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View Full Version : Character Animation, Acting Test, UPDATED


acrouch
09-27-2004, 09:56 PM
Thanks for all of the great critiques and comments! Itís tremendously helpful to get everybodyís perspective. I uploaded an updated version of the original animation for your perusal:



DOWNLOAD UPDATED VERSION: 1.4 MB MPG (http://www.aresanimation.com/Cosmo02.mpg)



DOWNLOAD ORIGINAL VERSION: 1.4 MB MPG (http://www.aresanimation.com/Cosmo.mpg)



The most common comment I have received from various sources was regarding the overall snappiness of the animation. I have done some adjustment to the breakdown keys to help smooth over the movement. The shoulders, hips and feet were not adequately accounted for in the moves, so I took the advice of those who mentioned this and I believe I made some improvements there. I didnít make drastic changes to the original poses at key beats, however. I wanted to improve what is already there without making any huge changes to the characterís performance.



Thanks again for all of your generous help and encouragement.



Alex



Please visit my site: www.aresanimation.com (http://www.aresanimation.com/)



http://www.aresanimation.com/Cosmo02.jpg

Game-boi
10-05-2004, 09:32 PM
The Snapping is odd. I know that the audio is very tense and Kramer typically moves in jerky stop-and-start movements, but these movements don't exactly translate to cg well. Look at the right arm on "trying not to be me". It doesn't look natural. It's linear, and puppet like. I think you've got the rhythm of the sample, but it's like you're animating the limbs rather than the whole body. Some of the movements made by the arms should be felt in the torso and legs. Look at the hip and right leg movements on "who I was". The hips stop moving before the foot is firm on the ground. A person/character can't do that. The hips would still be moving even after the foot is placed down.

I think you need to look at your graph editor a look at how little secondary animation you've put in. The piece really demands more fluid movements. Actions need to blend into the next and the next and the next.... naturally. Act out the movements yourself. Try to feel the secondary animation in your limbs.

I hope this helps.

-Chris

Anim_Changes
10-06-2004, 03:37 AM
My comment is prolly the exact opposite of the above poster, which isnt to say either of us is wrong or right.
Honestly, I liked your older version better, before you did all the new hip bouncing and such. You established a 'snappy' style and remained consistant the first go around. The second update seemed a bit confused and just distracted me alot.
If you're gonna get into all the secondary, overlap, smoothy stuff with him, then yeah,..I think you have alot of graph editor time ahead. In which case, I'd start over, removing alot of the current poses to accomodate the extra frames needed, but save this guy as is(well, the first version) because I think he is a character in his own 'snappy' right. : )

my 2 cents,.
-TT

WillieT
10-06-2004, 03:50 PM
It is a bit snappy,, pose to pose.. for my taste,, the part where he says "im trying not to be me" looks like the motion should happen just a fraction of second before he says the words... when gesturing,, most of the time we speak with our hands so very slightly before we actually say the words, for that comment, he appears to do the opposite and it happens so slightly after he speaks..

"and that's who I'm gonna be" the point in this,, rocks!!! very good

acrouch
10-06-2004, 08:25 PM
Thanks for the feedback! I am starting this one over again. I think I overworked this one anyway.

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