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
the same applies to people doing flips
[ame]http://www.youtube.com/watch?v=6YvkzufUIvc[/ame] << slow mo yay
I could do some 2d examples if you want ?
Sweet, also the idle pose is more "floaty" then idling.
Do smaller movements and more drag.
post it up!
[ame]http://www.youtube.com/watch?v=6XrHPfTvrQo[/ame]
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&feature=fvw[/ame]
[ame]http://www.youtube.com/watch?v=kbnE33EIDeI[/ame]
these arent due until thursday, so any feedback would be greatly appreciated.
Did you manage to get any more work done on the back flip?
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]
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?
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.
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?
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.
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 KNEE TO THE HEAD FTW
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.
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.
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.
[ame]http://www.youtube.com/watch?v=i2cmafLxqEE[/ame]
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.