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tanghuiyung
11-17-2006, 09:59 AM
This is my first posting in CG talk. I use free model provided from Animation Master website. It is well rigged and ready for animation. It takes me quite a time to complete the walk cycle. Critics is very welcomed.

walk cycle
http://www.youtube.com/watch?v=BMRvvNaiS5E

front view
http://www.youtube.com/watch?v=PUFbxQSa7CY

side view
http://www.youtube.com/watch?v=uu0nSCLQ17A

kenTHEman
11-21-2006, 07:45 AM
Hi Huiyang,

I suggest you upload your walkcycle file to a server such as www.yousendit.com (http://www.yousendit.com/) for download instead, so that viewer can play the walk cycle in loop. You can't loop the playback in youtube, so it's difficult to judge whether your walk cycle works or not.

diegosocart12
11-21-2006, 01:55 PM
I agree, upload it somewhere where it loops. But, from what I do see, you need to twist his shoulders and hips as he walks. Right now they remain in the same position. Plus, you might want to exaggerate his up and down movement a little.

tanghuiyung
11-22-2006, 04:59 AM
Hi,
Thank you very much Ken and James for your kindly remind, I was just wondering how to show people looped animation.:applause: I upload my file at YousentIt. Now, you could download my file and loop it. In my walkcycle, I initially just make a little movement to my character to get a natural and normal walk. I think maybe I should exaggerate more, so it could be seen more clearly.

walk cycle
http://www.yousendit.com/transfer.php?action=download&ufid=ADE5A2615C9BA438

side view
http://www.yousendit.com/transfer.php?action=download&ufid=DE698532731918EB

front view
http://www.yousendit.com/transfer.php?action=download&ufid=E090453124C2BF92

abramsonrl
11-22-2006, 09:02 AM
I can see how much care you've put into this cycle. My first walk cycle took me about three days to polish to my satisfaction.

To match the weight of this character, I would let the back foot keep contact with the ground for an extra frame or two before push off and springing forward. I love how the foot rolls off the ground and anticipates the next step.

Also, I would give a slight 10 or 20 degree rotation at the wrist as the arms come around the body to match those beautifully subtle elbow bends.

I like that head nod. How about some more bounce in the torso?

NikLG
11-22-2006, 09:14 AM
You're right....you should exagerate the movement ( up and down movement ) more. It will still look natural though. Currentley it looks unnatural due to the fact that the body seem to stay in the same place, and the legs are bent at the same angle all the way through ( more or less ).
The standing leg should be almost straight during the cross over, and the leading leg should
be almost straight before contact.

NikLG

tanghuiyung
12-12-2006, 09:03 AM
Thank you Roger and Nik,
Sorry for late reply. I adjust the rotation for wrist, chest, head and biped. I also stretch the leg. So now it looks straight at contact position. I also exaggerate totally. I think it looks much better now.


walkcycle front view
http://download.yousendit.com/6AD5EA551E9A88D5 (http://download.yousendit.com/6AD5EA551E9A88D5)

side view
http://download.yousendit.com/FDBEDAEC6153922C (http://download.yousendit.com/FDBEDAEC6153922C)

NikLG
12-12-2006, 12:28 PM
Much better. There's a bit of a 'snap' when the legs straighten, but apart from that it looks pretty decent. Well done.

Nik

tanghuiyung
12-13-2006, 03:18 AM
I do see the "snap" problem. Thank you for your remind. I just fix it. And thanks again for your critic and suggestion. :thumbsup:

walk cycle

http://download.yousendit.com/B02F975F78763DF3 (http://download.yousendit.com/B02F975F78763DF3)
(http://download.yousendit.com/43A4D3856D3509EB)

Amit_S
12-13-2006, 04:41 AM
Hey Sharon- nice walk cycles.
No critiques- your work is far better than mine:thumbsup:
I'm trying to make mine something like yours- except now I'm aiming to make it a bit more cartoony.
Keep it up!

tanghuiyung
12-14-2006, 12:50 AM
Hi Amit,

Thanks for your compliment. I think walk cycle is really a hard work. I do watch some DVD from digital tutor and gnomon. Digital tutor would be easier for beginners, it teachs step by step. Very clear. Gnomon DVD is also great. Just different approach from DT. I also watch www.anzovin.com (http://www.anzovin.com/) DVD. Animate with Christin Mckee. There are some animation priciple applying to 3D animation. I learn a lot from it. I am working on straight walk now. Keep up too.:)

Amit_S
12-14-2006, 04:54 PM
Thnx for the links sharon- checking out the sites now...:)

noobie
12-14-2006, 06:49 PM
if u look at your left foot theres a jitter when it contacts the floor the right foot doesnt seem to be doing it but play it back and see if u can catch it it looks like a jitter to me.. u might also wanna delay the toes 1 or 2 frames after the foot fully lands flat on the ground it makes the flow smoother ull see a big difference i use to do mine the way u have yours but then instructor told me to delay it a few frames and it looked much much better

tanghuiyung
12-15-2006, 07:58 AM
thanks John,

You are right. There is a jitter in his left leg. I fix it and also delay two frame for his toe bend. If you feel anything not quite smooth. Please tell me. Thank alot for your critic. :)

http://download.yousendit.com/D858A37F4F6DFE75 (http://download.yousendit.com/D858A37F4F6DFE75)

noobie
12-15-2006, 01:46 PM
awesome! i think that looks great! keep it up! heh your walkcycle looks better than mine ahaha i shouldnt be giving people crits ahahah!

moose2k1
12-15-2006, 09:06 PM
Tang, Some feedback for your walk:

1. Looking at the first frame, you already have something wrong in there! His left hand, is in the up position, which is incorrect. It should be rotated down on contact. the hand is dragged up by force when you walk, only when the arm starts to go down does the wrist then rotate up, in essence causing the overlap. So rotate the wrist down towards the ground and then rotate it up when the arm is halfway to being next to his body.

2. The feet are sliding a bit. Check to make sure they aren't going off their axis. The feet when they make contact start to drift away from the body while on the ground. Make sure this is perpindicular to the body at 90'. If you start to drift it, it gets a sense of sliding, which takes away from weight.

3. You have rotations in the hips and shoulders, good. You need some rotations to form some contrapposto between the shoulders and the hips.

4. Neck is stiff. Choose either a side to side movement, or up and down. Don't do too much so it doesn't look weightless, but be sure to account for some overlap.

5. You need more up and down. (more down then up). Push the down position a bit more on contact (of feet with floor).

moose2k1
12-15-2006, 09:47 PM
Hi Tang,

Following up, I decided to do an example of an arm swing for you, and others as well. I see alot of beginners who do what you did in your walk cycle piece, so I hope it helps others and your piece as well. See attached side and persp views of an arm swing.

Note: Frame 15 is highest point of the shoulder rotation. Notice the hand position (look at this in the side view). Compare that with your frame 1. Your hand position is turned up which is the incorrect part I talked about prior....

Cheers! :buttrock:

noobie
12-15-2006, 09:50 PM
lol moose i dont see anything :(

moose2k1
12-15-2006, 09:51 PM
I got an error from CGTalk. Why a forum would not allow you to post .mov directly is beyond me, and limiting the size to 255k! LOL

Forum leaders, you need to update your attachment policy!! Nontheless, I put both in the zip file referenced above...

noobie
12-15-2006, 09:59 PM
o awesome aahaha i like the slight anticipation of the arm going back then swinging forward who knew an arm swing could be so much fun to watch...

hey btw moose since u seem to know alot im kinda knew to maya and rigging in it but i was testing out a rig i found on the forums do you happen to know where i can change the ik/fk chains on the arm control? and if you wanna take a look at the rig its in the finished work:animation sections and its pretty new so it should be on page one atm..

moose2k1
12-15-2006, 10:15 PM
click on the S next to the iK hands. Look in your attribute editor (on the right pane) you will see IK_FK, change the value to 10 for full FK, keep it at 0 for IK.

noobie
12-15-2006, 10:16 PM
cool thanks i thought it was set from 0-1 like when i was doing it XSI so i tried setting it to 1 it was giving me funky results lol.. thanks again!

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