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View Full Version : Animations: 6 Emotions + Run & Walk


danielpk
02-28-2003, 06:24 PM
Hi,

this is a character I'm working on for some weeks now. Walt was mainly intended for facial expression, but I also tried a walk and a run. I am not working on it anymore but would appreciate any crits you can give. The lighting, texturing (and to a certain extend the skinning, too) was not my main focus, as you will see :). Due to the shortcomings of the standard blend shape behaviour, I'm currently developing a blend shape combimation system (http://www.cgtalk.com/showthread.php?threadid=46163) and will use it with my next character.

There is a divX 5.0.3 and a Quicktime version of every animation.

sadness: divX (http://www.stargrav.com/walt/walt_sadness.avi) QT (http://www.stargrav.com/walt/walt_sadness.mov)

anger: divX (http://www.stargrav.com/walt/walt_anger.avi) QT (http://www.stargrav.com/walt/walt_anger.mov)

joy: divX (http://www.stargrav.com/walt/walt_joy.avi) QT (http://www.stargrav.com/walt/walt_joy.mov)

fear: divX (http://www.stargrav.com/walt/walt_fear.avi) QT (http://www.stargrav.com/walt/walt_fear.mov)

disgust: divX (http://www.stargrav.com/walt/walt_disgust.avi) QT (http://www.stargrav.com/walt/walt_disgust.mov)

surprise: divX (http://www.stargrav.com/walt/walt_surprise.avi) QT (http://www.stargrav.com/walt/walt_surprise.mov)

walk cycle: divX (http://www.stargrav.com/walt/walt_walk.avi) QT (http://www.stargrav.com/walt/walt_walk.mov)

walk fly-by: divX (http://www.stargrav.com/walt/walt_walk_fly-by.avi) QT (http://www.stargrav.com/walt/walt_walk_fly-by.mov)

run cycle: divX (http://www.stargrav.com/walt/walt_run.avi) QT (http://www.stargrav.com/walt/walt_run.mov)


http://www.stargrav.com/walt/walt_joy.jpg

Daniel

CiF
02-28-2003, 10:38 PM
That's good !

I don't like the character, but your anims work very well...

walk & run are good too ! expect (for me of course) the head movments ...

very good job on the facial anim ...

KurtBoutilier
03-01-2003, 03:07 AM
Very nice work!!!!!!!!!!!! Your expression are great.

Keep it up...

noktUp
03-04-2003, 08:13 PM
links are unaccessably slow. sorry didnt have patience to wait:(

danielpk
03-07-2003, 07:37 AM
Thanks for the comments!


Originally posted by noktUp
links are unaccessably slow. sorry didnt have patience to wait:(
Does anyone else have this problem?
I can download with max speed from Germany, but I will contact my provider.:shrug:

Jozvex
03-07-2003, 08:25 AM
Very nice!

My only thoughts are to put more movement into his cheeks, particularly in the anger animation his whole face is involved but the cheeks stay static.

dmcgrath
03-09-2003, 04:26 AM
Another piece of advice from me would be to use some of those blendshapes for the face to move a little during the run cycle. And change the camera angle, he feels like he would be shorter than a human being, so a down angle cam shot would be more appropriate. Other than that, you have good work.

marioucci
12-05-2003, 09:32 PM
Hello Daniel,

I am trying to DL the emotion animations (ive seen it in the past but i dont have those anymore) but the links are dead. could you help me on that?

from what i remember they was great:)

cheers mate

Loggie

danielpk
12-06-2003, 01:30 PM
Oh my God, this brings back old memories of nightmares.... (200 MB scene, 45 min. to load, etc...) I obviously didn't know anything about pipeline or rigging, let alone acting. ;)

But anyway, thanks for your kind words. :)

After learning Maya for two months, this was my first animated character, so be prepared. ;) If you really want to see those again, use the links in the first post. The emos should be working again in a few minutes. :)


Cheers,

Daniel

AndyBa
12-07-2003, 11:38 AM
Hey, Daniel!
It's amazing. I really felt the emotions...
How did you do the subtil lips movement in sad animation?
Do you use special blendshapes for this or something else?
Cheers!

danielpk
12-07-2003, 06:41 PM
Heya Andy,

thanks a lot!


The face was done with about 70 - 80 blend shapes. Some of them were hooked up to others so that I actually had around 30 animatable attributes. This way I could, for instance, open the mouth without separating the lips and vice versa. Pretty cool for animation, but as it was my first character, I've made quite some mistakes which lead to the scene evaluating really slow.

The quiver movement was done in trax on a separate track using the mentalis muscle shape if I remember correctly. This way, I could animate the overall movement, first, and than add a little quiver here and there.


Just in case anyone is interested in the idea of having blend shapes driven by other shapes i.e. controlling how a certain combination of blend shapes looks. A facial rigging technique called "combination-sculpting" was developed by Bay Raitt from WETA Digital for the creatures of LOTR (Gollum, Treebeard, Cave Troll, ...). More about it in on SpiraLoid, and [url=http://jonhandhisdog.com/forum/index.php?showtopic=53]here (]this thread[/url) in Jason Schleifer's great forum (starting on page 3 or 4).


Greetings,

Daniel

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