View Full Version : anim_run_cycle
12 December 2003, 05:46 PM
with my walk complete I started in the blocking in for my run cycle. I did some research and a run is typically 7 frames. So here is 13 blocked in frames. I'll have some updates in a few days on the arms and legs.
thanks for your time,
12 December 2003, 05:56 PM
It looks like you avoided using the same pose for both arms, but you might want to vary the foot heights on the back swing just a tad. I see this from the profile view.
I know you're blocking in poses, but you may want to start putting in some rotation in hips and shoulders. Also some cross translation for the feet... bringing them just a tad in toward the center of gravity.
The curve of the spine can also help determine what kind of run this is. If you play with it a bit, you might find more of a sprint versus a job... etc.
Just some thoughts. Good start.
12 December 2003, 01:41 AM
an update :) . I slowed down the cycle by shifting the keys in the dope sheet by a frame so it is easier to view.
Thanks amo_77, I added some rotations in the hips and shoulders. I made sure there is an arc on the arms as they swing back to front and back again. I am going to go back in and vary the foot heights to give it a less than robotic look.
Thanks for your time,
12 December 2003, 02:48 AM
Update, fixed the arm swings so it is alot fluider now. I also fixed his back so there is less of a juump now. His foot on the upswing now moves forward faster becasue i inserted an inbetween . Crits appreciated.
thanks for your time,
12 December 2003, 09:12 AM
the twisting of the shoulder adds a lot to the cycle...
but I still would try to make the weight shift some more by twisting and translating the pelvis a bit...
12 December 2003, 09:02 PM
i think you slowed it down a little to much. the first test was to fast, and i think if you take a couple frames out, it will be better.
other then that, your last render looks much better then the original. keep it up
01 January 2006, 11:00 PM
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