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krugar
10-31-2008, 07:54 PM
Hey all,

This is my first attempt at animating a backflip or a series of flips though its at the blocking stage and still a work in progress feedback still welcomed. :bounce:


HERE (http://vimeo.com/2119956)

theultimatecoin
11-01-2008, 02:52 AM
pretty good blocking dude

good weight.

but the thing that bothers me is that he should be higher off the ground right? remember this is animation. you can break the rules of physics to get your point on.

looking forward to more

DevIII
11-01-2008, 07:50 AM
howdy, so the second backflip's landing is the same pose as the first, so he lands in the same place.

im not sure if I see the height as an issue, but the forward movement seems to little. It seems like he only moves half a body length forward. wouldn't you moving a bit more to complete three backflips?

lewistaylor
11-01-2008, 10:24 AM
Hey Buddy,

Height is a slight issue, I'd come up a little more.

Could you post a side profile playblast? Tis much easier to diagnose
what's going on, especially on something like a backflip.

I see two main problems so far. First one is that you really need to
peep some live action reference. Your character is completing it's
rotation of the backflip way too late. He could do with some tucking
up of the legs during the last half of the rotation. A backflip is not
a linear rotation of the body, again peep some youtube gymnastics.

Number two, and one that a heck of a lot of people seem to do.
Right now your character is rotating around his COM, which is located
smack bang in the middle of his pelvis. Your body's Center Of Mass
changes depending on what your doing, so should your COM.

Render a side profile of your backflip, and get some transparency sheet and tape it over your monitor. Use a marker and plot out frame
by frame your characters COM. Join up the dots and you will see
what I'm talking about with regards to the whole COM thing.

Solution. Parent your COM to a null object and position the null
correctly for the right Center Of Mass. Rotate the character around
this null object. You can get away with not doing this, but I thought
I would throw it in there(thanks Jeff Lew!).

Lewis

krugar
11-01-2008, 03:10 PM
Hey Kotaro I think I will be breaking some the rules of physics as I am a fan of exaggerated animation, but I will have to be carefull as I'm going for a more realistic shot.

Hey Donald i've seen ref video on youtube of ppl doin crazy flips with hardly moving forward at all, anyway I will make him move more backwards.

Hey lewis your right about the whole com thing i've recently been goin through some JLew dvds and I will post a side view with my next update.

Thx All for the helpfull comments

Update coming soon

krugar
11-01-2008, 07:04 PM
Another update as promised, its still in stepped mode. Worked on the height of the flips also the spacing.

Side View (http://vimeo.com/2126499)

Persp View (http://vimeo.com/2126546)

As always C&C welcomed

Thx

lewistaylor
11-02-2008, 10:43 AM
Hey,

It's not the rules of physics that you can break, it's making the
audience believe what's going on. If they believe your character is
superhuman, then by all means run, jump, lift, etc to a higher level.
Even these characters are still bound by physics. Superman may well
lift a school bus up, but the look of strain is still present on his face and
in his body as he does it.

What I'm getting at is this. If you are going to do extreme motions,
and want the audience to come along for the ride, they must be able
to relate to some extent about what they are seeing(see superman
ref above).

Here is a still from your side profile with a red line indicating COM
and balance. Your chars spine is way too bent this early in the flip.

http://i144.photobucket.com/albums/r181/lewistaylor/back.jpg

NURB
11-02-2008, 12:03 PM
Hey krugar, glad to see you are using my Dummy Man (http://highend3d.com/maya/downloads/character_rigs/DummyMan-5145.html) for your animations! :) Any comments about the rig and usability? I have plans to make some changes in elbow, knee controls, & adding stretch to arms and non proportional scale for all parts.

krugar
11-08-2008, 09:53 PM
Hey lewis thx for your comments I agree it's all about making the audience believe what's going on.

Hey NURB im luvin the rig its very easy to use, adding stretch to the arms would be very kl although i think adding some sort of global option for the knee and elbow controls.

I fixed the overall balance of the motion im now working in linear mode as im approaching the polishing stage as always what do you guys think?

Side View (http://vimeo.com/2189835)

P.S Im thinking about leaving out the end hop???

krugar
11-16-2008, 09:43 PM
Final

HERE (http://vimeo.com/2260764)

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