Showing posts with label walk cycle. Show all posts
Showing posts with label walk cycle. Show all posts
28 November 2012
AM Masterclass Assignment 9
This week I wasn't very well, so I only managed to work on the walk cycle. Next week you'll see a HUGE update to my current assignment, so be sure to check back and leave comments.
Only 18 days until this first term/class has finished!!
16 October 2012
AM Masterclass Assignment 3
I've had a brilliant third week on the A&C program! Starting with Brian Mendenhall's lecture on Advanced Quadruped Walks, which was epic and then I was really inspired by my peers working on this assignment. After seeing how detailed some students have been planning and sketching their assignment, the first thing I decided to do was step my game up with my planning and sketching.
One part of this weeks assignment was to plan a 4-6 second quadruped animation piece that I will be working on over the next 4 weeks. I've planned something really simple to look at, but has plenty of animation to think about. Here is the sketch I made to plan, analyse and note the important parts of this upcoming piece.
The reference I found and cut together videos clips that really shows a lot of the mechanics and the small intricacies that I will be adding at the polishing stage, such as ear flicks, tongue licks and breathing. So I think it's going to be very helpful now and during the production. Here is my Quadruped Walk Cycle revision. It's still not great, but I think it passes and I know that the next time it will be even better because I have learnt SO much from doing this one: The feedback this week from Leigh was really indepth...
- Ear flicks will happen when they hear something, they tune in the sound. Or it can happen when they want to flick away bugs.
- You can feel the weight from the shudder when the tiger stops.
- Communicating through body language; think about eye, (but can be broken down to...) head, shoulder and hip direction, where they are all focused on an object, but when something happens else where, one can stay focused on the object while the other turns or looks away. Each part amounts to how much attention the character is giving to the object.
- It can be one thing if a Lion looks at you, but if he puts his foot down in your direction you know he's going to come for you.
- Get into the habit of including the cadence of the piece and time out beats so that you're aware of how many frames you'll be using and how long an action will take.
- Pick out/find a moment in each shot that speaks louder than everything else in the shot. That will keep the audience interested and coming back for more! In this piece, sell the moment where he stops and stomps his foot down and looks around.
- The roll of the feet in the revision still isn't quite working and needs some attention and the scapula is punching a little bit high.
- I could losen the jaw a little bit to look like he's breathing.
- The toes could be spread further as the paws land.
Animal joke of the week:
I really should be animating cows, because they are the only animal that go to the moovies!
Thanks for reading this week and as always feel free to leave me comments!
Adiós!!
Soundtrack: Ladysmith Black Mambazo - Induku Zethu
One part of this weeks assignment was to plan a 4-6 second quadruped animation piece that I will be working on over the next 4 weeks. I've planned something really simple to look at, but has plenty of animation to think about. Here is the sketch I made to plan, analyse and note the important parts of this upcoming piece.
The reference I found and cut together videos clips that really shows a lot of the mechanics and the small intricacies that I will be adding at the polishing stage, such as ear flicks, tongue licks and breathing. So I think it's going to be very helpful now and during the production. Here is my Quadruped Walk Cycle revision. It's still not great, but I think it passes and I know that the next time it will be even better because I have learnt SO much from doing this one: The feedback this week from Leigh was really indepth...
- Ear flicks will happen when they hear something, they tune in the sound. Or it can happen when they want to flick away bugs.
- You can feel the weight from the shudder when the tiger stops.
- Communicating through body language; think about eye, (but can be broken down to...) head, shoulder and hip direction, where they are all focused on an object, but when something happens else where, one can stay focused on the object while the other turns or looks away. Each part amounts to how much attention the character is giving to the object.
- It can be one thing if a Lion looks at you, but if he puts his foot down in your direction you know he's going to come for you.
- Get into the habit of including the cadence of the piece and time out beats so that you're aware of how many frames you'll be using and how long an action will take.
- Pick out/find a moment in each shot that speaks louder than everything else in the shot. That will keep the audience interested and coming back for more! In this piece, sell the moment where he stops and stomps his foot down and looks around.
- The roll of the feet in the revision still isn't quite working and needs some attention and the scapula is punching a little bit high.
- I could losen the jaw a little bit to look like he's breathing.
- The toes could be spread further as the paws land.
Animal joke of the week:
I really should be animating cows, because they are the only animal that go to the moovies!
Thanks for reading this week and as always feel free to leave me comments!
Adiós!!
Soundtrack: Ladysmith Black Mambazo - Induku Zethu
10 October 2012
AM Masterclass Assignment 2
My second assignment was really fun and interesting to do. I had to block out a vanilla walk cycle - an exercise to get a better understanding of the quadruped body mechanics. A vanilla walk is a term used to describe a walk exercise that explores the body mechanics without personality. They don't have to be on a treadmill, so next time i'd like to attempt animating a vanilla walk through space. After the first two attempts didn't go very well, the third time I found a workflow that worked for me.
I got an A- grade for this assignment, which i'm very happy with, but there are a few places that could make it better:
1) Move the scapula forward and backwards with the arms,
2) Lift the paw so that it flicks of first, then the wrist/palm, instead of breaking the wrist first,
3) The shape on the back paws needs to be pushed further in the flick off on f1,
4) The bend of the back right paw on f9 should only appear when the foot has landed,
5) Roll the front paw from the outside (in Z axis) as it places down on the ground.
In the planning and sketching stage, I hadn't quite grasped the pattern of the foot fall, as you can see in my first drawings...
Once I saw the problem I checked my reference videos over and over again and then sketched the walk cycle once again, this time leaving out the details of the body and just focusing on understanding the foot fall pattern. I left out some poses at the end because I felt confident enough with what I had and I was dying to just get into Maya and start working! Plus i'm not a big fan of lots of drawing.
Now that i've blocked the walk cycle and got my feedback, i'm going to add another layer of detail and start polishing it.
Check back soon for more updates!
I got an A- grade for this assignment, which i'm very happy with, but there are a few places that could make it better:
1) Move the scapula forward and backwards with the arms,
2) Lift the paw so that it flicks of first, then the wrist/palm, instead of breaking the wrist first,
3) The shape on the back paws needs to be pushed further in the flick off on f1,
4) The bend of the back right paw on f9 should only appear when the foot has landed,
5) Roll the front paw from the outside (in Z axis) as it places down on the ground.
In the planning and sketching stage, I hadn't quite grasped the pattern of the foot fall, as you can see in my first drawings...
Once I saw the problem I checked my reference videos over and over again and then sketched the walk cycle once again, this time leaving out the details of the body and just focusing on understanding the foot fall pattern. I left out some poses at the end because I felt confident enough with what I had and I was dying to just get into Maya and start working! Plus i'm not a big fan of lots of drawing.
Now that i've blocked the walk cycle and got my feedback, i'm going to add another layer of detail and start polishing it.
Check back soon for more updates!
19 December 2011
14 May 2011
30 December 2009
Walk Cycle video
Finally i've worked out how to get suitable lighting, camera setup and rendering out of Maya. So here is the video of my finished walk cycle made with the Animo rig from digital tutors...
Somewhat better than my robot walk cycle from first year at Uni! =D
Soundtrack: Moreno Trio - Du Dja Yal
Somewhat better than my robot walk cycle from first year at Uni! =D
Soundtrack: Moreno Trio - Du Dja Yal
21 December 2009
Walk Cycle
In a previous post I said that this holiday I would be concentrating on the curve editor, or graph editor as it's known, in Maya...
21/12/09 - 02:20

It's a really good tutorial i'm working from by Digital Tutors so far it's going well. I've realised already why my last walk cycle was so bad!
This is simple pose to pose animation.
This might be the next tutorial I follow to learn how to animate the Churchill dog for Smoke & Mirrors.
Update:
21/12/09 - 21:53

It's going really well; i'm really getting into the graph editor and this guy on the tutorial i'm watching, even though he's messed up a couple of times (!) is very good at explaining what he's doing.
Only thing i'm not enjoying is I can't listen to my music!
Update:
22/12/09 - 03:30
I've finished the generic male walk cycle. Now I have to figure out how to render nicely in Maya and i'll upload the video!
Update:
30/12/09 - 17.25
FINALLY!
21/12/09 - 02:20

It's a really good tutorial i'm working from by Digital Tutors so far it's going well. I've realised already why my last walk cycle was so bad!
This is simple pose to pose animation.
This might be the next tutorial I follow to learn how to animate the Churchill dog for Smoke & Mirrors.
Update:
21/12/09 - 21:53

It's going really well; i'm really getting into the graph editor and this guy on the tutorial i'm watching, even though he's messed up a couple of times (!) is very good at explaining what he's doing.
Only thing i'm not enjoying is I can't listen to my music!
Update:
22/12/09 - 03:30
I've finished the generic male walk cycle. Now I have to figure out how to render nicely in Maya and i'll upload the video!
Update:
30/12/09 - 17.25
FINALLY!
28 February 2008
Robot Legs On The Run
My first attempt at making legs move in 3Ds Max. I was going to go for a more humanistic jive, but after playing around with various steps I thought the robot walk was looking most bad ass
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