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                    Thank you all for the constructive feedback and suggestions on my previous walk-cycle attempt for this character.  I've made quite a few anatomical and timing changes since then including:
-Moving the head forward instead of carrying it high above his body
-Adjusted the length of his neck and torso
-Changed the timing of the footfalls, so that all four feet land at different times
-Made the torso more slender
-Reduced the secondary animation to make the walk look more realistic, and less "expressive"
Enjoy! =)
            -Moving the head forward instead of carrying it high above his body
-Adjusted the length of his neck and torso
-Changed the timing of the footfalls, so that all four feet land at different times
-Made the torso more slender
-Reduced the secondary animation to make the walk look more realistic, and less "expressive"
Enjoy! =)
Category Flash / Animal related (non-anthro)
                    Species Vulpine (Other)
                    Size 800 x 450px
                    File Size 247.7 kB
                
                    Yea, the feet-clipping was a challenge for me.  It's being caused by the way the software interpolates the frames prior to the foot lifting off the ground.  I tried changing the key type for those frames, which solved the clipping but made the leg movement look too mechanical.  I have a few ideas for how to correct in the future and, even if that fails I can just clean it up by adding additional keys at the problem spots =)                
            
                    Well, my 3D teacher at my high school was teaching us the same thing. But we never got to finish because he made us jump around to different things. He taught us Light Wave 10.1 
I like the program. But... it’s so much money. We got to invers kinematics. And then moved on before I could really get to learn it. And I need to get better at my modeling before I go into animating and what not.
                
            I like the program. But... it’s so much money. We got to invers kinematics. And then moved on before I could really get to learn it. And I need to get better at my modeling before I go into animating and what not.
                    Indeed did a much much better job, Only thing that seems to stick out other then the tail ears thing that others have said is with the feet
they land very soft, i would just crank up the Y translate vector so that its faster into the ground, it seems to level off and slow down as it gets closer to the ground
            they land very soft, i would just crank up the Y translate vector so that its faster into the ground, it seems to level off and slow down as it gets closer to the ground
                    I have a few ideas in mind.  I have a scene planned between him and Taurin which would be as complex and detailed as the Fox in the Stable video.  However, there seems to be a pretty high demand for a fling between him and my horse character, so I may decide to put something short together along those lines between now and the release of my next major project =)                
            
                    I have to admit, I'd love to see an animation between that cute little fox and that huge, burly horse. Maybe even a feral horse! :3 Not trying to tell you what to do, of course. It's your work. I just have a thing for feral horses. Your animation is some of the best, if not 'the' best I've seen! Keep up the awesome work, Taurin!                
            
                    My -only- bit of critique is that the tail just feels like it's "there", without much bounce or life to it. As I'm not up to your level of animation yet, my only advice would be to look up videos of actual foxes walking and just observe what the tail is doing.
Other than that, this is a PHENOMENAL improvement. Very well done. =3
            Other than that, this is a PHENOMENAL improvement. Very well done. =3
                    I'm not sure why everyone is assuming that I didn't look at videos of actual foxes before I made this.  I actually studied quite of few of them and was surprised at how little tail movement happens as they walk.  That said however, I do think I may have dialed it down a bit too far in this case, and I plan on addressing that in future animations.  In any case, I appreciate the feedback =)                
            
                    Coming along very nicely!
This should help
http://www.youtube.com/watch?v=-mXzH7nATps
And this as well.
http://www.youtube.com/watch?v=zrqO.....eature=related
            This should help
http://www.youtube.com/watch?v=-mXzH7nATps
And this as well.
http://www.youtube.com/watch?v=zrqO.....eature=related
                    Ahh. I see it now. It is vastly improved over the first draft. 
Minor things worth looking at imho are his hip roll might be too exaggerated.
The pushoff with his hind feet looks unnatural.
And nitpicking, his toes on the front feet pop up right before he lifts up.
And in all the video's of dogs walking I just looked up, none of them had any lateral motion in the head. For the most part the head is almost perfectly stable with maybe a slight vertical motion.
Of course we're talking a natural walk. I could easily see the lateral movement in a stylized "I'm the Fox!" kind of attitude.
            Minor things worth looking at imho are his hip roll might be too exaggerated.
The pushoff with his hind feet looks unnatural.
And nitpicking, his toes on the front feet pop up right before he lifts up.
And in all the video's of dogs walking I just looked up, none of them had any lateral motion in the head. For the most part the head is almost perfectly stable with maybe a slight vertical motion.
Of course we're talking a natural walk. I could easily see the lateral movement in a stylized "I'm the Fox!" kind of attitude.
                    Great! He's beginning to come into shape rather well lately... can't wait to see what "major projects" you have in store with this fuzzy little hairball! <3
He appears to look rather irritated with something here... hence that provoked expression. No chickens in the coop this time? XD
            He appears to look rather irritated with something here... hence that provoked expression. No chickens in the coop this time? XD
                    Wow! Second animation looks much more realistic than first one. But it still needs a few more improvements:
- Tail side movement could be reduced a little to give it more light-weighted effect, otherwise it looks as fox pulling it like a ballast.
- Foxes aren't moving their fore- and hindlegs so synchronously like steamtrain wheel crank, but rather stretch both front leg forward and left hind leg backwards from one side of the body and at the same time pull front and hind under corpus on other side. I probably explained it quite unclear, so you may xheck out this YouTube footage of red fox wandering around to see what I'm talking about: http://www.youtube.com/watch?v=UOQS.....INH5Y#t=00m30s
P.S. Oh, and that evil foxy face.... Red Menace!
                
            - Tail side movement could be reduced a little to give it more light-weighted effect, otherwise it looks as fox pulling it like a ballast.
- Foxes aren't moving their fore- and hindlegs so synchronously like steamtrain wheel crank, but rather stretch both front leg forward and left hind leg backwards from one side of the body and at the same time pull front and hind under corpus on other side. I probably explained it quite unclear, so you may xheck out this YouTube footage of red fox wandering around to see what I'm talking about: http://www.youtube.com/watch?v=UOQS.....INH5Y#t=00m30s
P.S. Oh, and that evil foxy face.... Red Menace!
                    Timing of the footfalls looks pretty good, and overall it looks fantastic!
Things I noticed the most (and these are minor):
- Footfalls land really softly.
- 1 frame before frontright foot comes up, toes lift. Looks odd.
- 1 frame before back feet come up, feet get pushed into the ground.
- Tail seems completely stiff, like it's only moving from being attached to the hips.
- Hip joint seems really low down the leg, like 1/4 in the middle of the femur. I'm sure weighting was a big pain for that section, though.
                
            Things I noticed the most (and these are minor):
- Footfalls land really softly.
- 1 frame before frontright foot comes up, toes lift. Looks odd.
- 1 frame before back feet come up, feet get pushed into the ground.
- Tail seems completely stiff, like it's only moving from being attached to the hips.
- Hip joint seems really low down the leg, like 1/4 in the middle of the femur. I'm sure weighting was a big pain for that section, though.
                    This is looking sooo much more natural than the first one. I'm no animator, but I'm wondering if there could be a lil too much "roll" of his hips? As for the rest of the small stuff..head and tail movement..well, at moment you're woking on te walk cycle, rest can come later . Keep up the great work..can't wait to see what you have planned for this handsome guy :)                
            
                    For whatever reason, the shoulder and hip areas seem a bit stiff to me. As if there should be some sort of sway or bobbing motion to them. Also the head seems to be a bit on the low side. This walk cycle to me looks more like he's trying to sneak up on prey rather then walking in a normal fashion.                
            
                    Much better than the first version. 
There is a bit of a bounce to the rear paws as he steps forward and the location of where the hip rotates and effects the mesh of the hind thigh still looks a little bit off. The hip in a quadruped generally doesn't rotate in that manner when walking; the hindquarters kind of wag back and forth with a straight forward motion of the leg.
Might need to build a little bit more compliance (somewhat of the life-like springiness of an organic critter) into the animation or the mesh. It's easy and fast to do a simple key frame walk like this (What, an hour or two for the above and a couple hours for render?), it's harder to get it to have the expressive, organic flow.
And one final note, this guy looks a little underbitten. Lower jaw a little too long/broad.
If you're using Maya, it has tools built in to aid with it when you're rigging. Anything else... eh, couldn't help yah there. I've found in the past that most other 3D apps have limitations when compared to Maya. Lightwave comes close to Maya but still (at least used to) lacks and used to have a funky interface.
I suggested adding compliance and springiness to H0rs3 a while back and those additions really helped his animations start popping nicely. Well, at least I have delusions that my suggestions helped.
Hope it helps some. Take care!
            There is a bit of a bounce to the rear paws as he steps forward and the location of where the hip rotates and effects the mesh of the hind thigh still looks a little bit off. The hip in a quadruped generally doesn't rotate in that manner when walking; the hindquarters kind of wag back and forth with a straight forward motion of the leg.
Might need to build a little bit more compliance (somewhat of the life-like springiness of an organic critter) into the animation or the mesh. It's easy and fast to do a simple key frame walk like this (What, an hour or two for the above and a couple hours for render?), it's harder to get it to have the expressive, organic flow.
And one final note, this guy looks a little underbitten. Lower jaw a little too long/broad.
If you're using Maya, it has tools built in to aid with it when you're rigging. Anything else... eh, couldn't help yah there. I've found in the past that most other 3D apps have limitations when compared to Maya. Lightwave comes close to Maya but still (at least used to) lacks and used to have a funky interface.
I suggested adding compliance and springiness to H0rs3 a while back and those additions really helped his animations start popping nicely. Well, at least I have delusions that my suggestions helped.
Hope it helps some. Take care!
                    It's like an artist gesturing out quick ideas for his piece before he actually starts anything.
This just takes longer lol.
I'm looking forward to seeing how the animation turns out. I was learning 3D a bit ago, but I never got to the animation part.
Or the rendering part. Or the texture part.
:|
            This just takes longer lol.
I'm looking forward to seeing how the animation turns out. I was learning 3D a bit ago, but I never got to the animation part.
Or the rendering part. Or the texture part.
:|
                    I wanna know how you make some of the finer movements look so organic. like the hips of the back legs, if you could imagine seeing the skeleton within, you can almost see how the skin and fur shifts and stretches and bounces with each movement of the skeleton. The only thing I can think of is that you added in a buttload of joints to move all parts of the skin in relation to the movement of the skeleton. But that'd take way too long and way too much time playing with it to get it looking this nice. Surely you must have some tricks or tools used with the program that I'm not aware of to get it looking this good!                
            
                    Very nice job. I could almost reach out and pet it. :) Can't wait to see what more you do with him. I just wish I could learn to do that sort of thing. Been messing with Lightwave but I can't help but wonder if there's a better program to use that would be more newbie friendly, so to speak. Lightwave seems ok but if you have any advice for someone trying his hand at it, I'ed love a program or even a book I can look up and try out.
                
            
                    http://www.youtube.com/watch?v=-mXz.....5BA1983330063A
http://www.youtube.com/watch?v=zrqO.....eature=related
Canine walk cycle links!
Looking great so far! Hope those cycle references help you out a bit:
1. Back hips and shoulders need to bounce up and down more.
2. The 'knees' on the hind legs don't really bend when they walk, nor do the hindpaws curl. Both tend to be relatively rigid with the 'knee' bend just enough to lift the paw from the ground.
3. The forelegs don't go back far enough before they lift again. You have them move back until they are about 90 degrees to the floor, when in reality they go back much further.
4. Your tail is rigid! Make it bounce a little more!
5. His legs appear reeaaaaally close together. Animals and humans both tend to wobble side to side a little as they move, so they spread out enough to catch themselves. Even if from your working perspective it looks right, remember your camera perspective. A lot of animation tends to look really silly from one angle and incredibly solid from the viewing angle!
Keep up the great work man, I hope I helped a little!
Some more nice animation reference links! http://www.youtube.com/watch?v=DOZX.....eature=related
http://www.youtube.com/watch?v=jK79.....eature=related
http://www.youtube.com/watch?v=HChk.....feature=fvwrel
            http://www.youtube.com/watch?v=zrqO.....eature=related
Canine walk cycle links!
Looking great so far! Hope those cycle references help you out a bit:
1. Back hips and shoulders need to bounce up and down more.
2. The 'knees' on the hind legs don't really bend when they walk, nor do the hindpaws curl. Both tend to be relatively rigid with the 'knee' bend just enough to lift the paw from the ground.
3. The forelegs don't go back far enough before they lift again. You have them move back until they are about 90 degrees to the floor, when in reality they go back much further.
4. Your tail is rigid! Make it bounce a little more!
5. His legs appear reeaaaaally close together. Animals and humans both tend to wobble side to side a little as they move, so they spread out enough to catch themselves. Even if from your working perspective it looks right, remember your camera perspective. A lot of animation tends to look really silly from one angle and incredibly solid from the viewing angle!
Keep up the great work man, I hope I helped a little!
Some more nice animation reference links! http://www.youtube.com/watch?v=DOZX.....eature=related
http://www.youtube.com/watch?v=jK79.....eature=related
http://www.youtube.com/watch?v=HChk.....feature=fvwrel
                    It still has a slightly mechanical feel to it, but this is MUCH better than the previous walk cycle you had IMO. I'd suggest maybe a little more sway to his chest... it's hard to describe what I mean, but I guess imagine his ribcage twisting slightly back and forth with his spine as the axis? So when one foot goes down the shoulder goes with it. Sorry if I'm being confusing with this. >_> I think his tail needs a little more articulation too.
All in all though, he absolutely has a more natural stride, so good on you.
            All in all though, he absolutely has a more natural stride, so good on you.
                    Looks like you got him spot on this time, great job foxy !  Now he's done, i cant wait to see what naughty things are gonna happen to him :)  please please if you read this, please make it a big chubby bear doing things to him :3 why stop at one ?  maybe more bears want a piece of this handsome fox :P  hehe cant wait to see what you do with it !                 
            
                    I realize this is an old post, but I really would like to know why the hind legs are jointed so low.  I see this all the time in CGI, and I'm wondering if there are technical limitations that lead to the leg bending mid-femur rather than up at the hip joint.
Also, nice looking fur, and genitals included as it should be.
            Also, nice looking fur, and genitals included as it should be.
 
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