Started blocking little run to feel out the rig and type character I want her to be. Only a few poses in here now, but I am delighted to have actually made a start!, thats always the hardest bit for me! Its a pretty plain cycle at the moment, I was kind of basing it off a high jumper starting their run up (Hence why her torso is so vertical), I might add some little rocket thrusts every few steps to break it up and give her a little boost along.
It's a great start! Lots of character already. Snappy timing is really nice - can you animate the head independently of the bowl? That's definitely something to look at!
So im going for a bit of a double bounce with the rocket pack. Not so convinced it works. Im going keep working on it for the weekend and see how it goes!
If anyone has any notes or thoughts I'd love to hear it!
I like the idea of the bounce from her little jet pack. I think it could be pushed a little more, like have her go way in the air kind of like a jump or a skip. I cant wait to see your next progress.
Made some more updates to this. I wasn't fully happy with the double bounce, so I have tried a longer single rocket boost step. Looking a bit nicer now, I'm gonna try spline this out during the week. Might try record some reference for my recall animation as well.
Took a break from the movement cycle for a bit, started looking at the recall I want to do. My idea for it is for her trying to rocket boost herself back to base, but the rocket malfunctions, and when she tries to see what happened it launches and shoots off screen when shes not ready or in her heroic pose. Blocked out the first 1/3 or so this morning. After the first push, she relaxes a bit, then goes to launch again into a even more stretched pose, then realizes something is wrong so relaxes back to check the rocket, and it launches suddenly sending her spiraling off screen. It reads pretty well from the top down view so I am happy with the direction its taking!
Here is the walk I am going with. Wanted to do something simpler that showed off her character better than a weird run jump combo I had. It will work well with my recall, which I am in the middle of redoing to be much more fun, and less committed to my reference. Anyone have any thoughts on the walk? How I could push it? I think its a bit slow for the game, but will look at retiming it this week. (There is a weird artefact on the arm in the side view, that's just a playblast error)
Decided to go for a more cartoony approach for my current recall animation, and wanted to break off from the reference heavy first attempt you can see in the above posts! Here is an attempt to previs it with grease pencil (I'm terrible at drawing but trying to improve!)
Cool idea! I think there needs to be a bigger pose change from when she's looking at her jetpack and her shooting off. Without effects you'll need to sell the end with poses because it happens so fast. Another option is to not have her shoot straight up, but to the side and back so there's more time to read what's happening.
So I have splined my recall, and even though there is a lot wrong with it now, I think with about.. 5 or 6 more hours work this evening I will feel ok about submitting it! The arms are still all over the place, was mainly focussed on the hips
My main issue to deal with later is the strobing effect on the arms as they do that windmill when she is losing balance.I need to try and bring in some multiple hands maybe... Just have to figure out how to do that first!
Replies
If anyone has any notes or thoughts I'd love to hear it!
https://syncsketch.com/sketch/205497#287006
Finally finished blocking my recall out. Would love anyones thoughts on it so far.
https://syncsketch.com/sketch/205497#291475
Here is the walk I am going with. Wanted to do something simpler that showed off her character better than a weird run jump combo I had. It will work well with my recall, which I am in the middle of redoing to be much more fun, and less committed to my reference. Anyone have any thoughts on the walk? How I could push it? I think its a bit slow for the game, but will look at retiming it this week. (There is a weird artefact on the arm in the side view, that's just a playblast error)
Vimeo -
SyncSketch -
https://syncsketch.com/sketch/1eb4b408e818/#320912
https://syncsketch.com/sketch/1eb4b408e818/#320979
My main issue to deal with later is the strobing effect on the arms as they do that windmill when she is losing balance.I need to try and bring in some multiple hands maybe... Just have to figure out how to do that first!
Here is my final walk and recall.
There is a lot I wished I did differently, but I can only learn from that going forward! So in that sense, it was a successful exercise!
The walk is a bit slower than I would like. I experimented with a sped up version in Adobe Premiere, but I couldn't make it work out in Maya.