Beast feeding on a corpse

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Old 02 February 2009   #1
Beast feeding on a corpse

A short animation I'm working on. Still a heavy W.I.P. but coming along.
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Animation
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**Updated**
Working with the updated base mesh, I kicked out a motion test on the new neck. Really pleased how it turned out. No where near the state of polish that will be used for the short, but rather to show that the new setup and mesh would hold up for the types of motions I have in mind for the piece. The penetration in the plating can (and will) be fixed in the final, but for now, we've got bigger fish to fry. Enjoy.

Neck Motion Test Movie







**Updated**
-Finalize Character Concept by Justin Albers
-High Res Wip for the Head and Full body by the new Character Modeler, Ed Hardison
-I took a short stint away from this project to do some feature work and other animation contract work, but I'll have more to show on the animation side shortly.





**Updated**
-flies (only visible in the large version)
-bg birds,
-ground impact
-further animation cleanup.




**UPDATED**
-Model improvements, proxy env, and further animation cleanup
-Larger version available
-Experimenting with a different way of animating the tail (I know its going through the leg)




**UPDATED**
-Guts, Entrails, and further animation cleanup
-Larger version now available







Enjoy, crits / comments welcome

*I know the hand on the corpse is static, havent got around to rigging the constraint yet.
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Kiel
Senior Animator / Framestore - London
3dFiggins.com - @KielFiggins - Animation Store

Last edited by KielFiggins : 04 April 2010 at 04:24 AM. Reason: Updated - Neck motion test
 
Old 02 February 2009   #2
Well I read the title as 'BREAST feeding on a corpse' and was like 'I gotta see this!', turns out I was mislead :(

Hehe, anyway, awesome animation man, not much else I can say except I wouldn't want to meet that thing down a dark alley, nice job
 
Old 02 February 2009   #3
This is awsome dude! I love your work! Got alot to learn from you Hehe... Gotta say I love your riggs to Keep it up!
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Old 02 February 2009   #4
Very nice! No real crits. Nice to see something other than another walk cycle!

I like the slight camera moves, too. Just enough to follow the action but not frantic like in a lot of actiion shots you see to day.

Depending on how big the beast is, maybe you can do a lower pull in with the camera and have the camera almost have to move out of the way of the dropping corpse part. But, that would give a different take on the scene. (Just thinking out loud...)

How did you rig the corpse?
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Enjoy every sandwich.– Warren Zevon

Last edited by bobzilla : 02 February 2009 at 02:22 PM.
 
Old 02 February 2009   #5
Man... another great piece of your work. Keep up the good work man. I'm catching up to your level... slowly... Someday soon I'll be at your level
 
Old 02 February 2009   #6
Thanks for the feedback guys. SHould have another round today. Hopefully get some model improvements, more anim clean up and a bit more stuff on the corpse.


Oscar: Haha, a slight spelling difference. Though thinking of it, that would be a sweet anim... Glad you like the anim. Hopefully


Torres: Cool man, glad your like my work. I should be hosting a new rig soon (Scorpion):
http://www.3dfiggins.com/Archive/pages/scorpion.html

Also, feel free to check the valentine's day one:
http://www.3dfiggins.com/gallery.php?id=38&item=213#213


Bobzilla: Thanks man, but i have a walk cycle of him too, but that was more of a rig test and less of a show piece. The camera is still pretty rough, I'm hoping to add in a bit of zoom, tilt and a bit of shake. I like the idea of being more intimate with the corpse / camera, I typically have that problem when i frame up my work, I still want the viewer to see everything, intead of what works best for the shot. The corpse "rig" is laughable. couple of fk joints with parent constrained to the mesh. The spine cord is a single control with a bend deformer. The full corpse rig will be more complex for deformations as well as having his entrails and guts spilling out.

AJ: Cool man, looking forward to to your car revisions. Keep on animating!
__________________
Kiel
Senior Animator / Framestore - London
3dFiggins.com - @KielFiggins - Animation Store
 
Old 02 February 2009   #7
Wink

Quote:
Originally Posted by Oscar63
Well I read the title as 'BREAST feeding on a corpse' and was like 'I gotta see this!', turns out I was mislead :(


Woah, I read it as that too lol.

Pretty sweet animation, very nice!
 
Old 02 February 2009   #8
Updated the animation a bit more with Guts, entrails and futher animation clean up. Really digging how its coming out.

Larger Version Now available as well

http://www.3dfiggins.com/gallery.php?id=39&item=215#215

Enjoy, C / C welcome.



Froth: glad you like the anim.
__________________
Kiel
Senior Animator / Framestore - London
3dFiggins.com - @KielFiggins - Animation Store
 
Old 02 February 2009   #9
Nice!

Final animation's going to be off the chain! I can see it now.

I'll hate to critique somebody 10 million times better than me in animating, it's like me trying to tell an electrician how to hook up wires, (jk I like critiqueing everybody at any level )
but there is something that caught my eye:

-I notice when the beast is pulling on the corpse, right before the corpse rips in half, I notice that the beast barley pulls on the corpse but the corpse moves like it is being pulled. I know your trying to show that he's trying, or is about to, tear it apart but at that moment before the corpse rips it just seems like the corpse is levitating closer to the beast mouth and the beast head is about stationary . You know what I mean? I would just have the beast head pull up just a little more at that section

-I read on your site you're trying to make the beast reaction more intense. I'm pretty sure you already know what you need to do to in order to accomplish that so I'm not going to go to much into that, but one thing I would fix on what you have now is the height on his foot he steps with during the reaction(his top right). I'll make that step just a little bit higher so you can get that stronger stomp going on. Not sure if that what you want but I think it'll help with the intensity.

These just my opinions. Again your eye and skills are like 2 jabalatrillion times better than mines.
But I'll catch up with you one day.
Looking good so far. Keep up the good work
 
Old 03 March 2009   #10
Animation


**UPDATED**
-Model improvements, proxy env, and further animation cleanup
-Larger version available
-Experimenting with a different way of animating the tail (I know its going through the leg)




Animation is moving along pretty well, getting ready for a heavy detail pass and such.

AjFrank: Thanks man, hopefully the final anim turns out cool, i'm liking where its going. No worries on critting others, no matter their skill level. Solid feedback is just that, no matter who or where it comes from. With that in mind:

-Good eye on the corpse drifting up. That was some left over keys that I hadnt cleaned up (was still working on the creature, getting him solid). Regardless, its fixed now at this stage, and your definatly right, it adds more snap to the break. I still need to sell the struggle in the neck/shoulders during the pull, but thats coming up.

-Intenstiy of the scream. I'm still working on it, but I did work on the front right hand (the one you mentioned). His toes, arc, and toe roll all help sell that moment. Also, i fixed a cop out move and make him kick the rib cage into the corpse, instead of just stepping over/on it. Kinda hard to tell, but its there. Still want to add more to the end, should be in the next one or two passes.


Thanks for the feedback thus far everyone, feel free to keep it coming.
__________________
Kiel
Senior Animator / Framestore - London
3dFiggins.com - @KielFiggins - Animation Store

Last edited by KielFiggins : 03 March 2009 at 04:23 AM. Reason: Link Update
 
Old 03 March 2009   #11
I really like this clip. There's so many little things going on. Very inspiring.

Two crits: Not crazy about the new corpse break. I now you said you're working on the struggle, but right now the head movement looks like it almost freezes, then snap, it's off and the head is all the way up and to the left of camera.

I picture it lowering it's shoulders and pulls back, or pulls left or right. I think pulling up would use mostly the weaker bottom jaw and would be difficult to do. Maybe a slight side to side had shake anchored at the tip of the head buried in the corpse before the pull.

And VERY small crit. I think there's too much movement in the tail. Maybe should be stiffer?

Since this is not a real animal (Thank God!), it's all pretty subjective.
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Enjoy every sandwich.– Warren Zevon
 
Old 03 March 2009   #12
Looking good. Just few quick things I see:

-I kind of liked it when he stepped on the ribcage. He probally would of had a bone or two stuck in his foot, but I liked it.
I would still have that foot go a little higher on that step. To me it stills seem as though it can be even stronger if the step was even higher. Look at the negative spacing you have right now from the background horizon to the beast foot when the foot is at it's highest point. I think if you increase that spacing by raising his foot, (but not by too much then it would just look unnatural), that turn would be even stronger. But that part could also just be an animator's choice to . What you have now works but you should give it a shot just to see how it feels...

-The tail: I know you said you're experimenting right now, but just to throw it out there, I think that right now the tail is moving a little too much... maybe. I'm not to sure how to pin point it but it's just not feeling like a tail to me right now. It's looking like it's responding to his body movement instead of him controlling his tail. Easing the movement of the tail should help. I'm pretty sure you have reference but just in case, just check out some footage of wild cats eating a corpse and just look at there tail while they feed.

-The end reaction: Again this is also an animators choice. Right now you somewhat have him mainly parallel towards the camera at the end of the animation and you cant see none off his body but his chest. I think if you can somehow get him into more of a side, somewhat 3/4 pose, for his end poses, his reaction can get more intensified. You can show off more of his body plus you'll get a good diagonal line off action going on. Too me straight on shots with quads can automatically weakens its pose. I think the best way to get him into the side/or 3/4 pose would be to have him react like how them big cats be reacting when they're feeding on a corpse and their food get threaten by another animal, or person. They do that little short, snapping jump warning mainly with their two front claws. You know what I mean? Hard to explain, especially since I'm sleepy right now so this is just a little side option/note. If you can pull that off right though I think that could increase the intensity. But again I think this is more of a animators choice.

These just my opinions though. Overall i think its still looking good.
 
Old 03 March 2009   #13
Great stuff, as usual, Kiel.

Only crit that hasn't been mentioned for me would be the second gulp of flesh before the roar. Seems to just suck into his mouth without any effort. A little head action to throw it down may be nice there.

Maybe add in some kind of middle ground element to further set the scale of him? A tree or some boulders maybe? Dunno the scope of the vision .. if that's a bull or something he's feasting on .. or just another fantasy beast. Camera does a nice job of it tho, so could be totally unnecessary and clutter the scene. Just a thought..

E
 
Old 03 March 2009   #14
Looking good, I would try and get a little more overlap in the head when he tosses the corpse in the air

=k
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Old 03 March 2009   #15
Animation

**Updated**
-flies (only visible in the large version)
-bg birds,
-ground impact
-further animation cleanup.





Thanks for the feedback guys, trying to get them all in.
-Hefty revisions to the jaw/chewing. Decided to go for a more snapping approach instead of a cow chewing. Also, fixed how the flesh goes into his mouth
-Got more of a tugging before the corpse snapping in half
-Didn't work on the tail in this pass
-Camera shake and body lean on final yell
-Overlap on head overall


KyleG: Thanks for the post man, hopefully got a bit more overlap on the primary axis in this pass, will work on the sway and twist in the next pass.

Deja: Hey man! Thanks for the reply. Hopefully this pass addresses the food just kinda oing into his mouth. For the acutual environment, big time concept artist Justin Albers is working up the design and matte paintting for the environemnt. Should be killer.

AJ: Another good round of crits. I raise the foot a bit more and adjusted the shoulder. Hopefully that takes care of that. Also added in camera shake and ground displacement when he stomps. Tail will be addressed in the next passes. For the cat jump for the end reaction, Due to his size, I didnt see him really jumping, though I recieved similar feedback, so its a sound idea. Just didnt go that route.

Bobzilla: Thanks man, yeah, tail will be coming up soon. The direction of the pull could be more front to back, but I wanted a pull up to emphasis the innards being dumped out and re frame the characters size. Valid note about using the weaker lower jaw... hopefully this guys got a strong one.


Thanks for the crits guy, keep'm coming.
__________________
Kiel
Senior Animator / Framestore - London
3dFiggins.com - @KielFiggins - Animation Store

Last edited by KielFiggins : 03 March 2009 at 01:53 AM. Reason: Added Links
 
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