View Full Version : Fundamentals - Lift a box
InAction 05-21-2005, 03:23 PM Hello folks,
Edit - The file you're downloading from these links is indeed a .zip. So, download the .zip and extract it.
a little while ago I though it was time to start animating in 3d. So I decided to make a simple animation containing Lowmax (Lowman for 3dsmax) lifting a box. After an evening blocking out the animation, next day finishing most of the things up. Then noticing the first half of the animation became 'corrupted' or something, I tuned the last part. The corrupted part is before what is happening in this clip.
Anyway, here it is. I hope it's okay for my first character animation and I hope for some C&C. I do know that his movements are a little robotic. I need to know more about the depths of 3dsmax and the way you animate in it. :drool:
http://hem.passagen.se/dennylindberg/3d/boxlift.zip
Software: 3dsmax
Time taken: Around 10 hours, the 'corrupted' part included.
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InAction
05-21-2005, 07:49 PM
Update - http://hem.passagen.se/dennylindberg/3d/Boxlift2.zip
I fixed alot of things in this version. :)
InAction
05-21-2005, 08:47 PM
Update - http://hem.passagen.se/dennylindberg/3d/Boxlift3final.zip
I guess this is the final version. So, I won't make any updates. Quite funny that I got no crits during the creation of this. :shrug:
pollywoggles
05-21-2005, 09:13 PM
Hey, I'd love to comment. When I click on the link, I get a notification from my firewall that it blocked pop-up and a zip file from being downloaded. Is there a way to just set up the video file to play in the browser when clicked?
InAction
05-21-2005, 09:38 PM
The thing is that the .zip is the file you're going to download. The host doesn't allow to upload .avi-files and then run them, it's really odd. So, just download the .zip and extract it. I don't have any other way, sorry.
Try clicking this link;
http://hem.passagen.se/dennylindberg/3d/
You should be able to see the files.
Arcon
05-22-2005, 03:03 AM
i was able to download boxlift3final from your site listing.
overall the character's movements are very linear and rigid, and the weighting/timing of the box felt just like a slow-down effect, not giving a feel of mass. its ok to start out with simple characters like that but i would refine the essential animator's skill: observation.
i think you're animation skills could benefit mostly from watching live action of this exact scene (or act it out, and feed DV into your computer for reference). master a realistic box-lift first, then feel free to stylize/cartoon it, speeding up or overweighting it where u think it could work.
pollywoggles
05-22-2005, 09:37 AM
Hey! I like where you're going with it.
Here are a few suggestions... when the lefthand drops from frames 56 through 65 the movement is a little linear. It feels very IK, it would be great if you could add a little more arcing... actually, when the right hand moves forward to clasp the left hand (a few frames after) the motion is also pretty linear. I'd also like to see some overlap with these hand motions (shoulders, then wrists, then fingers). When he bends down (starting frame 133), his motion is also linear -- he just goes straight down. When he's lifting the box, I'd like to see more overlapping action, perhaps going from his "C" pose to a reverse-C on the back (like around frame 274) -- also maybe moving his lips forward, attempting to get them centered under the weight. Starting with frame 351 (when he's under the box and his legs are falling), I'd like to see overlapping action, since he's really not controlling them himself -- intertia from gravity and the ground has pretty much taken over.
I'm in complete agreement with Arcon, it could use more arcs (it's linear) and overlapping action (it's rigid). Reference footage would definately benefit this piece.
InAction
05-22-2005, 10:00 AM
Okay, now let's see. What do you guys mean with arcs and overlapping action?
Is arc like a C instead of a | for example?
I don't get the overlapping action part though. :hmm:
Thanks for the critics, they're really helpful. I'll use them as good as I can in my coming fundamentals.
Cheers~ :wip:
pollywoggles
05-22-2005, 11:50 AM
For the "arcs" comments, for instance, I used a dry-erase marker on a point on the character's hand, placing a dot on each frame -- after I was done, I noticed that I could pretty much draw a straight line through all the dots -- I think your animation would be much better if things moved, instead of lines, in curves (arcs). IK is so good with making things go linear.
Overlapping action-- if everything is moving at the same time, it looks rigid. That's fine for rigid things, like a bat swinging in the air -- but generally not good for organic objects.
It's just the 12 Principles of Animation. A type of lingua franca for fundamentals.
Arcon
05-22-2005, 12:14 PM
Okay, now let's see. What do you guys mean with arcs and overlapping action?
ok. if u have an IK arm or leg, and move it [by dragging IK handle] from point A to point B in a straight line, and you'll see the hand or foot follows the IK (obviously), it moves in a straight line. now in natural human motion, like when a character is walking and the arms swing at the sides, the hands shouldn't move in a straight line but in an arc, flattened U shape. this is why IK is not really good for a lot of 'momentum' based limb movement, where natural swings of the limb is required, (like the drop from the head), hence there are dual FK/IK rigs that can use both. for something like clasping hands together and picking up a box like you have, yes you definitely need IK, but its good to be mindful of the concept for other movements. i know of some great resources for this and rigging in general but they are for my software maya :/ but i'm sure you'll be able to find some for max.
that's all i can write 2nite 'cause its late here ;)
InAction
05-22-2005, 01:09 PM
I do understand you guys fully. I just needed to get clear in my head what you meant. I do know some of those things, haven't started to "use" them though. :wip:
Thanks for the info guys. :D
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