Biglines: Made some small changes on curves, but im trying to figure how quartenation works. When i move one axis, others move too. So, its harder to tweak…
effstops: im making more moves, but , i don know if its nescessary, cause durian team say’d that they need only 3-4 seconds.
When you say that its too linear its because the animation do only one thing?
I figured I’d try and take part in the sprint. I haven’t put my name down for anything yet. I did a beckoning merchant - and another one for fun that I can’t see possibly being used in the background - but I figured I’d post if for fun…
waoooo,
there is a lot of this going on there
I made a try,
Only one character is correctly animated now,
I wish finish the other one before the dead line.
And the rig is awesome it’s a great pleasure to work with
I have uploaded my durian sprint animation to Blendswap.
You can check it out here if you like I know it’s much longer than necessary but I had fun and learned a lot about the process so it was a worthwhile exercise for me.
@veefwoar: thumbs up turned out very naturally. Maybe I would invest the two minutes to fix the hand intersecting the chopper. Non the less great work.
Wow, I see that this is going to be epic. Lots of nice animations here. I’ve seen a few that could use a good cleaning up, but in general it looks enjoyable to watch.
One crit though… I sense a tendency to make Ishtar some kind of shady town like Mos Eisley?
Here is my WIP.
I would like to make a guy browsing at a market stand, so, walking slowly, looking around, picking / droping things on the stand. But I’m not sure I will finish it on time (why do sprints always occurs during my busiest days !? )
At least, I want to show you the “slow walk” walkcycle. I’m not very happy with it, but I’ve been working on it too long, and so it becomes difficult to point the mistakes. I need fresh eyes opinions. :eek:
@MadSquirrel:
The stopping before lowering his front foot doesn’t look that natural to me and the way his hip is moving forward doesn’t seem that right to me (maybe the recoil is missing? http://www.idleworm.com/how/anm/02w/walk1.shtml )
I really would like to give a more constructive critisism but it wasn’t for no reason, that I doesn’t took a walkcycle as my animation
Another small update. I know that it doesn’t look great and there are things going wrong, but I don’t know what exactly. Some hints would be great before uploading it to blendswap.
Just a little more time before he reacts to Sintel, the “WTF?!?” time so to speak
Skip the right foot (on screen left) shift as he starts to dodge, it looks too “slidy”. Instead, maybe plant his foot a little more to screen left to start with, then have more weight transfer to that foot as he starts the dodge, as an “anticipation.”
If Sintel is swinging her arm toward him, the duck/crouch as he dodges is good, but if not, maybe have his head follow his body rather than lead it in this case, sort of “loony tunes” style. This would also prolong the time we can see his face react to her.
As he finishes his reaction, maybe skip the right arm moving forward and go right into the left up/right down pose, with perhaps a little more upper body turn to the right (he looks a bit too stiff at the end.)
All just small ideas, it’s looking pretty good even as is.