gru: looking good, i tried walking on my hands last night to see if I could help you more but . . .it went badly, very badly.
I workerd a bit and the arms issues you pointed out. If you stare at my update for hours you can see some minor differences . . .j/k.
As always, thanks for looking and for any feedback.
Old (Static Arms)2.5mb (http://www.aaronrobbins.com/temp/arWalk_v01.mov)
and
Update (um . . .lest static arms ?) 3mb (http://www.aaronrobbins.com/temp/arWalk_v02.mov)
-Aaron
nomad_girl
03-12-2004, 09:57 PM
wow! this thread is very popular... so great that there is so much enthusiasm here.
i have a new walk i was working on-- something that shows the character's personality more--took a break from the other one-- now i will go back and work on the basic walk--
http://www.abedovia.com/dustin/animation_tests/WALK/dancewalk.mov
so much hard work going on here! i will try to write to some people who haven't gotten much feedback yet right now-- altho i want to try to write to all eventually....
**eyemagic-- i like all your cycles--i think i like happy best-- the hand flick is great for personality-- altho the secondary looks good at first glance i think it is a bit off with the beat-- but almost there. the sad is good too-- i see the emotion immediately- altho the animation i think is a bit too stiff-- should be more flexible-- i think that would add to his dejectedness-- the sneak is good too but there is a pop-- i think you have doubled up the loop key or something-- but great work!
**timsvw-- looking good-- i wish there was a frontal or side also-- the head looks maybe like it is bobbing a bit strangely-- i might push the cog up/down a bit more and there is an odd popping-- again i think prob might be the looping? that is distracting-- other than that i think it is a pretty good base walk
**age_1039-- good start with the blocking-- as it is a wip of course it is jerky-- li think you may need a few more frames as she brings her arm around and regains her balance for the next step-- will be better if we can see other viewports to make more comments--
**i have to comment on gru's upside-down walk! great job.. i know that is difficult- i have animated a handsprings cycle before and it is hard to visualize... what you have looks great-- i think that corny is right in his last post-- when you walk on hands unless you are an acrobat and smooth-- you will have little breaks as you regain balance so the steps will be more broken up with pauses-- (i know a cycle by nature is repetitious so hard to see this) good luck to pull it off! (also maybe i am wrong but it looks like your head motion doesn't cycle-- the bob shows in the first set of frames-- but it seems to lock up after the first cycle ends-- or who knows maybe i am crazy from looking at the monitor too long)
**eeek-- looks good-- look forward to see the character walks--
great work everyone & i will try to post on others next time i do an update--
ps- am i missing something or do 3 or 4 or you have that little blue guy model? i am getting confused b/c i thought it was the same person animating these different things? is it a stock model?
hideandfreak
03-12-2004, 10:25 PM
You may be talking about the Generi Rig and Model that was made by: Andrew Silke (Trigger UI selection by Hamish McKenzie)..
Its only avialable for Maya right now and you can find links to download it at Andrew's website:
http://andrewsilke.com/generi_rig/generi_rig.htm
Have fun.
Aaron
nomad_girl
03-12-2004, 10:53 PM
hideandfreak-
thanks for putting me in the know! XSI girl here.... so i didn't know about him-- it is a cute little model (-- i bet i could bring him in xsi as an iges and rig him up-- it looks like a fun model to animate-- thanks again--
your cycle is coming along well-- i think it is still a bit stiff-- maybe you need to smooth out the upper body and the head/neck with some offset? also i find that making the arms move in a sort-of figure eight type motion seems to add more fluidity-- if you look at your frontal view your arms look like they are just moving back and forth on one plane-- (in front and behind_ they need to move closer and farther away from the body too. right now it looks like he is marching (but maybe that is what you are looking for-- the character looks like he might march somewhere with that hat on)
:)
grury
03-12-2004, 10:54 PM
nomad_girl, thats gorgeous, what a fantastic idea, hats off... go girl go!
your old walk was looking quite good, but this one is far more interesting and original.
I just laughed my head off, imagining actually bumping into someone walking like that on the street.
yeah, i just realised that i forgot to copy the head keys, well spoted.
Cheers
Andini
03-13-2004, 01:28 AM
I went to Borders today and bought "The Animator's Survival Kit" and employed some of the ideas in it about a standard walk cycle. I also put some of Corny's suggestions in here. This is the format it's ACTUALLY supposed to be (Front/Side View with cycle only.
Walk Cyle UPDATED: Quicktime 1.98MB (http://www.andyluttrell.com/3D/WalkCycle.mov)
Please give your input. I'm still a beginner and this is my first walk cycle! :bounce:
-Andy
hideandfreak
03-13-2004, 02:53 AM
Thanks nomad_girl. He was supposed to be marching but after a few hours of tweaking Im not sure what he is doing. I guess I was going for a happy march. I hardly ever look at my animations from dead on straight. I am learning that looking at things from different views really helps one spot the weak parts. Anyway, thank you very much for your comments.
I have seen a few posts (i think at cgchar) of people looking for free XSI models and rigs like the generi one. Maybe you can talk with Andrew about porting his Generi, Im sure the XSI community would be stoked.
I think that is it for me and session 3, I have to get cracking on the 10second club file for this month.
Thanks again,
Aaron
SheepFactory
03-13-2004, 06:02 AM
nomad_girl: Nice walk , but you are breaking the arcs with the arms. More sweeping motion will make it look better , use ghostkeys for xsi if you arent using it already to check your arcs.
grury
03-13-2004, 05:33 PM
Time for a little update, I made it a bit less cyclic, although it still works as a loop.
UPDATE 75783234 (http://www.bunchdesign.com/grury/walk.mov)
what you think??
Cheers
hideandfreak
03-13-2004, 07:07 PM
Andini,
I saw your first post and I must say the new one you posted looks much better. There are still a lot issues with the movement, but its clear you are trying to use the poses that define a cycle. Good job and keep at it.
-Aaron
SheepFactory
03-13-2004, 10:12 PM
Andini:
your feet are going all over the place , open up the curve editor and flatten the Y curve so the feet stays planted during the step.
looking much better than the first one,
Age-1039
03-14-2004, 03:20 AM
Alrighty then everyone, here's my second WIP. I gave this lady much more upper body movement, and also gave her right foot a bit more movement. There are still things that i need to tweak, but i'm hoping for some good feedback to see if there's anything i'm missing ;) . Everybody's stuff is looking great!!!
http://members.aol.com/ageanimation/walkWIP.avi
(DiVX)
grury
03-14-2004, 12:13 PM
Well, unless anyone has any sugestions/comments, I'll call this my final version.
FINAL RENDER (http://www.bunchdesign.com/grury/walk.mov)
Thanks all for the help and valuable feedback.
Bring on the next challange!
Grury
nomad_girl
03-14-2004, 04:44 PM
hi--- here's an update on the first walk-- i went back and looked at some more model footage & tried to take you guy's suggestions-- pushed her upper body back a bit from the cog and tried to make her "strut" a little bit by making the feet step more in front of the body - still need to make the fingers/hands a bit more graceful--
http://www.abedovia.com/dustin/animation_tests/WALK/catwalk.mov
- sheep i will try working with the feet later-- didn't have enough time right now.. good idea with the ghost keys on the dancewalk (other walk i posted) -- i will try go back and try to maintain the arcs-- i know what you are talking about-- i was having some problems with the rotations...when you do extremes and the arcs overlap it gets weird sometimes (or its probably just me) just need to take more time with it i guess.
thanks so much for your encouragement gru! that character is an acrobat/dancer and i always feel like when i animate her she needs to be onstage with cirque du soleil (which was one of her inspirations)-- so i like to do quirky movements with her-- your walk is looking great! i really like it, esp now that you have it more irregular-- it is hard to do that with the cycle. if you have time would be great to see more of side view-- did you animate the ankle/foot/toe bones? everything else looks very smooth and moving-- just hard to see those bones in the view you show... the feet themselves look just bit stiff -- maybe b/c everything else looks so good-- i think the feet would move just a bit too in reaction to the pressure of the ground. other than that-- i think it is looks super!!
hey age- i think your walk is coming along well-- the timing is good-- if you see in your front viewport you are moving the body on almost all one plane--i see you have moved the cog & upper body along X to respond to the limp which looks good- i think there would be an offset on the upper body in relation to the lower and also the head would react and also have a delay which would accentuate the pain of the limp (seems you only have it animated on Z right now)-- i think also it is a bit jerky still. this will be tricky b/c you have to make it "jerk" in response to the limp-- but on the recovery i believe the animation should then be smoother. same deal goes for the arm in my opinion-- you need more delay on the second arm bone and hand to make it look more fluid-- also i don't know if you are constraining her right arm to her hip to hold her leg? that is the way i would do it-- and then i would animate that arm roll in order to have motion on that arm- and maybe some finger clenching to indicate pain- right now i cannot tell if it is moving at all.-- that is a challenging walk-- great so far!
grury
03-14-2004, 05:26 PM
Thanks Nomad_Girl, i did animate the feet, but only the toes, cant really see that on this shot i guess. I agree that it needs a subtle movement on the ankles as well, will try that next time, and will render a side view.
As for your animation, nice gentle and graceful walk, althogh it feels to me that lacks a bit of pace, i would loose perhaps sum 4 or 5 frames per stride. just a thought.
Cheers
grury
03-15-2004, 12:55 AM
...hmmm, guess that will be it, the feet feel a bit to floppy on the side view, but they look ok on the perspective view, so i guess will leave em as they are for now
3/4 VIEW (http://www.bunchdesign.com/grury/walk.mov)
SIDE VIEW (http://www.bunchdesign.com/grury/walk02.mov)
cheers
froggyplat
03-15-2004, 05:29 AM
Well, here's a first pass.....
boxWalk (http://www.digiwonk.com/images/AnimWalk01.mov)
nomad_girl
03-15-2004, 06:17 AM
gru-congrats!-- i think your cycle really looks great!! you got a great sense of balance and weight and i know that was hard to do imagining upside-down. i agree with you-- the feet look good in the persp view-- but they are too loose in the side.... oh well-- it just goes to show you always have to animate for the camera in the end anyways!! i actually had a few shots in my reel that the poses look good from the camera i shot from-- but if you looked from another angle-- well it looked kind of strange--
i did some quick retiming tests to check the pacing that you suggested-- if it plays a bit jerky its because i did it in aftereffects so i could see results quickly. (if i scale the keys in xsi i have to go in and play with curves and stuff-- so it takes a lot longer to see results) if you have some time let me know what you think--
ORIGINAL PASS: (60frames for both steps) http://www.abedovia.com/dustin/animation_tests/WALK/timing_tests/catwalk_60F_ORG.mov
RETIMED AT (55 frames for both steps)
http://www.abedovia.com/dustin/animation_tests/WALK/timing_tests/catwalk_55F.mov
RETIMED AT (50 frames for both steps)
http://www.abedovia.com/dustin/animation_tests/WALK/timing_tests/catwalk_50F.mov
just for kicks-- RETIMED AT (45 frames for both steps)
http://www.abedovia.com/dustin/animation_tests/WALK/timing_tests/catwalk_45F.mov
i think maybe i should go at like 52 F-- but tone down the head bob? when it speeds up it looks like her head is bobbing too much---
best!
Purgpow
03-15-2004, 07:26 AM
All right here is my First Update after the rough.
Thanks for the comments.
Updated Purgpow_walk (http://www.nogenius.com/purgow_walk_update.mov)
DigiLusionist
03-15-2004, 07:43 AM
Here's a link to Bloopy's Walkcycle v2. It's a .zip file.
http://vbulletin.newtek.com/showthread.php?s=&threadid=19579
Hi,
This time happy/proud walk. Took around 2 hours to do...
Please right-click and save target as:
http://www.geocities.com/eekinc/happy_walk.zip
eek
grury
03-15-2004, 11:55 AM
Hey Dustin, my money is on the 50 Frame or even 48. Just been looking at some footage I shot last month during the London Fashion Week and I notice that models walk quite fast, otherwise would take forever to go from end to end of the catwalk. Agree with you that u need to tone down the head a wee bit.
btw looked at yo site, love that your short, but all the other links seem to be broken.
Purgpow: nice cycle, although would like to see a side view, somehow (maybe cos of the perspective) he seems off balance and leaning a bit too much forward, like he's been pulled by some strange force.
...or maybe is just me :hmm:
Cheers
Grury
nomad_girl
03-15-2004, 04:15 PM
hi gru-- thanks for the feedback that's a good point about the runway-you're right-- i guess they do have to move fast i'll try to find time tonight or tommorrow and adjust the timing to a 48F or 50 and post again. also hope to find time to try to work on the arcs on the other.
thanks for taking the time to check out my site-- i guess the vfs server is slow today-- the links to all my movies are working-- (at least for me i just checked) EXCEPT for the ones (3) for my video project Tao-- i will fix those today.
purgpow-- i agree with gru on your cycle--he looks a bit off balance and pushing forward--and i also think that the wrists are quite stiff--and because the fingers are so spread out in the pose it makes him look a bit mechanical--i think if you make his hands move a bit & perhaps clench into fists it will really add to the character of your walk. other than that is coming along well!
digilisionist-- i can't see your link? appears broken--
DigiLusionist
03-15-2004, 06:04 PM
nomad_girl> It's Newtek's site. It was down this morning but it's back up.
If you guys could, please check out the anim. I'd like your feedback. Thanks!
http://vbulletin.newtek.com/showthread.php?threadid=19579
nomad_girl
03-16-2004, 01:28 AM
hi digilusionist-- can you post the link to your animation in this thread? that link you posted just goes to another forum's thread-- won't let me download unless i sign up as a member etc... you will probably get more feedback if you just post the link here so we can just grab it here--
hope to see it soon--
thanks--:)
RobertoOrtiz
03-16-2004, 06:15 AM
Ok I am putting my neck on the line.
I have never animated anything in my life, so feel free to tear it apart.
>>3/4 view<< (http://66.242.144.2/mov.zip)
>>Side<< (http://66.242.144.2/mov2.zip)
>>front<< (http://66.242.144.2/mov3.zip)
-R
grury
03-16-2004, 10:40 AM
Hey Roberto, not a bad cycle for a first atempt..
he's walkin in kinda slow mo rite now, maybe you should shorten the stride in a couple o frames or so, he seems to be walking in some sort of a milatary march, the way he stretches his passing leg forward and then bring it down, maybe you can exagerate this a bit more. look on the curve editor for the feet Y curvesand make em linear when they planted on the ground (same thing goes for the hips), now his feet are going trough the ground giving a feeling that he's wanling on something very soft.
Hope it helps and makes any sense.
Cheers
Thierry HL
03-16-2004, 10:48 AM
nice work everybody
regard
froggyplat
03-16-2004, 06:20 PM
the second pass loosened up his arms and back a bit, but he's still really stiff...i think his leg motions are too linear. i'll fix that in the next pass.
boxWalk2 (http://www.digiwonk.com/images/AnimWalk02.mov)
dmcgrath
03-16-2004, 07:51 PM
Hey froggyplat
It's getting there, not too bad, everything is proportional, but now you need to lengthen his stride. He is barely stepping the length of his own feet. Try lengthening his stride by about three foot lengths at least. Then you will have to change everything else; arm swing, hips, heand bobbing up and down. But it will start to look a more like a regular walk.
Good luck
RobertoOrtiz
03-17-2004, 06:17 AM
Originally posted by Gru
Hey Roberto, not a bad cycle for a first atempt..
he's walkin in kinda slow mo rite now, maybe you should shorten the stride in a couple o frames or so, he seems to be walking in some sort of a milatary march, the way he stretches his passing leg forward and then bring it down, maybe you can exagerate this a bit more. look on the curve editor for the feet Y curvesand make em linear when they planted on the ground (same thing goes for the hips), now his feet are going trough the ground giving a feeling that he's wanling on something very soft.
Hope it helps and makes any sense.
Cheers
Thanks for your comments.
OK I retimed the whole thing.
Here is my latest update.
>>3/4<< (http://66.242.144.2/movA.zip)
>>Front<< (http://66.242.144.2/movb.zip)
>>Side<< (http://66.242.144.2/movc.zip)
-R
froggyplat
03-17-2004, 06:37 AM
Originally posted by dmcgrath
Hey froggyplat
It's getting there, not too bad, everything is proportional, but now you need to lengthen his stride. He is barely stepping the length of his own feet. Try lengthening his stride by about three foot lengths at least. Then you will have to change everything else; arm swing, hips, heand bobbing up and down. But it will start to look a more like a regular walk.
Good luck
thx, i'll see about fixing that on the next pass.
Purgpow
03-17-2004, 08:41 AM
oK
ok here is the next updated one
a side and front view.
Side view (http://www.nogenius.com/side_walk.mov)
Front view (http://www.nogenius.com/Front_walk.mov)
SheepFactory
03-17-2004, 06:01 PM
Here is mine:
http://ali.cgcommunity.com/walk/side.mov
http://ali.cgcommunity.com/walk/front.mov
http://ali.cgcommunity.com/walk/pers.mov
to loop save to your hd and play internally.
Cheers :)
pepsee
03-17-2004, 06:21 PM
My first cycle walk, made with Cinema4D
cheers
walk cycle (http://oyaka.free.fr/fc4d/divers/statue05.html) Pers
froggyplat
03-17-2004, 06:34 PM
Sheep: Lookin' good! I like the back and hip twist. One thing I noticed is the toes may flop a little too much. The hips could show more weight by having some drag on the rebound between steps (something I'm trying to work into my guy, too).
TANGOMAN
03-18-2004, 09:39 AM
Hi,here´s a dancing walk I did for my Demoreel :
**DISCO** (http://www.vss-solutions.com/tangoweb/disco.avi)
"Edit : Now is working:thumbsup: "
SheepFactory
03-18-2004, 04:33 PM
Originally posted by TANGOMAN
Hi,here´s a dancing walk I did for my Demoreel :
**DISCO** (http://www.vss-solutions.com/tangoweb/dance.avi)
dead link
BadMange
03-18-2004, 06:37 PM
Alright, one day before the deadline! I know my cycle needs work, but here's what I have so far (character courtesy Andrew Silke). I apologize if the flower bouquet is distracting, it's for a short I'm working on.
Front View:
http://stu.aii.edu/~ck3312/walkcycle/generi_front.avi
Back View:
http://stu.aii.edu/~ck3312/walkcycle/generi_back.avi
I'm looking forward to people's comments so I can improve it, so critique away!
-Bad Mange
PSekal
03-18-2004, 07:04 PM
hi here is my walk cycle Sorry for soo late but i was a little busy at my uniwersity
walkallviews (http://www.pjwstk.edu.pl/~s1991/walkall.avi)
sorry for my english
BadMange
03-18-2004, 09:16 PM
What codec did you use? I thought I had nearly every popular video codec installed and Windows Media player says codec not found...
-Bad Mange
Age-1039
03-19-2004, 04:24 AM
Took me a bit, but i finally updated my walk. This is my last entry, therefore my final for the contest, but i'm still gonna work on it, especially the ponytail. Thanks for all the comments and crits, they helped me ten-fold!
http://members.aol.com/ageanimation/walk_final.avi
(DiVX)
And i just wanna add that i saw so many cool walks in this contest! You guys rock:buttrock:
Purgpow
03-19-2004, 08:18 AM
ok its the last day
so this is my last.
Front (http://www.nogenius.com/Front_walk.mov)
Side (http://www.nogenius.com/side_walk.mov)
Pre (http://www.nogenius.com/Pre_Walk.mov)
Thnaks for the fun
wen_art
03-19-2004, 09:54 AM
http://home.pchome.com.tw/web/wen_art/NormalWalk.avi
This is my first walk cycle. I saw everyone's work. It's pretty good.
:beer:
grury
03-19-2004, 11:15 AM
Very good stuff everyone, come on theres only few hours left for the end of the challenge.
Age_1039: your walk feels far too exagerated for such a realistic model, specially on the upper body, the bending on the spine and head is a bit over the top, it maybe would look good in a more cartonny type of character but not not on a human like characeter.
Purgpow: very nice, my only sugestion would be to close his fingers into fists, would make it look much more mean and powerful
wen_art; PSekal: very nice and fluid cycles, well done
Cheers
BadMange
03-19-2004, 06:22 PM
Hey Gru, ya passed me up! Would you mind taking a look at mine, too?
SheepFactory
03-19-2004, 06:47 PM
yea me too gru , whats up with that :P
thanks everyone for participating in this challenge , the next one will be quite challenging and will run for one week instead of two this time.
tune in tomorrow ;)
PSekal
03-19-2004, 07:26 PM
Thx for the comment Gru
badmange: I like your cycle maybe feets need a little more fluid
as for codec i use Divx 5.1.1
Age_1039 i agree with Gru the upper body i too exegeretet especialy neck and head
wen_art your link is death for me
i can't wait for next challange i hope i have time to create more then one entry
PSekal
pepsee
03-19-2004, 10:05 PM
Hello everybody
Side (http://oyaka.free.fr/fc4d/divers/cycle_side.html)
Front (http://oyaka.free.fr/fc4d/divers/cycle_face.html)
Perspective (http://oyaka.free.fr/fc4d/divers/cycle_pers.html)
regard
wen_art
03-20-2004, 12:19 AM
http://home.pchome.com.tw/web/wen_art/NormalWalk.avi
Thank Gru, I think this is a good practice.
Psekal,your walk is pretty good~.Maybe you can make your wrist more smooth.
It's looks too hard when your character swing the arms.(just my opinion^^)
:thumbsup:
BadMange
03-20-2004, 06:08 PM
PSekal-
I like your walk (how'd you get all four views in one shot?), but I think he needs to lean a forward a bit. Walking is falling and catching yourself over and over, as Richard Williams says. Also, his head needs to bob up and down, possibly side to side, just a bit. Other than that, the cycle looks good!
-Bad Mange
SheepFactory
03-20-2004, 08:53 PM
This session is officially over.
I'll announce the next one later today.
Thanks everyone for entering and looking forward to your participation in the next one also!
Ali
grury
03-20-2004, 09:10 PM
hey BadMange, i do aapologise :blush:
yo cycle is quite good, he just needs loosen up a bit, feels a bit to stiff, on upper body and arms, is looking a bit to mechanical..also a side view would help.
Hey Sheep I wonder what you have up yo sleeve for us this time around..looking forward.
cheers
PSekal
03-20-2004, 10:38 PM
hey badmange
thx i try to correct this as for the views
i just import 4 scens with walk to the new scen and rotate character node for them
splintah
03-22-2004, 11:41 AM
wow
i missed that one
but i´d like to show you my walk/runcycle anyway :D
did it this summer:
my first walkcycle:
walkcycle.avi (http://kris.core.at/escape/newstuff/07ratto3.avi)
AND
jumpcycle.avi (http://kris.core.at/escape/newstuff/11RATjumpcycle04.avi)
sorry for posting even when its over :blush:
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