View Full Version : animation: runcycle
nemirc 07-30-2003, 01:07 AM Hullo everybody.
I've been working on this one for nearly a couple of hours and I'd like to have some C&C on it :D
http://www.digital-opaque.net/work/wip/run1.avi - DivX 5.05 (trying to keep files as small as possible)
Thanks :wavey:
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hey its not a bad start the hands move good .. but the feet are really need some work .. your missing some key steps to make a run seem like a run there is no position in your cycle where both legs are off the ground at the same time and your back leg is way 2 straight .. your push off with the back leg yes.. but u dont stay on it that long for it to be as straight as how you have it. to better illustrate what i'm saying here is a link to a pick .. from the muybridge collection .. its a great book .. every animator should have :) .. keep posting hop eto see more ..
keep your head up :beer:
http://www.artsmia.org/playground/muybridge/11master.gif (http://)
copy that link in your browser window .. i think i did something wrong it doesnt work by clicking heeh
nemirc
07-30-2003, 11:33 PM
http://www.digital-opaque.net/work/wip/wip_run3.avi
I've been working on it since I posted this thread, but I forgot to post the updated versions.
It feels more "relaxed" as the hips and arms (and torso and almost everything else) is moving better.
C&C welcome :beer:
nemirc
07-31-2003, 02:28 AM
More :D
I made the legs extend more to the front, to gain more "trust".
The rest of the anim is pretty much the same.
http://www.digital-opaque.net/work/wip/wip_run4.avi
C&C please :beer:
adavies
08-01-2003, 02:15 PM
i think your spine needs more rotation in all axes mate, especially the twist - there is a lot of arm movement there but that dosen't follow through to the spine. also, your ik legs are locking out a lot. you could also try fiddling with the graph editor to get the curves smoother and make it loop better. apart from that it's looking good.
nemirc
08-01-2003, 10:58 PM
Hullo again.
I reduced the arms swinging and added more movement to the chest area.
I also tweaked the curves for the IKs to make them loop smoother.
http://www.digital-opaque.net/work/wip/wip_run5.avi
jpstrack
08-13-2003, 03:14 AM
Nice improvement since the first post.
She looks like she is running up hill because she is not lifting her legs up high enough behind her. If you lift her legs up more after she brings them off the ground, it will also fix the other problem I see which is that her leg locks into a straight position and it looks strange to me. See the illustration. Another thing is that the movement of her arms is too regular; they are always moving at a constant speed when they should be moving quicker as soon as her foot strikes the ground and slower when she has pushed off her back foot.
jpstrack
08-13-2003, 09:39 PM
After seeing your run cycle I was inspired to create my own run and walk animations. Keep up the good work!:thumbsup:
I animated all last night and a little this morning and you can check what I have so far in the critique thread:
www.cgtalk.com/showthread.php?s=&threadid=81685
Jerkazoid
08-14-2003, 11:12 AM
take a look at the distances from one frame to the next as the foot moves along the ground (side view ofcourse) at each drive the pushing foot is easeing-in to the extend.
as it was pointed out it feels like she is running up a hill . she plants the foot pretty fast.. then as she reachs the extend postion the foot has slowed down alot.
it helps me to check the spacing of the feet during cycles.
you might wanna think about evening the spaces when there on the ground.
do u get me? :thumbsup: or no :thumbsdow ?
also the arms (right one especialy) when reaching the top position should follow through just a little based on the speed she is going right now.. its to stiff for naturalism.
they dont apear to be symetrical much either.. the left hand is going higher and crossing over more.. its not perspective is it?... it covers her chin while the right one goes nowhere near as high. i think they should be more symetrical to. hope this helps
StefanA
08-14-2003, 11:31 AM
just a quick note. It looks like she's pulled by 5G's and can't get off the ground. Make her be 'airbourne' a little bit more. Or put a huge backback on her :)
So fix that hip movment before you do anything else, or you'll end up reworking the character even more.
A good advice when creating run/walk cycles is to begin with the hips, then the spine and arms. Last you do the legs. Maybe it sounds wierd, but give it a go and you'll notice the difference in the end results.
best regards
.stefan andersson
Pinoy McGee
08-19-2003, 05:50 PM
No follow through and overlap with the arms. Center of gravity needs tweeking so it would look less mechanical and jerky. I don't see any pelvis rotation from this cam angle.
Legs don't look like they lift up high enough for the upstroke. Follow through and overlap is needed here too.
Did you use reference from life?
Thanks for sharing, I hope my observations help. Human run cycles are tough but with lots of practice, in time it will just be a piece of cake.
adavies
08-19-2003, 05:52 PM
I've found that actually, a run is a lot easier than a walk because everything moves a lot faster so a lot of things aren't picked up by the eye and you can get away with more :P
Pinoy McGee
08-19-2003, 11:13 PM
a run is a lot easier than a walk
Good for you adavies, I'm actually the reverse. I don't know why but I feel a knot in my gut whenever I have to this from scratch. For some reason, my recent cut scene assignments have involved human running. Life is not easier when a dozen other wise guys :p have personal ideas about run mechanics during crit session.
adavies
08-20-2003, 12:51 PM
less frames = less that can go wrong and less that the eye can see. if you do enough of them, they can become quite relaxing, i LOVE doing walks and runs.
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