Thursday, 14 February 2013

Refined Animations.

These animations are the finalized versions of each animation. There was an issue with the Maya scenes which occurred a few days ago which meant I had to re-create several scenes from early stages, two scenes where completely lost, but 5 scenes were salvageable from the file corruptions, therefore a few scenes may play out differently to previously posted ones. Starting with the standard run, walk and idle cycles.

The run cycle may look a little off to what you would normally expect, however to create the cycle, I used my source footage of trained sprinters to create the animation, and slightly altered it to be a little less refined of a sprinting form, therefore it appears more akin to running you might see athletes and olympians to do. then walk and idle cycles were just plain, standard cycles, trying to mimic some every day movements, the idle possible plays out a little too quick, but the general movements are there.

These three run cycles are very different and trying to portray very different character styles. The top animation being a very anime inspired run, much like what is seen in anime such as Naruto, which I did because it is a very odd kind of run and was fun to animate. The second animation is a bestial character, it reminds me a lot of beast man from the X-Men. The bestial run is my personal favourite of the various run cycles and was extremely enjoyable to work on. To create it, I had to change the arm controls from FK to IK, so they followed and independent path in the space, rather than being constrained by the body, so that the hands could successfully keep on the ground, the same way legs work. The third animation is a scared character, I did this quickly as just a bit of fun, but I think it turned out quite well, although I think more body weight may need to be pushed forward to add some realism.

These three animations are various walk cycles I created. The first being an early animation of mine, a character walking up some stairs. The animation is possibly a little static, but as a first attempt at an experimental cycle, I feel it worked pretty well, however slight the timing might be out. The second animation is another experimental one playing with height and weighting of the character. By making him lower himself and try to centralize his body weight, he appears to be trying to quietly sneak, much like something you might see out of a splinter cell or metal gear solid game. The third animation was very experimental. It is a limp where the character is clutching onto his thigh. To do this successfully, I had to change the arm controls to IK, go into the rigging skeleton of the character and constrain the characters left hand to the thigh "bone". I then had to constrain the right hand to the left, I couldn't constrain the right hand the the thigh because for some reason I do not understand, the hand would flail around during the playback.

These three animations were various animations I created. The top two being AFK animations, so if you leave the controls and let the idle animation run for long enough then these might play, just for fun. the first is self explanatory, the Gangnam Style dance, although some of the weighting and timing makes it appear a little out of place, as well as some lack in anticipation, I feel as an early experiment originally done as some personal work, it went OK. The second animation is just the character getting bored and waving at the player, breaking the fourth wall for comic value. The third animation was inspired by a video I saw about God of War on the PS vita. The jumping animation I fell works pretty well with timing and weighting, although he appears to break the laws of physics slightly, the animation would be more suiting to a 3D model much more like Kratos (muscular and badass).

This was the video which inspired the Jump animation.





No comments:

Post a Comment