PDA

View Full Version : WIP rooftop jump with an axe.


AdamGillespie
02-20-2010, 05:01 AM
Hey hey. Been a bit. Thought I'd see what you guys think. Essentially my friend made a model and wanted to see it in action. So I rigged it up, gave it blends, and did a few animations with it to test out the rig. Thought you guys might like this one.

I plan to do a bit more to it but I figured Id see what you guys (and gals!) have to say first.

http://animatedgaming.blogspot.com (http://animatedgaming.blogspot.com/2010/02/guirrero-jump-blocked-in.html)

Thanks!

AJ

Edit: More updates. Mr. Figgins wanted a better proxy BG, updated some of the subtle motion, added a bit more weight, and adjusted some of the skinning envelopes to make it a bit more solid in the armor.

KielFiggins
02-20-2010, 05:43 AM
Hey man animation is looking fun, so here's some crits:
/this guy needs more of a solid plant to make that jump, lookslike you got some sliding going on
/what's a space marine doing jumping on to the little house on the praire? Proxy model in a bit moreof the set to really sell the story
/looksl like the axe is to wiggly while planted, thinl of a wood axe stuck in a stump, would be ptretty stiff
/have this guy remain abad ass and tear the axe back out of the roof,dropping some debris and all

Looking cool man excited to see the next round of updates.

AdamGillespie
02-20-2010, 05:57 AM
Badass he shall be.

As for the wood thing, I was essentially thinking that the wood wasnt all that thick. Ill give that a shot though and see how it turns out. New updates by 2am.

Edit: Fell asleep. Updated at 4:30am. Same link. Edits were - Calmed down the axe wobble. Added a pull from the wood. Adjusted timing. A little bit of secondary. Made foot plants more planted and less slidey, and...ummm...motion blur? heh.

Edit Edit: @Figgins - I'll get around to fixing the environment tomorrow morning.

AdamGillespie
02-21-2010, 01:55 AM
More adjustments to the rig. Shingle movement in the BG. I might want to add a few more blend shapes, cant really see his face but for the times you do I want him to have more expression than O_O

KielFiggins
02-21-2010, 02:55 AM
Hey man, thanks for putting the frame counter on there, with that in mind, here we go:

-left foot sliding forward from f0-f5
-line of action really broken at f18. would need to use his core muscles to swing that ax down AND counteract the intial thrust in the jump
-f19-f26, shoulders and wrists all broken
-slow him down on the recovery, from f26-f55, he's flailing all around in that armour. Try not to over key those poses.
-weird off balance pose at f73. he'd need to be reaching up, curling over the ledge getting his weight over the crest, not sitting over empty space
-how is he making that tranision at f77? wheres he putting the weight?
-alot of sliding and shuffling from f90-f105
-the pulling of the ax reads well
-f132-139, looks like his left clavicle is rotating independaly of the motion

http://www.3dfiggins.com/Temp_Delete/aj_Crit_0.jpg

Keep on keeping on

AdamGillespie
02-21-2010, 06:42 AM
Thanks Figgins. Took your advice on some of those.

PS, as for the foot sliding, it was rotating on the toe. Was going for a minimalistic game style rig so no bendy toes on blocky feet. Damn you bone count limitations! Either way I compensated for that by simulating a roll. Good call brudda.

Final updated. Gonna kill some zombies (borderlands dlc...oooo yeah...) then hop back to it on a new piece. Thanks for your help man.

CGTalk Moderation
02-21-2010, 06:42 AM
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.