Animation progress

Progress of the walkcycle so far. I feel that it’s good to animate this walkcycle to get to learn how he will act in the final scene.

Progress of the walkcycle so far. I feel that it’s good to animate this walkcycle to get to learn how he will act in the final scene.
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Friday, December 12, 2008 - 19:44:24
Hi there!
My name is Dayne Cowan, I’m co-Head of 3D at Dneg in London.
I’m very interested in following your project and perhaps offering some helpful advice along the way?
I’m just spending some time going through your material now, and I will post back right after that.
Dayne
Saturday, December 13, 2008 - 15:32:21
too bad the nose moves out of the picture : ) fix it next time d Ü
Wednesday, December 17, 2008 - 12:58:47
Wow! I’m very impressed so far.
The walk cycle looks excellent - it has a really good sense of weight, and I love the fact that everything is “in motion”. Weight transfer from foot to foot is very good.
The texturing looks great also. If you can match your paintover, then it will be good.
Keep it up!
Dayne
Wednesday, December 17, 2008 - 15:37:18
Hey guys!, I agree with Dayne, looks cool and it’s a great start.
But I do have a couple of things that you can try : )
Feels like you have 3 separate peaces of animation that does not relate to each other. the hips, shoulders and the head.
as individuals they look great but does not quite work together.
when the weight from the hips goes down this then need to transform over to it’s shoulders and then finally to the head.
so in a degree you will be leading with the hips and everything else would follow. you tend to do this when walking slowly but it changes if your faster or running.
go out in the corridor and walk slowly and relaxed over to the kitchen and be cautious about your hips. when you set the right foot down the right side of your hips will go up and the left down. you spine will compress and then your head will follow after that. if you then try to walk faster or run this will completely change, this happens because you obviously need to spend more energy to go faster so basically driving the walk/run with your whole body. so it all depends on what type of walk your after. but you need to feel the connection between the three
also when walking that slowly you tend to keep your feet closer together.
a nice feature in fcheck/chake/mplayer is that you can easily change the frame rate, try something like 35 fps. loop it a couple of times then go
back to 24fps then you will probably notice that it’s way to slow.
another thing I usually do is bring in the animation in shake or whatever you use for comp and flip the animation so that you can see it with fresh eyes.
Sorry if some things does not make any sense, we had our Christmas party yesterday and I think I’m still a bit drunk…
Cheers
/Nicklas
Wednesday, December 17, 2008 - 17:55:24
Dayne:
I wanted him to be big and heavy, but not so heavy that he couldn’t run or move graciously. And yes I am happy that I have everything “in motion”, cause stiff lifeless animation is always boring.
And I am sure that Olle can top that paintover easily… =)
Nicklas:
I totally agree with you that he seems out of sync of eachother. I will edit my walkcycle to get a better flow through the body.
I went out to the corridor and started to act as my gorgosaurus. Thinking about and feeling the transitions of motion between walking and running. It was actually really helpful for me and also got me a break from the computer… =)
Regarding the hips and contrapost tilt. Yes it is true for humans and other mammals, but for this guy I don’t fully agree. I will post an updated version of the walkcycle soon. Aswell with some dinosaur anatomy references that is really interesting on the subject.
The christmas party must have been fun because I had to read some of your sentences a couple of times =P
Thanks for all the comments!
Keep watching!
/Tomas Tjernberg