Hello, currently I am working on a Pixie character for my FYP in uni.
I've Posted another discussion for the modeling side
http://polycount.com/discussion/179431/pixie-character-for-portfolio#latest This Discussion will purely focuses on the animation side of my project but any feedback either side would be appreciated.
Currently Progress:
I have rigged and Skinned the model, as well as started some of the animations.
I am new to facial rigging, but currently what I have seems to work, there isn't much range for fine detail and normal emotions, but given the design there isn't much need either.
This is a quick video in unreal of the current animations. originally I wanted somewhere between feral and regal but found it difficult to figure out.
I think the idle and walk need the most Improvement, mainly because of how unnatural they seem, idle begin the pose and walking being the stiffness.
https://www.youtube.com/watch?v=SvJGyGOE9Cw Thanks for your time,
Callum
Replies
This are a fair amount of my newer animation, it doesn't include most of the flights but they can be found on my youtube if wanted (though not the best what to render them). I've also starting setting up the animation blueprints, etc, I'm to great with the technical side of animation so I don't plan on posting that till It's further ahead.
https://youtu.be/fLxL3UYooo0
It would be cool to see these just as playblasts and in SyncSketch if possible to make notes. Overall they are all pretty good but there are some simple things that could be tweaked.
The first thing I noticed was that the two arms on each side move at the same time on the movement animations, and in some attack animations too. Even a slight offset could make them feel a little more independent from each other. Maybe offset the back arm a couple of frames so it has a slight delay showing that the front arm is the dominant one.
Also, the body looks a little stiff in the flight animations. Is it possible for you to have the torso dip first, then have the legs follow so there is more of a curve to it. It would make it look a lot more fluid and natural. There is already some nice twisting but I think the body looks a little too straight when they fly up and down.
For the jump it looks like it wouldn't be possible to jump that high without any anticipation or help from the wings. Maybe have the first frame of the jump with the body in a lower position (anticipation) then blend into how it is now over a couple of frames. Or flap the wings so it looks like the body is being lifted from that.
Looking forward to seeing your progress!
Instead I uploaded all my current animation to youtube in sets, then paired some of them to upload in SyncSketch.
I changed the cameras in unreal to record a side, front and angle view, because its a lot faster to render and works the same.
I've started to modify the animations from your suggestions, is it the back flip type flight animation that is a little straight?
SyncSketch Link:
https://syncsketch.com/sketch/140556#163199
All Animations playlist Link:
Animation times In the Description.
Thanks Again
I'm really bad a jump so i might have to discard them.
https://youtu.be/3GrBTLq2Ex8
i posed the model to make a nice scene for rendering
https://youtu.be/WEP2uJqWGY0
in addition this is a later build for the playable side, there's still bugs specifically walking on and flying into water which I'm trying to fix.
https://youtu.be/lfe-1hf_EFM