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robo3687
04-22-2003, 06:41 AM
Ok, here some things I worked on this morning for about 2 hours, these are my first real attempts at animating something, keep in mind they are rather rough

I've just used simple bipeds and camera's with path constraints, there are 2 omni lights lighting each scene. Done in MAX 5.1 and cut together using After Effects

C&C welcomed.......I will be doing more of these soon.....requests may be filled

*Files are Quicktime, compressed with sorenson 3 codec

Jumping back and shooting - 2 guns (884k) (http://www.angelfire.com/pro/robo_obi/bullet.mov)

Jumping kick - misses on both attempts (1.5 Mb) (http://www.angelfire.com/pro/robo_obi/biped.mov)

Diablo™
04-22-2003, 06:49 AM
the basics looks good, but its difficult to critic it when the animation does not include all aspects of physics, for example it would be nice to see the biped "anticipate" a jump kick instead of a setup position, or the person that is being kicked at can by flung backwards against a wall. understandibly it's a rough animation, but not enough material is provided to be effectively judged.

not bad.

robo3687
04-22-2003, 06:56 AM
yeh i was going ot have the guy fly back once kicked, because when i first played around with the biped i made him do a really cool fly-back.....

but after i had made him walk to his position using the automatic footstep creation in character studio, it said I couldn't add any more keys to him after the last footstep, no matter what I tried.

So, because I didn't know how to fix that just then I decided to have the other guys feet go to either side

bledsoed
04-22-2003, 07:04 AM
About not being able to add mor keyframes after the walking, what i would try doing if you haven't is click the convert button this will convert the automatic footsteps into actual keyframes that you can then go back and tweek if you wanted or add more keyframes at any point in time. the convert button is on the second row of buttons located under the general tab which is located in the motion panel. the convert button is the last button in that second row. click the convert button, when it asks you if you waqnt to generate a keyframe per frame uncheck that box unless you really want a keyframe every single frame of the animation. once converted then it acts as a normail animation when when you have autokey on you can add key frames. hope this helps a little, if not i can send you a tutorial on how to work with bipeds.

Derek

wedge
04-22-2003, 07:05 AM
well. they're incredibly static, but i guess they're pretty good for a new animator.

robo3687
04-22-2003, 07:15 AM
bledsoed - thanx for the tip, I'll see if that works tomorrow but in the meantiime I would still like to have a look at the biped tut.

wgeddes - yup, they're static allright, hehe, but thanx, I'll loosen them up a bit for the next showing, or try to at least.

robo3687
04-23-2003, 02:45 AM
ok i've started work on another one..........its recreating trinity's roof-jump...but i need some help on animating it....

i get the runup right, but i can't get the jump to look right....like the taking off bit, and at the ende i can't make the biped do the roll, it just doesn't seem to want to curl up or anything...

plus one last thing, my rotation axes for the biped are strange, to rotate it on the y i have to turn the x, is it meant to do that?

thnx for the help in advance

bledsoed
04-23-2003, 03:52 AM
i haven't found that tutorial yet but i will post it tonight when i get home. about your axis.

as for your rotation problem what you will need to do is click the part of the biped you want to rotate. i.e the lower right arm. then what you will need to do once you have selected the part of the biped you want to rotate is at the top of the tool bar right next to the scale tool you will see a pull down that says something like world or view. click this pull down menu and change it to local. what this will do is change the axis to the local object that you had selected instead of the world or view axis, and in theory x will be x, y will be y and, z will be z. instead of like when you have it set to world or view where when you move on the y axis it may change as the z. you will need to do this a lot when working with biped.


hope this helps if you still have problems either email me or post here.

Derek

robo3687
04-23-2003, 03:57 AM
oh ok......seems simple enough.......i actually did that in another tutorial (the asteroid one with max) yesterday but didn't realise i could have used it in my situation

thanx

Maximus Groff
04-23-2003, 04:31 AM
broken link! i wanna c! i wanna c! i wanna c! i wanna c!

fix plz!

Kid-Mesh
04-23-2003, 05:33 AM
Not bad

twitchy
04-23-2003, 05:40 AM
links dont work! fix. i wanna see this.:bounce:

robo3687
04-23-2003, 08:26 AM
Uhm, the links work fine for me:shrug:

Right click and 'save target as', try that if you haven't already, if that doesn't work I don't know whats goin' on.

But anyway I got frustrated with my Trinity roof jump, so I did up a quick Neo bullet dodge. And just for wgeddes I loosened up the animation for it.

But as a result of the time stertching I did in AE the middle bit went jerky and the looseness was lost. I did it in AE cos I was too lazy to key the camera movements completely. So as a result I have uploaded both movies for you.

Constand Speed (338kb) (http://www.angelfire.com/pro/robo_obi/bulletdodge.mov)

Speed Adjusted (1.03Mb) (http://www.angelfire.com/pro/robo_obi/bulletdodge1.mov)

hope the links work for those ones

enjoy

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