Mech Animation


(Bapsis) #1

Hey all,

Well, it took me a few days, but i finally made the animation i was planing to do.

There were just a few problems tho. For one, my machine is WAY to slow, some actions, like say, rotating an object, would take like 10 seconds for the action to register, it got that slow. Another computer issue was rendering speed, to make this 24 seconds of avi, took my computer 12 hours, and i had to do it twice!!! hehe :wink:

Now that iv renderd it, i noticed some heavy texture fluxuations in the hanger door and the wall beside it at the begining of the animation. This is because the 2 objects were slightly overlapping eachother for the same space, so it seemed to flicker them both off and on, you’ll see what I mean… :wink: I’m also not completly happy with the character movement, tho this is the first time iv worked that reverse knee joint thing.

Anyway, this is what iv been doing with my last couple of dayz… :wink:

http://mysite.iptic.com/bapsis/mech_anim.avi DivX 1.9MB’z 24sec

Matt

PS: I’m gonna be gone from home for a few days, going up to visit with my dad and to work on finalizing the business venture we are undertaking here very shortly, but more about that later… :wink:

Blend on, and blend well!!!


(S68) #2

Very cool,

I liked it a lot… walkcycle is smooth… /me goes backto work

Stefano


(Alltaken) #3

24 seconds in 12 hours you are lucky.

i have just done two animations adding up to 22 seconds total.

using two computers to render at the same time
1Ghz and an 800Mhz

took me about 40 hours of rendering
multiply that by about 1.5 and you will get the time it would have taken on the 1Ghz machine. 60 hours.

only because of m-blur and all the halos i was using for the atmosphere
i have a link to my post which noone has answered yet .

http://www.elysiun.com/viewtopic.php?t=6053

sorry about turning that into a post about me i am just writing random crap while your file is downloading.

61% done now
ohhh 72%
75% all the anticipation of a movie to watch.
92% 93% 94% 95% 96% 97% 98% 99% 100%
allmost realtime writing speed that was

ok feed back time FINALLY.

the foot on the left of the animation looks funny compared to the movement of the foot on the right.

the lights by the door would look really cool it they were flashing or rotating.

and i am really looking foward to the explosion at the end of the hall.

also camera movement is very two dimensional.

sugestion on the camera movement.
Start high on the right hand side of the door looking down at the top corner of the mech as it walks through the door.(or looking up to make it feel bigger)
tracking the mech move the camera down (or up) and along the hall untill it reaches the first position of your current animation. and then keep the current animation for the rest of it.

“normal people veiw the world from head height. Only special people take the time to look up and down.” Quote by me which i just thought of.

nice movement though


(S68) #4

And which codec did you use? I cannot see them!

Stefano


(mxopivypx) #5

Very Nice…The only thing that I don’t like is the fact that the walk cycle make the mech appear unnaturally light weight. Maybe put more of a delay from the time he sets one foot down to the time he picks the other up.


(BgDM) #6

Nice animation! I agree with th eguy above me about the leg movement. Too fast.

BgDM


(VelikM) #7

Really good work! It is a little slow, but looks good.


(stephen2002) #8

Strait and simple:

the walkcycle is fair.

The doors are overlapping, so they flip back and forth in the start. You also used a noise texture it looks like on that little lock mechanism on the door so it is shimmering.

The lighting could use some work.

Good job with the modeling.