Matching Front/Side/Back Walkcycles

Started by Scavenger, Sun 03/03/2013 10:37:59

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Scavenger

I'm currently trying to do some walkcycles for one of the characters in my game, but I'm having a little trouble, owing to his odd stride.
[imgzoom]https://dl.dropbox.com/u/50882197/temp/loopwkfd.gif[/imgzoom]
Here is his front view. The main movement is in the hips, and he waddles more than strides.

[imgzoom]https://dl.dropbox.com/u/50882197/temp/loopwkside.gif[/imgzoom]
I can't seem to replicate it in a side view, however, and it looks absolutely awful. And I'm not even sure where to begin doing it in a rear view. Does anyone have any tips regarding making animation look consistent and characterful across all the cardinal directions? What am I doing wrong here that makes the side view look so stilted and unsmooth compared to the front view?

Thankyou in advance :)

Armageddon

Looks like his head is further back in the side view,. And what is with your fat-emo-bear fetish?

Tabata

As you said the main movement is in the hips and since his stommac is big enough, I think it needs to go up and down in the sideview much more because it is squeezed by the leg that goes forward (to be seen is nearly no movement at that part right now).

I don't know how to explain it in other words, but maybe it's understandable  (roll)

Tramponline

#3
Quote from: Scavenger on Sun 03/03/2013 10:37:59
I can't seem to replicate it in a side view, however, and it looks absolutely awful.

First of all, yeah that side view animation is horrible! (...is this the 'Rumpus Room's lie thread'!!?? :tongue:)
I think you're being overly critical to yourself here, that's a fantastic animation. Just a few minor hick-ups, that's all!

Please forgive me, if I disagree, Tabata. :cheesy:
The stomache seems fine actually (you can see the navel rotate). It's rather the shoulder axis movement that is not in sync with the rest.
The shoulder movement seems too static, taking the front view as reference.
From top down-view, it'd probably look something like this: (fairly exaggerated, of course...)
[imgzoom]http://img837.imageshack.us/img837/9479/topviewshoulders.gif[/imgzoom]

Also the shoulders extend too far to the left (huntchback thing). There'd be only one single frame where his shoulders might be in such an extreme
postition and that is when he is rotating "all the way" to his right side.
Perhaps you could move his shoulders in a circular motion forth and back, to indicate upper body roation.

One last thing, I checked each respective frame of front and side walking view and the head in the side view is about 2-3 Pixels too low and small in most frames.
That's why I suppose his head looks slightly 'squished' und even enhances that impression of him having a (slightly too extreme) hunch:
[imgzoom]http://img213.imageshack.us/img213/5765/guideline.png[/imgzoom]

Usually, I'd put each 'pair' of those corresponding view frames next to each other and check height and my placing of single elements with the help of such guide lines.
Thus comparing each respective front and side view frame (same leg, same "pose" etc.) for consistency.

These animation are awesomely smooth, man!         


Tabata

No prob to have an other opinion Tamponline, but still â€"
doing your trick with this guideline might be a better way to explain it.

In relation to the shirt there are 8 pixels difference in the frontview.

In the sideview I am missing that big difference when the leg is up at this high or straight.
That might be the reason why I think that the "wobbeling-effect" is missing there.
Just my 2 cents  :cheesy:

Tramponline

#5
Yeah, I see what you mean. Totally missed that one.

Also, I realized my shoulder axis rotation explanation is rather more confusing than helpful.
What I actually meant was, that you have this 'snakey, breakdance-like wavey movement' of his shoulder and arms in your front view walkcycle.
That's brilliant, it suggests that he has to permanently counteract his stomache's 'gravitational pull' :tongue: while walking.

If you're able to transfer that snakelike motion to the shoulder and arms in your side view, I'm sure it'd make that walkcycle much more dynamic.
Yeah, that's it what I meant (I think!?): His arms don't seem to sway quite as much in your front view, as they do in your side view. They rather seem to
execute a snake-like motion, and thus his shoulder axis should not just be rotating, but 'go into some kind of tailspin motion'.

edit: Also Salmiak's observation is spot on, I think.       

selmiak

to me it looks like he stretches his feet too far in the sideview.
imagine his step width parted in 3 parts. seen from his body the foot behind the body is about 1/3 behind it, but the foot in front is like 2/3 in front of the body. So I'd reduce the stretch in the stepwidth for the forward step to 1/3 of the whole stepwidth.
Well, this is hard to explain, just imagine him without the big belly and animate the feet for the body like this.

Scavenger

#7
Been tinkering with it for a while, taking all y'all suggestions, trying to make it look more natural. This is what I've come up with.
[imgzoom]https://dl.dropbox.com/u/50882197/temp/loopwkside2.gif[/imgzoom][imgzoom]https://dl.dropbox.com/u/50882197/temp/loopwkbk.gif[/imgzoom]
I needed to add another couple of frames in there, but it shouldn't matter too much. Not sure if I'm able to do much more on it. I'll continue working in a bit, just updating to show my progress. Added his tail, too. EDIT: And backview.

Quote from: Armageddon on Sun 03/03/2013 12:30:00
And what is with your fat-emo-bear fetish?

I like drawing that body type, and I like drawing animal people. It's not as if the fat animal person is the only type of character in my game. Why'd you ask?

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