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tron_thomas
06-27-2007, 05:19 AM
I have created my first attempt at a jump animation. It is intended to be in a game engine for both a running jump and an in place jump.

The first frame of the jump is taken from the final frame of a run cycle animation used in the game engine.

As this is the first time I've ever animated a jump I would like some feedback on it.

Here is a website where the animation can be viewed from three different points of view:

http://home1.gte.net/res0hi6f/JumpAnimation.html

And here are direct links to the animations:

http://home1.gte.net/res0hi6f/JumpFront.mov
http://home1.gte.net/res0hi6f/JumpSide.mov
http://home1.gte.net/res0hi6f/JumpAngle.mov

Please let me know what you think.

sunimaion
06-29-2007, 08:26 PM
hi... i still a fresher in this world but as a viewer i can say its good but wat i feel tat
is the character liftin his one leg before jumpin kya.. then he should shift a weight slightly towards the left leg which is still in the ground.. or else u can bring some more stong anti pose before jumpin and also the hands when the guy is in the extreme pose the the hands seem odd... its ok but may be if its som other direction then its couse presented better.. newaz but nice works... keep upload and doing ... and hai u r in gamin na.. good.. newaz
bye

tron_thomas
07-01-2007, 12:48 AM
Thanks for your reply sunimaion.

What exactly is the extreme pose and what do you think might be odd about the hands in that pose?

sunimaion
07-04-2007, 07:54 AM
hi... dont worry u r good.....

extrem is that - when the guy is in the air.... which is his highest position.... at that time his both hand could be gone in different way....now both are similar... so may be - one hand goes up then the other... just to get a presentable view...tats accordin to me... or else its gr8....

... but good one..ok

thanx for replin on ma advice...

brayon
07-04-2007, 04:24 PM
Good work.

Just some suggestions to maybe think about.
Just a few things from my eyes. As mention before about the hands, the anticipation is extreme for the reaction. The hands go way into the back of the character(Edit: those comments are front the front view) but just comes to his chest. I would either make a less anticipation, so bring the hands to his hips or I would much prefer to see the anticipation stay the same but bring the arms over his head when translating. Then at the apec of the jump bring them in front of his chest.
For the right leg, the knee could go up more when the jump start, making it look like that knee is helping him jump. Now, it looks like the leg is not actually helping him and the left leg is doing all the work. Or, you could actually plant that leg and have both of them help the jump.

Here is how I look at it for this one: you stand in front of the miror and make that jump. I had to really bend down and really bring my arms up in the air to make that jump, also my free leg had to come up more.

Good work and keep updating us :)
brayon

thehive
07-06-2007, 07:53 PM
i would say act it out look at what your doing theres no aticipation in the animaiton jus a jump.


1. 1st pose dosent make sence
2. hes jumping off one leg from that pose jus looks odd
3. the pose in the air looks very off center of balance is way off back should curve the other way body tendns to bend the way it was made
4. the land need work to his recoil is delayed to when he hits the ground i feel he recoliing before he hits the ground

hope this helps

tron_thomas
07-09-2007, 12:39 AM
I have posted a new version of the jump.

I would like to know what people think.

Since the jump stats from the last frame of a run cycle, it was suggested that I should add forward motion into the jump. I'm hoping that I will eventually be able to use the animation as an in place jump as well as a running jump. I'm planning going to allow the physics of the game engine to provide the forward movement of the jump when the character is running. Right now I'm just trying to deal with the up and down motion in the animation.

Obviously the first frame of the jump can't be the last frame of the game engine's run cycle if the character will also jump in place. I'll have to figure out how I want to handle that later on. Right now I just want to get something that looks decent in some kind of context.

Here are the direct links to the animation:

http://home1.gte.net/res0hi6f/JumpFront.mov
http://home1.gte.net/res0hi6f/JumpSide.mov
http://home1.gte.net/res0hi6f/JumpAngle.mov

And here is the web page someone can use for viewing the animations on-line:
http://home1.gte.net/res0hi6f/JumpAnimation.html

thehive
07-10-2007, 07:24 PM
still looks akward with the foot lifted up before he jumps not understanding whats all that about. jump is lookin better though

tron_thomas
07-11-2007, 02:00 AM
The reason the foot it up is because the character will often be jumping off one leg from a run. At least that is the idea. I'm hoping that eventually it also will work for a standing in place jump animation; only I'm not sure about how that might work out. I'm just experimenting with things to figure out what will and wont work.

tron_thomas
07-11-2007, 03:50 AM
The reason I decided to have him jump off one leg was that I thought taking the time to plan both feet from a run would dirupt his motion and slow him down too much.

Perhaps this isn't really an issue, and that jump off both legs would work better overall. I think I'll have to try both ways and see what works best.

Since I started with a one leg jump I'm going to stick with that for now.

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