View Full Version : Run Cycle Assignment. Please Critique
myles 01-17-2010, 08:57 PM This is a 24 frame run cycle for a my third 3d animation class. Our teacher asked us to post our work online for critique. So, any feedback would be appreciated!
http://www.vimeo.com/8776517
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marinabenites
01-19-2010, 11:16 AM
Hello!
It's animation it's good for me! Don't have much personality. But works!
dbalmert
01-19-2010, 10:41 PM
Okay, time for nitty gritty:
• When he (it?) pushes off with his foot, the foot doesn't stay planted long enough. It's like he's running on an elliptical. He needs to leave his weight on the ball of his toes longer.
Parent the entire rig to another object and move than object in space, and you'll see what i mean. His feet will be too much on a pendulum and not enough grounded to the baseline.
• He sways his head too much. Your head tries to stay balanced - the liquid in your ears helps you maintain equilibrium, and right now he's shaking it around too much and he should be dizzy.
• The knee pops slightly when the feet hit the ground (leading foot)
• It took me a while to spot, but I'm pretty sure his legs swing too high on the back swing. For how slow he's running, he's not going to need that much back swing.
Obraxis
01-22-2010, 11:36 PM
For me, if I was doing a run at that sort of speed and frames, I would actually have him make a fairly fast take-off, hang in the air for a while, then another quick landing and take-off. A bit toony, but 24 frames for a run cycle is a bit long.
I agree with dbalmert's comments of the feet & head thing, even if your character is a robot, the same rules (tend to) apply if you're animating a humanoid.
Be careful of lack of hip movement. His hips should have some more movment on the up and down of the legs than they do currently. Don't be afraid to shift his weight a little either, to the particular load-bearing leg. And dont forget his wrists, they seem to have zero animation on them yet have the ball-socket for potential movement.
Keep going :)
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