Headless
09-24-2005, 10:50 PM
At the moment i'm doing work for my game animation reel and I thought i'd post a few work in progress animations for crit, and also to get advice on an shot composition issue i'm having.
So ok, the first animation is a basic run cycle. I'm happy with it, but if anyone has any comments then i'll look at making some more tweaks.
Run1.mov [ 855kb ] (http://s42.yousendit.com/d.aspx?id=27TWA1V0CJ53H02UO0J9KDWLDT)
Next there's a quick jump and grab animation. Just looking at it now I might tweak the left leg so that it follows through from the run a bit better but other than that I think it's ok. I'll also be adding some more to the end of the animation before I render it out properly an stick it on my reel (probably having him pull himself up and continue running), but this is it for now.
JumpGrab.mov [ 316kb ] (http://s42.yousendit.com/d.aspx?id=28AC8HUVMYDJR3NDH832LOTAO3)
Ok, the shot composition issue I mentioned is with this last animation. The animation has the character diving into water and starting to swim.
The problem i'm having is that if I show the animation from far away then the character is tiny on the screen and you can't see any animation detail, plus you have to render out at a really impractical aspect ratio in order to get close enough to see anything. On the other hand if I show the animation close up and track the character, you can't see the rate that the character is moving through the water and the character kind of looks like he's swimming on the spot. I tried adding simple little intermittent buoy models in the water to give some kind of reference points, but it just looked weird and didn't really help. If anyone has any advice on how to go about solving this issue then i'm all ears. You should be able to see what I mean better once you actually see the video clips.
Here's the animation from far off...
Dive1.mov [ 695kb ] (http://s39.yousendit.com/d.aspx?id=0ALAURQK2OURB1A9H0SBV0I20R)
...and here it is close up...
Dive2.mov [ 695kb ] (http://s39.yousendit.com/d.aspx?id=1Z51PMG51MVJG1SIJVZQL4KKLS)
As always comments and crit are welcome on all animations.
Cheers. :)
So ok, the first animation is a basic run cycle. I'm happy with it, but if anyone has any comments then i'll look at making some more tweaks.
Run1.mov [ 855kb ] (http://s42.yousendit.com/d.aspx?id=27TWA1V0CJ53H02UO0J9KDWLDT)
Next there's a quick jump and grab animation. Just looking at it now I might tweak the left leg so that it follows through from the run a bit better but other than that I think it's ok. I'll also be adding some more to the end of the animation before I render it out properly an stick it on my reel (probably having him pull himself up and continue running), but this is it for now.
JumpGrab.mov [ 316kb ] (http://s42.yousendit.com/d.aspx?id=28AC8HUVMYDJR3NDH832LOTAO3)
Ok, the shot composition issue I mentioned is with this last animation. The animation has the character diving into water and starting to swim.
The problem i'm having is that if I show the animation from far away then the character is tiny on the screen and you can't see any animation detail, plus you have to render out at a really impractical aspect ratio in order to get close enough to see anything. On the other hand if I show the animation close up and track the character, you can't see the rate that the character is moving through the water and the character kind of looks like he's swimming on the spot. I tried adding simple little intermittent buoy models in the water to give some kind of reference points, but it just looked weird and didn't really help. If anyone has any advice on how to go about solving this issue then i'm all ears. You should be able to see what I mean better once you actually see the video clips.
Here's the animation from far off...
Dive1.mov [ 695kb ] (http://s39.yousendit.com/d.aspx?id=0ALAURQK2OURB1A9H0SBV0I20R)
...and here it is close up...
Dive2.mov [ 695kb ] (http://s39.yousendit.com/d.aspx?id=1Z51PMG51MVJG1SIJVZQL4KKLS)
As always comments and crit are welcome on all animations.
Cheers. :)
