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Old 09-12-2003, 05:51 AM   #1
nspiratn
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Default walk cycle

Hi,

here's a walk I've been working on.

I have a feeling that it looks a but stiff, not sure why though.
Any suggestions?



thanks.
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Old 09-12-2003, 06:20 AM   #2
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it plays a little to fast. and the playback is jerky. or the animation is. I think its the play back though. from what I can see witch isn't much... with it playing that fast.. I would say maybe you need more swing in the hips.. a little rotation in the spin.. to get the sholders to sway just a little..
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Old 09-12-2003, 06:25 AM   #3
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Just a few observations:

1. It looks like the feet are stomping instead of stepping. The toes need to kick up a bit more during the step and then come into contact with the ground after the heels touch down.

2. The forward motion is a bit jumpy, i.e. there are times when the body surges forward and other moments when he stands still. The character motion should maintain consistent forward momentum and have a bit of up and down motion.

3. The arms snap to a stiff-arm position (locked elbows) and then bend back before the arms reach their full back-swing position. They should lock at the end of the swing instead of before it.

4. The speed of the animation is also a bit quick. You might consider slowing it down a bit so we can see the animation clearer.

Not bad, overall. Keep it up!
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Old 10-12-2003, 03:05 AM   #4
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Here's an update.

Hope its not too fast this time
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Old 10-12-2003, 04:43 AM   #5
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It's not too fast this time.

However, both the parent and the baby move in very robotic manners. The parent needs more movement in the body, particularly in the hips and shoulders. The baby needs more movement overall and more overlapping actions. The basic idea of the scene is there. You just need to adjust the animations to achieve more fluid movements.
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Old 10-12-2003, 05:33 AM   #6
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keep us updated.. looks intresting. Its more animation than I have done yet.
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Old 10-12-2003, 05:53 AM   #7
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Walks are harder than I thought. For some reason it was easier doing it the traditional animation way (on paper with a pencil) than on the computer

But, I will get there soon
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Old 10-12-2003, 10:20 PM   #8
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I have a basic maya question actually.

In the picture below, see how the body and arms are rotated, but the translation axis(or should I call it pivot?) of the arm IKHandle still points to the initial X-Z axis? Is there a way to change that so that it will always point in the direction the arm has been rotated?
Does that have anything to do with the pivot being in Local Space or World Space?

Hope that made some sense.
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Old 10-12-2003, 10:21 PM   #9
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Sorry, here is the picture
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Old 10-12-2003, 10:39 PM   #10
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Umm nevermind. I think I found the answer. Its under tool settings options for the move tool. set it to "along rotation axis"

Thanks anyway though
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Old 11-12-2003, 05:51 PM   #11
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Well, this is what I got now.

This is tough stuff

How do you learn to animate walks "perfectly" in the first place? Just from books? Observation? or did someone actually teach you to do it just right?
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Old 18-12-2003, 09:23 AM   #12
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This shot is easier to see. I still think you need more rotations in the shoulders and hips. The character is still very stiff.

As for learning how to animate a walk, I learned partially from observation, partially from reading, partially from practice, and a lot from teaching it for 5 years.
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Old 18-12-2003, 09:28 AM   #13
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Oh cool! teaching.
I suppose I have a lot to learn from you then
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Old 19-12-2003, 10:34 AM   #14
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Not sure how much further you've gotten with your walk cycle, but I thought that this might help explain what I mean by shoulder and hip twists in the spine.

Here is a page with some Flash animations that illustrate the motions of the shoulders, hips, and spine during a walk cycle:

http://www.dannyngan.com/animation/walktwist.htm

And here are a few stills to get you going:

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