• Advertisement

Recommended Posts

Advertisement

Hey not bad!

Not sure what type of feed back  you're looking for but I can try and provide some constructive criticism if you're open to it.

Focus on your main key frames i.e., contact and passing for both the right and left side. The stronger your keys the better the animation will look. The walk just feels stiff. Without knowing anything about the character like her attitude, reason for being, etc. It's hard to gauge what you intended the walk to convey. So take my comments from the POV of a casual human walk. 

To get around the stiffness you'll need more rhythm in the hips, i.e., slight twist depending on what leg is in play and proper dips and rises (squash and stretch). 

Once you are happy with the main keys and they are solid. You can focus on really putting some personality into the walk in your in-betweens and break down keys. The main keys will continue to carry the animation at this point.

Just can't stress enough how important it is to tighten up the main key poses. Ya gotta really sell each pose for contact and passing as it should/will drastically improve the animation....the human eye catches everything. 

Good luck and good job so far :) 

Share this post


Link to post
Share on other sites

stiffness is always a problem in 3d. you are right I have yet to do anything with the passing pose. right now the passing pose is generic. with no actual pose there. I havent got to it yet but I intend to hold the motion during the contact poses. at the very least the walk will be stronger

that was good insight

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By spacerat
      we are looking for someone who can develop a fully automatic [recruiting information removed by moderator - please use jobs section]
       
       
    • By DeadPixelDeviants
      DeadPixel Deviants is a tiny (3 official members, 1 honorary member) team searching for one or more artist(s) and animator(s). The game currently being worked on is a 3D, single player RPG, however 2D artists may still message us to assist with future games.
       
      "Project Zodiac" current progress as of roughly one week: 
       
    • By INTwindwolf
      COMPANY AND THE PROJECT
      We are an indie game studio consisted of professional and skilled artists who are dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. We are recruiting a few more members on the team to finalize our playable demo.

      INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War.
      Please note that all of our current positions are remote work. You will not be required to travel.
      For more information about us, follow the links listed below.
      INT Official website
      Steam Greenlight
      IndieDB page
      Also follow social media platforms for the latest news regarding our projects.
      Facebook
      Twitter
       
      3D ANIMATOR
      We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations.
      Your tasks will include:
      Create rigs to be used for animations. Skin 3D models to rigs. Refine existing 3D animations. Contribute to constructive team discussions. Attend regular team meetings.  
       
      REQUIREMENTS
      To be successful in this position, following requirements apply:
      Have working knowledge of 3D animation suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. Satisfaction of the follow requirements are preferred, but not essential:
      Knowledge of the Unity Engine UMA character creation system would be an advantage.  
      REVENUE - SHARE
      This is the perfect opportunity to get into the game development industry. We have the majority of our art assets completed and are marching towards our crowd-funding campaign, currently planned for mid 2018.
      We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated.
       
      TO APPLY
      Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net
      Thank you for your time! Please feel free to contact me via the email provided should you have any questions. We look forward to hearing from you!
      John Shen
      HR Lead
      Starboard Games LLC
    • By adharsh anand
      hello, a friend and i are building a 2D platformer and i'd like to ask which software would be the best for 2D pixel animation
      (Moderator edit: changed the subject to be the question that needs answering -- Kylotan)
    • By lawnjelly
      Anyone have any suggestions for ways of animating characters on varying slopes on landscapes? I've no idea what are standard ways of dealing with this, and have been putting this off to some extent. The issues are mainly with larger animals cutting through the terrain on slopes.

      I've tried raising animals up higher above the land, but they look obviously 'in the air' in certain positions. I've also tried putting 2 land height probes at the front and rear, so that they change height according to their orientation, but that looks silly with strange changes in elevation as they move. I've also tried changing the pitch angle when rendered, this looks a bit silly (but not out of question lol).
      Another possibility is to turn off depth testing against the landscape, but I would have to figure a way of still having it working when they are behind mountains. Perhaps if I push back the depth value of the land this will work.
      I have read this article on mechwarrior 4:
      https://www.gamasutra.com/view/feature/131863/animation_blending_achieving_.php
      and I see they deal with it by having a flat animation, left and right and up and down slope animations, and blending between them. I can do this, but it sounds like a lot of extra animations for a one man team, and it also means I'd probably have to use a lower / upper body split for all animations, rather than be able to use full body. Plus use some performance for the blending (this is on mobiles).
      I've not really used IK before in game, is this a realistic / practical solution? Or can I use a simpler system, make some standard poses on flat, and slopes, then measure knee etc angle offset, then blend in these offsets with some scaling at runtime to make the legs more bent or extended?

      Another solution is to just design around the problem and make the large animals only able to move over flat ground. I guess this is more what happens in real life, I haven't seen many crocodiles climbing up slopes on nature progs lol.
      Any thoughts, experiences on this would be welcome.
       
  • Advertisement