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lutonomy
07-13-2005, 08:05 AM
Hi everyone,

Working on my first attempt at making a character walk and wanted to see what people thought of it at this point. There is still a lot of polishing to do, but it would be very helpful to get some fresh perspectives at this point. Thanks! http://www.3dbuzz.com/vbforum/images/smilies/biggrin.gif

Perspective view (http://www.lutonomy.com/secretfolder/Walk_persp.avi)

Side view (http://www.lutonomy.com/secretfolder/Walk_side.avi)

NickGooch
07-13-2005, 10:36 PM
Hi,

i'm not sure what king of walk your going for is the problem for me. what kind of emotions are going on in his head? to me he seems kind of dopey the way he's swinging his arms and bobing his head. if thats what your going for he should be more loose in the arms, they are really stiff in the elbows, especially for the amount of movement in the shoulders. the head seems to sway from left to right making him seem kind of loose and carefree. Also, the legs are poping when theyre out forward and toes pointing up. Try leaving some bend in them when theyre at their extreme otherwise you'll keep getting that pop.

it looks rather nice for a first attempt at walking in 3d just keep it up

lutonomy
07-14-2005, 06:27 AM
Thanks for the feedback. Yeah he's supposed to have a rather cartoony walk, and I totally agree about the elbows being stiff, because I didn't move them at all. Which isn't good... :) I'll fix the knee popping and add some more polish and post an update soon. Thanks again!

GuzzaBee
07-14-2005, 05:08 PM
Just like to add a couple of points to the above,

From to side view the character looks a bit off balance - like he’s walking up hill also if you delay or slow the drop of the hips after the foot fall it will take the softness out of that area – but if that’s what you want then keep it

Consider giving some lateral weight shift on the hips through the cycle. I’d keep the foot planted for longer. Lastly you could use fK on the shin/lower leg once it leaves the ground to swing it forward into the next pose- again it help add more weight. – Otherwise looking good – better than my first attempt !

lutonomy
07-15-2005, 04:42 AM
Thanks for your comments GuzzaBee - they are very much appreciated. I'm starting to get the hang of the graph editor, so I played with the weight drop some. I just figured out how to switch between ik and fk properly (didn't realize you had to key all the individual joints to keep them from moving when you switch :rolleyes: ..ahh noobism!) so I'm going to experiment with the lower leg shift like you suggested.

Here is an update:

Side view (http://www.lutonomy.com/secretfolder/walkSide.avi)

Persp view (http://www.lutonomy.com/secretfolder/walkPersp.avi)

The walk is feeling more fluid to me now. Still some refining to do, but I think it's on its way. More comments/crits always welcome. Thank you!

jsburakoff
07-15-2005, 06:22 AM
He's still not shifting his weight from left to right... a walk like this should probably use EVERY rotation and translation channel on the root node. His hips should both translate from left to right a bit as he takes his weight off of the leg he's lifting and tilt towards the leg he's putting weight on. This is subtle, but just a little bit shows you how he's lifting that leg without falling over.

Good start though, it's a lot more natural than most first walks I've seen.

lutonomy
07-15-2005, 06:48 AM
Ah, ok. There is a hip control that I keyed shifting with the weight, but it doesn't really do much. I'll try it with the root joint. Thanks!

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