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KielFiggins
02-27-2009, 02:04 AM
A short animation I'm working on. Still a heavy W.I.P. but coming along.
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Animation (http://www.3dfiggins.com/gallery.php?id=39&item=215#215)
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**Updated**
Working with the updated base mesh, I kicked out a motion test on the new neck. Really pleased how it turned out. No where near the state of polish that will be used for the short, but rather to show that the new setup and mesh would hold up for the types of motions I have in mind for the piece. The penetration in the plating can (and will) be fixed in the final, but for now, we've got bigger fish to fry. Enjoy.

Neck Motion Test Movie (http://www.3dfiggins.com/gallery.php?id=39&item=215#215)

http://www.3dfiggins.com/bshow/beastNeckStill.jpg




**Updated**
-Finalize Character Concept (http://www.3dfiggins.com/bshow/1207_beast_concept_Final.jpg) by Justin Albers (http://www.justinalbers.com)
-High Res Wip for the Head (http://www.3dfiggins.com/bshow/0218_Beast_Head.jpg)and Full body (http://www.3dfiggins.com/bshow/0218_Beast_Body.jpg) by the new Character Modeler, Ed Hardison (http://www.eh04.com)
-I took a short stint away from this project to do some feature work and other animation contract work, but I'll have more to show on the animation side shortly.

http://www.3dfiggins.com/bshow/0218_Beast_Head.jpg



**Updated**
-flies (only visible in the large version)
-bg birds,
-ground impact
-further animation cleanup.

http://www.3dfiggins.com/bshow/beastExtras.jpg


**UPDATED**
-Model improvements, proxy env, and further animation cleanup
-Larger version available
-Experimenting with a different way of animating the tail (I know its going through the leg)
http://www.3dfiggins.com/bshow/beastEnvProxy.jpg



**UPDATED**
-Guts, Entrails, and further animation cleanup
-Larger version now available
http://www.3dfiggins.com/bshow/beastGuts.jpg



http://www.3dfiggins.com/bshow/beastTeaser.jpg


Enjoy, crits / comments welcome

*I know the hand on the corpse is static, havent got around to rigging the constraint yet.

Oscar63
02-27-2009, 04:43 AM
Well I read the title as 'BREAST feeding on a corpse' and was like 'I gotta see this!', turns out I was mislead :(

Hehe, anyway, awesome animation man, not much else I can say except I wouldn't want to meet that thing down a dark alley, nice job :thumbsup:

torresmedia
02-27-2009, 11:45 AM
This is awsome dude! I love your work! Got alot to learn from you ;) Hehe... Gotta say I love your riggs to ;) Keep it up!

bobzilla
02-27-2009, 02:18 PM
Very nice! No real crits. Nice to see something other than another walk cycle!

I like the slight camera moves, too. Just enough to follow the action but not frantic like in a lot of actiion shots you see to day.

Depending on how big the beast is, maybe you can do a lower pull in with the camera and have the camera almost have to move out of the way of the dropping corpse part. But, that would give a different take on the scene. (Just thinking out loud...)

How did you rig the corpse?

ajfrank
02-27-2009, 03:29 PM
Man... another great piece of your work. Keep up the good work man. I'm catching up to your level... slowly... Someday soon I'll be at your level :D

KielFiggins
02-27-2009, 06:17 PM
Thanks for the feedback guys. SHould have another round today. Hopefully get some model improvements, more anim clean up and a bit more stuff on the corpse.


Oscar: Haha, a slight spelling difference. Though thinking of it, that would be a sweet anim... Glad you like the anim. Hopefully


Torres: Cool man, glad your like my work. I should be hosting a new rig soon (Scorpion):
http://www.3dfiggins.com/Archive/pages/scorpion.html

Also, feel free to check the valentine's day one:
http://www.3dfiggins.com/gallery.php?id=38&item=213#213


Bobzilla: Thanks man, but i have a walk cycle of him too, but that was more of a rig test and less of a show piece. The camera is still pretty rough, I'm hoping to add in a bit of zoom, tilt and a bit of shake. I like the idea of being more intimate with the corpse / camera, I typically have that problem when i frame up my work, I still want the viewer to see everything, intead of what works best for the shot. The corpse "rig" is laughable. couple of fk joints with parent constrained to the mesh. The spine cord is a single control with a bend deformer. The full corpse rig will be more complex for deformations as well as having his entrails and guts spilling out.

AJ: Cool man, looking forward to to your car revisions. Keep on animating!

frothlord
02-27-2009, 06:24 PM
Well I read the title as 'BREAST feeding on a corpse' and was like 'I gotta see this!', turns out I was mislead :(

Woah, I read it as that too lol.

Pretty sweet animation, very nice!

KielFiggins
02-28-2009, 06:28 PM
Updated the animation a bit more with Guts, entrails and futher animation clean up. Really digging how its coming out.

Larger Version Now available as well

http://www.3dfiggins.com/gallery.php?id=39&item=215#215

Enjoy, C / C welcome.

http://www.3dfiggins.com/bshow/beastGuts.jpg

Froth: glad you like the anim.

ajfrank
02-28-2009, 09:25 PM
Nice! :thumbsup:

Final animation's going to be off the chain! I can see it now.

I'll hate to critique somebody 10 million times better than me in animating, it's like me trying to tell an electrician how to hook up wires, (jk I like critiqueing everybody at any level :) )
but there is something that caught my eye:

-I notice when the beast is pulling on the corpse, right before the corpse rips in half, I notice that the beast barley pulls on the corpse but the corpse moves like it is being pulled. I know your trying to show that he's trying, or is about to, tear it apart but at that moment before the corpse rips it just seems like the corpse is levitating closer to the beast mouth and the beast head is about stationary . You know what I mean? I would just have the beast head pull up just a little more at that section

-I read on your site you're trying to make the beast reaction more intense. I'm pretty sure you already know what you need to do to in order to accomplish that so I'm not going to go to much into that, but one thing I would fix on what you have now is the height on his foot he steps with during the reaction(his top right). I'll make that step just a little bit higher so you can get that stronger stomp going on. Not sure if that what you want but I think it'll help with the intensity.

These just my opinions. Again your eye and skills are like 2 jabalatrillion times better than mines. :banghead:
But I'll catch up with you one day. :D
Looking good so far. Keep up the good work :thumbsup:

KielFiggins
03-03-2009, 02:18 AM
Animation (http://www.3dfiggins.com/gallery.php?id=39&item=215#215)


**UPDATED**
-Model improvements, proxy env, and further animation cleanup
-Larger version available
-Experimenting with a different way of animating the tail (I know its going through the leg)

http://www.3dfiggins.com/bshow/beastEnvProxy.jpg


Animation is moving along pretty well, getting ready for a heavy detail pass and such.

AjFrank: Thanks man, hopefully the final anim turns out cool, i'm liking where its going. No worries on critting others, no matter their skill level. Solid feedback is just that, no matter who or where it comes from. With that in mind:

-Good eye on the corpse drifting up. That was some left over keys that I hadnt cleaned up (was still working on the creature, getting him solid). Regardless, its fixed now at this stage, and your definatly right, it adds more snap to the break. I still need to sell the struggle in the neck/shoulders during the pull, but thats coming up.

-Intenstiy of the scream. I'm still working on it, but I did work on the front right hand (the one you mentioned). His toes, arc, and toe roll all help sell that moment. Also, i fixed a cop out move and make him kick the rib cage into the corpse, instead of just stepping over/on it. Kinda hard to tell, but its there. Still want to add more to the end, should be in the next one or two passes.


Thanks for the feedback thus far everyone, feel free to keep it coming.

bobzilla
03-03-2009, 03:38 AM
I really like this clip. There's so many little things going on. Very inspiring.

Two crits: Not crazy about the new corpse break. I now you said you're working on the struggle, but right now the head movement looks like it almost freezes, then snap, it's off and the head is all the way up and to the left of camera.

I picture it lowering it's shoulders and pulls back, or pulls left or right. I think pulling up would use mostly the weaker bottom jaw and would be difficult to do. Maybe a slight side to side had shake anchored at the tip of the head buried in the corpse before the pull.

And VERY small crit. I think there's too much movement in the tail. Maybe should be stiffer?

Since this is not a real animal (Thank God!), it's all pretty subjective.

ajfrank
03-03-2009, 04:56 AM
Looking good. Just few quick things I see:

-I kind of liked it when he stepped on the ribcage. He probally would of had a bone or two stuck in his foot, but I liked it.
I would still have that foot go a little higher on that step. To me it stills seem as though it can be even stronger if the step was even higher. Look at the negative spacing you have right now from the background horizon to the beast foot when the foot is at it's highest point. I think if you increase that spacing by raising his foot, (but not by too much then it would just look unnatural), that turn would be even stronger. But that part could also just be an animator's choice to :shrug: . What you have now works but you should give it a shot just to see how it feels...

-The tail: I know you said you're experimenting right now, but just to throw it out there, I think that right now the tail is moving a little too much... maybe. I'm not to sure how to pin point it but it's just not feeling like a tail to me right now. It's looking like it's responding to his body movement instead of him controlling his tail. Easing the movement of the tail should help. I'm pretty sure you have reference but just in case, just check out some footage of wild cats eating a corpse and just look at there tail while they feed.

-The end reaction: Again this is also an animators choice. Right now you somewhat have him mainly parallel towards the camera at the end of the animation and you cant see none off his body but his chest. I think if you can somehow get him into more of a side, somewhat 3/4 pose, for his end poses, his reaction can get more intensified. You can show off more of his body plus you'll get a good diagonal line off action going on. Too me straight on shots with quads can automatically weakens its pose. I think the best way to get him into the side/or 3/4 pose would be to have him react like how them big cats be reacting when they're feeding on a corpse and their food get threaten by another animal, or person. They do that little short, snapping jump warning mainly with their two front claws. You know what I mean? Hard to explain, especially since I'm sleepy right now :hmm: so this is just a little side option/note. If you can pull that off right though I think that could increase the intensity. But again I think this is more of a animators choice.

These just my opinions though. Overall i think its still looking good. :thumbsup:

DejaVooDoo
03-03-2009, 06:46 AM
Great stuff, as usual, Kiel.

Only crit that hasn't been mentioned for me would be the second gulp of flesh before the roar. Seems to just suck into his mouth without any effort. A little head action to throw it down may be nice there.

Maybe add in some kind of middle ground element to further set the scale of him? A tree or some boulders maybe? Dunno the scope of the vision .. if that's a bull or something he's feasting on .. or just another fantasy beast. Camera does a nice job of it tho, so could be totally unnecessary and clutter the scene. Just a thought..

E

KyleG
03-03-2009, 03:18 PM
Looking good, I would try and get a little more overlap in the head when he tosses the corpse in the air

=k

KielFiggins
03-04-2009, 01:52 AM
Animation (http://www.3dfiggins.com/gallery.php?id=39&item=215#215)

**Updated**
-flies (only visible in the large version)
-bg birds,
-ground impact
-further animation cleanup.

http://www.3dfiggins.com/bshow/beastExtras.jpg



Thanks for the feedback guys, trying to get them all in.
-Hefty revisions to the jaw/chewing. Decided to go for a more snapping approach instead of a cow chewing. Also, fixed how the flesh goes into his mouth
-Got more of a tugging before the corpse snapping in half
-Didn't work on the tail in this pass
-Camera shake and body lean on final yell
-Overlap on head overall


KyleG: Thanks for the post man, hopefully got a bit more overlap on the primary axis in this pass, will work on the sway and twist in the next pass.

Deja: Hey man! Thanks for the reply. Hopefully this pass addresses the food just kinda oing into his mouth. For the acutual environment, big time concept artist Justin Albers (http://www.justinalbers.com) is working up the design and matte paintting for the environemnt. Should be killer.

AJ: Another good round of crits. I raise the foot a bit more and adjusted the shoulder. Hopefully that takes care of that. Also added in camera shake and ground displacement when he stomps. Tail will be addressed in the next passes. For the cat jump for the end reaction, Due to his size, I didnt see him really jumping, though I recieved similar feedback, so its a sound idea. Just didnt go that route.

Bobzilla: Thanks man, yeah, tail will be coming up soon. The direction of the pull could be more front to back, but I wanted a pull up to emphasis the innards being dumped out and re frame the characters size. Valid note about using the weaker lower jaw... hopefully this guys got a strong one.


Thanks for the crits guy, keep'm coming.

Winner
03-04-2009, 04:41 PM
Theres some nice organic movement in here... overall this works pretty well but you could really make this awesome by working a few thngs.. push more what you're trying to sell in the shot. The character design is really cool! nice work on the rig too.

i think for the grab and tear section you would do better to think about the timing of the plants of the letf hand and the back left foot. Theres something artificial about both of these because they dont seem to have a reason.... the back foot plant you could sell much more by changing his pose so it reads like he moved his foot to re-shift his weight - youre doing it already a bit, but I think push it way more.. it will really add extra weight too. Right now it feels like two movements, one after the other with very even timing. I'd almost think you could get a better pose by moving his foot back and more screen right, so when he does the big tear with his head you get a more dynamic stretched out pose. For the left hand, I wouldnt have it plant on the corpse so early if youre not gonna really sell that pulling action.. the reason for the hand to hold down the body. You could work the whole pulling section WAY more before it tears.. really stretch out the corpse, ( you could have it start to rip first, just catch... then SNAP! the whole thing goes ) angle the head more to lean opposite to the direction of pull. This is your entertainment moment... the audience wants see the anticipation, the whole build up to the tear just as much if nor more than the tear itself.

I cant tell how big the characters are. For most of it it feels like the beast is HUGE.. which is cool... but then the corpse feels a bit light? I think hes the size of an elephant? if so I would slow the final fall down and really work into how this feels and happens.. concentrate on slowing down the timing of the fall and get a real weighty impact.

the posing on the last action where he turns and roars works nicely. This is my favourite part of the shot mainly because of this. The raise on the foot tells a story too - indicates that something is about to happen after this shot that we don't see.. that the world goes on after this.. its great.

oddel
03-05-2009, 06:10 AM
Hey, Kiel! Great work! Apart from what everyone else has said, I think there is, at least, just one more part to consider tweaking:

-It seems like you're getting a little IK pulling in the front right leg as the creature steps forward just before it goes in for its final, intense bite. It's a little distracting. I think the reason that it's happening is because the creature's center of mass is not moving forward as that leg moves forward.

And this is probably me just nitpicking, but I think fixing this will improve the animation that much more.

Nice work, overall!

xerious3d
06-09-2009, 04:11 PM
This is looking sweet - Can't wait to see it finished with all the finished animation + Renders. :beer:

KielFiggins
02-24-2010, 03:11 AM
Hey guys, I took a short stint away from this project to do some feature work and other animation contract work, but I'll have more to show on the animation side shortly. Till then, heres some sweet new images being pumped out for Beast!

**Updated**
-Finalize Character Concept (http://www.3dfiggins.com/bshow/1207_beast_concept_Final.jpg) by Justin Albers (http://www.justinalbers.com/)
-High Res Wip for the Head (http://www.3dfiggins.com/bshow/0218_Beast_Head.jpg)and Full body (http://www.3dfiggins.com/bshow/0218_Beast_Body.jpg) by the new Character Modeler, Ed Hardison (http://www.eh04.com/)

http://www.3dfiggins.com/bshow/0218_Beast_Head.jpg

SheepFactory
04-18-2010, 09:09 AM
That is really cool. Cant wait to see some updates on the animation .

KielFiggins
04-20-2010, 05:25 AM
Hey Sheep, ask and you shall recieve!

Working with the updated base mesh, I kicked out a motion test on the new neck. Really pleased how it turned out. No where near the state of polish that will be used for the short, but rather to show that the new setup and mesh would hold up for the types of motions I have in mind for the piece. The penetration in the plating can (and will) be fixed in the final, but for now, we've got bigger fish to fry. Enjoy.

Neck Motion Test (http://www.3dfiggins.com/gallery.php?id=39&item=215#215)

http://www.3dfiggins.com/bshow/beastNeckStill.jpg

More animations on the way!

Jeremydjutras
04-20-2010, 04:28 PM
Hello again Kiel,
Nice to see the updates to the site lately!
The neck test looks great, the solid arcing motion, the secondary movement on the pincers.
But yeah, about the neck, it looks great. The jiggle in reaction to the animation is definitely working, looks real nice.

I know this has already been mentioned above by AJ and some others but the shillouette during the final roar in the WIP for the short could be presented a little better. The big gaping mouth is almost disguised and lost in the bulk of the body mass, if it was pushed screen right sooner (it eases there until the end of the anim) then it would intensify this final moment. I dont see you having to make any foot plant/weight adjustments to the creature by doing this but then again this push to the right just may throw him off balance, just something I saw while taking a look at your work. Thanks again for the update Kiel.

Phredrek
04-22-2010, 07:44 PM
this is one of the coolest things I've seen posted here in a long time! awesome stuff! :D

AdrianWilliams
06-29-2010, 01:27 PM
The animation on this it amazing, can not wait to see the final movie!!

theANMATOR2B
07-28-2010, 07:48 PM
Hey Kiel, awesome progression and concept.

Like aj, I feel like Iím making a suggestion to one that is a proven professional. You experience exceeds mine but I wanted to mention something that hasnít been said.

The neck motion test works very well, but the body shows no reaction from the neck shaking. I would expect to see the body sway a bit when the neck swings back and forth. Iím sure the animation was just a test of the neck and youíre aware of this but I wanted to mention it since it hadnít been yet.

Great work, canít wait to see the finished product.

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