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View Full Version : quadrupedal animations> how the heck?


Fess
11-13-2006, 08:42 PM
Hello,

After I've rigged lets say a horse. (ik's, controls all setup).

How do you generate a reasiltic walk/trot/gallop that is in all ways accurate to a actual horse.

1. do you tediously do this my hand?
2. mocap (is their a place where they sell mocap?)
3. mel?

I simply don't understand how the average joe gets the correct movements.

Any input is appreciated
Fess

Jeska
11-14-2006, 12:01 AM
I have wondered this myself too, specially when it comes to horses. Dogs are easier.
If you're working on a horse I'd look up how they did the one for "Shadow of the Colossus". The hind legs have some issue probably due to a skinning problem but the movement is amazingly well done.
Remember: COG in the front in all quadrupeds

Ollarin
11-14-2006, 07:45 AM
I would key it by hand. Because that's where the fun is. :p

Study horses in motion. Search google for Edward Muybridge, he's a great reference for horse motion, along with alot of other things (humans, dogs, etc.)

Get reference, study your reference, and animate. That's what animation is all about. If you're going to automate it, theres no use bring an animator. Might as well make the computer do everything. (Though, if you have background characters. i.e. Battles, they do automate them, or animate a few cycles and use them.)

yenvalmar
11-14-2006, 10:18 AM
1. do you tediously do this my hand?

some people call that "animation" and think its fun but if you arent one of them, id just get those muybridge strobe photos of horses and put that on an image plane for reference, then copy that motion. sort of like tracing a drawing, still saves time.

Fess
11-14-2006, 02:18 PM
COG in the front in all quadrupeds

Jeska, whats "COG"?


Study horses in motion. Search google for Edward Muybridge, he's a great reference for horse motion, along with alot of other things (humans, dogs, etc.)

id just get those muybridge strobe photos of horses and put that on an image plane for reference, then copy that motion. sort of like tracing a drawing, still saves time.

AdmiralRa, yenvalmar

Now that's a great idea.
The reason I want to automate is because I need just a simple running motion.
If I were to animate a cat running/stopping/pouncing/sniffing etc. I would offcourse roll up my sleeves & hand animate it....:arteest:

Thanks
Fess

Ollarin
11-14-2006, 02:29 PM
Jeska, whats "COG"?
COG stand for "Center of Gravity" It's where you usually place the root bone and control your root, like the root is placed in the hip for most human characters (Rigging term)

Remember: COG in the front in all quadrupeds
Hmmm...I usually rig my roots in the center or around the hip area. Center works best for me.

The reason I want to automate is because I need just a simple running motion.
If I were to animate a cat running/stopping/pouncing/sniffing etc. I would offcourse roll up my sleeves & hand animate it...
If it's so simple, then jump in and have fun animating! :buttrock:

yenvalmar
11-15-2006, 01:02 AM
in fact i just did a test for a major video game company that we'd all love to work for (wish me luck :) ) and the person i spoke to actually recommended using that technique (video reference in the maya viewpoort) for the test as its supposed to look like realistic motion. they said they have a setup at their studio so the animators can tape themselves and upload it, its done commonly instead of mocap to save time. so there ya go.

as somebody who actually CAN animate from scratch if i have to i find this is actually more usefull than mocap as someplace in the process i no longer need the video reference and work with the animation itself to twek it, this winds up taking about 90% of the time and having mocap data thats fixed would just be something to fight with.. for example in this test i shot myself on video and almost exactly traced my motion but it wound up looking far too boring as im not actually a very good performer :) so i had to change it a lot. but having the basis of the timing and real weight still helps me do it faster.

Fess
11-15-2006, 02:22 PM
Raveen, that's a nice visual you got animating the car character over @ your site. Explained alot.


in fact i just did a test for a major video game company that we'd all love to work for (wish me luck :) ) and the person i spoke to actually recommended using that technique (video reference in the maya viewpoort) for the test as its supposed to look like realistic motion. they said they have a setup at their studio so the animators can tape themselves and upload it, its done commonly instead of mocap to save time. so there ya go.


Great, I'm definately going to try the video reference.

as somebody who actually CAN animate from scratch if i have to i find this is actually more usefull than mocap as someplace in the process i no longer need the video reference and work with the animation itself to twek it, this winds up taking about 90% of the time and having mocap data thats fixed would just be something to fight with.. for example in this test i shot myself on video and almost exactly traced my motion but it wound up looking far too boring as im not actually a very good performer :) so i had to change it a lot. but having the basis of the timing and real weight still helps me do it faster.

Interesting, as i have done very litte animation in the past, this info helps. Thanks


Fess

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