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ace4016
10-07-2004, 05:20 PM
I've been working on making my vectorman model run for a little over a week I think. I am new to animating so progress has been kind of slow. There something about the run that seems funny but I cant put my finger on it. I also have to fix the arms because everytime I move the forwards or backwards for the balance in the walk the elbows move around and I can't get it to stop flapping about, but i dont know how to ix it.

heres a link to the animations, the second run cycle is the most current so I would look at that one instead of the others; the walk cycle will show you what I mean about the arms flapping:

http://www.geocities.com/dante_4016 (http://www.geocities.com/dante_4016)

I would appreciate any help.

CoreyJAvitar
10-08-2004, 03:36 AM
I would suggest taking video or maybe a disney animation and rotoscoping directly to it.

This will give you the feel for the phisics and subtle nuances inside a run cycle.

Best of luck!
_CoreyJavitar

titaniumdave
10-08-2004, 03:48 AM
His legs seem extremely rigid, they don't bend at all. Also the feet seem to keep the same pose with no movement in the ankle at all. The last step seems like hes gliding. I suggest looking at this for some reference.

http://web.inter.nl.net/users/anima/chronoph/motion/index.htm


As for the arms flappling around. Are you using ik? If you are don't, use fk. The problem is probably caused by your pole vector.

ace4016
10-08-2004, 04:25 AM
Thanks for the tips. About the his legs....maybe they would look like they bend if I showed the bones. Just a little question; should I add clavicle bones?

titaniumdave
10-08-2004, 04:01 PM
Thanks for the tips. About the his legs....maybe they would look like they bend if I showed the bones. Just a little question; should I add clavicle bones?
The would look like they bend if the foot moved higher up. :) For the clavicle I'd say yes because now that I look at the shoulders they don't move at all. There should be some forward/backward and up/down motion.

ace4016
10-08-2004, 05:47 PM
That link you gave me showed how high the foot goes. I thought if I went that high i would be over exaggerating, then again I didnt have any running refrences and its hard to run inside a dorm room. I aslo forgot to add a recoil step, although if I was able to make the skeleton the way I wanted to his recoil step would be where the balls come closer together; he can't move too human.

One more thing, do you know a good tutorial for setting up an FK arm? The only think FK on this guy is the hands.

ace4016
10-09-2004, 11:51 AM
I tried fixing he walk a bit on my freetime this week. I also fixed the problem with the flapping arms.

heres the link again, its Vectroman run 3:

http://www.geocities.com/dante_4016 (http://www.geocities.com/dante_4016)

I know I still have to smooth out the walk and all from the side and I didnt mess with the arms since I was pissed off at them for a while. I dont have an experienced eye so do you guys see anything else thats a problem (hips and legs)?

titaniumdave
10-09-2004, 01:54 PM
One more thing, do you know a good tutorial for setting up an FK arm? The only think FK on this guy is the hands.
What program are you using?

ace4016
10-10-2004, 08:09 AM
3ds max 6. I think I fixed the problem wiht the arms flapping though, justed needed a point helper for each arm to aim at. I can always make the hands independent of the arms. The onyl FK arm setups I found wouldnt have solved my problem with the flapping except for Paul Neale's, but I used that setup for the arms before I re-rigged him.

bawhabmw
10-10-2004, 02:36 PM
This is how I got started... by looking at Pixar and Disney stuff and looking at reference.

here is some reference:

2d walk (http://www.idleworm.com/how/anm/02w/walk1.shtml)

Carlos Baena's resources (http://www.carlosbaena.com/anim_material.html)

ace4016
10-10-2004, 02:47 PM
Thanks for the links. I used the 2d walk link before to know which keyframes to make (contact, recoil, pasing, high point). The tricky thing is the recoil (in the third animation i think), i dont know whether to make him not go down as much or to kind of slow down the recoil a bit and speed up as he recovers. checking out the second link right now, thanks again. Oh yeah, know a good place to get pixar/disney clips of characters walking/running/jumping?

ace4016
10-16-2004, 11:16 PM
I started over with the animation from scratch. Its a step backwards from the last animation I had but way better then my first try was.

The animation is vectorman run 4 - http://geocities.com/dante_4016

I havent added shoulder movement or really wokred on the arms since I was trying to perfect the hardest part of the run which, for me, is the legs and hips. I dont really have references to work off of other then the Muybridge clips but that only helps with the poses which I have down. I am not sure but to me it looks like the run needs to be faster or he needs to move forward farther. What do you guys think? Oh, and do any of you guys have a little clip of a run that also shows displacement, not just running in place?

Vectorman runs like he's human except for his shoulders and arms which are a bit over exagerated in their movement, that is also why I didn't include those yet.

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