Hey guys,
I'm currently re-doing all the previous animations for the hunter character in the Duck Hunting game that ElysiumGX and I are working on. The model was created by Will (ElysiumGX). My animation skills are very rusty, so anyone with experience doing character animations i'd welcome to help
Walk Cycle Test1
http://art.lee3dee.com/files/walkcycle01.mov
Replies
http://art.lee3dee.com/files/walkcycle02.mov
I also have to animate a woman walking too. any recommendations on that? I'll get my fiance to walk a bunch of time tonight, so i can see the movement.
You are lacking a lot of secondary animation and movement. Why are the hips staying completely still troughout the whole animation etc.? There is a whole lot of things that i can point out that you easily will see if you compare your walkcyckle to that of a real human. Try to catch all the movements and nuances that makes its beliavable and human. At this point what i think it lacks is some good and soli knowledge in how the human anatomy and body works when walking..
Keep it up. the second cykle looks way better than the first one
ex:
from: http://www.idleworm.com/how/anm/02w/walk1.shtml
Right now im roughing out the other animations I have to create. Then going back to the walk cycle and other cycles to refine them.
if the boobies bounce, no one will notice the walk animation.
[/ QUOTE ]
Oh sure they will, if they bounce WRONG!!!
Scott
Walks are hard, especially if you are trying to be sublime with your performance. Loosen this guy up- overexaggerate everything first and then trim back if you have too. Translate the body down a tad so you can get more distance with the legs before locking the knees. Then make the up and down motion with each step more pronounced (down a few frames after each lead foot plant, up when you max out the heel lift part of the toe roll on the trailing foot). The side to side weightshift you have with the shoulders should also be happening with the hips- then use the spine to keep the shoulders somewhat level. Check your (i have no idea what app you are in) graph editor and your key frames to get things more symetrical, your character is limping pretty hard which is easy to do with a looped walk. I think his left leg is moving considerably faster than the right. Bend those elbows! Either have the lower arms lead more of the action- an angry/determined walk or they have a delayed bounce with the body's rise and fall- a depressed/tired walk. Because of the radius/ulna crossover, hands tend to rotate somewhat when you bend the elbow. Curl the fingers more, a relaxed walk will have have very curled fingers- a mad/determined walk would have clenched fists.
Its getting better, and it already shows volumes more aptitude than most have. I have less trouble animating quadrupeds than I do human walks. I think it's because we see people walking so much that we have a more critical eye for it.
If you animate a woman, swing those hips side to side. Arm motion is usually a little more restrained in women, the elbow swings a little less, but still more than you have with the dude there at the moment.
if the boobies bounce, no one will notice the walk animation.
[/ QUOTE ]
I'm making sure the boobs don't bounce. Otherwise I'm withholding the textures. Jeez, she's wearing a winter coat. I was a little shocked when the boss' first critique was she needed larger boobs and ass, with a smaller waist.
Yo Lee, you must be working your ass off on this by now. Some observations: The dude's posture is terrible. He's not that old. Bring his upper torso back some for a stronger stance. Your shoulders are pushing forward too much for a simple walk. The forarms have no "follow through", or swing to them. As the arm begins to pull back, the forearm still has some foreward momentum, and also usually swings a bit inward towards the body. If you can edit the keyframes of the forearm rotation separately, try to push those back a few frames. His hips are completely motionless. A bit of up motion while a grounded leg is passing under him may help. And his head seems to move side to side too far. I would do what you can to get it in game, and maybe polish it up later before we send it for testing.
Let me know when you want the textures...or if you need any help from me.
The overly large arm swing needs less trunk movement and is centered almost entirely in the upper body. Tone down and distribute the trunk motion into the mid & lower spinal column a bit more, and put more of the arm swing into the shoulder joints. This should help unify the motion -- right now top & bottom seem a bit disconnected by a too-static center.