View Full Version : WIP Character Animation
zionstructure 11-17-2005, 05:45 AM hey all,
one of my first times posting on here, just wanted some good critique on my work. feel free to be harsh!
http://www.zionstructure.com/html/wip.html
tell me what ya think
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Slybones
11-18-2005, 04:46 AM
Yo Patterson,
Might want to specify why you are doing this animation, what it is intended for (low poly in game cinematic?), how long it has taken so far, so that people have a better idea of what you're doing.
Only thing I noticed, is that current flashing lights are a little jarring, but overall its very pimp. Keep up the good work and hopefully someone who knows what they are talking about will give you a critique, instead of me :D
Lambchopo
11-18-2005, 05:45 AM
Few things
- when he lunges back against the wall, doesnt seem to be enough push off with the right foot ie to propel his body backwards.
- you need a stronger pose/anticipation before making that first jump ie doesnt seem to be enough energy to make that great jump - dipping down lower is one thing that would help.
- when he makes his first jump and hangs on edge, he doesnt seem to be pushing off of anything with his feet because there's no bend in his toes
- the second jump is hard to see because of the camera angle, the way he moves left and touches the edge prior to jumping seems unnatural.
- its hard to see some of the animation afterwards because of the shadows.
overall pretty good. help that helps. peace
zionstructure
11-18-2005, 07:30 AM
thanks will and lambchopo for the suggestions! i'll be fixing up the animation and lighting on it tonight and get a new version up in a day or two, thanks again!
the alsoran
11-19-2005, 09:13 AM
The alsoran likes this, as it has great potential. There are only a few instances where the weight distribution and timing is off, and the posing is rather unnatural.
At two points in the sequence the character leaps in a direction before looking, right at the start and again from the box before the pole. He also appears to grab the box before leaping as if he has slipped. He should assume this pose slower, all the time looking towards his destination - perhaps eliminating the grabbing of the box-edge.
The pole-swing is convincing, though the exit from this action could have more bounce. Again, make his head look to where he's grabbing the pole.
The movement along the pole looks very unnatural - if he is meant to be human rather than some kind of mutant you'd do well to calm down his leg stretch and overall pelvis orientation.
The following sequence is very strong right up to his few steps before entering the wall crevice. Unless he is supposed to have twisted his ankle during that final somersault, speed up his lurching walk towards the end, (which also includes an IK stutter in his right foot), to promote his incentive to reach the safety of the crevice.
Finally, do you plan to cut the sequence into shots rather than this protracted single follow-cam? That will raise the quality instantly for the smallest amount of work, and could be worth doing before editing the animation as you may be spending time cleaning up actions that are out of shot.
zionstructure
11-19-2005, 03:30 PM
alsoran, thanks for all the great critique! i think most of the issues you discussed should be fixed in the next pass i do. as for the part with the character moving across the pole, i was going for more of a "mutant/spiderman" feel but not sure if it came across or not.
thats one of the problems i came across most with this animation. the question of "is he a really athletic human or a super hero type?" so i'm going with a "spider-man-without the webshooters".
as far as the cameras are concerned, i think i'm going to go with a total of 5 or 6 cameras. hopefully this will help drastically.
thanks again :thumbsup:
marktsang
11-20-2005, 01:27 PM
hi,
good effort,
to me the animation looks smooth but lacks any real weight, the character seems to float about like he weighs nothing. i would work more on adding mass to him, the poses all look good but they seem to have the wrong timing to convey a good sense of weight.
keep up the good work
mark
HellBoy
11-20-2005, 10:09 PM
yup I agree man, its good animation but the guy needs better jump, while on air, he looks dead, its every jump I think. Good stuff, I like his belt thing
well done
zionstructure
11-21-2005, 05:00 PM
second pass is up
http://www.zionstructure.com/html/wip.html
i tried to fix some of the beginning <however i need to re-time his jumps some more>. the next pass should have all the shots blocked out, again, be harsh! again, thanks for all the previous critiques! :thumbsup:
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