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It's #01 on a hover treadmill thingy... The walkcycle is by far not perfect, but it is fine enough for me as it is right now :) I especially like the toe spreading, which is new in this rig.
Rendertime: 2:50h
Also: DAT ASS!
Rendertime: 2:50h
Also: DAT ASS!
Category Flash / All
Species Housecat
Size 900 x 900px
File Size 6.56 MB
To Zorrin: I can just barely see a sudden "click" in the movement just after each step, maybe one or two more frames of movement should smooth that out, the movement of the toes is great for a new attempt, the only thing I can suggest is make the spreading more "fleshy". Right now they are spreading rather quickly, thats to be expected with the speed of the walking, but the spreading just stops to abruptly. I suggest making the spreading slow near the end so it looks smoother, also a good thing to do would be to study your own toes while you take steps (lol, funny but very useful) I've noticed that with each step toes seem to slightly un-spread as the foot completely settles on the ground and re-spread allitle more as the heel of the foot starts to raise to begin a new step.
Also, watching my own cat's ears, i noticed that they do not in fact "flop" around. This is because ears are made out of cartilage and cartilage is a generally stiff type of flesh. If you are going for a cute feature go ahead but if you wanted realism I think you should reduce the bounciness of the ears.
And finally, maybe its just me but those hands look rather stiff for hands that are just swaying around freely as the character walks. ( Finger dynamics to be considered maybe?)
Besides those three aspects I noticed, good job, your piece of work is totally awesome and I encourage you to do more! ^^
I hope I have been of help.
Also, watching my own cat's ears, i noticed that they do not in fact "flop" around. This is because ears are made out of cartilage and cartilage is a generally stiff type of flesh. If you are going for a cute feature go ahead but if you wanted realism I think you should reduce the bounciness of the ears.
And finally, maybe its just me but those hands look rather stiff for hands that are just swaying around freely as the character walks. ( Finger dynamics to be considered maybe?)
Besides those three aspects I noticed, good job, your piece of work is totally awesome and I encourage you to do more! ^^
I hope I have been of help.
Very impressive! I've been learning 3D modeling and animation, myself, and this seems so much like what I've been trying to do. Getting a character stylized in 3D in such an expressive way has been a major stumbling block for me lately, but you have achieved perfection here! Her face and eyes especially just ooze character...
If you don't mind me asking, how did you manage to get her eyes looking like that? What sort of topology and shaders/textures did you apply to get that brilliant quality shading and sparkle on her pupils?
If you don't mind me asking, how did you manage to get her eyes looking like that? What sort of topology and shaders/textures did you apply to get that brilliant quality shading and sparkle on her pupils?
The feet look kind of odd to me, like she can't decide if she's talking on flat feet or on the balls of her feet. I'll have to keep that in mind if I ever want a character to walk really delicately.
How did you rig the toe-spreading? Is that done manually, or with driven keys (or something else I can't think of)?
How did you rig the toe-spreading? Is that done manually, or with driven keys (or something else I can't think of)?
Lovely!
And, when you look at the biomechanics of the leg, people should be (and plantigrade animals do) walking so they land toe first anyway. That's what absorbs the shock and helps to prevent issues further up the body. Most shoes are not made to encourage that, but encourage a heel first landing. Landing heel first takes away all the shock absorption. So I like how she walks from that perspective! :3
And, when you look at the biomechanics of the leg, people should be (and plantigrade animals do) walking so they land toe first anyway. That's what absorbs the shock and helps to prevent issues further up the body. Most shoes are not made to encourage that, but encourage a heel first landing. Landing heel first takes away all the shock absorption. So I like how she walks from that perspective! :3
very nice animation, with a couple of minor sticking points. the left leg has a strange animation concerning the ankle and...she doesn't BLINK! creepy, lol. but like i said minor, and i don't believe you were testing blinking animations either so moot point and all that. again very nice work!
Also: Dat Ass /and/ Dat Tail!
Also: Dat Ass /and/ Dat Tail!
Great stuff, overall looks really nice. Her left leg seems to be doing a bit of a jerk pop motion in the knee joint but other than that this looks awesome. I really like the sway of the tail, looks very fluid and natural, the weight distribution through out the animation seems pretty adequate as well. Good job. :)
I've been tinkering w/ level-design and the texturing of for far too long when I actually recognize the texture-pack being used to build the little hover-platform. XD Shows how long I've been doing this since those textures date back to the Q3A days, HFX/EvilLair's E8 pack if I recall off-hand? =^.^=
The walk cycle w/ the toe-spreading is amazingly detailed though, I must say. :D
The walk cycle w/ the toe-spreading is amazingly detailed though, I must say. :D
Coming from someone that knows nothing about animation... but just spent a good 10 minutes lookin over every inch of this one... I can't see where you could improve much on it. The minor details are great. the spreading of the toes as the foot touches down, even the way she walks toe-to-heel.
Also, even though it is just sports wear... her suit made me think of Harley Quinn from Batman.
Also, even though it is just sports wear... her suit made me think of Harley Quinn from Batman.
Mmmm very nice... can't remember seeing such a realistic anthro animation before, good job!
The placing of the clothing looks suspiciously strategic though. Do you have problems with texturing the body joints?
Like head-torso, tail-back, hands-arms... or is that just coincidence? Anyway, keep up the good work and thanks for sharing.
The placing of the clothing looks suspiciously strategic though. Do you have problems with texturing the body joints?
Like head-torso, tail-back, hands-arms... or is that just coincidence? Anyway, keep up the good work and thanks for sharing.
The toe spreading makes for a wonderful effect.
If I may offer a piece of advice? When a foot plants and the weight is shifted to that leg, you may want to try dropping the opposite hip, instead of raising it. It's the reason why she looks a little stiff legged. When the weight is on the left leg, for example, the hip pivots on that joint. The upper body and the right leg hang from that left joint, and the right leg bends that much more at the knee when travelling forward, to avoid dragging on the ground.
Think about that ba-donk-a-donk way women sway their hips when they walk. They thrust their weight supporting hip OUT to the side, causing the other side of the hips to swing low.
I hope you find that helpful... It's not an easy thing to learn, nor describe via text... Fantastic work, regardless. You easily have the most gorgeous antho models I've ever seen....
If I may offer a piece of advice? When a foot plants and the weight is shifted to that leg, you may want to try dropping the opposite hip, instead of raising it. It's the reason why she looks a little stiff legged. When the weight is on the left leg, for example, the hip pivots on that joint. The upper body and the right leg hang from that left joint, and the right leg bends that much more at the knee when travelling forward, to avoid dragging on the ground.
Think about that ba-donk-a-donk way women sway their hips when they walk. They thrust their weight supporting hip OUT to the side, causing the other side of the hips to swing low.
I hope you find that helpful... It's not an easy thing to learn, nor describe via text... Fantastic work, regardless. You easily have the most gorgeous antho models I've ever seen....
Man that's cute, i love the walk cycle, the ear flop and that her head moves slightly. Only thing i think might be a little weird is the boob physics but considering she's not wearing a bra (i don't think) it might just be me. This looks awesome, i love the way the toes spread out a bit and her hands are moving. Very fluid and nicely done.
Excellent work. But with a degree in animation, I can't help but notice just 1 thing that bothers me, and there is only this one thing.
I would have kept the ears still, and wiggle the whiskers. A cat's ears has 33 muscles i think and are actually quite rigid. The whiskers are much lighter and would bounce a tiny bit.
Also, the timing of the walk seems too slow for her to be stepping as little of a distance that she is, it seems like a march in a parade. Although every other aspect of her being seems to be appropriate and believable as she moves. Something that captivates me is the slight head tilt. It really expresses a curious cat-like posture while most walk cycles would be far more straight-on.
The modeling and constructive aspects is artful. Nothing but pure unadulterated mono-atomic gold there.
Of course you have every right to ignore my critique if you wish.
I would have kept the ears still, and wiggle the whiskers. A cat's ears has 33 muscles i think and are actually quite rigid. The whiskers are much lighter and would bounce a tiny bit.
Also, the timing of the walk seems too slow for her to be stepping as little of a distance that she is, it seems like a march in a parade. Although every other aspect of her being seems to be appropriate and believable as she moves. Something that captivates me is the slight head tilt. It really expresses a curious cat-like posture while most walk cycles would be far more straight-on.
The modeling and constructive aspects is artful. Nothing but pure unadulterated mono-atomic gold there.
Of course you have every right to ignore my critique if you wish.
Some constructive criticism:
It's good but her feet/body doesn't seem to have any weight to it. You're definitely getting there with enough visual distractions and in most video games this would be perfect to use as a model's walk cycle I'd maybe add a bit to the whole body bounce or the stride perhaps.
Remember that movement is more than just getting from Point A to point B. I know she has strides and you animated those, but things always look more natural to the viewing eye, especially at 25 FPS if you remember my golden rule of animation:
Quick on the uptake -> slow on the follow through.
So to visualize that in text:
This line represents % of animation:
|
|
|
| End
Start ________ Mid _____ "Hot spot"
See whee the "hot spot" is noted about 75-80% of the way through the animation
(or tween, or movement if you prefer)
If the animation is 1 second then that first 80%, or reaching the "hot spot" should occur in
the first 0.25 seconds and the remainder should take up the remaining .75 seconds
Now this can be tweaked obviously based on the kind of movement, but the point is:
Quick uptake, slow follow through. It makes everything look a million times better.
My suggestion is on the timeline bar, take a point that's 80% of the way into the step, and move it back so it's like 30-50% of the way into the step, then let the rest carry out.
Bam, Natural looking movement to the human eye. "It's So real!"
Also: The model is pretty and I dig the lighting!
It's good but her feet/body doesn't seem to have any weight to it. You're definitely getting there with enough visual distractions and in most video games this would be perfect to use as a model's walk cycle I'd maybe add a bit to the whole body bounce or the stride perhaps.
Remember that movement is more than just getting from Point A to point B. I know she has strides and you animated those, but things always look more natural to the viewing eye, especially at 25 FPS if you remember my golden rule of animation:
Quick on the uptake -> slow on the follow through.
So to visualize that in text:
This line represents % of animation:
|
|
|
| End
Start ________ Mid _____ "Hot spot"
See whee the "hot spot" is noted about 75-80% of the way through the animation
(or tween, or movement if you prefer)
If the animation is 1 second then that first 80%, or reaching the "hot spot" should occur in
the first 0.25 seconds and the remainder should take up the remaining .75 seconds
Now this can be tweaked obviously based on the kind of movement, but the point is:
Quick uptake, slow follow through. It makes everything look a million times better.
My suggestion is on the timeline bar, take a point that's 80% of the way into the step, and move it back so it's like 30-50% of the way into the step, then let the rest carry out.
Bam, Natural looking movement to the human eye. "It's So real!"
Also: The model is pretty and I dig the lighting!
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