Sign Of the Butterfly
Moderators: Víctor Paredes, Belgarath, slowtiger
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- Posts: 31
- Joined: Sun Jun 07, 2009 3:37 pm
hey, nice work,
particularly like the two guys with the crossed swords!
the wolf at the beginning could use a little work, i think he seems to be rather poignant in setting the scene, if you could make his body just move a little or keep some motion in the whole of the character throughout the scene, rather than just have the head move, it would add a touch of realism and class.
keep up the good work
heres a youtube of a wolf howling, i find it useful to look at these things, pause them frame by frame (or keyframe by keyframe) and try to mimic it for more life like animation.
keep up the good work...
http://www.youtube.com/watch?v=937A1ELVyUs
particularly like the two guys with the crossed swords!
the wolf at the beginning could use a little work, i think he seems to be rather poignant in setting the scene, if you could make his body just move a little or keep some motion in the whole of the character throughout the scene, rather than just have the head move, it would add a touch of realism and class.
keep up the good work
heres a youtube of a wolf howling, i find it useful to look at these things, pause them frame by frame (or keyframe by keyframe) and try to mimic it for more life like animation.
keep up the good work...
http://www.youtube.com/watch?v=937A1ELVyUs
The character designs are good, but I'd like to see more movement in all of your characters. I think if you add some subtle secondary actions you will breathe a lot of life in the piece. For example, on the wolf, you might try expanding his chest slightly before the howl, have him shift his weight a bit, and I think you will see a big difference.
Also, I think your sense of color is excellent, and am completely jealous of it. Some of the combinations would never have occured to me, and they look really fabulous.
Also, I think your sense of color is excellent, and am completely jealous of it. Some of the combinations would never have occured to me, and they look really fabulous.
Great work here. The characters and sets look great. I also really liked your camera work. The animation of the characters looks pretty good too, but could definitely use some polishing. I don't think there's an issue with there not being enough movement, so much as a disparity in some scenes as to how much movement there is when compared to other scenes. Keep up the good work, I've subscribed to your channel and look forward to seeing what else you put out.
- Víctor Paredes
- Site Admin
- Posts: 5814
- Joined: Wed Jan 26, 2005 12:18 am
- Location: Barcelona/Chile
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Actually, a walk is pretty easy to do when you know the basic. I know I'm not Richard Williams and some people could disagree with how I gonna to explain it, but, however, it works pretty good for a basic walk and can be as complex as you want.TheRoger wrote:Now I am trying to get better walking animation, its quite hard to do well

Of course, you can play with this keys (and add more between) to make a walk with more personality

PD: remember my english is worse when I have no automatic corrector, so sorry me for the bad writing

Here, this is what I got:
http://www.youtube.com/watch?v=RFIWchhk ... annel_page
(hands mevement too fast, I know)
http://www.youtube.com/watch?v=RFIWchhk ... annel_page
(hands mevement too fast, I know)
Good progress. But also remember that your legs stay the same length, so the pelvis will be raised at the center transitional point (leg is straight up an down), and lower at the end and start points (leg is at a slant).
Check out the bottom set of selgin's drawings, and notice how the body raises and lowers through the course of the walk.
Think of the "planted" leg (I mean the one where the foot is still) as a rigid bar, and the hips and body are moving in an arc.
Check out the bottom set of selgin's drawings, and notice how the body raises and lowers through the course of the walk.
Think of the "planted" leg (I mean the one where the foot is still) as a rigid bar, and the hips and body are moving in an arc.
- Víctor Paredes
- Site Admin
- Posts: 5814
- Joined: Wed Jan 26, 2005 12:18 am
- Location: Barcelona/Chile
- Contact:
You are welcome
remember you have to move all the body too. One of the problem of people animating with AS is that they just rotate the bones of arms and legs and forget the rest of the body.
on the transitional position, take all the body and push it up. Try exaggerating this movement, try making the legs moving too much for a simple walk. Add some intermediate keyframes to give the sensation that he is thinking he is walking. Rotate the chest and the head, Scale the bones of legs on some positions, you can do the same with the chest, arms and stomach.
There is a lot you can do to give your simple walk more personality. Just play, think in what you would want to do, experiment. Walk your self as you want your character moves, try to identify what keyframes you have to add or remove to get it.

remember you have to move all the body too. One of the problem of people animating with AS is that they just rotate the bones of arms and legs and forget the rest of the body.
on the transitional position, take all the body and push it up. Try exaggerating this movement, try making the legs moving too much for a simple walk. Add some intermediate keyframes to give the sensation that he is thinking he is walking. Rotate the chest and the head, Scale the bones of legs on some positions, you can do the same with the chest, arms and stomach.
There is a lot you can do to give your simple walk more personality. Just play, think in what you would want to do, experiment. Walk your self as you want your character moves, try to identify what keyframes you have to add or remove to get it.
Finished ending, It took some time, mostly because exporting rain (OMG 23 sec for 1 frame) But I did it:
http://www.youtube.com/watch?v=XeZ8esj89so
http://www.youtube.com/watch?v=XeZ8esj89so