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Fritzenberger
05-23-2008, 09:02 PM
Hi,

Can I get some crits on this robot walk please.

http://www.3danimator.info/mechwalk.htm

Thanks,

- Mike

Hordak
05-23-2008, 09:41 PM
I am no Character animator, but it looks cool... Maybe a bit more weight imo

Fritzenberger
05-23-2008, 09:57 PM
Thanks for the crit.

Yeah, this needs more work. I just can't see where it needs more weight, or how to accomplish it.

- Mike

Fritzenberger
05-23-2008, 10:52 PM
Update

http://www.3danimator.info/mechwalknew.htm

AFightingPanda
05-24-2008, 10:38 AM
Here are a couple of things that I think could make this work a bit better.

1. You added a large head drop when the legs hit the ground showing the impact of the force of gravity, as well as just the weight of this mech. The movement itslef looks fairly good, a little bit on the jerky side maybe but if its really heavy, then I would buy it. What I am not buying is the timing of it. when the foot hits the ground the head is already on its way down before the force would hit the leg. when I scrub through it the little claws are still contracting as the main body starts its track downwards. I would delay that movement so that as soo as the large piston in the foot hits have that animation start going. basically you are going to be working in some overlapping action.

2. This is a simple note you have major clipping going on in your legs when they are in the back position, the "shin" of the character is going through the foot. you will defineatly want to fix that just by moving your back pose leg forward until it doesnt do that anymore.

3. the claws on the feet seem odd to me. They are doing a lot of movement which isnt induced by much of anything. everything that moves should have a purpose for doing so even a robot. when the claws start in the back position they are spread out because they are on the ground. when the legs lifts they close up because there is no force on them anymore which is perfect. When the leg gets to its up pose thoug and starts to move back down to impact the ground they just start slowly opening back up before they hit the ground. To get rid of that extra kind of random movement you will want to hold the claws position in air and not have it start moving till it hits the ground. That will not only just make it feel better but it will also show just how much weight there is in that thing.

Fritzenberger
05-24-2008, 02:14 PM
Hi Keith,

Thanks for the detailed and thorough crit!

...about the clipping. I didn't even notice. I read your post and was thinking, Huh?

Went into the file, and it's clipping bad! Dumb, dumb dumb.

Ok I'm going to fix all this, reanimate the body and post another one today.

- Mike

Fritzenberger
05-25-2008, 04:02 AM
I did it over from scratch.

Old one:

http://www.3danimator.info/mechwalknew.htm

New one:

http://www.3danimator.info/mechwalknewest.htm

It's getting closer. I'm thinking it might be too slow now and it still might be lacking some weight.

Let me know. Thanks.

- Mike

horoXhoro
05-25-2008, 04:41 PM
awesome!! very nice mecha walk:D

may i know what software u using? and how to do the deform of the cable at the legs area there..bone?

thanks ;)

Fritzenberger
05-25-2008, 04:52 PM
Not my rig.

Go here: www.3dfiggins.com (http://www.3dfiggins.com)

Software, Maya 2008 complete.

Thanks,

- Mike

horoXhoro
05-25-2008, 04:55 PM
ic, anyway ur animate the cycle is cool :D

thanks:D

Fritzenberger
05-25-2008, 04:58 PM
Thanks Andrew

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