I assume this is Staffs uni project? The problem with both animations is the spine, in the walk cycle he needs to lean forward a lot more and bob as he takes footsteps. In the prone to standing animation the spine should bend as he rolls backwards so that he is leaping off his shoulder blades rather than his back. Get…
For my animation module I have been tasked with animating a character's walk cycle and a prone to standing animation. There are no restriction on the character used and no marks very given for modelling. I chose to use the Bounty Hunter from DOTA 2, he is acrobatic which is a useful traits for the prone to standing…
The main problem i see with these animations is the timing out and the weight is wrong in both animations. For the second animation [ame=" https://www.youtube.com/watch?v=l2F1MtzFw2c"]Tutorial - Kip Up / Kick Up - YouTube[/ame] this is decent reference, if you are going for a kip up. For the walk cycle really work on that…
Walk Cycle needs to snap a bit more, unless this is some sort of deliberate walk/march. And I feel like he needs to learn forward a lot more during it. The Recovery animation feels like it needs a lot more snap and less frames. Overall, a good draft to improve upon.
Well here we are, I am finally at this stage. When I started this module I did not believe I would have managed to get to this stage, but here it is. Here is the animation in it basic stage. I see loads of changes and I may render a scene to two. Luckily the flashing of the polygons on some specific scenes are not that…
When he goes from prone to standing up, maybe have a frame that is an overshot of his upper body coming forward a bit. Also, right now it looks like the creature's spine doesn't move. Take a look at some free running/ parkour videos, you'll see some guy/gal do that same move, which you can reference. The March is pretty…