Thursday, 1 September 2011

Post 17 - Walk Cycles 2nd Pass: Feedback

I have been sent some more helpful feedback from Joe about the 2nd pass cycles I sent him. This time round, the main areas he highlighted were as follows:


Regular walk - Limbs are good but back too stiff (no pendulum motion) and hips also not moving as they should.


Minor & Severe Injury - Also suffers from stiffness of the back, and the weight distribution is very limited (most notable in the minor injury). The hips do not counter any motion the character makes. In addition, the severe injury walk has a twisted foot which wouldn't be possible in real life so he suggested that is altered.


He liked the death animations and said he'd comment on those once the walk cycles were improved and of the same quality. So the focus is on the hips / back, needing to be loosened up and for the weight distribution (or plum line) to be reworked. Once these points were given to me, I could see what he meant straight away and I have now begun work on improving these in order to take them to the next pass.


He also commented on the harsh contrast between the floor plane (grey) and the environment (white) and so suggested that I look into using either a post production fog, or depth of field to soften the line. This was an aesthetic point but a very important one. Once I have tweaked the animation more, I will look into improving the scene. He also gave me a link to the new Assassins Creed trailer. he explained that people tend to favour one foot/ leg over the other and although the game uses motion capture data, their is a couple of good examples of this.




Assassin's Creed Revelations Trailer - LINK

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