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klkkimura
09-29-2008, 07:31 AM
I've been working on this for a couple of hours, but it seems a little off. I was hoping for some help on working this out.

Here is the file.
Flash Kick (http://blip.tv/file/get/Kllkkimura-FlashKick514.mov)

Dave_Hingley
09-29-2008, 12:27 PM
just my take on it but you seem to have a lot of twining going on

when the character goes into his anticipation (f81) bend the spine over more and alter his arms they are very rigid you can see this happening in the front view maybe have one angled away from the body?

during the jump the characters arms stay really locked to his side, maybe having some variation on arm position can help here.

when landing,the lead foot connects at frame 111, i think the characters hips should move back a little when the following foot connects frame 115 , I would also drop the hips down on say frame 113 and bring it back up again at frame 120 as he is straightening up try rotating the head down slightly and bend the spine forwards(f115) as he is standing up just to add a little breaking of joints in the head and spine as he is standing up

klkkimura
09-30-2008, 06:35 AM
Dave,

Thanks for your help. I've made a couple of the changes that you suggested. Here is the updated QT.

Flash Kick (http://blip.tv/file/get/Kllkkimura-FlashKickv11900.mov)

Dave_Hingley
09-30-2008, 11:34 AM
Looking at your new animation. could you try adding a keyframe for the head at frame 94 something like this:

http://farm4.static.flickr.com/3124/2901755258_9d5184f6f3_o.jpg

it should add a little overlap to the head and make the straightening up a little more fluid and less stiff

klkkimura
09-30-2008, 07:25 PM
OK...updated again. I added a little more roll to the spine and adjusted the first contact position.

Flash Kick (http://e11.video.blip.tv/1760005575016/Kllkkimura-FlashKickv12393.mov)

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09-30-2008, 07:25 PM
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