View Full Version : Run Cycle [critique]
kgaulin 02-23-2006, 09:27 PM Just wondering what others thought of this run cycle. It is the first part of an animation that I am working on and I wanted another perspective on it.
http://www.kg3d.com/animationRun.htm
Any comments /critiques would be helpful........
thanks
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OneSharpMarble
02-23-2006, 11:38 PM
Are you going for a cartoony look? I'd make him squash lower on each landing foot and crouch lower to get that sort of combat (nervous) run. Really coming along and I think you are getting the attitude of the character just right.
I like it and don't see any glaring problems.
kgaulin
02-24-2006, 02:41 PM
Hey Phillip,
Thanks for your insight man. I wasn't going to go for a cartoony feel, but it was hard not to with this character. Oh well...........
kgaulin
02-25-2006, 12:46 AM
Hi..... its me again,
Here is an updated version of the animation. I added the second character so it might make a little more sense now. There is still some tweaking that is needed but, I am going cross-eyed. Please have a look and let me know your thoughts.
http://www.kg3d.com/animationRun2.htm
thanks
kgaulin
02-27-2006, 10:51 PM
Another update...
http://www.kg3d.com/animationTest.htm
mrflynn
02-28-2006, 06:07 AM
Looking good upto now kgaulin, just a few crits :)
1stly enviroments are bland and the objective of the guy isnt appearing, like is it his last mission, is he runnin from them and have to cross that guy, is he some old dads army guy or what, a little thought on this can help ya set up more character to play with. :)
2ndly i really did like the run in the begining,but it seems all your animation lacks weight and definition. A good example of this is in the run and walk done by both guys, the weapons follow a fairly linear path through space in my minds eye id imagine the ak to have a little more weight to it and that in effect would show, definatly in a run.
Your walk seems "snappy" I dont know why or how youd go about avoidin it but the feet and heels seem to snap verticaly before moving on, this gives a real bad effect of lightweight feet and no weight transfer from the hips. Mebe have this in mind next time you block it out and i gaurantee you it will be 200x better :)
Best of luck m8.
kgaulin
02-28-2006, 09:59 PM
Hey Kevin ,
Thanks for the crit!!
Basically what's going down is this.... The main character is sneaking around this place with the hopes of not being seen. He sees the guard, so he decides to sneak up on him to take him out. I am about to start the final part of the animation which is him attacking the guard.
I took your advice and put a little more movement in the guard's gun (walk cycle). As far as the run goes, I think that he would hold the riffle tighter so that is why I didn't put as much movement in there. I could be wrong though....what do you think?
Here is the latest version
http://www.kg3d.com/animationTest.htm
mrflynn
03-01-2006, 07:15 AM
Good update, its getting there but you should never be pleased with your work :P
My fave thing in animation and also happens to be the most labour intensive thing about it is seeing what happens if ya do things this way, or that, or heck even a completely different way ^^. I say this because right now its your project, and soon when ya hired your work is someone elses "vision" and has to follow "there" direction which is kinda the bummer about being hired ;( .
but anyways movin on...
Really liking the run for some reason, mebe its cos im tired but it reads better, did you change the camera or speed it up?
Something you might wanna play with is the idea of him looking to his right before left at the walls edge, then mebe pulling a face at the gaurd and a lil jump back to safety sort of thing?
Also when his about to step over the wall its nice now but could be alot better :) for instance mebe have him walk up snap his head back towards were the gaurd is and then down over the wall to emphasize the urgency of gettin over quietly?
Anyways right after that theres allmost 16 huuuge frames of him sliding through the air, doesnt feel like a jump, not enough movement.Mebe try halving the time it takes to perhaps 9 frames and havin his left foot anchor on the wall for a little while mebe 5 frames? then snap down like in real life? Also his hand glides across the wall, a common mistake to do, getting over that puts you in a different league :P
And finally the last glide down to the ground is far to smooth, you need a hmmf, bang down and steady rifle sort of movemtn, that can happen in 2-4 frames dependin how brave you are :)
Now i dont know how adjustable your rig is, but at the last few frames id have him biting his lip and make it read well :)
Best of luck m8, im crting this hard because no1 ever crits this hard these days and animation forums are always damn quiet ;( Enjoy :)
kgaulin
03-03-2006, 11:43 PM
Hey Kevin,
I really appreciate your help with this project, it helps out a lot to have a fresh pair of eyes.
I finished blocking out the rest of the animation and tweaked a few things here and there. I still have a lot of fine tuning ahead of me, but I figured that I would post an update to get some opinions......
http://www.kg3d.com/animationTest.htm
Thanks,
jernst
03-04-2006, 12:03 PM
Hi ther!. This lokks pretty good. If I were to say anything, it would be that the part where he jumps over the little wall, the hand wobbles, in a bad way. like there isnt IK on the hands or something , but the hands moves right off the wall, then kind of comes back.
Also, taking something from the 12 priciples of animation, You need more exageration. A good place is right when he's about to hit the guy in the back, you could have him come up, the hold with a moving hold to reach even higher, then swiftly come down on the guy's back.
Other than that, good work.
kgaulin
03-06-2006, 12:25 AM
Hey jernst,
Thanks for the critique. I fixed the problem with his hand and made a few more changes, I also worked through most of the final attack. Have a look and let me know what you guys think.......
http://www.kg3d.com/animationTest.htm
thanks,
thehive
03-09-2006, 02:36 PM
how may hour would you say you spent on this art test?
kgaulin
03-09-2006, 02:41 PM
I think I put in about 50-55 hrs on the animation.
thehive
03-09-2006, 04:03 PM
did you get the job ?
kgaulin
03-09-2006, 04:08 PM
I am still waiting to hear back. How did you know this was for a job?
thehive
03-09-2006, 05:44 PM
i got the same test lol
kgaulin
03-09-2006, 06:15 PM
hahaha.....oh man, thats great. Have you heard anything yet?
thehive
03-09-2006, 06:54 PM
i havent finshed yet ill post let me know what u think. ive been messageing you in aol im cinefx3988 are you on?
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