View Full Version : Game Animations

09 September 2005, 10:50 PM
At the moment i'm doing work for my game animation reel and I thought i'd post a few work in progress animations for crit, and also to get advice on an shot composition issue i'm having.

So ok, the first animation is a basic run cycle. I'm happy with it, but if anyone has any comments then i'll look at making some more tweaks. [ 855kb ] (

Next there's a quick jump and grab animation. Just looking at it now I might tweak the left leg so that it follows through from the run a bit better but other than that I think it's ok. I'll also be adding some more to the end of the animation before I render it out properly an stick it on my reel (probably having him pull himself up and continue running), but this is it for now. [ 316kb ] (

Ok, the shot composition issue I mentioned is with this last animation. The animation has the character diving into water and starting to swim.

The problem i'm having is that if I show the animation from far away then the character is tiny on the screen and you can't see any animation detail, plus you have to render out at a really impractical aspect ratio in order to get close enough to see anything. On the other hand if I show the animation close up and track the character, you can't see the rate that the character is moving through the water and the character kind of looks like he's swimming on the spot. I tried adding simple little intermittent buoy models in the water to give some kind of reference points, but it just looked weird and didn't really help. If anyone has any advice on how to go about solving this issue then i'm all ears. You should be able to see what I mean better once you actually see the video clips.

Here's the animation from far off... [ 695kb ] (

...and here it is close up... [ 695kb ] (

As always comments and crit are welcome on all animations.

Cheers. :)

09 September 2005, 02:27 AM
i think they look pretty damn swell!
i'm sure that some markers in the water, like you said, looks just fine.
i love the run and jump animation, but i think it could use more secondary motion after he hit the wall (just another second or two of extra movement)

09 September 2005, 02:11 PM
Ok, cheers, i'll have another look at the landing.

Just to be clear though, what you described isn't secondary motion. Secondary motion is the movement on stuff like ponytails, hanging necklaces, hair, belly wobbling, etc. It's all the passive motion that in reality wouldn't be controlled, but would happen as a result of the stuff that is controlled.

09 September 2005, 06:31 PM
Awesome work dude, looks fantastic.

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09 September 2005, 06:31 PM
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