Probably about as far as I'll get for this one. Ramping up into 2nd GWS2 animation and a delivery next friday. Cape is improved from before, but still not quite right. [ame]https://www.youtube.com/watch?v=-CxpcKbzB6M[/ame] @adamturnbull, sweet1 only thing I see is the right foot/ankle is very still. you got a little bit of…
Nice work Slipsius, looking good so far. I did a bit more today but not enough for a new upload. Will post my final version tomorrow! Hito - An idle to me is just any kind of looping animation that shows off the personality / traits of a character in a discrete manner. Most of it is in the original pose in my opinion. Idle…
I should have asked this question much earlier... What makes a good "Idle" cycle? Lets be honest, no living creature ever idles in anything close to a typical game idle cycle... it's generally nearly 0 movement except for breathing, broken up with short periods of small movements, shifting weight, looking around, etc. so…
A start to something great! Weekly themes, as suggested by "_adamturnbull". It's real simple! Every week we will start a new thread with a "theme". You have the week to complete it (you can take longer if you want, but the thread won't be stickied anymore). Themes will be something easy that can be completed in a decent…
2nd pass; adjusted the pose a bit and toned down the left hand; added cape overlap (still needs some tunning there). @Lee - Like it! I feel the body would have more movement, some up and down; as well as side to side swaying. A sideways figure 8 when viewed from the front. Can push the torso over forward more and tilt head…
Ha, good question, Hito. And you're right. That was one of my challenges "growing up". I always wanted to animate super realistic idles, but, they can be boring, or way too subtle to even be seen in game. Most idles are boring though. They only become interesting when you insert "idle breaks". a look to the left, check…