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RuneV
02-20-2006, 02:39 AM
Hi.
Ive just started studying animation, and so this is my first walk with a skinned character.
Only done a few ball-bouncings and box-walks earlier. :bounce:
Also read a couple of books I saw recommended in another thread. :) they were great.
(Illusion of Life, and animators survivalkit)

I know this isnt much yet. But im planning to do a small sequence with him for a
school assignmen next. So I'll just post this for now, and will be following up with the wip-anim when I get started.
I would really appreceate your input on this.

link: FirstWalk.mov (http://www.vandli.com/projects/oblig4/walk03.mov)

edit: oh, and I should say that the char-design is inspired from one of the drawings
at creaturesinmyhead.com - I dont think it looks like it, but better safe than sorry. :D


Thanks.

Rune V.



Update 27.02.06:
SideView (http://www.vandli.com/projects/oblig4/walk04.mov)
FrontView (http://www.vandli.com/projects/oblig4/prev03.mov)

Update 01.03.06
PoseTest (http://www.vandli.com/projects/oblig4/act02.mov)

dalmanna
02-20-2006, 03:25 AM
first of all i love the character very funny looking.

anyway don't worry about only posting a walk cycle because its the best way to start learning character animation and it's very important you master walks before you do anything else as walks tend to have all the basic priciples in there.

on to the crits......

he needs more weight when he makes his contacts coz he's bobbing up and down kinda looks 'floaty'.

his back foot on each step needs to push forward more to get a sense of pace.

any chance of posting it from a front-on perspective so i can see whats going on all round.

good job so far though. :buttrock:

Dan

GuzzaBee
02-21-2006, 09:44 AM
Hi FjOoNer,

Firstly - Nice render job!! What did you use?



Just to add a few notes to dalmannas' comments. When your character rises on frame 11 that’s when the back foot needs to swing through, to stop the knees locking on the supporting foot on this frame you may need to lift the heel a bit. As for the back foot problem, if the toes are planted to 23 it will also rotate the foot and stop that looking locked. The character accelerates from 22 -25, it may help to have a bit of overlap/lag in the spine as its causing things to jar, particularly at the end of the IK/fk chain (like the hands & head) - some shoulder movement could eliminate this on the hands; the head should be resolved by the spine & neck.


Looking good though :thumbsup:

RuneV
02-22-2006, 12:02 PM
Thanks, I really appreceate your critics.
It made me see what I did wrong very clearly.
I will post an update and a frontview as soon as I have improved it and fixed the problems you have mentioned. :thumbsup:

For the rendring setup, its a translucent raytracematerial,
2 cold backlights and a warm keylight,
a background with a low saturated gradient to pick up the colours from the lights,
and scanline. :)

Thanks

Rune V.

adam-crockett
02-22-2006, 06:36 PM
wow! Nice work for an early attempt. Theres a lot of character in this simple walk cycle. Nice render too. Heres some thoughts:

His toes stay bent after lifting the foot off the ground. Its the weight of his foot on the ground that bends the toe, so when it comes up off the ground it shoud straighten out.
I think there's a TAD too much "stop" on his hips when he plants his foot. Keep it moving just a wee bit more (some variation in velocity is fine, I just think this is too much) and keep his back knee from popping by peeling his toe up. You peeled his heel off the ground, now peel his toe off the ground, resulting in a foot that is pretty much pointing straight down at the ground.

RuneV
02-26-2006, 09:46 PM
Hi.
Sorry for the delay.
Your input really made me see alot of stuff I had done wrong.
So I ended up doing a bunch of tests,, then starting all over. :D

I believe I have done it more correctly this time around. (technically)
But he has lost a bit of his character, I shall try to put that back in when I have overcome the technical difficulties.

Again, your critics are appreceated. It really helps me see things I need to study more! :thumbsup:

Hopefully I have corrected the things you have mentioned. Hips, thoes, etc.
But I found it difficult do bring his foot forward, because of his large feet. hehe.. :hmm:

SideView (http://www.vandli.com/projects/oblig4/walk04.mov)
FrontView (http://www.vandli.com/projects/oblig4/prev03.mov)

RuneV
03-01-2006, 07:07 PM
I found that doing the transitions between the extreme poses is hard,
so I'll be doing som testing and learning on that area befor I start the sequence. :)

Crititcs are welcom. :wip:

Pose2PoseTest (http://www.vandli.com/projects/oblig4/act02.mov)

adam-crockett
03-01-2006, 07:31 PM
His arms drop all the way down by his side before they anticipate into the second pose. I think they should go straight from the first pose to anticipating the second pose. The action would be much smoother that way.

Just a suggestion, if you are starting a new animation, you might want to start a new thread along with it! People may skip this thread if they've looked at it before.

Digitalwool
03-01-2006, 07:56 PM
I'm not an animator so this won't be too constructive... but I really like this. A lot.

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