PDA

View Full Version : Tuck Jump Animation


tron_thomas
05-05-2008, 02:05 AM
I've been working on a tuck jump animation for a character that I want to use in a video game.

The animation can be viewed here:

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

Here are direct links to different views:
http://home1.gte.net/res0hi6f/JumpFront.mov
http://home1.gte.net/res0hi6f/JumpSide.mov
http://home1.gte.net/res0hi6f/JumpAngle.mov

What feedback do people care to offer?

JacobsenAugenstein
05-05-2008, 02:56 AM
Looks good! But seems like the time where he is straight and where he tucks seems to be a little too fast. Maybe make it a little smoother. Good job and good luck!

SalvadorRuizJr
05-05-2008, 07:24 PM
I would start off by recording yourself or someone else doing the action. Then you can take liberties on the timing and height of the jump to give it more character.

All that said, off the bat I think you have him anticipate the jump for too long. He should come down faster (instead of 20 frames to get to his lowest position, try making it 10 frames). You can make him reach his highest position even faster and settle at the top a bit longer before coming down as quick as you have it.

tron_thomas
05-12-2008, 12:21 AM
I've done a few changes to the animation. Again someone can view it at:
http://home1.gte.net/res0hi6f/JumpAnimation.html

Here are direct links to different views:
http://home1.gte.net/res0hi6f/JumpFront.mov
http://home1.gte.net/res0hi6f/JumpSide.mov
http://home1.gte.net/res0hi6f/JumpAngle.mov

What do people think of this version?

kasana
05-12-2008, 04:28 AM
Good work thomas. Its looking good.
Just few things. From frame 21 to 27 legs suddenly goes dead.......I think subtle ease in will work here. And I m agree with salvador about timing. Anticipation can be reduce...n speed up when he comes down.

mattjmit
05-13-2008, 12:45 PM
Hey, I'm new to 3D animation but one thing I know is you can't let maya or whatever software you are using take controll of your animation, which I can mainly see happening as he rights himself from landing. It's essential to always be thinking, 'is this movement happening because it's what I want to happen or is it happening because the software has guided it this way and I've accepted it?' Keep that at the front of your mind at all times,

Sorry I can't help more but I'm not able to analyse 3D animations very easily yet.

tron_thomas
05-14-2008, 02:52 AM
Hey Matt,

I'm not quite sure I follow exactly what you are saying.

One thing to note is because I wanted to use this animation in a game, I made it a cycle where he ends up in exactly the same position he started from.

What does that information do towards addressing what you are talking about?

mattjmit
05-14-2008, 10:29 AM
Well, that is a slight drawback but It's probably quite possible to make a good loop. What I was trying to say was, maya and other 3d programs predict a lot of stuff, theres alot of editing curves to see if it looks right, so sometimes you'll try some stuff out, watch it back and be like, 'well that works well' and then leave it, but if you'd have drawn it without the technology barrier then maybe you would have got the animation closer to how it was in your head. I know that's an issue for me sometimes, it may not be for some people but it's probably worth thinking about.

As for the part when he rights himself on the landing, it looks a little like it's using too much of the default prediction, I may be wrong and I apologise if I am, like I said I'm new to 3D, but that's the gut reaction I had to that part.

Did you make the model yourself?

mattjmit
05-14-2008, 10:44 AM
Hey, I just looked at the side view. Where his body goes back to vertical between 20 and 27, I think the pelvis should push forward, rather than the body move back. If he tried to push up from the position he is in on framd 29, chances are he would jump backwards. Moving the pelvis here would also help what kasana said about the legs going dead.

Definately record some reference and take note of the path your sholders take and your hips.

tron_thomas
05-15-2008, 03:44 AM
I did all the modeling and rigging of the character as well as the animation. It was all meant to be simple.

mattjmit
05-15-2008, 04:06 PM
ah its all good, I wouldn't know where to start with rigging. I would like to be able to animate characters I have made but I feel I should wait till I've nailed animation. I'm constantly tempted to dabble in rigging and modelling.

tron_thomas
05-18-2008, 11:35 PM
I have updated the animation again.

The online version is here:
http://home1.gte.net/res0hi6f/JumpAnimation.html

Direct links are here:
http://home1.gte.net/res0hi6f/JumpFront.mov
http://home1.gte.net/res0hi6f/JumpSide.movl
http://home1.gte.net/res0hi6f/JumpAngle.mov

What do people think of this version?

tron_thomas
06-02-2008, 12:32 AM
I've made further changes to the animation:

The on-line version is at http://home1.gte.net/res0hi6f/JumpAnimation.html

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

How does this latest version look?

mattjmit
06-02-2008, 10:35 AM
Hey, I recon you should carry on offsetting the symmetry from frame 45 through to the end. Maybe bring it in a small amount from how much you've offset it up to that point as well, frame 39 seems a bit of an extreme, maybe anyways, or maybe thats exactly how it was in your reference, I dont know, try a few things out.

Hope that helps,
Matt.

tron_thomas
06-15-2008, 11:51 PM
I've made some minor tweaks to the animation

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

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

What do people think of this version?

Nucleo
06-16-2008, 05:41 AM
Its looking much better man, good work. One little thing i noticed is that you body reaches its top position and stay there like its stuck have it slow in/out of the movement and then try to have the legs still go up while the body is going down to create some overlap. Keep it up!

CGTalk Moderation
06-16-2008, 05:41 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.