View Full Version : Robot walk/jump/run...
12-10-2007, 09:55 PM
A thousand greetings from beyond the land of wind and ghosts!!!
This is an old animation I deciceded to dust off and polish up a bit. Please take a look and let me know what you think. I'm really looking for some good input on the jump/freak out part seeing as how this is my first attempt at one of these. There are a few obvious things I'm gonna clean up tonight when I get home (track his hand on his face better, in the begining, add a floor plane to ground him in space and show how far he's jumping up, light up his eye more when he screams) but if you can think of anything else that would really make this thing *POP* I'd really appreciate your thoughts. And now for the unveiling. Drum roll please...
12-11-2007, 10:17 AM
Looking good, i would just tweak the walk so his feet dont come down so softly, just tweak the tangents on ur animation curve for the translate-Y atribute where it contacts the floor. Otherwise its lookin nice
12-12-2007, 05:28 PM
Alright, I've returned from my fortress of solitude with an update. I added a couple things in there after showing it to a couple friends (ground plane, squash/stretch on his face and torso during freak out, ranges in eye intensity). Although I think the eye intensity needs to be pushed some more to personify his "breathing/emotion".
danstar10: Thanks for your feedback! I have adjusted my tangents for his feet to give him a better sense of his weight.
Let me know what you all think of my latest movie...
12-12-2007, 07:41 PM
His root feels a little stiff during the walk, its twisting around alot but there's not very much up and down movement going on, I would tweak this. Also for such a huge reaction, his run afterwards feels very slow, I would speed it up 20 - 30%. Also after the jump he's frozen for a second, you really want to get straight into the run after this, I'd even have him run in place for a step or two to build up momentum.
12-14-2007, 08:10 PM
Kyle G - Wow, thanks for all the helpful feedback!! I've gone back in and made tweaks per your suggestion and I'm really liking the way it's starting to come to life.
I have two updates to show at this time. The first one exhibits more Y translation on his spine during his initial walk cycle and I sped up his run at the end. The second one incorporates a springing running in place action when he falls back to the ground. I'm not 100% pleased with where that is at right now so I'm going to work on it more this weekend. It just feels a little sloppy right now. If anyone has any ideas/refernce/suggestions for that motion they would be EXTREMELY helplful. (I'm probably going to consult some old WB cartoons this weekend to do just that.) Always interested in anything you have to say. Thanks again.
12-14-2007, 09:09 PM
looking alot better, only thing is now that you have incresed the transanslate Y value of the hips, the legs lock out and 'snap' on each walk cycle. you can avoid this by lowering the overall translate Y of the hips, so there is still the up and down variation but it is all a little lower, which would also fit with a slouched / unhappy stroll / walk.
12-15-2007, 04:04 PM
The take that he makes after the walk, when he looks back over his shoulder, feels a little stiff, right now he's hitting the pose and freezing, I would add a little overshoot to this and have him settle in to the pose.
12-17-2007, 01:27 AM
Hey, guys! Thanks again for your C&C's. I worked on smoothing out his little 'run in place' some more and I added an overshoot to his 'alarmed' pose. Let me know what y'all think.
12-19-2007, 09:59 PM
Yet another gratuitous update...
In this new test I have extended the run into a jump and fly. I also added more of an arial bounce during the running in place section and pushed the deformers on his freak out a bit more. I want to do more work on the jump into the fly sequence though, to give it a bit more definition. Feel free to tell me what you think thus far. I've also encountered a couple people who seem to have a problem with watching .mov's. I thought they were pretty universal across the board but if you're having a similar problem let me know and I can post these in a more popular codec.
12-29-2007, 11:05 PM
Alright. Back from holiday leave and I've made some more progress on my movie.
I've been trying to think of a really funny reveal to show after the smoke clears to show the viewer what exactly he was freaking out about. Any suggestions???
As always, let me know what you think thus far...
12-30-2007, 12:17 AM
What an insane update hahahah....was not expecting that!
Well if your up for a few critiques I can toss you a couple.
First off, a really good habit to get into is checking the silhouette of your poses and make sure that they read well. With the current camera angle, it may be somewhat of a challenge during certain frames to achieve this. But hell, anything is possible if you keep tweaking.
A couple of examples: (I'll pick out a few and let you worry about the rest)
FR 0 - The lower right arm and the upper leg are blending into each other. Where is the left hand? This is your first key :twisted:
FR 92 - If this were a black and white silhouette image the legs would look like a blob.
FR 172 - Left arm, Lower left leg
FR 213 - 217 The start of a really good arc path via his head.
FR 218 - 231 The head is starting to create another arc path but this time the overal pose and position of the head looks "weird". I guess it could work but I would expect that at FR 231 the character should be looking the way he is running.
Then starting at FR 231 - 244 this motion would seem a bit more natural. I realize that your trying to convey that the character sees what is chasing him but why not turn his attention to whatever that is at FR 244?
FR 254 - 303 Not so good silhouettes (very hard to read the characters body).
All in all, this is a pretty cool animation you have here and it looks like a lot of fun. I'm kinda jealous too because I have not done any dynamics/effects yet on anything.
As mentioned, the silhouette issue can easily be remedied just by adjusting the camera. The stronger the silhouette the stronger the pose....the stronger the pose... :)
Also if your using Maya then do a quick render of the pose and hit the "display alpha channel" to test your silhouettes.
Good stuff...keep it coming!
01-08-2008, 01:26 AM
Kid-Mesh! Holy wow! Many thanks for the intense critique, man!! I've been slacking a little on this animation, spending most of my free time polishing up my website and reels. I will get back in the swing of things here soon and tweak my poses some more to really make them solid.
I had an idea though for the funny reveal and thought I'd just put it out there to see what you all think.
'The smoke clears to reveal an identical, very pink, VERY pregnant girl robot'
Then I thought potential employers may frown upon Dead Beat Robots :shrug:
What do you think?
01-16-2008, 09:57 AM
Try to spend my time watching your short, well, it looks great, really neat model, good animation, and very cartoony! like it.. :thumbsup:
Just trying to give you some suggestion, if you don't mind, maybe it would be great if you can make him stop and look forward, like he just heard someone yelling at him, then he turn around to see that person, what do you think?? and before he lift off with his jetpack, it's even better if you can make the anticipation more pronounced, maybe with his both feet touch the groud bfore take off?? right now it seem like he activated his jetpack by accident :D.
And, yes, thats a good idea to make some pregnant robot! or his fat wive equipped with frying pan?? :D
Good job pal!
01-16-2008, 09:57 AM
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