Chinese bodycheck

it is called 貼山靠

1 Like

The movement isn’t bad, but I couldn’t find any video of this move when I searched it, so I can’t tell how accurate this is. Is there supposed to be an other person? If yes, it’s hard to judge this animation.

Here it is.
To be honest, I couldn’t copy the movement properly. After I finished making the animation, I realized that the upper body was too low.

1 Like

I see, the movement looked to me like your character was grabbing onto someone and wrapping themselves around that person.

Does your rig support FK arms? This movement would be a lot easier to animate like that, considering that it’s a fluid, curved move and the hands don’t need to latch onto anything.

Also, the character is bouncing way too intensely at the end, it made me think they were pulling themselves back in. The movement in the reference is much more continuous, it slows down at the end, but it doesn’t go back in.

Hello !

You seems to be very focused on recreating the motion perfectly, but this isn’t what animation in the entertainment industry is about.

Entertainment is always about a fantasized or exaggerated version of reality, and this is conveyed in every places including design, lighting , story and animation is no exception…

Here are different animation about basically the same thing, but their timing and exageration differs a lot from one to another to a point it’s impossible to mix match a character with another animation :





So it depends on what you’re after, if your goal is to analyse realistic movements and recreate them for illustration purpose then it’s a thing.
If you want to learn animation as in entertainment animation then this isn’t the best way to go about it, but rather start to learn the fundamentals of animation.

Just like when learning drawing we don’t start by creating human figure but rather work on simpler subject and inject every fundamentals one at a time :
how to simplify shapes, how to think in 3D, how light works, anatomy, proportions, and eventually you can start to draw some characters properly !

Same principle apply to animation !

2 Likes

Are you saying that it looked more like grappling rather than a body check? I can’t believe it. That’s so embarrassing.

And no, it’s only moving with IK. The animation is made simply by pulling or pushing the object.

Also, did I set the recoil of the attack too strong? Since I was making the motion without an opponent receiving the hit, does the recoil stand out more?

1 Like

Please judge whether I properly understood your advice.

After reading the Animator’s Survival Kit, should I start with animating something like a bouncing ball, build a solid foundation first, and only then attempt things like what I’m doing now?
The reason I’m working on this right now is to expand my library of motions. I think it’s better to pursue entertainment after I’ve built up a large enough library, but please let me know if I’m wrong.

To be honest, I’m not exactly sure what the basics even are. sadly…

If a full body tackling attack was successful, I don’t think there would be recoil. The tackle would make the defender move back, the attacker’s motion would continue in the same direction but would be suddenly slowed rather than bouncing back.

The hands are a bit too static at the end (they hang in one spot while the rest of the body moves, as if they were anchored in space), that’s why it looks that way. When hands aren’t holding onto something, they will usually have curved, flowing trajectories that somewhat follow the body’s motions. They won’t move in straight lines or stop mid air suddenly. That can be a problem when animating in IK.

IK makes it easy to position the hand precisely and to make a character hold onto things, but it turns into a disadvantage when the hands are free, because it defaults to straight line translation and can make the hand locked in space.

Oh my, you’re absolutely right! If the body check attack was successful, there wouldn’t be any recoil!
The object with the movement I created looks just like how a person would bounce off after charging into an iron wall! am I right…?

And those aren’t hands. Embarrassingly, they’re just wobbly shapes stretching out from the end of the forearms. They’re not even properly rigged. There are no hands. When I did the rigging two months ago, I postponed making the hands for later. And as I work on the animation, I’m realizing more and more the necessity of having hands. I’ll have to finish them soon. If the actions I’ve created so far had hands, they could have been expressed much better.

As always, thank you. etn249.

2 Likes

I couldn’t be more grateful. I really like Bruce Lee too. I’ve watched all the movies he made.
As you said, I completely agree that observing real life is truly important.
And wow. Bruce Lee is my hero too. I don’t know how I’ve forgotten about slow motion until now. We have the same hobby! Give me a high five.

1 Like

When I say hands, I really mean the position of the end of the arm, the wrist. Hands only rotate, not translate, so their position in space will be the same no matter if your model has them or not.

1 Like

Hi, just see how your final pose compared with the reference.


I’m really embarrassed. The result is just way too different from the original… ughhhh

Are you saying that the angle at the end of the forearms is too unnatural?

1 Like

Not the angle, the translation movement of the wrist.

Maybe you have seen those videos where someone is holding a chicken, moving it around and the ckicken’s head stays locked in one spot? The position of your wrists is doing a bit of that. Though, it’s not strictly locked in place, but I can tell the arms and torso are animated separately from each other (which is the problem to watch for with IK rigs).

When a character’s hands aren’t latched onto a static wall or something, their position will more or less follow the body, the 2 will translate together at the same rate. The arms will orbit the body in an arc when the shoulders rotate, following the movement. Any movement the arms do will be added on top of this body-following behavior.

You are absolutely right. Until now, I have been manually animating by manipulating the arms and body separately using IK, and I thought that was just the way it was supposed to be. It’s terrible. I’ve been wrong all this time.
You are a good person who have a sharp eye. And thank you. If you hadn’t pointed it out, I might not have realized it for several more months.
I may need to scrap my current model and rig it again from scratch.
Honestly, I feel like I’ve been suddenly pushed out of my comfort zone. It’s confusing, but I think it’s a good opportunity to improve.
YouTube tutorials are so fragmented and vast. Do you happen to know any good channels or tutorials on rigging?

1 Like

What kind of process are you going through and who are you learning from? It might help me find good information.

You’ve said you’re embarrassed of this work a few times, and I want to emphasize- there’s nothing embarrassing about trying! The time and the effort you’ve put into this are worthy of respect. Even if the result isn’t what you hoped it would be, you still did it. You made something. You’ve done more than 99% of people; the vast majority of people who want to do something hard don’t. You did. That’s incredible. Don’t demean yourself, animation is hard and this is a big accomplishment

3 Likes

Lot’s of good advice given here!!! In fact, there is so much good advice posted here that I’m not going to post my thoughts on the animation. You appear to be learning a lot from this post, so keep learning…

I remember seeing posts about this rig before in the ‘animation and rigging’ support section. I think you need a better rig to start with. If you want, I can work with you on the rig.

The name rings a bell :ghost:

Randy

1 Like