PDA

View Full Version : Character Animation: GameJoe


thanospkc
03-11-2004, 11:03 PM
I have tried to create an animation targeted for game companies in which this character can walk run jump kick and punch. Please tell me if this animation is good enough to put in a demo reel. I know there are problems with the surface plane and clipping, if anyone can tell me how to fix that problem please let me know thank you.

here's the link:
http://thanospkc.home.comcast.net/download/gamejoe.mpg

UPDATE: 2004/03/18
I brightened up the lighting and locked the camera in 3 positions: Front, Side, and Quarter view. Here are the respective links:

http://thanos.onasoapbox.com/download/gamejoefront.mpg

http://thanos.onasoapbox.com/download/gamejoeside.mpg

http://thanos.onasoapbox.com/download/gamejoequarter.mpg

gaggle
03-12-2004, 12:23 PM
The jump, I feel, doesn't really work. If you can brighten up the render so it's clear whats going on I doubt that'd hurt as well, but I think the jumping is the weakest part.

jporter313
03-17-2004, 12:24 AM
lock off the camera. It makes it hard to analyze the animation with that rotating camera. I have been told by several people who review animation demo reels that you should do this. If you want to show the cycle from different angles, do a few cycles of one angle then a few cycles of another angle, etc, rather than a camera move.

thanospkc
03-19-2004, 12:41 AM
Thanks for the advice jporter313. I have uploaded the locked camera views and posted the links up top.

gaggle: what part of the Jump should I be focusing on to look better? Should I take it out all together? How's the lighting now?

jporter313
03-19-2004, 02:09 AM
Hey Thanos,

ok, much easier to see. I would take out the waiting cycle right at the start. Maybe just have one round of it so the animation doesn't jump right into the action. But right now, that amount of waiting is gonna' turn off people looking at your reel. Show it in the middle instead.

The kicks and punches have a lot going on, I'd have to look at them a bit more to give a good crit.

The walk needs a kickback on the back foot as it lifts. This is something that almost no-one I see on here does, they all just sort of tilt it back. Try flipping the foot backward a little bit, as it pulls through, my Pixar teachers always emphasized this. This will give it more impact. I think Dick Williams shows this in the animators survival kit. Also watch on the legs, the IK seems to be pulling the foot at some points giving it a bit of a bouncy feeling that I don't think is intentional.

I think the jump is a good start, but you have to work on the impact, right now, he absorbs the impact in his legs and it doesn't affect the rest of the body at all, make it follow through up the body as he hits.

Also, you might want to put some sort of a dialogue scene on here, I think most employers, even game studios will want to see that.

Sorry this is kind of rushed, I'm running off right now, I'll crit more later if I get a chance.

Justin

jedmitchell
03-19-2004, 04:35 PM
the biggest problem I saw was with the hips. besides everything jporter313 said (which I agree with), his hips also seem very static, especially when he's between major actions. in the jump as well, his hips keep a very level, even motion. they should react more to his shifts in weight and his movements. in the walk as well, I don't feel like his center of gravity is moving appropriately. most of the major moves felt lively and timed well though, so keep hitting it up and I think you'll have it pretty quickly.

CGTalk Moderation
01-17-2006, 04:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.