View Full Version : WIP: Sven

01 January 2009, 11:54 PM
Hey guys, i am somewhat new to creating characters for animation. SO i thought what better way to dive into it, then getting help/feedback from the great people at cg society :)

So a while back a created a character named "Sven". Hes tall, skinny, big head, purple, and i think would be a riot to fully develope/rig/animate.. etc.. so i thought a WIP would help. (this is my first WIP, sorry if this is in the wrong forum)

So earlier a created the full character, modelled, but still wasn't happy with him, so i am starting again from scratch but keeping in the realm of "Sven"

I am working on the high res model, of his facial features, just so i can get an idea of what i want, and how i would make it, come modelling time. *pics below of where i am at*

I am sculpting in mudbox *fun* and was wondering, when time comes to model, if the right way to do things is to export a lower, workable res from mudbox, into maya and then export the displacements from mudbox highest res, to smooth out the low res in maya. (if that makes sense)?

anyways, look forward to your comments. thanks guys! happy happy happy new year!!! 2009 will be a doozy :)

Working on facial features.
hope the pictures show up if they dont, go here:

01 January 2009, 01:18 AM

threw in some quick arms and legs, only for rough size and length. before he was probably double as tall and arms double as wide, revised it, seeing this is more fitting.

also, changed the big middle tooth, to two smaller teeth, but i still want some crooked'ness in there, like a crooked smile almost.

will work on making the arms and leg nubs, more seamless to the actual arm/legs. more smoother, as temp right now, looks like just a pole jammed into it.

let me know what you guys think so far, of the length of arms and legs. fitting? too short? too long?
thanks guys.

01 January 2009, 11:20 PM
hey guys, been a while, been busy, but had some spare time last couple days to manage a basic walk cycle. had some problems with mirror skin weights to his left side, had to weight half of him manually, anyways, heres a basic walk.

crits are always welcome. thanks guys!

01 January 2009, 11:45 PM
a bit of a better render, i looped 30 frames, and it seems like his hand is hitting a wall, is mainly what i see wrong, any crits?

01 January 2009, 03:45 AM
Man this character is pretty sweet lookin!! As far as the animation goes, it needs a good bit of work, but you are on the right track. I agree that your right hand is definitely hitting a wall when it is coming forward, and your left hand needs some smoothing out as well. However, your feet are your biggest problem. Notice that when the right foot comes forward, it smoothly glides down and doesn't fully plant until his step is halfway done. That foot needs to come down right after it comes forward and take the weight of the body. The left foot is doing the same thing but not quite as bad. Also, at your loop point the entire body is a bit jumpy. Loop your curves in the graph editor and make sure that the end curves are matching up with the beginning curves without any of those hitchies in there. Finally, if you really want this cycle to sing, you need to add some squash and stretch to the body. I'm not sure if your rig has this capability or not, but if it doesn't then add it. Doing this will add the organic feel to your character that you are missing right now. If you have any questions please let me know and I can explain these things a bit further.

Keep goin!
~ Kent
Character Animator @ Reel FX

01 January 2009, 08:55 PM
Hey Kent, thanks for the reply man. (

ok, so i tried to smooth out the hands, planted the feet, and worked on the loop glitches. Now my rig doesnt have squash and stretch (its my first character i ever rig, so im a noob rigger haha) BUT i animated the scale of the hip CTRL, which i think your not normally supposed to do, but let me know what you think of it. i dont mind it actually, i think it fits, i also added some motion to his hair, bounces with the body.

thanks again for the crits, i appreciate it.

01 January 2009, 09:05 PM
Hey man that's looking a lot better. There is nothing wrong with animating the scale on a character. I find that anything that helps, whether it is a cheat or not, is totally worth it. However, about the scale, I would tone it down about 50%. It's nice, but you're going to want it to be much more subtle. The arms and feet are looking much better though. The left foot is coming down a little late though, and the right foot is slamming a little too hard when it flattens to the ground. Also, the left and right sway of the character's body seems to be favoring the right too much. And when the left leg is in the passing position, the body has already lifted and proceeded toward the right again. That body shouldn't move left or right, up or down...until the feet have pushed it to do so. Know what I mean? Lastly, do you have any toe attributes on your feet? They feel a little stiff coming down to contact the ground, and a little toe drag could help a lot, but don't overdo it either.

Good work!
~ Kent

01 January 2009, 11:21 PM
hey Kent, thanks again, ok check 'er out, im starting to be happy with it so far, thanks for your help.

you were right about toning the scale down, looks better, more subtle, and delayed the swaying side to side, for the weight shift. i dont have alot of toe ctrl, like i said im a noob, future rigs will be better as i progress, but for now, i can move the toe slightly, before the foot goes inside out, ha.

thanks again man.

01 January 2009, 01:25 AM
Looking good MLajoie. Not sure how much more you are going to work on it but I had just one thought on the squash and stretch. Do you have jaw controls? I think it could be stronger if you toned the squash and stretch/scale down by a bunch, like 70 percent or so and added overlap to the jaw to compensate. The skull looks a little unnatural to me squashing that much and if you get the jaw moving too it will add some of the organic feel to it. Fun character!
Have a good one.

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