View Full Version : walkcycle test
Sarford
07-08-2008, 08:14 AM
Hi,
I've made a walkcycle test of my character. There is no proper foot roll off couse his feet are longer than his shins and the space below his body is smaller then the length of his foot.
Let me know what you think of it :)
Thanks
You can download a highres version here (http://www.blinq.net/pictures/WalkCycle2.mov)
and here is a lowres youtube version:
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SheepFactory
07-09-2008, 01:09 PM
Hi Simon!
Good start. A couple things to help you make it better:
-You need up and down motion in the pelvis. Walking is basicly falling forward and catching you every time. So after each heel contact position the body will go down and will go up afterwards as you push with the leg. This is what gives the walk cycle its weight, which yours lack at the moment. Because you dont have this it looks like he is pinned to the space while his feet shuffle under him.
-Make sure your curves are clean. I can see a couple of glitches already like the feet going in the floor and not cycling correctly. Make sure the curves are flat where they should be and make sure the beginning and end keyframes are the same and their tangents match.
-The head bob is out of tune with the walk. once you put in the up and down movement you can take that as a guide to add the head movement and it will look correct.
-The feet are easing into the contact position. It is like dropping and object and having it slow down just before it hits the ground, it wont happen. Make sure you are not slowing into the contact position. Also make sure the feet are not going there in a straight fashion, you can turn the feet sideways\downwards etc during the passing positions to give the walk some character.
Good luck and keep us updated!
Sarford
07-10-2008, 04:54 PM
Hi Ali,
Thanks for this elaborate critique! Very much apreciated!
I've updated my walk.
-You need up and down motion in the pelvis.
- Check, I made the up down motion stronger, its more visible now.
-Make sure your curves are clean. I can see a couple of glitches already like the feet going in the floor and not cycling correctly.
- That is propably an interpolation error on the part of XSI, in my normal 41 frames cycle the feet don't sink into the floor.
-The head bob is out of tune with the walk. once you put in the up and down movement you can take that as a guide to add the head movement and it will look correct.
- Didn't toch this but I think its ok now...
-The feet are easing into the contact position.
- Check. I adjusted the curves for a better foot motion.
Thanks for helping Ali.
Highres version (80Mb) here (http://www.blinq.net/pictures/WalkCycle3.mov)
And here is a lowres YouTube version
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ElysiumGX
07-14-2008, 08:26 AM
That is a nice walkcycle. I'm not an animator, but I believe the tips of the ears are swaying too far to each side, appearing too soft.
3DMastermind
07-14-2008, 01:54 PM
Nice improvement with the feet.
But it doesn't seem exaggerated enough.
Now like SF said.
'You need up and down motion on the pelvis.'
This is important especially since he is such a heavy fellow.
Also, simulate "impact" with that pelvis' y curve by breaking the tangency on the curve when the feet hit the floor.
I would also offset that y curve or all the pelvis's curves 2-3 frames forward after the feet hit the floor to sym a secondary 'delayed reaction'.
Also, I would slow it down cause it's hard to sym heavy weight when someone walks so fast. Use Animation>sequence animation... at bottom.
I'm glad to see u animated the fingers :)
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