Okay I don't want to clutter the 'what are you working' thread anymore with this hence decided to make a new thread for it.
Early anim tests made with the lowpoly garbage collecor :
I'd like to use this thread as a place where to put many little animation tests, ranging from walkcycle to facial anims.
I certainly won't be able to go really far with this since I'm a noob, but I think it'd be nice to see many poeple sharing experiments here ; it's a game art forum after all, and animation is such an important side of things.
One nice thing would be to use different medias : stop motion, gif animation, cg anims, simple box/balls interaction, whatever... Anything that moves No need for complex characters either : stick figures or renderable bones hierarchies are great!
Here a short animation I did of a Gundam mech breakdancing.
It's about 1.5mb and I did it fast. There's a small "glitch" in the animation and I never got around to fixing that keyframe.
It was funny when I was making it because I was on the floor in the livingroom trying to see where what leg goes where and I cannot breakdance at all. My wife had a good laugh
he could go for more 'bobble,' and weight in his steps. more up and down motion on the hips/shoulders, as well as a slight head bobble to the side-forward could help emphasize that weight. Becareful not to make it bouncy with the up and down motion.
Hey good point Moose, I totally forgot to add shoulders up/down movement at this point... How dumb I am. It would for sure adds the weight feeling I've been looking for Yeah it's easy to go overboard and turn the anim into a jerky mess... I like this challenge.
Dizzy I feel like the spine angle on your alien walk is waaay backwards at the moment... Giger's aliens are more of the 'hunter' type, hence mostly bend forwards if you see what I mean. See the SplinterCell's main character animations for example.
You might have a look at your joint trajectories too. On the alien runcycle, the legs are smooth and all, but the hands suddenly stop/snap at their most forward position. To avoid this, simply turn on trajectory display and watch the splines : they should define rounded arcs, no spikes at the end (wich is the case at the moment). It's a very easy trick but it can improve things quit a bit! Hope this helps :]
Still need to look at your breakdancing performance Ikraan, no divx available here at school.
Hehey Poopi your sister is da hiphop! I don't see a problem with rotoscoped moves... It's a hard exercise in itself.
Just ordered two stickfas yesterday, can't wait to plug the cam and stommotion like mad!
your binMan's coming along well, pior, much better sense of mass all around. one aspect to perhaps keep in mind as the sequence develops -- right now it seems that the bin is reacting to the man, but not vice-versa. if the bin has substantial mass, its attachment to the man's back would transmit forces to him, affecting the overall motion, particularly of the upper torso. doesn't need to be really obvious, just some subtle "feedback" from bin to man.
Thats another very good point Chip, I see what you mean.
The cool thing is that this kind of tweak is really doable with CS layers. You can basically animate a full cycle, then create another anim involving, say, spine movement under bin weight on a static pose, then merge the two. Awesome tool! Will try that tonight.
Oh and the reason why the bin seems to merely react to the man is also because I animated it with animation controlers linking its orientation and placement to the man's spine bones Hence it certaily lacks the 'other way round' action/reaction moves. What a fool am I.
"sniper lifting box" - rigged by Adam Mechtley (Aipx alumni / Rainbow Studios - Animator)
model, texture & animation by me. created with maya6 http://members.cox.net/wisdim3/lift2.avi
Wow, I didn't know anyone out there knew of my site, thanks man!
I guess I'll add my latest. I did a couple of walks a while back, trying to express different emotions with them. Just a test you could say.
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Nice to meet You, You see - I've seen all your animations and I like them. I'm still learning ...so it's very important to see the work as Yours.
Pior
thanks for Your crits - I'll see what can I do. There's also another way of walk what I've realized - http://www.miseryproduction.com/alien_walkb.html
I've been using CHARACTER FX,very cheap one , easy to use but a little bit limited.
So now I've started to learne CHARACTER STUDIO - 3DS MAX.
And in the end some really great link for You Pior and for everyone who wants to see some work of great animators - http://www.linklater.ca/inspring_reels.htm
Hey Dizzy that's a LOT of links! Funny how the top ones all seem to work at Pixar
Alien is looking better now. One last point : it looks like he walks in sorrow, heads looking down and all. I think you'll get a more alienish result by making it look straight ahead. You light also want to convey the weight on the whole body structure, since atm only the lowest spine joint is animated and the trunk follows. Hope this makes sense...
Okay, some more (sorry for the obvious ultra low qualities of these. They are totally stupid, meaningless, childish and unfocused as you can see it. But this stopmo shit is sooooo fun in the making I simply had to post!! DivX5)
hey pior, for another jolt of retro-stopmo fun, get a coupla pounds of plasticene and do some real-world morphing (aka "claymation"). my very first animation was in 8mm, clay monsters on the dining room table, a story probably common to many Harryhausen wannabees of the day
Cool thread idea, not much animation is posted on Polycount. I did this walk/run cycle for a normal mapped dude a couple of months ago. It's about 6.4 mb.
Replies
http://www.poopinmymouth.com/3d/sarah.avi
maybe this -
http://www.alexutting.com/animations.html
It's about 1.5mb and I did it fast. There's a small "glitch" in the animation and I never got around to fixing that keyframe.
It was funny when I was making it because I was on the floor in the livingroom trying to see where what leg goes where and I cannot breakdance at all. My wife had a good laugh
http://www.xs4all.nl/~tetsuo/movies/alex_gundam_b-dance.avi
You need the XVid codec for this one.
http://www.xvidmovies.com/codec/
http://www.miseryproduction.com/alien_walka.html
http://www.miseryproduction.com/alien_attack.html
http://www.miseryproduction.com/alien_run.html
...now I've started to learne CHARACTER STUDIO of 3DS MAX
he could go for more 'bobble,' and weight in his steps. more up and down motion on the hips/shoulders, as well as a slight head bobble to the side-forward could help emphasize that weight. Becareful not to make it bouncy with the up and down motion.
you seem like you picked that up quick!
Dizzy I feel like the spine angle on your alien walk is waaay backwards at the moment... Giger's aliens are more of the 'hunter' type, hence mostly bend forwards if you see what I mean. See the SplinterCell's main character animations for example.
You might have a look at your joint trajectories too. On the alien runcycle, the legs are smooth and all, but the hands suddenly stop/snap at their most forward position. To avoid this, simply turn on trajectory display and watch the splines : they should define rounded arcs, no spikes at the end (wich is the case at the moment). It's a very easy trick but it can improve things quit a bit! Hope this helps :]
Still need to look at your breakdancing performance Ikraan, no divx available here at school.
Hehey Poopi your sister is da hiphop! I don't see a problem with rotoscoped moves... It's a hard exercise in itself.
Just ordered two stickfas yesterday, can't wait to plug the cam and stommotion like mad!
The cool thing is that this kind of tweak is really doable with CS layers. You can basically animate a full cycle, then create another anim involving, say, spine movement under bin weight on a static pose, then merge the two. Awesome tool! Will try that tonight.
Oh and the reason why the bin seems to merely react to the man is also because I animated it with animation controlers linking its orientation and placement to the man's spine bones Hence it certaily lacks the 'other way round' action/reaction moves. What a fool am I.
Thanks for pointing this out!
Panda Walk
Panda Busy
model, texture & animation by me. created with maya6 http://members.cox.net/wisdim3/lift2.avi
Hi Pior ,
maybe this -
http://www.alexutting.com/animations.html
[/ QUOTE ]
Wow, I didn't know anyone out there knew of my site, thanks man!
I guess I'll add my latest. I did a couple of walks a while back, trying to express different emotions with them. Just a test you could say.
[ QUOTE ]
Hi Pior ,
maybe this -
http://www.alexutting.com/animations.html
[/ QUOTE ]
Wow, I didn't know anyone out there knew of my site, thanks man!
I guess I'll add my latest. I did a couple of walks a while back, trying to express different emotions with them. Just a test you could say.
[/ QUOTE ]
Nice to meet You, You see - I've seen all your animations and I like them. I'm still learning ...so it's very important to see the work as Yours.
Pior
thanks for Your crits - I'll see what can I do. There's also another way of walk what I've realized -
http://www.miseryproduction.com/alien_walkb.html
I've been using CHARACTER FX,very cheap one , easy to use but a little bit limited.
So now I've started to learne CHARACTER STUDIO - 3DS MAX.
And in the end some really great link for You Pior and for everyone who wants to see some work of great animators -
http://www.linklater.ca/inspring_reels.htm
I hope that You will enjoy it.
Hey Dizzy that's a LOT of links! Funny how the top ones all seem to work at Pixar
Alien is looking better now. One last point : it looks like he walks in sorrow, heads looking down and all. I think you'll get a more alienish result by making it look straight ahead. You light also want to convey the weight on the whole body structure, since atm only the lowest spine joint is animated and the trunk follows. Hope this makes sense...
Okay, some more (sorry for the obvious ultra low qualities of these. They are totally stupid, meaningless, childish and unfocused as you can see it. But this stopmo shit is sooooo fun in the making I simply had to post!! DivX5)
First attempt at lypsynch animation:
lypsynch animation 1.862 Mb QT
Here's a touched up longjump animation as well:
revised thief longjump 601 kb QT
that's really good, KP -- i swear i could hear the guy's joints popping, and the clunk & scrape of the boxes.
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thanks man! i wanted to be an animator when i was in jr. high
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Wow that's a nice box KP!
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why thank you. it's hard to model in maya
Walk/Run Anim