View Full Version : Walk Cycle
07-24-2009, 03:26 AM
Here is a walk cycle to test out how one of my characters for a short film looks. Did a very casual and calm walk. It's also the first animation with him and got to test the rig and see how it moves.
Any C&C is most appreciated.
07-24-2009, 01:32 PM
Hey its cool. like it. Only thing which is disturbing is the shadow at the back.
May be u can reduce the hip rotations,in any case it looks good.
07-24-2009, 10:24 PM
I have a feeling that he is a bit walking like a girl.
Maybe its better to add some more weight to the shoulders.
I guess the feets can turn a bit more to the outside and to much to the front.
And in the hips and knee is still a 'knack'.
I hope you understand my english :s
And his movement does not really expresses the charackter in my opinion.
Neverteless there is a good flow in your animation.
07-26-2009, 07:49 AM
Cheers guys. I will fix that shadow in my next render. Try and get some better lights.
And will do some more tweeking to the walk. Especially the hips, and try and add some attitude to it, not just very generic.
07-26-2009, 10:19 AM
Did some quick tweeking. Altered the hips and some other places too. not added much of an attitude just yet, trying to get thing flowing well before i do that.
Updated Walk (http://steinlagim.com/WalkCycle.mov)
07-26-2009, 03:42 PM
That's a nice cycle. You still have the girl look, but it's probably because of the hips. Try to tweak with less rotation.
You have a snap in the legs causing by the IK. It's just before the leg is brought back. It looks like there is not enough frame between the straight leg and the bend leg.
Keep it up
07-27-2009, 12:08 AM
Thanks for the feedback. I will reduce the hips some more and try and make this guy not seem female.hehe.
the snapping I added as the foot grabs the weight and the knee shifts into position to grab it. but guess it didnt work as well as i thought. need to look at that too. and polish and other things.
glad you like it:)
07-27-2009, 10:38 AM
Here is another little update.
I did some changes to shoulders and arms, and swinging side to side. Might have done too much changes, not sure if i am happy with this, but its progress, in some direction:)
Thanks for looking
07-27-2009, 05:44 PM
Hi Stein, you've got some good stuff there. But you need to take a look at your weight.
At the moment there is no actual movement forward, just someone on a stick moving it's legs and arms.
Try and feel the force coming up through the foot -> the leg -> hips. That will make your body move forward and your spine will react to that.
I really like the snappiness you have in your feet. It would be cool to see that in the whole body. To me the rest of your body looks way too smooth.
What is the length of your cycle, and on what fps?
I hope you can read this as it's meant, constructive critique.
07-27-2009, 09:19 PM
Thanks for that good feedback. I will try and work with the spine some more. I do find the spine a bit diffucult some times, so will spend some more time and try and keep that force going up from the foot get all the way up top.
It is a 32 frame walk at 25 FPS.
You gave me some good stuff to work with, and hope I will manage some weight up top.
07-28-2009, 12:09 PM
Here is another update. I deletetd all my keys on the spine and redid the whole thing, paying a lot more attention to how the body catches itself as the foot lands, so hope I got something that is working atm. I still need to tweek some values for optimal result. and some tweeking on the arms might also be needed.
well, here is the clip
Hoping for some C&C as usual.
07-28-2009, 06:14 PM
Hi again, your main problem still persists. The hips/base of your body still seems to be stuck on a stick. There is slightly more contact now, but still way too little to actually see that the character is walking.
The problem seems to be that you keep the hips static. You do not use the feet to lift the character or to break the fall, they seem more to be just moving in thin air.
Apart from that the character looks out of balance when viewed from the side.
Keep at it!
07-28-2009, 09:56 PM
Thanks again for the good feedback. I tend to not push the values as much as they maybe need to, and from other comments i reduced the hips a lot, so might take a look and get them back and snapping more, without him looking like a girl.hehe. and also add some more up and down movement maybe, so it looks like his legs re working to catch and push off.
I noticed the off balance thing, i moved the rotation x curve to test different poses and posted the wrong render, so that is a quick fix to get the balance back.
Hope to have another test later.
07-29-2009, 09:33 AM
Here is another update. Didnt have as much time as i hoped to play with it, so its a bit quick. and i need to go over and lower some values and play with some curves. but it's something. Putting up two different types, with a lot more spine action, but not all that happy, so need to sit down and really have time to go over everything and try and get to where i want.
Any C&C as usual is most appreciated.
08-04-2009, 08:34 PM
-When walking people tent to look at 1.5 meter(2-3feets) ahead. this alien is calling for it(a hole in the alley of some sort), although u really don't know where he is looking exactly
-the hand should start it's swing just a little bit faster... a see a little bit of drag, and actually the hand is dragging the body by unbalancing it forward
08-04-2009, 09:31 PM
The weight is getting there but there are a few other issues needing attention.
If you are going to move your chest/top of the body this much you really need to compensate with the hips/base of your body.
Try and walk like your animation and you'll soon see what your hips need to do to move your chest that much.
Then your hips are too locked in place at the moment. There is no life in that area.
Your arm swings need some attention too, but I would suggest to get the centre of your body right first. Then concentrate on your arms.
08-04-2009, 11:49 PM
Thanks for the replies you two.
I haven't looked at this walk since my last post ,which I know was a bit over the top with the spine. Went back to finish the rig, with facial setup and that, but I might sit down and try and polish the values, and try and get a better flow.
The arms haven't had any work done since the first pass back and forth, so I know they need more work.
When I get time to play more with this, I'll post an update.
08-04-2009, 11:49 PM
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