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A more final version of my skaar character walk project
Umm I still see alot of popping issues but after fixing a few Ill have to just let this sit for awhile while I get on with the rest of life >_>
Hope you guys likey...
Character, Model, and Animation Copyright Me, Matthew Rose
Music is definately not >_> Just it seemed a bit boring without any
(Tomoyasu Hotei - Battle Without Honor Or Humanity)
If anyone thinks its against policy or whatever I can always pull out the music..
A more final version of my skaar character walk project
Umm I still see alot of popping issues but after fixing a few Ill have to just let this sit for awhile while I get on with the rest of life >_>
Hope you guys likey...
Character, Model, and Animation Copyright Me, Matthew Rose
Music is definately not >_> Just it seemed a bit boring without any
(Tomoyasu Hotei - Battle Without Honor Or Humanity)
If anyone thinks its against policy or whatever I can always pull out the music..
Category Flash / All
Species Unspecified / Any
Size 640 x 480px
File Size 1.3 MB
Nice animation, Hips look kinda wird tho. I'm not sure but I gues it's this belt ridge is throwing me off.
as for music read this
http://techdirt.com/articles/200606...../1837225.shtml
I whuld drop it off on your place.
as for music read this
http://techdirt.com/articles/200606...../1837225.shtml
I whuld drop it off on your place.
Hehe, Oi.. Ill wait for a cease and decist letter on their part first >_> I mean technically copyright laws allow you to use small portions of a piece in a work, though I think its limited to under a certain number of seconds (is it 30?) how else can a movie be reviewed or TV show or anything for that matter be publisized by a critic :p
Theres a few little bugs in the walk cycle, ones on his arm, ones on his shoulder, and many say that he moves his hips like a girl. The hips are at an off-world axis which makes it hart to piviot foward and backward so I do it diagonally, but its a degree some are not accustomed to... Its more of an exageration and its supposted to be a strut, not a walk :) Which is why it looks like hes putting so much effort into the walking. :)
Normally I find it takes 2 to 3 passes to finish up an animation. I find it helpful to stop working on it for a while after a pass, then go back to it and hunt for the flaws. Getting critiques before working on the next pass helps also. Although having others point out flaws in your hard work always irritates the ego, it is necessary in order to grow.
Very nice, the timing is working out quite well. Awesome personality in your walk! Great follow through of his wing type limbs, and his tail! I think perhaps as he stumbles, I would allow him to get his bearings together a bit longer (just a few more frames) its a bit quick. Perhaps brushing himself off or something and walking off as if nothing happened. Though underneath, he knows he's not numero Uno (adds to the character development)
yah, I think I probably should have spent more time with that as well... problem is I was trying to keep it in sync with the steps, and I guess It just passed my mind when I was working on it, I was going for the idea tho, just forgot to double check I got it :P Oy... 20/20 hindsight >_>
Understandable. I've fallen into that trap way too many times. Oh as far as the popping goes, check your curves out. I'd love to see your maya file (I assume you used Maya) I'd love to check out your curves in the graph editor. Though in order for me to see that file, I'd have to get it from you via AIM or something. Anyway good job!
Forgot to mention, perhaps even adding some more shoulder movement will help get him grooving a bit more. His walk is more of a strut to the music. Theres alot of info shown here on the legs and hips, but a bit more shoulder movement will really get him going. Heh sorry Its me being nitpicky about animation again.
The poping on his arm is an IK going out-of-range, the right foot is more likely a motion curve issue, and the twisted ankle at the end is meerely forgetfullness. Theres a few other problems that are going on, but this is in the past, Im on a a 2 week break :P
Now i focus on designing a buisness card, planning my demo reel, finding an internship and starting an online portfolio O.O
Now i focus on designing a buisness card, planning my demo reel, finding an internship and starting an online portfolio O.O
Ahh I know how that is. I had that problem with one of my older models. The elbows were popping and doing some weird stuff.
Ahh I'm in the same boat as you, internship and getting my portfolio ready. I have at least a year and a half to go till I get my BFA in Character Animation.
Ahh I'm in the same boat as you, internship and getting my portfolio ready. I have at least a year and a half to go till I get my BFA in Character Animation.
I think this came out fantastic. I love how you added a little personality to it, especially the stumble bit. I think, given his strut-like walk and large sword, you timed his stumble and pick up very well. He doesn't seem like the type that would want to dust off or make a big scene, but get up quickly and keep on strutting.
The expressions and lively tail are great additions, and the anatomy is gorgeous.
I think the only thing that even remotely bothers me at all are his shoulders, which seem to be exaggerated in the way they jut out and swing with each step. However, if is in fact a strut-like walk that you're going for, then it may just be fine as is ;3
The expressions and lively tail are great additions, and the anatomy is gorgeous.
I think the only thing that even remotely bothers me at all are his shoulders, which seem to be exaggerated in the way they jut out and swing with each step. However, if is in fact a strut-like walk that you're going for, then it may just be fine as is ;3
wow, well done, and love the trip that you managed to work into the sequence. tho not sure, the hips where the legs were walking semed a bit...i dunno elongated and the skin was a bit flabby, but thats probably just me nit picking. Can't wait to see the final finished model with skin and texture.
Yah, Im thinking I might have kicked the leg up a bit high or something to cause that, or the skin-weights were not painted right for that side... They were set for a maximum influence of 3 and I think it probably should have been 4, since he has a thigh, a hip, a pelvis and a lower spine affecting the area o.o
It was a school project.. I uhh didnt plan on making him anatomically correct when I made him XD But its been requested by quite a few... Id concider doing so, but I think that wouldnt happen for a long time... since I still need to use him for projects, and I dont think I want to have to model clothes for him, so they wouldnt see stuff.. cause theyed demand the 3d file, where the pants wouldnt hide anything if the chose XD
As simple as that would seem, it requires enormous changes...
Id have to redo all skin weight painting(took around 12 hours), and have to do all the blending shapes over again as well (took around 13hrs)+ and un-forseen issues that Im not aware of.
It would be easier to just create some 'strap-on' to put on the character XD
Id have to redo all skin weight painting(took around 12 hours), and have to do all the blending shapes over again as well (took around 13hrs)+ and un-forseen issues that Im not aware of.
It would be easier to just create some 'strap-on' to put on the character XD
Well first you need to model a character of some sort, and make sure its all one object.. Then you would create bones for the character, then you would add a skin modifier, defining the bones as effectors. Youd then adjust the weights where the mesh might incorectly be modified, and tweak it to look right.. you would then add any IK structures or dummy objects to the bones, to affect its motion...
Id reccomend a getting a book, or tutorial about it :p
Id reccomend a getting a book, or tutorial about it :p
Turn back now if you don't want a full critque. You mentioned above you don't mind them, and I enjoy critquing animations since that's what I do (even if it is traditional).
What I think you've missed after watching it several times through (thanks for the loop!) is that the weight you have implied in his wing arms and sword show up in his ARMS but not his rib cage. It seems too much of the rotation of his upper body comes from the movement in his shoulder and not enough in his chest.
You should make the arms more passive and have the action of the rotation come from the lats.
You're also missing the bounce that would be appearent in each step - his upper body and head would have the smallest amounts of up and down snap to them as his body reacts to impact of his feet hitting the ground.
I do not mean this as an insult but did you mean to make him look like he's limping? If so, did you mean to make that leg (his right) be taking the bigger and harder looking steps? It seems he's favoring the wrong leg.
But the thing that sticks out the most to me is the uneven loops between the rotation of his hips versus his shoulders. Even if he's strutting, you want his hips and shoulders to always be rotating exactly opposite each other (unless you were looking for slightly wonky - in which case they could be the same length of time, but not matched). Part way through the walk loop, his shoulders start matching his hips, and it makes him look like he's walking funny. Check your timing on those points and make sure the extreme forward movement on the right foot occurs at the exact same time as the extreme on the left arm and vice versa.
This will not ruin his attitude - It might even make it clearer.
I just thought of something (as I watch it again) checked it and it's true. It has to do with your rigging, and since I know how painful it is to rig anything of this nature, feel free to skip this part. Usually, with a two legged creature walking forward with a load on it's back it to lean futher forward than you've indicated - his back is very stright and when he walks, though his knees come up fairly high, he doesn't seem to step forward very much past his collar bone (where the point of balance is, as you probably know). If he were standing straight up I could tell better if your rigging has him balenced too far forward or back, but I would consider just looking at showing that he's aware of the weight in his back more, and that he should have to take steps that go as far forward as they go back.
AGain, I'm very sorry if this was unwelcome. Your character has tons of personality and I love to see that before little minor mechanical things. The music is awesome and you got a laugh out of me with the trip (which was superbly executed!).
I hope to see more of these in the future.
Also, for wings, I would probably try rigging a series of flat pieces (that would come from the top of the arm on the outside) that each correspond to a section of a normal bird's wing. That way you can put the feather pattern down on it, and manipulate several feathers (that would move together naturally) at a time.
I hope this was helpful and not overly critcal - this is awesome work - superior to most of the stuff I see at school.
What I think you've missed after watching it several times through (thanks for the loop!) is that the weight you have implied in his wing arms and sword show up in his ARMS but not his rib cage. It seems too much of the rotation of his upper body comes from the movement in his shoulder and not enough in his chest.
You should make the arms more passive and have the action of the rotation come from the lats.
You're also missing the bounce that would be appearent in each step - his upper body and head would have the smallest amounts of up and down snap to them as his body reacts to impact of his feet hitting the ground.
I do not mean this as an insult but did you mean to make him look like he's limping? If so, did you mean to make that leg (his right) be taking the bigger and harder looking steps? It seems he's favoring the wrong leg.
But the thing that sticks out the most to me is the uneven loops between the rotation of his hips versus his shoulders. Even if he's strutting, you want his hips and shoulders to always be rotating exactly opposite each other (unless you were looking for slightly wonky - in which case they could be the same length of time, but not matched). Part way through the walk loop, his shoulders start matching his hips, and it makes him look like he's walking funny. Check your timing on those points and make sure the extreme forward movement on the right foot occurs at the exact same time as the extreme on the left arm and vice versa.
This will not ruin his attitude - It might even make it clearer.
I just thought of something (as I watch it again) checked it and it's true. It has to do with your rigging, and since I know how painful it is to rig anything of this nature, feel free to skip this part. Usually, with a two legged creature walking forward with a load on it's back it to lean futher forward than you've indicated - his back is very stright and when he walks, though his knees come up fairly high, he doesn't seem to step forward very much past his collar bone (where the point of balance is, as you probably know). If he were standing straight up I could tell better if your rigging has him balenced too far forward or back, but I would consider just looking at showing that he's aware of the weight in his back more, and that he should have to take steps that go as far forward as they go back.
AGain, I'm very sorry if this was unwelcome. Your character has tons of personality and I love to see that before little minor mechanical things. The music is awesome and you got a laugh out of me with the trip (which was superbly executed!).
I hope to see more of these in the future.
Also, for wings, I would probably try rigging a series of flat pieces (that would come from the top of the arm on the outside) that each correspond to a section of a normal bird's wing. That way you can put the feather pattern down on it, and manipulate several feathers (that would move together naturally) at a time.
I hope this was helpful and not overly critcal - this is awesome work - superior to most of the stuff I see at school.
Youve mentioned a few things here that Ive allready mentioned and admitted to, on reasons for some problems... But I suppose your observant at least..
I should also probably mention that nothing was taught in the class on HOW to animate, it was more of a measure if we could just figure it out, I guess.. Since it was a character rigging class, not a character animation one XD
Theres a problem with the shoulders (I think they sway a bit too far) and legs (I think one goes higher than the other) the ankle at the end (merely forgot to set a keyframe to fix it) The shoulder out of sync thing was a user error, skaar falls and stumbles on an odd stepping sequence, so the rest of his body in loop is set for that old loop and then needs to gradually fall back into the origional step, I fixed much of the legs hips and spine, but forgot the rotation of the shoulders ^_^;; (which is why it seems that the're timing is off, because they flip their timing it appears) Theres also a reason why I didnt have him bend forward or back much with his back, because the skin weights of the back isnt panted correctly, I wasnt aware of it untill mid-animation when his mesh would tear if I bent it too far... so I kept his back a little more rigid than I wanted to... painting weights to fix the back could have taken a few hours that I didnt have at the time. I also ran into technical complications cause I set this guy for 3 influences, when I should have set him for 4. (thats what you get for taking your teachers advice... in a few parts, like his butt and lower back, there are more than 3 bones that should be influencing its deformation, but arnt affected cause its maxed at 3 from initial settings)
Oh, and no ones told me about that collarbone thing before... Ill try to keep it in mind :)
sorry theres a bit I didnt respond to, but I assure you I read the comment completely :P
the wings I had already thought about something similar to your idea... I just ran into a 'chicken and the egg' dilema which basically came to mind was that Id need to find feather texture that I make poly cards defined from, or do I make the poly cards and then have to find feathers which fit the right proportions... heh... Everyone can tell when a feather has been stretched out of proportion >_>
Hopefully I will have more from this character in the future... but frankly.. I dont know when I would have time to do a new animation.. they take a tremendous amount of work.. being how lazy I am, Id have to wait for a class assignment where i could use him... buuut I think were going to be required to use new characters.. next time around >_>
I want to complete him still at least, however ^_^
I should also probably mention that nothing was taught in the class on HOW to animate, it was more of a measure if we could just figure it out, I guess.. Since it was a character rigging class, not a character animation one XD
Theres a problem with the shoulders (I think they sway a bit too far) and legs (I think one goes higher than the other) the ankle at the end (merely forgot to set a keyframe to fix it) The shoulder out of sync thing was a user error, skaar falls and stumbles on an odd stepping sequence, so the rest of his body in loop is set for that old loop and then needs to gradually fall back into the origional step, I fixed much of the legs hips and spine, but forgot the rotation of the shoulders ^_^;; (which is why it seems that the're timing is off, because they flip their timing it appears) Theres also a reason why I didnt have him bend forward or back much with his back, because the skin weights of the back isnt panted correctly, I wasnt aware of it untill mid-animation when his mesh would tear if I bent it too far... so I kept his back a little more rigid than I wanted to... painting weights to fix the back could have taken a few hours that I didnt have at the time. I also ran into technical complications cause I set this guy for 3 influences, when I should have set him for 4. (thats what you get for taking your teachers advice... in a few parts, like his butt and lower back, there are more than 3 bones that should be influencing its deformation, but arnt affected cause its maxed at 3 from initial settings)
Oh, and no ones told me about that collarbone thing before... Ill try to keep it in mind :)
sorry theres a bit I didnt respond to, but I assure you I read the comment completely :P
the wings I had already thought about something similar to your idea... I just ran into a 'chicken and the egg' dilema which basically came to mind was that Id need to find feather texture that I make poly cards defined from, or do I make the poly cards and then have to find feathers which fit the right proportions... heh... Everyone can tell when a feather has been stretched out of proportion >_>
Hopefully I will have more from this character in the future... but frankly.. I dont know when I would have time to do a new animation.. they take a tremendous amount of work.. being how lazy I am, Id have to wait for a class assignment where i could use him... buuut I think were going to be required to use new characters.. next time around >_>
I want to complete him still at least, however ^_^
i forgot about the limping. Thats something that you have to really be careful of in walk cycles. This is the biggest problem I see with 3D walk cycles at my school, and frankly its a bit annoying. While I said earlier your timing was working overall. I think the timing of his shoulder movements needs a bit of a tweak here and there. Like you mentioned it sways a bit too far, yeah now that I look at it again it does. Also, maybe you could add a bit more drag with his left hand as he sways his arms. Have you heard of www.thegnomonworkshop.com? If so they have an animation DVD on bipedal walk cycles. That my friend is a great DVD!
Im not quite sure if I will or not, but I plan on adding texture to him someday, and adding the rest of the wings, which will make things a bit more complicated... Its a game model so I cant do dynamic fur or anything.. but maybe small cards to add illusion of fur ^^
As for the music thing, Im not sure when.. I just kinda dumped it in there last minute for this, though I had an origional plan that would animate according to how the music played, but the teacher wanted me to dumb it down so *shrug* :P
As for the music thing, Im not sure when.. I just kinda dumped it in there last minute for this, though I had an origional plan that would animate according to how the music played, but the teacher wanted me to dumb it down so *shrug* :P
Eh.. You'd be surprised on the quality of some of the lil proggies ^^
As far as modeling goes, I was fooling around with Silo recently at my internship, and its like a scaled down version of max or maya, just strictly limited to poly modeling.. clean mesh work, nice subdivision proxies... not too shabby, for a 100 buck program ^^ free trial too.
As far as modeling goes, I was fooling around with Silo recently at my internship, and its like a scaled down version of max or maya, just strictly limited to poly modeling.. clean mesh work, nice subdivision proxies... not too shabby, for a 100 buck program ^^ free trial too.
That's a lovely animation (seriously) but I've just spent twenty ****ing minutes trying to work out where the hell that god awful music was coming from. I would, at present, heartily and most sincerely recommend removing it. Preferably with a blunt instrument.
Quite probably not a fair comment, but at present I'm not feeling particularly fair.
Quite probably not a fair comment, but at present I'm not feeling particularly fair.
Haha, hey at least your not me and have to surf to that page every time to read a comment posted on it! XDDD sometimes its late at night and BAM it nearly sents my dog running into a wall XD (I have loud speakers specially when I forget that the volume is turned up XDD)
But its no dice, I might have been forced to do a different animation than I wanted but the song is the last thing I dun wana throw out if I dont have to :P
sorry bout the tormenting music XD (specially since it will keep on playing and playing XDDD)
But its no dice, I might have been forced to do a different animation than I wanted but the song is the last thing I dun wana throw out if I dont have to :P
sorry bout the tormenting music XD (specially since it will keep on playing and playing XDDD)
I'm not going to do a critique, as everything as been covered already, that I can think of anyways. I'd say have a look at the skinning tho, I saw a few vertecies popping out, especialy around the shoulders.
Hes already has an attitude, and with a bit of work you'l have a very solid walk cycle.
Also, have a look at this:
http://www.amazon.com/Animators-Sur...../dp/0571202284
I highly recomend it if animation interests you. Great book, and I heard quite a few animators have it on their shelves.
Keep up the good work!
Hes already has an attitude, and with a bit of work you'l have a very solid walk cycle.
Also, have a look at this:
http://www.amazon.com/Animators-Sur...../dp/0571202284
I highly recomend it if animation interests you. Great book, and I heard quite a few animators have it on their shelves.
Keep up the good work!
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