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Help and critiques for walk cicle

TripleRRR
polycounter lvl 2
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TripleRRR polycounter lvl 2
Hey

I am working on a walk cycle, and I would really love some critique :)

[ame]https://www.youtube.com/watch?v=JyR7VODedQw[/ame]

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  • Fashoomp
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    Fashoomp polycounter lvl 10
    Overall, a really nice start. The arms seem a tad bit mechanical however. Add some overlapping action onto the hand as the arms change direction. Don't move the upper arm and forearm as a single piece. Get a proper pendulum motion on the upper arm (quicker motion at the apex), then get the motion onto the forearm. Also with the feet, when you're doing a treadmill walk, the feet should always move back for as long as they're grounded. Before they lift up, you have them stop moving backwards.

    Rest of it could use a bit more polish (head, cloth). Good work.
  • JamesGammans
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    JamesGammans polycounter lvl 4
    As fashoomp said, the motion looks very mechanical and the are should be treated as three separate parts. Additionally in general, the walk doesnt feel to great because of the speed at which its at.
    Remember that a general rule of thumb is 12 frames for a "normal" walk / march time ( 2 steps per second), 16 frames for a stroll / leisurely walk (2/3 seconds per step), and then at 20 frames per step it is more of a tired or "old" walk, and at 8 frames you have a slow run or the more classic cartoon walk.
    So you really have to nail down what type of walk you want and use this rule of thumb as an outline for the amount of frames you want to use, which you can then change once you give the character some personality.
  • TripleRRR
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    TripleRRR polycounter lvl 2
    Thank you for the feedback. I will get right to it! :)
  • slipsius
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    slipsius mod
    As fashoomp said, the motion looks very mechanical and the are should be treated as three separate parts. Additionally in general, the walk doesnt feel to great because of the speed at which its at.
    Remember that a general rule of thumb is 12 frames for a "normal" walk / march time ( 2 steps per second), 16 frames for a stroll / leisurely walk (2/3 seconds per step), and then at 20 frames per step it is more of a tired or "old" walk, and at 8 frames you have a slow run or the more classic cartoon walk.
    So you really have to nail down what type of walk you want and use this rule of thumb as an outline for the amount of frames you want to use, which you can then change once you give the character some personality.

    Game animation is done in 30 frames per second, so those frame numbers are inaccurate.

    Over all, I would say you need less up and down, and more hip motion. Your hips dont seem to sway or rotate much, which makes it look stiff.
  • TripleRRR
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    TripleRRR polycounter lvl 2
    slipsius wrote: »
    Game animation is done in 30 frames per second, so those frame numbers are inaccurate.

    Over all, I would say you need less up and down, and more hip motion. Your hips dont seem to sway or rotate much, which makes it look stiff.

    Thank you for your feedback, slipsius. I am a bit confused :) how many frames should it be, if not 12 or 16? :)
  • slipsius
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    slipsius mod
    Well, if you`re working in 24fps then those numbers are accurate. if you`re working on game animation at 30fps, then its more like 1,16,31 are your contacts (exported with only 30 frames to avoid the double frame). But ya. in general, it's 2 steps per second. But it really depends on the character and what sort of weight you are going for.
  • TripleRRR
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    TripleRRR polycounter lvl 2
    slipsius wrote: »
    Well, if you`re working in 24fps then those numbers are accurate. if you`re working on game animation at 30fps, then its more like 1,16,31 are your contacts (exported with only 30 frames to avoid the double frame). But ya. in general, it's 2 steps per second. But it really depends on the character and what sort of weight you are going for.

    Now I understand - thanks :D
  • Mark Dygert
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    I agree with Slip, the hips seem locked in place and aren't swaying or rolling. This is very important on female characters and still pretty important on male characters.

    Guys tend to walk with their feet hitting along two separate paths, one for each foot like they are walking down train tracks with a foot on each rail. The more ape like or brutish the guy is, the farther apart the feet get.
    [ame]http://www.youtube.com/watch?v=IrY4seV6FYE[/ame]



    Ladies tend to walk on much more of a single path, with each foot being placed in front of the other, with a little more roll in the hips.
    [ame]http://www.youtube.com/watch?v=fRn449YWc9E[/ame]



    You're off to a good start! Keep at it, you're really close!
  • TripleRRR
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    TripleRRR polycounter lvl 2
    I agree with Slip, the hips seem locked in place and aren't swaying or rolling. This is very important on female characters and still pretty important on male characters.

    Guys tend to walk with their feet hitting along two separate paths, one for each foot like they are walking down train tracks with a foot on each rail. The more ape like or brutish the guy is, the farther apart the feet get.
    http://www.youtube.com/watch?v=IrY4seV6FYE



    Ladies tend to walk on much more of a single path, with each foot being placed in front of the other, with a little more roll in the hips.
    http://www.youtube.com/watch?v=fRn449YWc9E



    You're off to a good start! Keep at it, you're really close!

    Thanks for the feedback. I just tried to change the animation so she would walk on a single path. Is the path too straight now or? :)

    https://www.youtube.com/watch?v=GlWzBtAKI4g&feature=youtu.be
  • Mark Dygert
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    Yup that's pretty good, especially if the hips roll and sway with it...
  • TripleRRR
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    TripleRRR polycounter lvl 2
    I have been working on a run cycle too - what do you think? :)

    [ame]https://www.youtube.com/watch?v=uniTu_uAolM[/ame]
  • slipsius
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    slipsius mod
    Run is a good start. I think her upper torso is too straight. Have her lean forward more, i think. And her legs dont extend fully. When you run, you really push off with your feet, causing your leg to stretch way out as you push off the ground. Right now, your legs are pretty bent the entire time. Straight them out as you push off and you`ll see a huge improvement is how your run reads/feels
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