View Full Version : Dinosaur test animation (Allosaurus fragilis)
12 December 2004, 09:14 PM
These are the links to three short test animations of the Allosaurus model in the image:
C&C are welcome, thanks!http://cgtalk.com/images/smilies/smile.gif
12 December 2004, 09:30 PM
Great piece you have there! The skinning looks wonderful (i scrubbed through it a few times with each file just to watch any finer details on it). The jiggle underneath the chest is well executed, the leg deformations look really good too (only thing maybe add later is possibly some influence blending on it's calves...give it that bulge and stretch).
Animation is very fluent and flows, the only thing that sorta sticks out is the first video file, not sure if it's just the angle or view but the head seems to stay very 'locked' in place, i notice the neck move (or the textures at least sliding) but I didn't see much forward movement of the head (it bobbed a little)! It may just be on that one view though.
Overall, excellent job! :buttrock:
12 December 2004, 04:32 PM
Oh wow, M.E.L., thanks a lot for your comments!:)
I think you are right about the head locked in place, it almost is; I tried to figure out how an animal with a long neck would have kept the head while the rest of the body goes up and down and from side to side... I studied ostriches and the BBC "Walking with Dinosaurs" animations, of course, and they seem to almost lock the head (that, btw, has a little movement of its own). Probably the angle of view of the first animation makes it more evident.
12 December 2004, 04:46 PM
No problem! It's good that you took the time to study animals with elongated necks to get a feel for it, it's hard to get a good reference a lot of times for stuff like this. With the head bit, now that I look at it, even just some simple rotations in the one still animation on the head might fix that up a bit (as I watched the textures slide up the neck i felt that maybe that head might rotate down a bit or it might just translate a cm while rotating).
Keep up the good work! Definitely look forward to seeing more stuff!
12 December 2004, 12:28 AM
Nice model -really looking good there! The only thing that bothered me was the last animation test when he runs at the camera. He looks a bit light on his feet, particularly on his first step at the start of the run. I feel he needs more weight on his feet/legs to give the feeling of a big powerful animal. Still, good stuff. :thumbsup:
12 December 2004, 01:10 AM
so is there any chance your going to put some mucles in there!! looking good so far! the animation has some really good secondry movement:thumbsup:
i reallize this is the amimation your showing us but the maybe you could break the surface up abit with abit more contrast in the specular and maybe abit the difusse amount veriation to realy bring out some nice skin detail. just looks abit to even for my liking.
12 December 2004, 01:58 AM
Wow, very cool! That's a great model, and I really like the texturing; it actually looks natural. The animation is really nice too, but I think you might want to lessen how much he bobs up and down with each step--it looks as if he has a limp until the next step does the same thing. In the last animation when he breaks into a run, he sort of "glides" for a second. It doesn't seem very natural.
Was allosaurus' neck really that flat vertically? I haven't looked at a skeleton of one in some time, so I can't remember what it would look like reconstructed.
12 December 2004, 05:43 PM
Awesome animations! You might remeber me, env. I would email (bother) you every once in a while. Again, awesome animations!:applause:
12 December 2004, 10:39 AM
Hey, thanks all for posting!:)
M.E.L., no doubt I'll try the slightly head rotation advice.
webhead, more weight only in the first steps as it change from walk to run, maybe?
bloggs, the textures are studied to try to blend the better way with the environment I'm still working on. Probably I'll have to tweak them to blend better as the environment is finished.
swizzle stick, the neck is probably too flat, I have to check this: I modelled the mesh on the Gregory S. Paul skeletal restoration, one of the better paleontologist I know but seems with some error somewhere... lessening the bobs bring to a less natural look, but maybe once inserted in a natural environment the effect will look different. Still a w.i.p. The glides is due to an error in the NLA, damn, to be fixed.
coolwizj, thanks and email me when you want.
Thanks all for suggestions.
12 December 2004, 07:14 PM
Very nice! This is a really good looking model. great texture. good rigg...I have not used Blender, but congradulations, looks like you worked very hard on this. How much time would you guess you spent so far?
I thought that he looked a little like he was floating as Webhead mentioned...Try to think about 1 - 5 metric tons!
I also would agree that there is too much bobbing up and down.
Just my 2 cents,
PS: Im also working on a Therapod, I am not trying hijack your thread, heres a little animation if you like....T.Rex (http://joel3d.com/Movies/TrexSmall06-24-04.mov)
12 December 2004, 07:36 PM
The model looks very nice. I agree with everyone else about the animation. Sometimes it seems like the legs jerk as they lift up. On the third piece with the run the character seems to just translate faster with the same walk cycle. But you knew that. This will be very cool when it's completed. Kudos.
12 December 2004, 08:55 AM
Thanks again for feedback.
I could hardly say how long I worked on this one :) (not good, I know, I should have took note about the development time, but I'm a freelance illustrator and I made it in my free time).
joel3d,I'd already seen your t-rex skeleton animation, it looks great so far (maya? 3dmax?). Blender is just as any other 3d application, I mean it works with Non Linear Animation on the ground of Actions libraries.
03 March 2005, 10:01 AM
The project is going on with an other thread (I post the link here just in case someone interested hasn't find the new one):
environment test (http://www.cgtalk.com/showthread.php?p=1996284#post1996284)
Sorry for the redondant bump. :)
03 March 2005, 10:01 AM
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