Hello guys I'm finally back at University and one of my modules is animation and I'd love to get critique from you guys during it.
My first assignment is to create two walk cycles, one light, one heavy. I went with light first, I used rhinohouse with gangster/swag kind of walk idea.
Atm I only have a front view because when I duplicated the cat rig it went all weird, I'll figure it out later.
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Thanks
Edit:
Side view
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Replies
Also fixed a bunch of curves that were wonky and hopefully solved my pausing/sudden drop problem.
I wanted to duplicate my cat rig to render multiple views...just this second I'm wondering if I can export/import, will have to check in the morning, although max seems very stubborn about not allowing you to move the rig as a whole while in animation mode.
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Latest update :- Increased height on the highest point of the walk and added overlap to the wrists but very subtle.
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pretty nice walk , all the fundamentals are there like rotations and when the body parts move. The character feels connected I have some notes for you:
- When the legs go from back to the front they make a pop .
- The toes are getting trough the floor
- It feels a little strange that the legs are bent the whole time , you have them a little stretched in the contact position but I think it feels weird. This maybe is because the body is low in Y
- The head looks very stiff , try to add just a little overlap in his rotation
Just my opinion, take the ones that helps you
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Take a look at this image and pay attention for the image that is in the bottom right, that will explain the rotations of the hips and shoulders!
http://2.bp.blogspot.com/-M6HnqXr3rmQ/UUeUYusQyxI/AAAAAAAAAxU/768Y8iVeaIk/s1600/walkreference2.png
@Arturow I tried to do as that image displayed but it made an animation that I didn't want, I want to keep it swaggy but I really appreciate your advice, thanks.
if you want to push for real cartoony (and a challenge) you can try to do the double bounce.
This is the 2nd walk for my assignment, my reference was a heavy guy walking exhausted, I really struggled with trying to get the feet to lift off slowly, anyone have advice for doing something like that? I kept running out of frame space.
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Edit: also due to the cat rig it looks like he's standing on his toes but he's not.
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I see a hella obvious cycle in there but maybe I've spent too long looking at it, I don't know.
As you say, it is easy to get blind when looking at your own animation for far too long.
Have you tried to put down the heel more? The character is walking on the toes now very much, but maybe that's intended? It also leans in towards the middle more on the right step than the left, which makes it look a little limping.
Have you also tried curling the toes/feet downwards when the feet are 50% mid-air to make it look more like the character is "pushing away" with the foot?
Hey thanks for the critique, unfortunately the cat rigs feet are odd to say the least, the heel of the foot is what looks like the foot and for whatever reason is raised at the back, whereas the first what appears to be toes is the actual foot. I'm not explaining it well but basically the foot doesn't move in such a way that looks like what you describe due to the nature of the cat rig.
The upper body feels better than the legs, the subdued swing makes everything feel heavy. I'd try a little more overlap in the head.
there's a pop on the left leg push off.
And yea, CAT is aptly named in more ways than one... it's very cat like sometimes. Everythings fine one moment and then it'll completely wig out the next.
@Hito thanks for the critique, with making the feet stay on the ground longer I seem to run out of timeline space or have keys overlapping others, is there some way to get around that? should I be moving every single key prior to the foot peel and after?
I think a quick way to test it is push the keys by 3 frames after each foot plant pose; then duplicate the foot plant pose 1 or 2 frames after the current plant key. Might need to adjust the curves so there's no overshoot. You'll get a "hiccup" on the foot plant when you play through, but it should give you some sense of how much you need to slow that part down. insert or remove keys between the foot plant double keys til the timing feels good, then adjust the two poses so everything is smooth.
No problem! I see what you mean, then it isn't much to do if you don't want to go back and re-configure the rig, but as it is a Uni assignment I take it you are provided with the rig, and should probably not tweak it by yourself. :P
Keep working on it though, you are making very nice progress. I don't know if you play it, but World of Warcraft has this program (unofficial, I don't know) which is called the "wow modelviewer" where you can basically load in almost every single character/NPC in the whole game and watch a massive amount of animations for reference purposes. They have many examples of walk cycles that you can get inspiration from and it is very nice to be able to pause, turn around the character and slow down the animation! I can recommend it. The downside is that you need to have the game installed to load in the models and animations from it.
@NiklasT Yea we can't tweak the cat rigs ourselves as far as I know, I think it's just so everyone starts with the same base and doesn't get confused. I installed WoW just for it and it's amazing! It's so cool seeing them in 3D, thanks so much for showing me that mod.
Here is my latest animation for this weeks assignments, it's a run cycle (skip more like) I also have to do a heavy run. I used Rhinohouse for critique and as far as I know I can't link their videos here but anyway critique is more than welcome.
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https://www.youtube.com/watch?v=1ZEY0IGzZH0&feature=youtu.be
https://youtu.be/DoEKED0cxPw
Any critique is appreciated, I applied what little knowledge I have of arcs onto it, I had trouble seeing the motion trails of the pelvis and spine/torso due to it running on the spot, does anyone know how to work around that? I'm working in 3ds Max and I only know how to do it in Maya.
adding a little forward/backward motion in the COG/pelvis can add a lot to the run's character, especially for sprints. should be fine for game use as long as the root is moving a long at constant speed.
There's a pop in the spine/torso but I've checked and double checked the curves and it's all smoothed, not quite sure what the problem is there.
Edit:- not sure if I got the spine curve right, I tried to push it but it just looked way too much for him.
http://syncsketch.com/playground/dfd4ab6ff8fa4d34b2223619f5596c83#57276
Practising runs, something I seriously suck at.
I'll be documenting my progress here along with any other anim work I do.
https://youtu.be/611n_K3X3u8
For the ball bounce, after that first bounce, the ball translates weird in mid air. When an object is in mid air, it should have a linear translate. It can not slow down or speed up in mid air. The speed in which it leaves the ground is the speed in which is stays travelling until it hits the ground again. That arc after the first bounce, I THINK I saw a slight speed up.
Besides that tiny adjustment, it looks like a great bounce! Good work!
I also added an extra bounce on the end.
https://youtu.be/LJ0HPT4zwx4
https://youtu.be/D1s-w9wo3PQ
http://syncsketch.com/playground/20d44942e914465d8bdb5374d69a2b86#60406
Here is a run animation I did for a small ue4 project I'm doing (for fun/practice) I made a mistake by not using video reference, I wanted a samurai run and all I could find was a 4 frame image but as you can see it's not very samurai and doesn't look great but I'd love tips/critique on it.
Youtube
https://youtu.be/R0MrqnKsz1U
Synchsketch
http://syncsketch.com/playground/b3a03d453156458997c7ad5ec652f42b#80879
https://youtu.be/J17nsp-PoBQ
This is my first assignment and I'd be grateful for any critique you guys can think of -
http://syncsketch.com/playground/d6514d8a5ba84fb4a6c0625debc02d4e#93159
Thanks!
The screen left hand feels too linear as it plants on the arm rest at roughly f16.
A bot of jitter at f11 for screen right hand.
The feet moving at the start feels awkward. I get what you're going for, but I don't know if it feels natural. I feel like the screen left foot could start on its toes and then move forward a little while the other foot comes into line. I tried to replicate the pose of the screen left foot and I couldn't do it. My foot automatically rolls up.
Right now, the head and hand move at the same time. Lead with one.
Spine feels busted at f24. Look at how much your chest moves and how little if at all, the rest of the spone moves. The chest feels too isolated. Have the rotations spread out nicely along the spine.
Keep the hands planted. You're using them to push off but they're translating about for no reason.
Add a little more overlap into the spine so maybe. the head drags a little as she gets up or maybe, the chest leads. Also, don't keep that same head angle throughout the entire shot. As she gets up, her head stays at the same tilt and it feels off.
End feels nice with the overshoot and settle. Exaggerate the hip tilt at f64 when her she moves to the other side. And counter the shoulders a little. A bit more contrapposto.
Its looking solid. By the way, who is your instructor if you don't mind me asking.
https://www.syncsketch.com/sketch/113455#121997
I've made changes to my death and uploaded a new one critique welcome as ever, I need to move onto the next animation soon.
Edit: would help if I put the link -
https://syncsketch.com/sketch/113455#123852
This is my 3rd animation for my final year project, I would be grateful of any critiques you guys have.
https://syncsketch.com/sketch/117975#127962