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Published: 2013-02-12 21:12:32 +0000 UTC; Views: 34483; Favourites: 362; Downloads: 1794
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..and an other attempt on a walk cycles..now please, people.. try to think a little bit before leaving a comment.. i know there is still a lot wrong with the animation.. the walk still is very slippery, and it feels very rigid.. i know that.. so please dont tell me the obvious.. i think everybody knows what and how a walk cycles should look like and that includes me too.. the problem here is projecting the movement on the model itself.. please realize there is huge difference between knowing theoretically how it works, and actually making it..
i know physics arent working either.. im just not trying to get that working yet, so there is no hair movement, no boob bouncing and so on.. i need to get a good understanding about body movement first before i can start doing physics on the body too..
now i dont say that you cant leave a critic, i actually appreciate it when you do, but if you do then please be sure you know what you are talking about and dont state the obvious.. this is all about learning and experimenting, and no one ever learned anything from the obvious and/or nonsense.. thank you..
725 frames @ 1280x540 pixels
total render time: 7 hours 03 min 45 sec
program used:
photoshop
poser
zbrush
3ds max
Related content
Comments: 548
SaphireNishi In reply to ??? [2020-10-17 22:32:53 +0000 UTC]
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hreyas [2015-11-24 05:11:47 +0000 UTC]
head looks kind of stiff and the hands movement is to be improved a lot , there's a jerk when she pulls her hand from back to front The legs seem good enough , still something seems fishy which i am yet not mature enough to inspect .
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Sacron22 [2015-04-24 15:38:50 +0000 UTC]
no critique here, I don't know enough. but your model (you?) is gorgeous.
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SaphireNishi In reply to Sacron22 [2015-04-25 13:28:46 +0000 UTC]
not me, no.. but thank you for the comment
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Sacron22 In reply to SaphireNishi [2015-04-25 14:52:13 +0000 UTC]
you're better looking, probably.
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midnightbelle [2013-06-08 22:16:04 +0000 UTC]
Just tried something similar, and gave up. I can appreciate what you did right, good job.
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SaphireNishi In reply to midnightbelle [2013-06-13 23:18:23 +0000 UTC]
thank you very much you should keep trying.. doing these walk cycles is one of the hardest thing to do.. but once you can make these walk cycles perfectly there is not a lot you cant do anymore either..
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BrianLadouceur [2013-05-15 17:26:03 +0000 UTC]
Looks like a solid start. You may want to avoid raising the hip on the leg that is coming forward. It looks like she stands up to a neutral position then raises her back leg off the ground.
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SaphireNishi In reply to BrianLadouceur [2013-05-15 17:57:17 +0000 UTC]
thank you for your feedback, but i think its more useful if you give feedback on the last attempt that i did.. this one is out dated now..
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Munarix [2013-04-28 21:53:15 +0000 UTC]
Oh wow! this is amazingly awesome. Though I think her shoulders are a bit too stiff as she walks
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SaphireNishi In reply to Munarix [2013-04-28 21:55:31 +0000 UTC]
take a look at my last attempt.. its a lot more smooth then this one..
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Munarix In reply to SaphireNishi [2013-04-28 22:30:28 +0000 UTC]
Oh! woops lol oh gosh didnt see those lol but hey your work is really amazing! Keep up th amazing work!
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SaphireNishi In reply to Ferdy55Ilustrator [2013-04-26 22:46:48 +0000 UTC]
lolz.. sure..!!!
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WickedPrince [2013-04-16 03:27:16 +0000 UTC]
It looks more lifelike than the last one. Definitely better.
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PEDRO121 [2013-04-14 12:35:24 +0000 UTC]
I'm gonna sound like an average teenager, but I can't resist:
DAT ASS
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nerveZero [2013-04-07 23:04:28 +0000 UTC]
Good work on the bottom.
Perhaps part of the problem with this one is foot placement. Real people run with their feet in line, but almost no woman walks that way.
Still way better than I have ever managed. Except by finding a motion capture and rigging to the mocap (by following a tutorial in a 3D animation magazine years back in Poser)
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SaphireNishi In reply to nerveZero [2013-04-07 23:20:37 +0000 UTC]
actually this is way way way off.. compare it to my last walk cycle and you will see.. the only nice thing is how the hip moves.. but foot placesment.. leg bending, arm timing of the swing.. its all completely off.. i didnt know how to actually make it work here..
the easiet thing to do is definitely using motion capture.. thats very true.. but the bad part is you dont learn anything from using motion captures.. this is what professionals say.. they are not my words.. "if you know how to make a perfect walk cycles by hand then you can make any motion you want.." and im beginning to understand why they say this..
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nerveZero In reply to SaphireNishi [2013-04-08 01:17:39 +0000 UTC]
Totally understand. Mo cap is great, but if you want to craft and unique walk that is specific to your character then you need to know the mechanics of a walk cycle animation.
I really like hand drawn animation and I was wondering if referring to how an animator works out a walk cycle would give you some extra clues, rather than referring to rigged 3D animators.
Just for a different perspective.
[link]
Good luck. I've had a watch on your for ages so it will be interesting to see how it all works out.
No pressure though. Ha.
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SaphireNishi In reply to nerveZero [2013-04-08 22:52:21 +0000 UTC]
thank you very much for the feedback and the link
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nerveZero In reply to SaphireNishi [2013-04-09 00:38:47 +0000 UTC]
No worries. I figure every little bit helps and my thought was perhaps you had never thought to look at how cel animation people do it.
Cheers
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yokattadesu [2013-03-19 11:01:12 +0000 UTC]
I wont complain about ur current animation, especially this one, now ur unreleased work can be much better so i "ask" only make and upload a right woman animation for lol poly model (doesnt matter if a model itself would be collapsed in some places, wanna look just on ur animation understanding) so having that skeleton ur main problem would be only a proper sticking it on a high poly model (ofc imho u would need to reconstruct that model a bit since i never saw the full right model + skeleton in my life, even in the world cinema productions, they usually use a few pack model+skeletons versions, plus they have many slaves to "photoshop" a gap between cg and real world).
PS u should be already realized that itself but sorry still cant not to give u an advice - 1) her Z postion must be change much more (starting with a hips up to top, i think its the most problem for now, with normal speed stepping such position can be only if she tries to sneak) 2) in next versions ur fixed hands and torse moves but made her ass pulling back (now it looks like she r in hurry to toilet
)
PSS loooooooove ur work
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SaphireNishi In reply to yokattadesu [2013-03-20 04:57:52 +0000 UTC]
im not really sure what you mean ? how do you know my unreleased work can be better ? you havent seen it since its unreleased.. its not visible to anyone except if you break in on my pc what im showing here is the learning process im going through.. doing animation is a skill on its own, especially if you do it all by hand.. so it takes time, practice and effort to get into it all and understanding it.. and its the process im showing here.. i did the same thing with my still renders too.. just go back to the beginning of my gallery and you will see..
im also not really sure what it is you are asking.. do you want to see the bones moving ? of so, then thats a process im not into yet either..
last thing is, you say she needs to move a lot more over the z-ax.. but the problem with 3d software is that different 3d applications use different coordinated system.. which means that the y-ax and z-ax are not always the same.. so looking at this animation the z-ax can mean back and forward or up and down depending on the software you are using.. im not sure what program you are normally using so i dont know what you mean with z-ax either..
thank you for the feedback and im very glad you like my work
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yokattadesu In reply to SaphireNishi [2013-03-20 06:08:34 +0000 UTC]
i mean u could be better on animation level since a rendering scenes uploading o here (takes many time)and ur current animation on ur pc should be different (1 step for each legs = 1-1.5 secs of walking, so in perspective u can do this looking properly more or less for 1 day, at least just with bones only). So i wanted to see ur animation itself (as my personal experience, high loly model is bother for a newbie in animation), btw despite of like it looks i mean ur high poly model (definetely u know a human structure better than very well), wrong attaching bones still corrupts the whole animation (in real for each model a bones should be placed individually, sometimes they can be at wrong places compared to real human). Btw u can find in internet a ready animation for walk to see how right ur bones and model r combined.
for x/y/z coordinates, yep i know that some 3d applications uses own one, but i just mean that she must jump a bit for each step since its natural for human, thanx for answer, i hope u will finish this patch of walking animation
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SaphireNishi In reply to yokattadesu [2013-03-20 06:46:07 +0000 UTC]
i understand what you mean.. setting up a rig is not an easy task.. especially if you going for realism.. im actually working on a low poly model at the movement just to figure out basic physic movement, cause just like you say, working with high poly meshes can be really frustrating at times.. its a lot easier to work with low poly models.. im still trying to figure out how and what the best placement is for the bones.. also the skinning process is still a very hard thing to do so i really need to get used to the whole process..
do you have a link for a walk cycle ?
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yokattadesu In reply to SaphireNishi [2013-03-20 07:03:45 +0000 UTC]
i dropped my 3d modeling a yeah ago becuase of newest 3d max crapped the cloth modificator so i decided to wait for a patches but since im too lazy i never checked for updates. at same time, right before i did quit i myself was looking for walk animations to compared to mine, wasnt really a problem to find different verstions of it, ofc only part of them worked properly but still helped well.
i would search through inet but i dont know ur 3d application , and unable to check it out for working.
just use google really,, no problem in searching
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soulessrobin [2013-02-26 22:16:22 +0000 UTC]
"now i dont say that you cant leave a critic, i actually appreciate it when you do, but if you do then please be sure you know what you are talking about and dont state the obvious.. this is all about learning and experimenting, and no one ever learned anything from the obvious and/or nonsense.. thank you.. "
....
I love you. <3 <3 <3
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SaphireNishi In reply to soulessrobin [2013-02-28 05:15:40 +0000 UTC]
haha.. why, thank you, babes.. i love you too
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Queen-and-Azriel [2013-02-25 13:57:01 +0000 UTC]
Hm. I think she's swinging her hips too much, and the knees look like they're moving inward instead of forward.
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SaphireNishi In reply to Queen-and-Azriel [2013-02-25 17:36:37 +0000 UTC]
yeah, both problems you are mentioning are fixed in the last upload..
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SaphireNishi In reply to chutonon [2013-02-24 20:04:13 +0000 UTC]
i think walk cycle 07 has a lot more detailed movement going on.. 07 is way smoother and way more natural then this one as well..
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SaphireNishi In reply to chutonon [2013-02-24 20:31:36 +0000 UTC]
hehe.. like i said.. i dont agree.. but its all a matter of perceptive i guess..
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SaphireNishi In reply to chutonon [2013-02-24 20:43:40 +0000 UTC]
perspective.. stupid auto correction..
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