Polybook, procyonlotor

Forum Archive Polybook, procyonlotor

Viewing 15 posts - 91 through 105 (of 164 total)
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  • #44259
    John Sanderson
    Participant

      Get ready for some animations!!  I’ve jumped into school at iAnimate, so I will be posting some assignments and other projects to get some extra eyes and feedback from the community here.  

      #44260
      John Sanderson
      Participant

        The tots animation again with a little more polish and a better camera: 

        #44261
        Phil Osterbauer
        Participant

          This is great man! I’m excited to see how you progress through this. 

          #44262
          John Sanderson
          Participant

            Here is the polish pass on the tots exercise.  Comments and criticism please.

            #44263
            William Miller
            Participant

              Does “procyonlotor” mean “raccoon laundry man”?

              #44264
              John Sanderson
              Participant

                I had to look this up, but after doing so, I think “doggy dishwasher” would be more fitting.

                #44265
                William Miller
                Participant

                  Did you create your name with that in mind?  I knew that raccoons were in the family Procyonidae, but I had to look up the definition of lotor.

                  #44266
                  John Sanderson
                  Participant

                    No. I knew it was the taxonomic ID for raccoon and I like raccoons. I also chose it as a starcraft username ages ago because I thought it sounded sci-fi ish and it sort of became a go to username for me. 

                    #44267
                    Phil Osterbauer
                    Participant

                      This is looking great John. The cartoony style of it is really fun. The way he kind of swivels on his base to look at the rock at the end is well done as well.

                      In the first shot, his first few jumps have some spots where he’s slowing down and speeding up, causing a bit of a stutter.  If you frame by frame you’ll notice there are a few frames while he is in the air on both the ball and the base where he barely moves, then continues to regular spacing. This could be YouTube and its compression, I’m not sure. The jumps in you’re next shot are awesome.

                      I’m sure you had some time constraint and how many frames you could go to on this project. But at the end it would have been kinda cool if he had some kind of reaction or if he had a moment to notice he was floating just before he fell.

                      Overall great stuff man. Keep at it, I hope you share more.

                      #44268
                      John Sanderson
                      Participant

                        Thanks @phoenix4690 !  I do see the part you are talking about.  The first jump does look better in maya than it ended up on youtube.  The second jump could use some work.  He doesn’t travel forward very much so mid jump he feels a little too floaty. I could maybe reduce a frame or two. And I agree about the having a better take at the end. Thanks for the feedback.  I intend to keep posting here at least once a week or so.  Hopefully that will be enough to grab a few eyes for critique.

                        #44269
                        John Sanderson
                        Participant

                          Walk cycle practice.  Comments and criticism welcome.  I used Christoph’s Zelda rig. 

                          #44270
                          John Sanderson
                          Participant

                            Happy Thanksgiving Everyone!  

                            I took a second pass at the Zelda walk cycle.  I sped it up a bit, and reduced some of the curves (head bobble, arm swing, cape).  I think increasing the speed was a good move, but it may have showcased some of the other problems.  I feel like the cycle doesn’t feel balanced (like she has a little limp), but I can’t seem to find the source of the problem.  I feel it most in the left arm, but I can’t see any problem in the curves.  Any comments would be appreciated.  I’ll keep practicing.

                            #44271
                            Tomas Plasil
                            Participant

                              Hey, I dont have experience with animation, I just walked a couple of times across my room and tried to compare it 😀 It dont know what you mean that it doesnt feel balanced, to me it feels like its kinda stiff and I cant “feel” the weight of her when shes walking.

                              To me it seems that the step is kinda ending prematurely and that the leg should get more straight and reach a bit further before it touches the ground. Even when I walk really slowly, my leg gets almost straight before I put it down. And when I put my weight on it, it becomes completely straight as the knee gets locked. She looks like shes putting it down while its still bent and keeps it a bit bent even when her weight is on it, and it only becomes straight as she lifts it off the ground in the back. If your knee is bent with your weight on it, the muscles have to be tensed so the leg doesnt collapse. But when the knee is locked straight, most of the weight is supported by the bone. The arms also feel a bit stiff, but I dont know why.

                              Also when I walk “casually” like this, my leg is pretty relaxed when its in the air, and when I put my weight on it, I can feel the femur kinda get deeper into the socket at the pelvis. Its doesnt happen as much when I walk faster, because the muscles around are more tensed. But even so, when the leg is in the air, I can still feel it beight pulled by its own weight and then get pushed when I step on it. I am not sure how much of that is visible from the outside though.

                              Im not sure if this is any help 😀 Anyway, good luck.

                              #44272
                              John Sanderson
                              Participant

                                Thanks for the feedback. I think the knees not quite straightening is fine, and can be chalked up to different folks having different gaits (my knees are usually still bent a little on contact).  I agree that the arms feel stiff.  I could probably find better arm poses, but I am wrestling with the rig a bit there, as some of the defaults seem a little weird to me (the forearm only has a single axis of rotation).  Not wrong, necessarily, I just feel like I have to set more keys to get the right pose, and I may have not gone through enough effort.

                                I was going for stately (she is a princess after all), but not for “stiff.” But I think I may have found some of the problem.  I thought I had shortened it to a 32 frame cycle, making 17 the exact middle, but in fact I made it 34, so the exact middle falls on a half-frame, and I think that is producing the limping sensation I am getting.  I was trying to clean it up just now and Maya crashed.  I will give it another go here in a bit, and see if that fixes things.

                                #44273
                                Phil Osterbauer
                                Participant

                                  I love this rig. I want to make rigs like this for Blender so bad. (so uh….character artists, lets talk eh?)

                                  My initial reaction was the walk still feels a little slower than a typical walk cadence. But then I saw you were going for a bit of a “stately” walk and maybe that means they walk slow to show off how magnificent they are. 

                                  I agree with what @tomasplasil said. The knees stay bent quite a bit. The back leg could probably translate back just a little bit more during the walks down position. This is the point in the walk where you start placing weight behind that leg for the push off. Then again you can straighten the knee out some in the leading foot as it comes down to the contact. Knee pops tend to occupy this area in the walk but I think that change in shape of the leg is going to sell the walk better.

                                  The other thing about the feet I notice is the leading foot is slowing down before it makes contact with the floor again. Walks are just controlled falls and the feet are their to catch us. Remember the spacing of your bouncing ball exercises. Make it so we can feel the impact of those feet a little bit. I know there can be gliding walks and slower walks but its very hard to slow you’re heal down when there is a full body falling behind it. Get that heal down and ease the toe down if that’s what your going for. 

                                  The arms you already know need to soften up a bit. The forearm is locked to one axis in a lot of rigs. In lots of cartoony styles you can break that elbow at times but it would be done sparingly. Twist the upper arm to get the elbow the way you need it and block in your keys and breakdowns like you would with any other part of the rig and the number of keys you need to place will be minimal. 

                                  And now about your limp issue you see. I think it might be in the hips and where you have them swing over to transfer weight.  Hold the hips a few more frames on the posted foot before swinging them over to the new passing/leading foot.  The hip swing is not a perfect parabola in you’re graph the arc usually weights a little heavy to the right side of the key. ( I don’t know if that makes sense ummmm……….look at my doodle below)

                                  I hope that makes sense. If you have any questions let me know. You can always hit me up on the Discord channel as well.  

                                  Keep at it, happy animating!

                                Viewing 15 posts - 91 through 105 (of 164 total)
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