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View Full Version : Run Cycle humbly begs some crit


jsburakoff
06-16-2005, 05:42 AM
Continuing to expand my reel, I've put together this run. I got great crit on my creep, and it really helped me out. Any chance I'll have as much luck this time? ;-)

http://www.jimburakoff.com/host/run.mov


Thanks,
Jim

Frogman
06-16-2005, 06:50 PM
Wow, great start!

I would suggest that you offset the arms with the legs a bit more.. cut a few frames out (speed the arms up just a bit.. more of a pumping for a run)

Try tilting his pelvis forward a bit more.. the faster you go, the greater the angle will be.. its just a balance issue. I think what you have works, but its more of a lope.

There is something jerky to it that I can't figure out.. it all reads but I think its the rotation of the upper torso.. Can you do a profile and front render?

Just small stuff really... looking good.

jsburakoff
06-16-2005, 07:41 PM
I did a quick adjustment, removed that click, leaned him forwards a bit, I made his arms swing further so that they'd move faster.

Sorry, no profile and front renders, I'm trying to keep my bandwidth tiny.

OLD (http://www.jimburakoff.com/host/run.mov)

NEW (http://www.jimburakoff.com/host/run2.mov)

I almost feel like the first one might be a tiny bit better (except for the tick in the shoulders), but I'm not sure... any thoughts?

PudBawl
06-16-2005, 08:24 PM
Looking great, has a very nice cartoony feel to it. I've noticed (on both new and old) that when his right foot is coming forward just passed his pelvis his knee swings out quite a bit while his foot remains aiming forward, this has kind of an ackward feel to it.

Also, and this could just be my opinion, but motion blur is definately a nice thing for a finishing render but on a WIP that is going to be scrubbed back and forth it is not really necessary and kind of gets in the way.

Frogman
06-16-2005, 10:25 PM
Hmm.. you're right.. the first one looks better to me.

I think you have too much follow through on the fists. He has them clenched, but the wrists are floppy. You can keep them more punchy.. less loose. If his hands were open and it was a jog, then the figure eight you have going would look better. If he is clenching his fists, think about the arms like he is pumping/punching them while running. Try it yourself and see how much your wrists are moving.

Again.. he feels too vertical. He should be catching himself from falling flat on his face with each stride (what happens when you take a bad step.. down and ouch).

What mood are you trying to envoke? Is he just happily loping along? Is he running for his life or to defuse a bomb? Is he determined or carefree?

Just more suggestions.. take what you will :)

squeezestudio
06-17-2005, 01:36 PM
hi !

thats a great start , I think you need to clean a bit your curve .. like the root animation .. these a "poping" on the animation on the pass pose. agree with frogman about "vertical" thing...

good work

wahoo
06-17-2005, 01:44 PM
Excellent start. Maybe a bit more offset/delay of the upper torso with relation to the hip and legs. Perhaps more side to side sway of upper torso as well since he seems to be running pretty fast.

jsburakoff
06-17-2005, 08:57 PM
Okay, I've given him more of a lean, made his fists a bit stiffer, given him more twist, and fixed a couple of points where the beggining and end of the loop didn't match.

I haven't done a run in a while, been focused on performance to dialog, and I forgot how tough this can be. I'm having trouble figuring out what kinds of jerkiness are inherant in motions like this and which ones stand out as poor animation ;-)

As for mood, I'd say that he's a kinda goofy guy who's running late and left his keys in the house. Determined, rushing, but not fleeing death or anything like that.

Run3 (http://www.jimburakoff.com/host/run3.mov)

Thanks again,
Jim

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