4/28/2015

Walk Cycle and Idle

Hello!  So as promised I will show you my idle animation in this post.  I didn't post in in the previous one because I really didn't like how it was looking, the character was moving around just way too much, not good for an idle.  But here is what I currently have for it...
I know, it's extremely basic, also there's not a whole lot of character to it.  In our most recent review he suggested a few things to adjust to finish it off but that I don't really need to submit it again so I'll be focusing more on my walk cycle assignment for now.
---
Now for the walk cycle!  Here is what I shot for my reference footage...
Out of all the different walks I tried out I ended up going with this one because it seemed to have more character.  Also as a side note, I used Quicktime Pro to edit the footage and oh my goodness, way easier/quicker for me to get it all put together than when I would previously use Premiere.  Premiere is awesome, don't get me wrong, we just don't always get along.  Anyway, from my reference footage I went into Maya and created a first pass of animation.  Now normally when I would do a first pass I would create it in stepped mode, however my teacher had us just use auto tangents, which is apparently how they do it in his studio so you can get an animation test out quicker for the game engine.  I actually like this approach because it also cuts down on the amount of keys that you end up putting in your animation.  So here is what I turned in for our review this weekend...
He mentioned in the review some great tips that could help my animation look a bit more believable in the body mechanics department.  So I've been working on all the things he mentioned to fix all day today!  Yes, I am going to make you wait to see it in the next post that I make...

No comments:

Post a Comment