Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 46 20-09-2012 , 02:58 PM
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# 47 20-09-2012 , 07:42 PM
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That is pretty badass. At Crytek do you port over most of your animations through Maya?

# 48 20-09-2012 , 10:26 PM
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is that entirely keyframed?
it looks awesome, i like the little fall at the end make it look good




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# 49 21-09-2012 , 07:16 AM
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Thank you both.
@Chavfister - Most of the animation work we do is in Maya, the art guys use Max.
@Chirone - Yes all keyframed, to be honest it needs a lot of polish, once that's done I will post again.
In the mean time ... I have more renders of the same sequence. I promise, no more span until I've polished the animation user added image

Urban Pacification Unit: Rendered motion test - YouTube

# 50 21-09-2012 , 08:09 AM
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Wowzers inspirational stuff !

# 51 22-09-2012 , 12:42 AM
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Figured

Yeah Jackson,

I had been using the 3DS Max exported but the functionality of it was so-so. I have been using MayaCE3 as of late. See if I can sort this and flowgraph out...

best

Collin

# 52 22-09-2012 , 03:00 AM
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The walk cycle in this version look much better. The earlier walk cycle looked very unnatural. This latest animation looks right on.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 53 23-09-2012 , 06:59 AM
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Yeah the initial motion test was designed to test the ball joints on the hip, so I was over egging it just to see how far I could push them before they broke.

I've done a first pass on polishing the entire piece.

Things to fix:
Left foot, first footfall, too snappy.
Right foot, first footfall, not snappy enough
Softer recover out of step-down.
Right foot grip during step-over
Timing on the final turn in to settle requires some adjustment.
Other things to consider. Footfall impact rotation on body.
Thanks for all the positivity and feedback. It's much appreciated.

https://www.youtube.com/watch?v=paxO3va_dnM

# 54 23-09-2012 , 07:52 AM
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Jumps a bit when you come off the wall. But I am still envious...

# 55 23-09-2012 , 08:49 AM
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Jumps a bit when you come off the wall. But I am still envious...

I always thought that was intentional because of the weight.




that's a "Ch" pronounced as a "K"

Computer skills I should have:
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# 56 23-09-2012 , 10:01 AM
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I was saying he could soften the stepdown even more. Something he even pointed out on the first pass. This guy is looking for perfection. Tell him how you see it. He is a big boy. He can take it.

# 57 23-09-2012 , 11:29 PM
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Gentlemen, thank you for your feedback.
I may have caused some slight confusion. I was happy with the drop in from the block, I felt it worked well as the height when stood on the block prevented his foot from touching the ground, meaning there would be a moment of falling until the foot made contact with the ground. I like the change of pace, and the moment of uncontrolled movement, a tiny moment granted, but it feels more lifelike to me. The area I didn't like was the recovery from the drop.
Anyway, I managed to spend a couple of hours addressing my previous concerns, and to save time I've just uploaded a playblast instead of waiting for a full render. Although I will kick this off now. user added image
Look forward to your feedback.
Cheers gents.
Urban Pacification Unit: Motion Analysis - Second Pass - YouTube

# 58 24-09-2012 , 09:14 PM
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# 59 25-09-2012 , 11:59 AM
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great animation man, its the little details like how it grabs onto the wall and other little things that sell it


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# 60 25-09-2012 , 06:46 PM
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Sorry for such small incremental updates, I appreciate they could be tedious, this will be the last for a while as work is getting busy, plus I'm waiting for the right weather conditions and location to film the back plate for this. Until then, this is a rendered version of my third animation polish pass.
Urban Pacification Unit: Polish pass 3 - rendered - YouTube

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