View Full Version : Fashion Model Strut

12 December 2002, 01:59 AM
Another chance to fix things a bit more

Opinions please.

This is to look like a runway fashion strut.


12 December 2002, 05:28 PM
even rene morelīs amazon soul babe canīt do it better.
will you work on your model( textures,outfit,clothsim )?

12 December 2002, 07:09 PM
Looks good. It looks like a model walk.

I think a little more bank rotation on the hips would help. Might make her walk a bit more sexy.

Her head may move a little too much as well...don't they walk with a book on their heads?

Also, try shifting her arm motion so they lag the overall motion a little. Also make sure her forearms and hands are lagging their parents motion some. Looks like they might be now...maybe a frame or two more?

12 December 2002, 02:22 AM
Thanks for the comments

New revised version.

What ya think?


12 December 2002, 02:31 AM
I intend to add hair and more clothes once the strut is refined.

This is harder than I thought.


12 December 2002, 04:15 AM
I think the ribcage and shoulders need a bit more rotation. They look very stiff - especially obvious in the side view.

12 December 2002, 06:13 AM
I think it's looking pretty nice so far. But her feet cross over way too far. They should almost be straight in line...but a little further....little being the key word there. She's off balance. Watch her should be almost directly below her pit of her neck (most cases....not all). I'd move the feet out a tad more, but keep them overlaping. Also move her wrists slightly out (just play with it.) it will may make her really feminine. (cartoony though so don't go overboard). I have to run but play with those things...also watch womens hips...they don't glide like mens...they hit hard and push there cute butts up. I'll talk more about this when I get back if I have time. Good's on its way.

12 December 2002, 09:45 AM
But her feet cross over way too far.

I believe that fashion models do this when they strut.

The walk looks good, though her left hand seems stiff to me. I'm just not getting any of that sassiness that you see in the supermodels when they strut. Part of it may be the almost leisurely style of the walk. Runway models need to really hoof it down the walk and get back for a quick change behind stage so that they can come out again in a new outfit. Their hurried walk gives them more stomp and bounce in their movements. This walk cycle that you have done indicates more of a stroll.

I'm not sure what your application of this model and movement test are, so I can't really critique it further.

Good job, though. :thumbsup:

12 December 2002, 03:27 AM
yeah I agree, your absolutly right, they do do this...but it's not working in this animation for some reason. I don't think there is enough sassyness in it yet to pull off the feet that far over. Add some snap to the hips so they're not so floaty and it may read fine where the feet are. Otherwise...I'd pull them in just a tad. Not right under her feet but a tad bit in, so they overlap but are still close to a straight line on the ground. I like how she's leading with her women totally do that. (even trying to be sexy women do this). Anyways. I guess we'll wait to see more.

12 December 2002, 06:42 AM
I think the feet are allright. The rest of the body is too straight and stiff. The "hip-cage" and the "rib-cage" should rotate in opposite directions. Hmm.... Hope it makes sense. Here's my dumbass illustration:

12 December 2002, 06:59 AM
good dumbass illustration...yeah...if he does that the feet will be fine. That's adding that sassyness I was talking about that it needs. Without it the feet don't work for me. But whatever it's just my opinion.

12 December 2002, 10:53 AM
At this point I dont think there is enough pow in her hips. ...the hips tend to initially twist in z quickly in stride. all I can desribe it as is pow.

pow pow pow pow pow

12 December 2002, 04:00 PM
Hopefully more "pow"

Thanks everyone for all the help so far!

Really trying to get this right without going to mocap.


12 December 2002, 07:21 PM
More of a power strut now...... perhaps too much?

here is my reference material you will need QT6


12 December 2002, 08:00 PM
personally I think this one (power walk) is working better. I still think the feet are a little too far over....I think she'd fall over walking like that but whatever (the idea is right though). Could still use more of that POW in the hips...they seem to be very smooth and computery. Wrists movement needs a little more work too, they are too straight and stiff. I didn't get to look at the ref. footage because I don't have QT6 on my machine here at work. Maybe I'll check it out later. Keep going, it's getting there.

12 December 2002, 02:21 AM
It's an improvement, definitely. Try to make the body react to the impact of a footstep.

12 December 2002, 08:57 PM
Is that messiah or lw, it kind of looks like one or the other :shrug:

12 December 2002, 08:14 AM
One of the major things I see missing (if you compare to the reference footage) is the bending of the spine. If you were to draw a line through a person's shoulders, you would see the angle in relation to the floor is the direct opposite of the angle of a line drawn through the hips. In other words, the spine and shoulders react to compensate for the rotation or tilt of the hips, in order to keep a person balanced.

I think you might need to work on the mechanics of a basic walk cycle first--then venture into adding more "personality", in this case, "strut"...

This spine/shoulder tilt needs to be staggered in time from the rotation of the hips (2-3 frames later, perhaps). The same could be said for the hips themselves in relation to the footsteps. Hips are reacting the the planting of the feet--absorbing the shock.

hope this helps...


12 December 2002, 03:38 PM
You're right about the spine bend weight shift shoulder compensation, some how I've keep missing it.

Here is a revision

Still will do some more hand moves but I want to nail this hip leg shoulder part first.

BTW this is done in Messiah studio.


12 December 2002, 06:23 AM
Definitely better!

remember that arms move in a figure-8 pattern... (if you watch the trajectory of the hands)

I think they should cross in front of the body a little bit more, as well as being staggered in time.


12 December 2002, 07:28 AM
it's mich nicer and definetly smooth, I think now that the hips are a bit serpent-like. 4 frames after she steps, snap the hips 3/4 of the total of the rotation for that side. then ease the rest of the rotation in. The idea is that her weight shift is bringing the biggest change in the hip motion. At this point is feels like the feet are driving the hip direction completely.

it's still pretty hot as is is, though. and I like the titty jiggle:drool:

12 December 2002, 03:34 AM
That's looking really good right now. Good job! :applause:

All she needs to do is to lose about 40 lbs and gain a drug addiction and you'll have a perfect supermodel.


12 December 2002, 08:44 PM
I've added forward motion so she's not walking in place along with a few tweaks.

Next up hands and arms, hair and clothes and textures.

Then the bar scene.


12 December 2002, 11:39 PM
very nice, i have the bad habit of having style network's fashion trance on in the bg while I'm doing 3d - for the music of course.
I've noticed that the women don't walk delicately, they really make an impact with each step, perhaps to jiggle what they've got. Your walk cycle looks perhaps a bit too smooth, like she's gliding over the ground, and her pelvis makes an almost circular motion (not that I was focusing on that ;) . Perhaps a few broken tangents around the center of mass would give her a bit more weight.
Terrific work altogether though.


CGTalk Moderation
01 January 2006, 01:00 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.