Thursday, 11 August 2011

Post 15 - 'Severe injury' walk + Feedback update

I have just finished creating the 'severe injury' walk cycle. I used the same principles as that of the previous cycles. The main difference is that as the walk is very much asymmetrical, the middle/ opposite position is more like two thirds into the cycle. This is to create the idea of a limp and that not much weight could be taken on the left foot. I think that this does work, but the head and neck have been difficult to get right. Some other changes I have begun to make include adding an orbiting camera, plus some spotlights as a harsh shadow was being cast when under default lighting.


I rendered these, uploaded them onto my YouTube channel and emailed my contact (for feedback).





He gave some good advice on looking carefully at the fundamentals and provided me with some links to the animation mentor website. I was lucky enough to have another contact, who also agreed to give me some feedback / tips: Joe Deucher; Technical Artist currently working for Rare in Derby. I sent him the same links to which he responded with some great feedback and a breakdown for each cycle.


Some key points that picked up on includes:


- Over exaggeration of head & upper body
- Flow: pause/stutter on the first walk cycle
- Symmetrical movement: break it up with more offsets and 'leading stride'

He also said that the orbiting cameras and the extra spot lights weren't necessary and a simple multi angle approach would be much more appropriate. So the first thing that I have done is to remove these extra elements and to deal with adding in cameras in the next few weeks. There were many other aspects and areas of improvement he pointed out and I found the response to be very detailed and constructive. The next step is to start work on the death sequences (two in total). These will be done at the same time as tweaks to the first walk cycles are established.




Severe injury walk - LINK





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