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Recent animation, would love to get some critques
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TOPIC: Recent animation, would love to get some critques
#16
Recent animation, would love to get some critques 2 Years, 9 Months ago Karma: 4
Hi Guys,
This a walk cycle from March.



I'm in the process of working on a entry for May's 11 second club and finishing off a walk cycle that was started in April.
cassie12
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Last Edit: 2009/05/15 00:27 By cassie12.
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#24
Re:Recent animation, would love to get some critques 2 Years, 9 Months ago Karma: 4
First off, the overlapping action you have on the hands (shown most clearly in the profile view of your walk) is very nice, nice and subtle. Wonderful addition.

I think I noticed two things right off the top of my head that could be improved on. The first thing is that your walk is kind of floaty, meaning it doesn't seem to have any weight on it. When someone walks, his hips will seesaw to the sides as the weight is redistributed throughout the walk. Same thing with the shoulders. The hips and the shoulders have opposite angles. If the shoulders are angling down to the right, then the hips would angle down to the left.

The other thing, and maybe this is due to the view of the camera, it doesn't seem as if your character moves his weight over the foot contacting the ground as the other one lifts off to make the new step.

When the walk is in the back view of the character, the arcs on those arms are nice. Too often, I forget to add that arc, so my arms move straight forward and straight back. >.< Those are some nice arcs.

A technical issue is in the feet. If you look at the feet right before they take off from the ground, they double-bounce. I don't know if you did this deliberately or not, but it pulled me out of your animation. Probably an easy graph editor fix.

And I noticed that you put overlapping action in the head also. It's wonderful that you thought ahead to do that, but it seems weightless. When the body goes up, the chin should drag as if it is heavier than the rest of the head (think of the position your head is in when your looking at something in front of you on the floor). In the middle of the step, when the body is at its highest, let the chin "catch up" to the rest of the head (now it weighs the same amount as the head). When the body begins to descend, drag the chin again, only have the head going down first (like when you're looking at something slightly above your head).

Sorry for the long answer. It's 5:30 am, and I can't sleep. Thought I'd do something productive.

Can't wait to see more of your stuff!

-Chelsey C.
Keyfish
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#26
Re:Recent animation, would love to get some critques 2 Years, 9 Months ago Karma: 4
Hey Cassie!
I thought I'd chime in since you were so helpful with Abhinab.

I have some great reference of weight shifting on my reference page here:
animationsalvation.com/free_tips/reference

Especially this one:
animationsalvation.com/free_tips/reference/weight_legs_front

As Chelsey said, your walk works really well from the side, but there are a few arc issues in the hands. I tend the think of the hands doing a little 'figure 8' (looking from the top down) as they swing.

In general, try to avoid any limbs following the same path forward and backwards.

As Chelsey said, the weight does need to shift side-to-side, and also you may want to delay the weight a little bit.

Try shifting the 'up and down' of the pelvis 2 frames later, and see if that gives you a bit more weight.

I'm sorry I couldn't give you a full critique, but thanks for being the first to post work!

Do you know why the forum wouldn't let you post an image but would let you post a video? I'll have to look into that. If you could tell me the error it gives you when you try to post an image, that would help.

Cheers!
-DJ
thadeej
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-DJ
\\\"Whether you think you can or you think you can\\\'t, you\\\'re right\\\" - Henry Ford
 
#28
Re:Recent animation, would love to get some critques 2 Years, 9 Months ago Karma: 2
Walk looks bit dead, It seems character is going no where its completely zombie type. check the the spacing between the passing pose, spacing is important to add weight to any movement.Its looking like character is leaping forward to the next step. Whole body is moving in quite symmetric fashion, try to make a bit body movement and work on overlap by giving a bit delay. Evey thing is moving in linear, clean it more by using ease. When character starts use ease in and when it lands use ease out. There is muted shoulder movement and head is not balanced so its looking weightless. Work on some gestures,facial and fluid movements to make it feel life like. Hope able to point out stuff. If I am wrong some where do let me know I have no idea of 3d tools.
oops dj is for your rescue, He is the man.
abhinab
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Last Edit: 2009/05/15 04:19 By abhinab.
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#41
Re:Recent animation, would love to get some critques 2 Years, 9 Months ago Karma: 1
I will add my .02. In general he is very stiff.

The arms look great as noted by others.

The hips need some life, both side to side and up and down.

I don't see any or much movement in the back or the head. (forward and back)

In addition to shifting weight over a foot as you are in the down position also look to add a roll (side to side) when the foot is in the air just before the contact position. As you step forward your foot rolls out (ankle rolls down) just a bit before you step down. I don't see any of this kind of secondary motion in the legs and that will help.

Thank you for sharing your work.
ilmostrog
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