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SaphireNishi — jumping (animation)

Published: 2013-04-02 12:50:29 +0000 UTC; Views: 6035; Favourites: 38; Downloads: 1010
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Description experimenting with CAT rigging..

61 frames @ 800x400 pixels
total render time: 23 min 13 sec


program used:
3ds max
Related content
Comments: 146

SaphireNishi In reply to ??? [2013-04-22 13:48:56 +0000 UTC]

bigger is better..!!!

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byzboo In reply to SaphireNishi [2013-04-24 12:36:02 +0000 UTC]

he also have really small arms which makes the feets even bigger ! ^^

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SaphireNishi In reply to byzboo [2013-04-25 16:32:58 +0000 UTC]

ok..

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ThePathProductions [2013-04-14 14:56:15 +0000 UTC]

Its nice.

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SaphireNishi In reply to ThePathProductions [2013-04-15 15:29:15 +0000 UTC]

thanks..!!!

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ThePathProductions In reply to SaphireNishi [2013-05-04 05:22:26 +0000 UTC]

No worries

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Dawnsknight [2013-04-10 19:14:12 +0000 UTC]

aww ,cute

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SaphireNishi In reply to Dawnsknight [2013-04-10 19:14:49 +0000 UTC]

hehe.. thanks

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Evry1wantsu [2013-04-09 00:06:49 +0000 UTC]

Poor kitty! Really nice animation!

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SaphireNishi In reply to Evry1wantsu [2013-04-09 14:31:05 +0000 UTC]

thank you

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bioxxx1 [2013-04-05 01:13:16 +0000 UTC]

will he ever reach the carrot .....
very nice

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SaphireNishi In reply to bioxxx1 [2013-04-05 20:27:04 +0000 UTC]

i certainly hope he will
thank you

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sergiosomf [2013-04-04 16:40:06 +0000 UTC]

EXCELENTE!....

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SaphireNishi In reply to sergiosomf [2013-04-04 21:37:22 +0000 UTC]

thanks

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reboomus [2013-04-04 15:13:27 +0000 UTC]

There is good anticipation to the jump and it works for the most part but I would add about 5 more hold frames when the character gets to the bottom part of the anticipation to make sure it reads easier for the audience.

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SaphireNishi In reply to reboomus [2013-04-04 21:37:13 +0000 UTC]

thank you very much for the feedback

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reboomus In reply to SaphireNishi [2013-04-04 23:00:35 +0000 UTC]

Your quite welcome I am quite glad to help my fellow animator to help improve animations of fellow animators.

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BeatchBall [2013-04-03 23:53:20 +0000 UTC]

Cock Tease!

👍: 0 ⏩: 1

SaphireNishi In reply to BeatchBall [2013-04-04 21:36:45 +0000 UTC]

haha..

👍: 0 ⏩: 0

AZVaquero [2013-04-03 23:52:02 +0000 UTC]

Not only do you create simply "beautiful" models, but you constantly work on other aspects of your art as well!!!
Your are certainly "extremely gifted". Thank you for sharing your work with us here!!

Hasta!!

👍: 0 ⏩: 1

SaphireNishi In reply to AZVaquero [2013-04-04 21:35:46 +0000 UTC]

aww.. thanks a lot for the awesome compliment, babes.. i really love my hobby

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Cymae [2013-04-03 22:39:02 +0000 UTC]

looking good. you need to add some controllers to the whiskers and clavs i think

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SaphireNishi In reply to Cymae [2013-04-03 22:45:12 +0000 UTC]

thank you.. well this is my first rig using the CAT rigging system, and my 3th rig total.. so i dont think it is a good idea to make things to complicated yet.. you know, start at the beginning and not the end..

what are clavs btw ?

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Cymae In reply to SaphireNishi [2013-04-03 23:01:32 +0000 UTC]

generally a rig has 4 joints in the arm (not including the hands): clavicle, shoulder, eblow and wrist. If you touch your back you have some large plates that move when you rotate your shoulders. we simulate those with a joint, and that will stop the stiffness in the shoulders as you animate.

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SaphireNishi In reply to Cymae [2013-04-03 23:51:14 +0000 UTC]

ah i see.. well i dont think thats a good idea yet.. lets start with only one joint and see if i can make that bend like i want it to bend.. after that i can add more joints in the arm..

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Rixsch99 [2013-04-03 18:57:55 +0000 UTC]

not bad, you're getting the hang of it more and more

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SaphireNishi In reply to Rixsch99 [2013-04-03 22:28:17 +0000 UTC]

thank you

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Rixsch99 In reply to SaphireNishi [2013-04-04 23:44:52 +0000 UTC]

your welcome

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bZn2s [2013-04-03 18:05:26 +0000 UTC]

me to its like I said that or something Daa....

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SaphireNishi In reply to bZn2s [2013-04-03 22:28:07 +0000 UTC]

euhm, what ?

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bZn2s [2013-04-03 18:04:23 +0000 UTC]

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SaphireNishi In reply to bZn2s [2013-04-03 22:27:58 +0000 UTC]

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ARTnoob [2013-04-03 15:14:08 +0000 UTC]

Haha I can help if you need any.

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SaphireNishi In reply to ARTnoob [2013-04-03 22:27:38 +0000 UTC]

help me or help that catbunny thing ?

👍: 0 ⏩: 1

ARTnoob In reply to SaphireNishi [2013-04-06 16:09:00 +0000 UTC]

The rigging and such?
For either?

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SaphireNishi In reply to ARTnoob [2013-04-06 17:01:07 +0000 UTC]

well i just need practice.. i dont know how you can hep with that

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ARTnoob In reply to SaphireNishi [2013-04-07 15:14:09 +0000 UTC]

True true

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SaphireNishi In reply to ARTnoob [2013-04-07 16:35:43 +0000 UTC]

thanks for the offer tho

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vogeljz [2013-04-03 11:41:57 +0000 UTC]

Great!

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SaphireNishi In reply to vogeljz [2013-04-03 13:09:46 +0000 UTC]

thanks

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JaimePerezJr [2013-04-03 04:55:03 +0000 UTC]

Awesome job on animating the weight! It looks like something weird is happening around the ankles though.

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SaphireNishi In reply to JaimePerezJr [2013-04-03 07:28:35 +0000 UTC]

thank you.. just curious ? why do you point out the obvious and not give any solutions ? do you think i didnt see that or something ? there is actually a lot more wrong with the animation.. look at the arm pits how they flatten when they rotated.. look at the jerking effect on the arm in the end of the animation.. i can see all those things too.. pointing out the obvious never helped anyone.. what we need is solution to fix these problems.. that would helpful.. but no one ever got any better from pointing out the obvious..

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JaimePerezJr In reply to SaphireNishi [2013-04-03 17:00:43 +0000 UTC]

Ok, well I would say that you need to change how you have the bone/vertex weight distributed. It looks like you may have a vertex or two attached to bone that shouldn't be, that's what's giving you that weird pull. It might also be that you need to adjust the fall-off of the anchors as they they radiate away from the ankle, make the transition more uniform and extended it out a bit. As far as the arm pit flattening out, you could try adding more polys in that area to give a better distribution when it bends. You might also want to build a type of ball and socket rig into the shoulder to anchor those extra vertexes onto. It will be more work during the skinning process but it will allow for a smoother rotation.

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SaphireNishi In reply to JaimePerezJr [2013-04-03 22:12:24 +0000 UTC]

haha.. wow, look at you being all helpful now.. why didnt you do this right away ?

i dont think the vertex distribution is the problem tho.. i double checked if i had some weird vertexes attached to wrong bones but that doesnt seem the case.. what i do have is some weird edge flow on the foot which i think creates the weird effect on the feet..

i have no idea why the shoulder are flattening out when i rotate the arms.. i shall try to see if adding more geometry to the shoulder will fix the problem.. i definitely like the idea of adding a ball to the rig for extra volume.. this will help a lot once i start doing muscles too cause then i already know how to add separate bones to a rig and how to apply them to be part of the whole rig.. that will make things a lot easier for the future..

thank you for the help

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JaimePerezJr In reply to SaphireNishi [2013-04-04 05:17:57 +0000 UTC]

You could run an STL check to see if anything is overlapping or open around there. The sure fire way would be to scrap the foot and start a new one.

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SaphireNishi In reply to JaimePerezJr [2013-04-04 21:38:44 +0000 UTC]

yeah, i guess redoing the whole foot is the easiest and most save way to go.. thanks again for the help

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ama8o8 [2013-04-03 02:24:30 +0000 UTC]

so im guessing ode to easter?

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SaphireNishi In reply to ama8o8 [2013-04-03 07:19:00 +0000 UTC]

haha.. i guess i should have let him jump for eggs..

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Gretgor [2013-04-03 02:15:15 +0000 UTC]

I keep watching it, hoping he'll eventually reach the carrot.

Very nice jumping mechanics, the legs spring up just fine.

👍: 0 ⏩: 1

SaphireNishi In reply to Gretgor [2013-04-03 07:18:02 +0000 UTC]

thanks a lot

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