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EthanReitz
02-26-2006, 04:47 PM
Hi :)

this a walkcycle i'm working on for a short reel to demonstrate basic character animation abilities. I'd appreciate some tough, specific critique.

http://www.reitzmachine.com/video/angry_determined_walk.mov

thx

KBCamino
02-26-2006, 05:12 PM
Looks really good, I would say see what it looks like if he is hunched over alittle more, might add alittle more determination to it, and have him stomp alittle more as he steps to add some more anger. Almost a flat footed stomp would look alittle more angry than the perfect roll you have now. His face is definately angry looking but if i block off his head and face his body doesn't reflect much anger or determination. Might try to see what it looks like if he swings his arms harder like across the front of his body sort of thing, and not so far back, it will highlight, as would hunching over, the determined forward movement, like nothing can get in his way. Depends on how angry you want him to look i guess. As is it is great, these suggestions are sort of style moves that you might consider. It really depends on the reason he is mad. If he is just haveing a bad day, it is fine as is, he is showing everyone he is mad, but he isn't letting it interupt his day too much. If he is about to kill his adulterous wife (not something I recomend) he doesn't look quite angry/determined enough.
Keep it up!

EthanReitz
02-26-2006, 06:57 PM
KBCamino - thank you very much for your detailed critique. I gave some of it a try but I think I kind of got it wrong ... not too sure here. I took away the facial expression and tried to have him express it just with the body. Doesn't quite look angry tho and I'm not sure why. Any thoughts?


http://www.reitzmachine.com/video/angry_determined_walk_02.mov

jamagica
02-26-2006, 11:14 PM
keep the expression on there, or somehow temporarily hide the actual facial features. If you change the expression then your mind will see the cycle as something that cooperates with the expression.

I would have him stomp a bit. Change the rate of pace by jacking it up a tiny bit. Have him lean forward and swing his arms forcefully, not just letting physics do the work. When your angrily walking you force everything that happens; where your arms go, how hard and where your feet go, etc.

KBCamino
02-28-2006, 03:23 AM
The lean forward helps but it almost looks like a run lean, I am familiar with this rig, what I would try is just have the top one or two spine joints rotated forward and the bottom and hip less so, almost like an ogre who is hunched over. That arch in his back looks like this: ( Try and see what it looks like when it is like this: ). If you know what I mean... hard to describe with text. See if that looks right. Don't bend it too far forward cause it might though his visual center of balance off. It's trickey. Maybe have him throw his shoulders alittle more into the step, you have good rotation in them now but maybe bring the down ward movement out more. It is looking more determined :-) Keep it up.

mrflynn
02-28-2006, 05:35 AM
add a more dominant snapping to the hips, like hmm..

left foot forward, bang, hip swing and counter weight over leg! right arm grabbing forward mebe a mad flicker of an eye or sumat too make him mumbling something too an shakin of the head like his reasoning with himself or lost the plot completely. :) then reverse through.
Currently looks like a not good walk with the feet just snapping down early.

mebe try picking up the pace will help dramaticaly! normal walk is about 18 frames 3/4 of 1sec at video rate (24fps) or a heartbeat respectively :) so you want to aim to have most of the major snapping between the feet below this, dont be afraid to adjust single frames :)

Also cycles are ok, I can understand them for game engines, but if your doing animation you need to get out of the habit and animate it straight forward doing so will add so much character and allow you more freedom with overlapping action :) cycles tend to kill character. :)

You can ignore my advice as im not this advanced in the 3d realm, but im gettin there currently learning animation from ground up in 2d :)

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