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View Full Version : Jump, Green Guy. Climb!


KevinKraeer
01-26-2005, 05:55 PM
More character studio madness. This is just a small piece which fills a few previously unused seconds on the reel.

http://www.kraeeranimation.com/climb.mov

Here's one with the biped showing:

http://www.kraeeranimation.com/climbBones.mov

http://www.kraeeranimation.com/climbCamA0050.jpg

Let me know what you think!

emonimo
01-27-2005, 06:05 PM
Nice movement Kevin, but I'll add a little more muscle tension when he is climbing, and some more secondary animation with his legs .... nice work ...

KevinKraeer
01-27-2005, 06:12 PM
Thanks man, I'll work that in this weekend.

I see where you're coming from, he needs a little more snap in the actual 'pull-up' movement.

seankeeton
01-28-2005, 05:47 AM
Okay, this is in regards to the clip of the guy climbing. Overall the broad motions look good, but it could be tweaked a lot.

You are looking for as much change in your animation as possible. You start out with the guy hunched over. Instead start with him standing up, arms straight, back arched back, and looking at the platform. Then when he anticipates the jump have him bend down more than he does and bend his arms at that point. When he jumps you then have his arms drag a few frames behind him, which causes them to go straight again. He then bends them midway through the swing up and straightens them out to reach as high as he can and grabs the ledge. Also, delay one of the feet so that they don't both leave the floor at the exact same time.

When he's swinging on the ledge you will get a lovely whip like effect if you have the stomach bend first then a frame or two later the legs move, and then the feet move a frame or too after that. Each part moving just after the part before it down the chain.

It looks stiff when he is adjusting himself on the platform (before he starts to stand up). The acting is fine, but get the spine and the head into the action.

It's also stiff when he stands up. Delay body parts, get some ease in and ease out going on. In particular, he has this exaggerated overshoot, but it doesn't even cause his head to bend. Have that overshoot too, and delay it just a frame or two behind the body.

I hope all that helps! :)

KevinKraeer
01-28-2005, 05:17 PM
Hey thanks Sean. I agree that the legs need to be more out of synch. I tried to add that after I'd laid in the base motion, but I think I need to exaggerate it a bit more.

As far as having him come down further in the beginning, and swing his arms more, I'm a little wary of adding that much anticipation...one of the problems I was having before was that my work - in general - was too floaty and lacked 'snap'.

Consider this piece, which I did last year this time: http://www.kraeeranimation.com/html/movies/fightW1.mov

I finished this piece last January and considered it some of my best work ever...only to have it panned by contacts at Disney, a couple of video game houses, and highend3D.com. I think a big part of its problem, as I look at other artists' work, is that it lacks snap. Another big problem is that I anticipate each move so much that the choreography almost becomes comical.

So, I think from reading your remarks that I may be going too far in the other direction now...it seems that my work is now too stiff! I still haven't found the balance I guess.

I'm starting to think that truly great animation is equal parts stiffness - when necessary - and floatiness like in that Indy piece I made - when necessary. It's figuring out when each one is required that takes practice. Heh, maybe that's just common sense.

Thanks for your comments. I'll be re-visiting this piece this weekend, and see what I can rework successfully.

endorph1n
01-29-2005, 04:50 PM
I like it.. looks alot more realistic than your other, older piece.. one thing that bothers me however is how easy he pulls himself up, I think any normal person would put his elbows on the ledge as soon as he cans (like halfway thru the lift), sortof take a bit of rest, then rearrange the grip alittle and get ready for the final lift to get a knee up.. you could also tilt him a bit more when he tries to get his knee up..
hope you see what I mean :) good luck

KevinKraeer
01-30-2005, 11:39 PM
Updates. I didn't render, since Final Gather takes 30 or 40 years to do one frame.

http://www.kraeeranimation.com/climbRev.avi

I added spine/head movement at the end, and added a bit more anticipation at the beginning.

Let me know what you think!

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