PDA

View Full Version : Sword Strike Blocking WIP


MLajoie
07-14-2009, 05:06 PM
Sword Strike BLocking WIP:

crits are welcome

http://www.pixelsprohibited.com/Sword/Double_Strike_01.mov

nakimushi
07-14-2009, 06:29 PM
don't like "Yellow" leg on the spin part ..;)))
I think it should stay close to body and second leg but the rest looks good man ...
I want to see second pass

MLajoie
07-15-2009, 03:08 AM
update
crits are welcome

http://www.pixelsprohibited.com/Sword/Double_Strike_06_Front.mov
http://www.pixelsprohibited.com/Sword/Double_Strike_06_side.mov

MikaelPersson
07-16-2009, 01:06 PM
Looks quite nice. But it's way to slow. Or did you intend slow motion?
I would suggest almost twice the speed.

Have you looked through the persp or front cam while animating? You can sense that s/he is quite off balance when looking from the side, but when you view the front cam it becomes quite obvious.

Without a frame counter it's really hard to give a detailed crit but the main aspects you should look out for is your balance, weight shift and speed. Yay, that was general and helpful :)

I would suggest that you go back to your first blocking and get your speed and timing right. Then go back to your polish.

One general thing to think about is to keep your head as stable as possible. For instance the second slash, you move the whole body to the right. But you should have moved just the hips and rotated them so the head would have stayed more or less in the same place. After that you could have had the follow through of the force s/he dealt.

Looking forward to your next video.

MLajoie
07-16-2009, 07:07 PM
thanks guys for the replies, hopefully i will have time tonight after work to work on this. Its funny, both of you have worked for ubisoft, and thats the whole reason i am working on a reel, to apply to ubisoft once they open their doors in Toronto. Just a funny coincidence i guess :)

also, at the moment i am playing assassins creed, and love the animation in the game. So it was nice to see that music playing stuff :)

MikaelPersson
07-16-2009, 07:59 PM
Yes the video games industry is small :)

I didn't know ubi were heading for Toronto. But why not jump over to Montréal? It's an awesome city!

Acol3d
07-16-2009, 08:05 PM
It looks good man, the only thing i can say is that on the second swing, i think the arms should extend fully. Could just be me but i think it would feel smoother that way. Very good work though. Bust out that second pass.


www.CollinsAnimation.com

MLajoie
07-17-2009, 06:02 AM
update:

changed the end a little, added an extra step. i acted it out and found i took another step at end, and added some hang time.

crits welcome, thank you for replies/help so far. i appreciate it

http://www.pixelsprohibited.com/Sword/DS__Block_Side.mov
http://www.pixelsprohibited.com/Sword/DS__Block_Front.mov

doffer
07-17-2009, 09:53 AM
I think it looks a lot better!
He now catches his off-balance with the step, and I think it looks cool.
It's still a bit too slow, though. You said you acted it out, did you record the acting?
If you did, you could grab the timing from there, or at least the ballpark.

Especially the green leg, takes one step from frame 55 to 85. 30 frames for a single step is way too much I think. The jump part seems okay, though.

Hope it helped a bit, but if you have a camera, even a crappy cell phone camera, try and use that, so you can sorta estimate timing and posing (even though your posing seems fine).

Cheers and best of luck with your Ubisoft application :)

MikaelPersson
07-17-2009, 01:27 PM
Looks a lot better this!
But as doffer says, a bit too slow in places. It's all animators main problem, we love the motion so much that we really want to see it...

When s/he is up in the air it would be great seeing the head looking at the next target. Now it's just choreography.

f32 Keep the momentum forward, don't kill it.
f62 Right leg looks painful. Too twisted.
f72 The body needs to be affected by the swing, make it follow the force not go in the opposite direction. I would have rotated up the right leg by now.

The end, do a quick shuffle with his feet instead, as if s/he is trying to regain the balance. Maybe a first quick step and a second slower one, or two quick steps and a last slow.

You are definitely on the good path.

Nucleo
07-17-2009, 02:10 PM
Hey,

Nice animation man. I really like the changes you made in the first 20 frames the arcs are now much better.

In frame 32 like mikael says i think it would be better to keep the momentum going. Also something else iam noticing is that the sword in the first part it seems very light and near the end its very heavy.

In frames 17 and 54 i might even drag the arms and sword even more to give it more weight but iam not sure because that depends on how heavy the sword is or how strong the character you want it to be.

Good stuff and Hope this helps.

MLajoie
07-17-2009, 02:10 PM
Hey guys, thank you again for replies.

Doffer: ya good call, i totally didnt realize it takes over a second to take a step, hahah, i will change that. I went through so many versions last night (up till 2 am) that i guess i was looking at it for too long. I had one version where after he landed from the initial strike, he swung the sword the 2nd time and did a little hop to get back to his idle pose. Didnt work though, and thought this was more natural. And this weekend i will act it out and check my timings. thank you.


MikaelPersson: so when he is in the air, you mean he should be looking left of frame correct? or do you mean he should be looking to the right of the screen, to anticipate that he will be turning around for another strike? almost like hes keeping his enemy just in the corner of his eyes?
F62, you are right, but was wondering when a good time to twist it would be? maybe on the swing, same time as the green foot swivles around his toes?
http://www.youtube.com/watch?v=W5-iUfg14DE
I figured i would plant it until swing is finished and then on the movement forward he would swivle on his toes.
F72 ahh your right, i think he should be almost facing left as he takes that step forward to carry the rotation around, then he can step back around again. sweet, ill try it. thank you.

MikaelPersson
07-17-2009, 02:21 PM
I was just thinking that the attention of the character should be trained on the next victim. At least show awareness of the fact that there are more to come.

The swivel of the foot should happen at the same time as the strike. Or you could delay it slightly for added refinement.

MLajoie
07-19-2009, 05:29 AM
update:

crits are welcome, thank you for replies so far.

http://www.pixelsprohibited.com/Sword/Double_Strike_v3_04_Persp.mov
http://www.pixelsprohibited.com/Sword/Double_Strike_v3_04_Side.mov

MikaelPersson
07-20-2009, 08:14 AM
I like where this is going. Good stuff! But.. :)

f32 (about) there is a strange motion backwards. Here you should let the sword follow through too, not stop it like you do.
f42 Try and reverse the curve, now it's a forward looking c, but it should actually be an ordinary one. The right hand looks painful there too.

The two last steps feel very robotic. I think it's mainly because you just move the legs, there is no weight shift or weight transfer going on.

Show us more!

Nucleo
07-20-2009, 06:38 PM
Hey

Frame 1-13 green leg i would have it touching the ground. About the last 2 steps i think you need to check the fulcrum again, i think it needs to lean back in order to counter that momentum.

doffer
07-20-2009, 08:24 PM
Sorry for bugging in and sorry for my ignorance, but what's "fulcrum" ? :/

Nucleo
07-21-2009, 06:33 AM
Hey again,

http://www.brianmac.co.uk/physiolm.htm

Hope this helps

thehive
07-21-2009, 07:33 PM
its looking good but at the end when your holden a sword you never want to be facing towards the opponent you need to bring the green leg forward so your ready to keep swinging , also remember to have him looking at the target at all times

27-37 you holdin too long in the air keep it moving an turning around 45 bring the sword lower for more power then slash up at an angle

CGTalk Moderation
07-21-2009, 07:33 PM
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.