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View Full Version : Basic walk cycle 101 (Need critique)


Ebola0001
11-20-2005, 05:48 AM
hey guys i need your opinion on this, i know its nots flashy or even comples, but its my first attempt with bones. previously if i had to animate something it would be segmented and moved manually, worked out ok but i think i will like bones.

anyway i made a legs setup based of a tutorial and played with their movements for 3 hours.

this is what i ended up with but im having problems with the feet, they look like hes lifting his feet like his shoes weigh alot and not rolling off them. I can't get it to look right without looking just freaky

anyway here are the renders of what i have so far.
Walk Cycle (http://WWW.WOODRELL.COM/joe/legs2.avi)

This is the tutorial i made the legs off of. (http://www.battletech-movie.com/html/tutorials/ik_bone_setup.php?PHPSESSID=a210c46353de50b3e7191af047b94fc9)

here is the max file if anyone is interested (http://WWW.WOODRELL.COM/joe/legs2.max)

let me know what you think ;) thanks

Ebola0001
11-20-2005, 01:09 PM
well after playing with it more tonight (adding the rest of the body)
here is what i came up with, still stiff but im not sure how to improve it

thanks for comments ;)

Full Body Walk (http://WWW.WOODRELL.COM/joe/body_full2.avi)

uRiDiAN
11-21-2005, 05:49 PM
your second pass is definately better than the first, but it still needs some work.

the first thing i notice is that i can't tell what gender this is. it looks a lot like you're trying for a feminine/sexy walk, because the shoulders barely move and you've got a lot of left to right hip movement. that and your head stays put. if feminine is what you're going for, you're pretty close. the stride length is a little long. your rig is really stretching to place the foot down. while the feet are better than before, it looks like when you make contact, your foot is flat or pretty close to it. your toes should be lifted more and your ankle should be pivoted so the foot lands heel first, then a couple frames later ankle pivot should be flat, then one frame later, slap the toes down.

the arms are a little stiff for me, specially if you're trying for a feminine walk. mainly on the forward swing, though... try breaking the elbow joint backward near the middle of your swing rather than keeping the arm slightly bend the whole time. and feminine or not, i'd still like the upper body to be moving up and down at least a little with the pelvis. right now your spine is a rubber hose.

i would also like to see a little more movement on the head, slight front to back bob, maybe side to side with the hips...

it's on it's way... just another pass or two

madeofpoly
11-24-2005, 01:24 PM
Ebola0001

it's looking pretty nice, very fluid! realistic walks are way harder than the cartoon ones, really hard to get that natural movement.Some things that i noticed:
You could improve the swing of the arm a little more, since it seems to be driven by the shoulders, you could have the forearms lag behind a bit , add a swing to the hands, have a nice pendulum kinda effect and get a nice arc with a figure 8.
Regarding the stride, i agree with the previous poster, it seems a little long, also the rotation of the foot when it takes off could be rotated upwards more on the passing pose so we could have a more noticeable heel landing.

I think that's all i can see right now but what the heck do i know? :) good job!

naotem

Ebola0001
11-24-2005, 11:18 PM
Well I'll make another walk next...

I blew out that animation and made this running one. It doesn't look quite right but i think its ok.

run (http://WWW.WOODRELL.COM/joe/run_full.avi)

Let me know :) thanks

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