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4 Game Cycle Animations

mod
Hey guys,

So in class we were given an assignment to do an idle, throw, jump and flip cycle. then put it all together using the trax editor in maya. This is what i finished with. Even though im handing it in as is, i would love feedback, as i will be fixing them up at a later date to use for my demo reel (most likely). Though, with our current work load, i unfortunately dont have time to fix them up right away. :(

my crits to myself so far have been that the flip itself seems a bit off. i think it has to do with the legs not hitting the ground soon enough. the idle is kinda plain and boring. and with the jump, i need to do something more with her arms, as they dont move a whole lot.

just a youtube link for now.

[ame]http://www.youtube.com/watch?v=TJIrWjTH9IA[/ame]


I got the rig from here http://www.creativecrash.com/maya/downloads/character-rigs/c/kasumi-ui

Replies

  • achillesian
    last animation looks good.
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    Hi Lipsius, lets get a slushie bra!
  • Shiv
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    Shiv polycounter lvl 15
    The head isnt siting the landing on your flip, if you watch the massive jumps on motocross they always site their landings while they are doing a flip so they can land, it also brings the rest of the body round..
    the same applies to people doing flips :)


    [ame]http://www.youtube.com/watch?v=6YvkzufUIvc[/ame] << slow mo yay :D
  • Mohawkd_Zombie
  • iWeReZ
    You need to work on your easing and spacing. and gravity.

    I could do some 2d examples if you want ?
  • slipsius
    I already fixed the flip. we were just taught the dope sheet in maya (kinda pissed we didnt learn it sooner.) which made it sooo much easier to adjust the timing. i had alot of keys in the stubble due to offsetting and what not, so it was tough to adjust timing in the graph editor. much easier with the dope.
  • iWeReZ
    slipsius wrote: »
    I already fixed the flip. we were just taught the dope sheet in maya (kinda pissed we didnt learn it sooner.) which made it sooo much easier to adjust the timing. i had alot of keys in the stubble due to offsetting and what not, so it was tough to adjust timing in the graph editor. much easier with the dope.

    Sweet, also the idle pose is more "floaty" then idling.

    Do smaller movements and more drag.
  • Shiv
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    Shiv polycounter lvl 15
    slipsius wrote: »
    I already fixed the flip. we were just taught the dope sheet in maya (kinda pissed we didnt learn it sooner.) which made it sooo much easier to adjust the timing. i had alot of keys in the stubble due to offsetting and what not, so it was tough to adjust timing in the graph editor. much easier with the dope.

    post it up! :D
  • DerDude
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    DerDude polycounter lvl 10
    you need to work on your timing, the last animation is timed better, so it works better. By some poses it seems to me that the center of gravity is a bit off, so check your weight at every breakdown, knowing where your weight is make your animation better. Keep working! :)
  • slipsius
    Here is another idle cycle. i used muay thai as a influence. we got a new assignment. 6 cycles using a specific style, so ya, i chose muay thai. Gotta finish these 6 before i can adjust the last ones.

    [ame]http://www.youtube.com/watch?v=6XrHPfTvrQo[/ame]
  • Kharn
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    Kharn polycounter lvl 8
    Nice the only thing id say is the muay thai pose , needs to have her weight on her back leg and very light on her front. kind of like this :Inosanto_clip_image001.jpg
  • Mark Dygert
    Nice, I must have missed these. I like the motion in the last one and I kind of agree about the pose. Keep at it, you keep getting better and better =)
  • slipsius
    hey guys, thanks for the tip about the balance. im not sure if i fully agree with it, because of the reference i was using, but its an easy fix, so ill probably test it out real quick to see how it looks.

    tomorrow im dedicating to these new cycles, so hopefully ill have some more to post for you by the end of the day

    heres the references i used for the stance.

    [ame]http://www.youtube.com/watch?v=PiaL4fkQeqI[/ame]
    [ame]http://www.youtube.com/watch?v=rP9SfF2Y4Z0&amp;feature=fvw[/ame]
    [ame]http://www.youtube.com/watch?v=kbnE33EIDeI[/ame]
  • slipsius
  • ZacD
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    ZacD ngon master
    Whats she doing with her right arm? it needs to be up to block her face. Even the left arm should be kept higher. The kick feels very wimpy, does she fully extend the kick? She needs to pivot a bit more and crunch down as she kicks. It looks like a little kid taking karate lessons for the first time.
  • Mark Dygert
    The side kick and the throw are the best out of all of them. I think both of her arms are moving too fast. I think you should offset the right arm a bit to lag behind the rest of the motion?

    Did you manage to get any more work done on the back flip?
  • slipsius
    ok, heres a few updates.

    first, the idle. zacD, the right arm was always up beside her face, i think it was just teh camera angle before? this update just has some tweaking in some of the offsets.

    [ame]http://www.youtube.com/watch?v=jvpp7BCD__o[/ame]

    next, the updated kick. i lowered her a bit when she builds up to the kick, and also made it more noticable that she fully extends her leg, as well as more pivot.

    [ame]http://www.youtube.com/watch?v=qbuQlM-K0bw[/ame]

    and, for vig, i did do a BIT of timing adjustments on the flip before i started these cycles, so heres that update. i might go back and touch it up some more after i finish these new cycles, but for now, i must get my assignments done first before i touch up old ones. though, looking back it now, i looks like i screwed up the lift off. gave her more of an upforce, then slows down when she should lift off faster... *sigh* ya, gotta fix that.

    [ame]http://www.youtube.com/watch?v=ClXaGc6-7bg[/ame]
  • ZacD
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    ZacD ngon master
    I was talking about the kick
  • slipsius
    ah, for the kick. ok, so i made her right arm swing out to add to the power. from the reference i was using they have their arms swinging out. i tried kicking while still blocking my face and it just doesnt feel natural, and i found i couldnt kick as hard either.

    this is the reference
    [ame]http://www.youtube.com/watch?v=4YpCcJ2SnDs[/ame]

    is it wrong? I know ive seen leg kicks in MMA stuff before where they still have their right hand up, but they seem to be less powerful. more of something to use to try and get an opening from your opponent

    sorry if i kind of seem defensive. im not trying to be. its just hard to ignore actual reference, you know?
  • ZacD
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    ZacD ngon master
    it depends on how the animation will be used, if its meant to be just the character kicking in the air, I would have the kick extend more, if its going to be hitting something, the leg shouldn't extend as far.

    In animation I guess the arm thing boils down to style and how the animation will be used, does the kick need to be as powerful as possible or should the character be keeping their guard up.

    In most UFC fights people use weaker kicks to keep pressure on and try to look for an opening that they can exploit and really hurt someone.
  • slipsius
    ya zac, i was going for more of a powerful kick than something to try and pick an opening. im calling it done for now, but ill probably touch all of these up a bit after i hand the stuff in.

    anyways, here's another one. 1:45am, its time for bed. i got 3 more to do tomorrow.

    [ame]http://www.youtube.com/watch?v=z9Qe2ke3waM[/ame]

    crits?
  • Avanthera
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    Avanthera polycounter lvl 10
    Ok, I fight in muay thai and mma so this is really cool
    throwing the arm down adds a lot to balance, speed and power, and when you are in the long distance range of kicks, you dont need to block a short range punch.
    if anything, have her step forward with left foot, apply weight and then kick.
    more power and will look more natural

    as for the knee, this is a skipping knee usually used in a clinch
    if you are going to have her going from an idle animation into the knee, go ahead and have her do a long knee.
    straight-knee_lg.jpg
    no need to have her get into a clinch
    she needs to push her hips into it and yes, throw that right arm back

    or even cooler:flying%20knee%20oong%20bak.jpg
    FLYING KNEE TO THE HEAD FTW
  • slipsius
    oh wow, thanks shrew! i was really hoping someone on here would be a fighter so i could get some crits on the actual move themselves, not just the animations!

    im a little confused about your comment on the knee though. you tell me what im doing is used in a clinch, but then tell me not to have her use the clinch? care to elaborate?

    the flying knee, i was planning on doing that for my "death blow cycle" that we are suppose to do. we HAVE to have a defensive stance and a KO or death blow. the other 4 are our choice. so i still have 2 more of my choice. maybe one will be that long knee.

    anyways, look for updates tonight/tomorrow, as they are due tomorrow.
  • Avanthera
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    Avanthera polycounter lvl 10
    woah, sorry for being so late with an answer, work was a killer

    so anyways, the knee you have done is meant to be used when you already have someone in a muay thai clinch, that's why she throws her hips back and pulls down with her hands on her opponents neck, to get space so she can build power. as it is, this is a complicated animation that would require you to animate all enemies especially for this move, or you could use a strait knee that wouldnt require a clinch.
    idle
    step-knee-back
    idle
    done
    not saying that you couldn't have her grab-knee and the return to idle, but if you do, you have to animate an enemy getting into the right spot facing the right direction, at the right time, and that could be a problem getting in game, lots of programming. :poly127:
    atm, it looks weird without her holding anybody, looks like she is bending over and sticking her face out...:poly136: kinda bad for a fight. though if she were to have an opponent, this animation would look great.

    if you want some cool moves for the other animations, some good ones are:
    Push kick to face
    elbow combo ( side to side, straight and angled)
    spinning back elbow
    push kick to leg (hilarious)
    clinch to throw
    there are tons of variations of moves for muay thai. just google these.

    like Kharn said, the pose atm is very forward, like a modern muay thai pose (what I use)
    if she was in the more classic pose, the style would be more recognizable.
    your kick is also very strait, if you have her rotate her hips more and have her leg go in an arc, and hit at a downwards angle, it would pack more power (in real life) and would be more believable. Right now, it looks like a
    I really like your kick and animations overall, though, she just needs some hand and elbow strikes:)
    keep it up and good luck with tomorrow.
  • slipsius
    woah, thanks for the great response! That definitely makes more sence about the clinch knee now. truthfully, these really arent meant to be in game just yet. though, that is something im extremely interested in, combining all animations together and blending them, and all that sorda stuff. One of my best friends is a programmer, but he doesnt touch the animation stuff, which sucks. Im pretty excited to learn about that stuff once i get into a studio. but, as of right now, these are just for the sake of showing i can animate the assignment given. actually, over christmas vacation, i want to do some more moves that have the other character in it as well. I would LOVE to do that one move where you run and step off the guys knee and knee them in the face. haha. that would be fun to do.

    so, about the pose, its more modern. would the older stuff have a more backward balance? Its a little late to be changing it right now, as all my animations already blend with that one pose, but i would like to know for future reference.
  • XenoKratios
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    XenoKratios polycounter lvl 12
    Hey Slipsius, here is a video of Shogun Rua sparring, watch his stance, he keeps his lead leg very loose and raises it frequently, it's to check kicks, and his back leg is always strong and flexed for balance.

    [ame]http://www.youtube.com/watch?v=i2cmafLxqEE[/ame]
  • slipsius
    ah, thanks xeno. I actually did a leg block for one of my cycles, and i figured out why its better to be on the back foot. though, every persons stance is different. shogun definitely has a good one though.

    here is the leg block, which is OK, but not the greatest.
    [ame]http://www.youtube.com/watch?v=Cv7EMWR9b5E[/ame]

    next, i have a elbow attack
    [ame]http://www.youtube.com/watch?v=BYBvLh6ni6E[/ame]

    and finally, my "death blow" cycle. this one i ran outta time on. i could easily spend another couple hours tweaking it, but i fell asleep last night and had to do this one in class. what you see here took me about 2 hours.
    [ame]http://www.youtube.com/watch?v=nug2kBlovNw[/ame]

    it sucks cause these are our last animations we`re doing this semester, so i have to fix them up on my spare time, which we really dont have all that much.
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