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Show posts MenuQuote from: Krazy on Sun 06/02/2005 01:41:06
Looking better but for some reason it looks like he's walking backwards, I think you should also be able to see a bit more of the bottom of his foot.
Quote from: jrl2222 on Sun 06/02/2005 06:15:41
I think the biggest thing is his arms are glued to his side.
Quote from: Snarky on Sat 05/02/2005 17:44:12
OK, some more specific criticisms, then.
I would make the steps much, much longer. Currently in the side view when he puts down his foot, the heel is just barely in front of the toe of his other foot. Each step, he only moves the length of one foot forwards.
A normal step has about a foot's length separation between the front foot and the back foot, which is double the stride of your walkcycle. If the person is taking long steps or you want to exaggerate the animation, you could triple the length of each stride.
Your side walkcycle doesn't include frames for the point when the front leg is straight with the foot just touching the ground. You should always draw your character in the most extreme, most fully extended positions (the keyframes), because those define the movement and make your animations more dynamic.
A person walking normally does not keep his foot flat and put it down straight. The foot is kept perpendicular to the leg, so the toes point slightly up, and the heel is put down before the rest of the foot. (This is true even wearing boots. I just checked.) Have another look at the tutorial I linked to in my last post. This will be easier to do when you make the steps longer.
Quote from: Krazy on Sat 05/02/2005 01:21:44
Not bad but he is sliding accross the floor, his feet should lift so you should be able to see the bottom of his foot. ExamplePerhaps you should study other adventure games to see how it's done.
Quote from: Dart on Sat 05/02/2005 02:34:14
With your front walk animation, it looks as if the guy is wiggling his arms instead of swinging them back and forth. Also, the guy's head looks oddly static as the rest of his body is moving quite vividly, yet the neck and head aren't.
I suggest you add a one pixel bounce to his walk to get rid of the staticness of the head, and straighten out his arms and hands (as they're both a bit too much curved). You could also tone down his chest-swinging.
Quote from: Snarky on Sat 05/02/2005 03:33:48
Your walkcycles seem a bit... insufficient. The movements are quite small, almost timid. The result is that it looks anonymous: Yeah, the character is moving forward, but he's not expressing anything with his walk. There's no body language (he's maybe prancing a bit in the side animation, but I think that's unintended).
In animation, so I'm told, exaggeration is the key. Make your characters act any time they move. Should this guy take bold, confident strides? Should he be almost marching, military fashion? Should he limp from an old wound? I don't know, I don't watch the show. I assume you do.
Your animation looks very good, and I think if you make it more dynamic and get some more personality in there, it will be really great. I'd just hate to see you spend time cleaning up a walkcycle that's fundamentally quite dull.
Quote from: jrl2222 on Fri 04/02/2005 19:28:38
To me it looks like the feet land on the same horizontal plane, which is fine, but the knees don't line up. The Leg in back has a lower knee So it looks like the front leg is lifted higher during its step.
Quote from: Neil Dnuma on Fri 04/02/2005 20:10:31
The right leg sits in the same position (on ground) for two frames. Will result in Michael Jackson type of movement.
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