View Full Version : Quad Creature Run
05 May 2009, 06:55 PM
A quad run cycle I'm working on. I like this model a lot. I want to give it a vicious run, like a big cats (tiger, cheetahs, panthers, ect...), chasing a prey. I'm also taking in consideration his build, so I am also using other reference of animals of his build as well, (rhinos, bulls, ect...) as reference to so I'm trying to combine them into this creature.
My Own Critique: Of coarse this a work in progress. I don't like how his tail is moving right now so I have to work on that some more for the next update. I also think his front two hands may be in the air a little too long or moving too slow. I plan on making the overall run a couple frames faster for next update.
I would love to add this for my demo reel piece(more will be added to this scene once I get this run down packed) so heavy critiques and/or advice are highly welcomed
05 May 2009, 09:46 PM
There is a little knick in the shoulders when jumping.
The head is too straight on the body. not a lot of movement in it.
For the legs look at this movie
You see that one of the legs will be more in the front. In your animation it is not so clear.
When lifting up one leg the shoulders will turn a bit.
I hope I helped.
05 May 2009, 12:43 AM
Also, whenever anything walk or runs no matter if its 2 legged or 4 there will be a weight shift from side to side especially when they are running or walking slowly.. the faster they go the less weight gets shifted but it will still be shifted and you should try to show that.
05 May 2009, 02:03 AM
Hey man, good ole Kanklesaur. Some crits:
-Gotta watch those feet. Worry about the tail later. Right now the feet dont show any impact/hold frames. This is where the pressure is beling applied and then eventually release from either a foot roll or a rotate up.
-also, your feet are missing drag and gravity. From the side view your ankles position should look like a bean. Flat at the bottom, arcing as it goes back, slightly up as its pulled froward but still behind the hip, lowest point of the arc is when it crosses the hip, then slightly higher as it pulled in front getting ready for extention, then full extention, plant.
-dont pull your feet up so high either. They only need to come high enough to not clip the ground (thinkg of all those times you've stubbed yoru toe walking). It takes a lot of eneergy for the body to walk, so it doesnt make sense to have "high knees"
As for a slight animation trick for walk/run/locomtion cycles. I typically work with the LF foot first, get a solid animatoin with that with all the rolls and extensions really feeling nice. Then mirror that anim over to the FR foot (typically have to offset the keys by negative frames and flip the tx and ty curves).
Doing this will let you polish a bit more.
Half the work, twice the product.
Some Other Ref:
http://www.foofinu.com/Lico_AnimationReel_2008.mov (great bear walking/running)
05 May 2009, 08:35 PM
Thanks for the critiques.
Nysuatro- Yeah I noticed the foot thing, one not being more further out than the other. In a way it was done purposely because in the final clip of this animation he's not going to be in a cycle. He'll actually be running towards something. Once I get to that stage I'll definitely offset the two for sure. I had it like that now just so I don't see the repetitiveness in the cycle but I can easily fix that for sure for the next update.
combas3d- I did forget to put the weight shift in his run. There's none at all going from side to side, as you already saw. Main reason why I forgot to add it was because my original idea was to have this mainly be a side shot animation. I animated him based off of just a side shot, which you wouldn't notice too much of the side to side weight shift but regardless of the shot I know it's still good to have and practice.
KielFiggins- Thanks as always for your help. Fliponline is a good site. I relooked at my reference and I don't know what I was thinking when I raised his feet so high. All my reference the animal either barley raises or raise almost mid way from ground to head(cheetahs), while running. Guess I pushed it too far :p .
I definitely need to keep the feet implant in mind for the next update. Something was throwing me off on this cycle and I believe thats what it is.
Thanks again for the critiques :thumbsup: .
I should be able to throw up an update by the end of tomorrow if not tonight.
05 May 2009, 08:54 PM
Update on the run. Try to ignore his left shoulder pad. Popping kind of bad right now. I fix his tail a little but can still use some more work and I added his weight shift. I'm trying to add more drag in his upper body.
05 May 2009, 10:20 PM
So here's another update. I tried offsetting his feet some more during the landing. Maybe it can be pushed even some more. I also tried adding more weight onto his upper body. I still need to clean up his head and shoulder animation.
05 May 2009, 10:20 PM
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